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Non-standard races of Treya

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1 Non-standard races of Treya on Fri Apr 23, 2010 1:20 am

Trinity

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This topic lists some of the unusual races that make their home on Treya.

Raspeen
Raspeen are short reptilian humanoids with large red eyes and a pair of wing-like appendages on their backs. They stand 3 to 4 feet tall, typically weighing 70 to 120 pounds with females being larger on average. Raspeen generally live just over 3 centuries. The raspeen were not originally native to Treya, having instead immigrated there through a planer rift meillennia ago when their home plane was destroyed.

Allowed Classes: Fighter, Thief, Cleric, Ranger, Bloodmage

Racial Ability Adjustments: +1 Dexterity, -1 Strength, -1 Charisma

Racial Abilities:
Infravision - 60 feet
Heightened senses (smell)
no penalties for dealing lethal damage with an unarmed strike.
poisonous bite on successful grapple deals 1d3 turns of paralysis, save vs poison negates.

Thieves skills adjustments: Pick pockets +5%, Hide in shadows +5%, Climb walls +10%, read language -5%

Base age: 40 Age Variable: 2d8

Average Height(in inches)(male/female)
Base: 34/36 Modifier: 2d4

Average Weight(in pounds)(male/female)
Base: 80/85 Modifier: 2d4



Last edited by Trinity on Wed Apr 13, 2011 7:42 pm; edited 1 time in total (Reason for editing : Added thieves skills adjustments)

2 Annarri on Sun Apr 25, 2010 3:42 pm

Jessamine

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Annarri
The Annarri are a race of anthropomorphic creatures. They are the creation of the force of life called Zathan, and thus have a strong connection to the world.
Zathan gave the Annarri many shapes and forms to allow for different strengths, this keeps the race from being locked to a single way of handling situations. The Annarri were given similar strengths as well, despite animal type, to help bind them together as a race.

Allowed Classes: Any, except Paladin.

The abilities given to the race as a whole are called the gifts of Zathan:

-Heightened Senses: Each of the Annarri’s senses is enhanced, allowing them to detect with their senses what many races would miss.
-Night Sight: As the name implies, though they are still blind in complete darkness.
-Resilience to disease: 30% resistance to disease and the spell Cause Disease. This resistance does not apply to magical disease such as mummy rot.

Each Annarri breed (called clans) has their own attribute adjustments.

Wolf: +1 to two physical attributes, -1 to two mental attributes.
Bear: +2 Strength, -2 Dexterity,
Fox: +1 Dexterity, +1 Intelligence, -1 Wisdom
Owl: +2 Wisdom, -2 Constitution
Mouse: +1 Dexterity, -1 to Strength,
Cat: +1 Dexterity, -1 Wisdom
Dog: Charisma +1,
Horse: Strength +1, Constitution +2, Wisdom –1, Intelligence –1

The typical life span of an Annarri is ten times that of a human. An Annarri will generally start their adventuring years at about the age of 180 (18 human equivalant). Height and weight varies with the type of Annarri. A Bear Annarri will be taller and heavier, while a Mouse Annarri will be more petite.

(NOTE: Annarri only come in the forms listed above. Do not ask if you can be a squirrel, rabbit, raccoon, etc. The answer is NO.)

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3 Half-Annarri on Sun Apr 25, 2010 4:22 pm

Jessamine

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Half-Annarri
Half-Annarri are the children between Annarri and Humans. They look Human in appearance, but could have some minor traits that show their Annarri heritage, such as an unusual eye color or elongated canines.

Allowed Classes: Any

Racial Ability Adjustments: None

Racial Abilities:
-Heightened Senses: Like their Annarri parent, they have heightened senses, but only 3 of the 5 senses are heightened. (Chosen by player)

Half-Annarri age as humans do, except they live much longer, about 140 to 160 years.
Use Human chart for starting age.

May also use Human chart for Height and Weight.

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4 Asherati on Mon Jun 28, 2010 12:04 am

Trinity

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Asherati
*Note* this race is not playable in a standard Treya campaign

Also called sand-people, the Asherati are a race that make their homes in the barren deserts and wastelands of the world. They resemble thin, hairless humans with faintly glowing bronze skin and blank white eyes. The Asherati have not been seen for hundreds of years and are believed to be extinct.

Allowed classes: Fighter, Thief, Cleric, Druid
Asherati clerics typically worship Solanil the goddess of oases, or Zoser the goddess of sandstorms.

Racial ability:
Body lamp - An Asherati may produce light like a torch at will
Sand swim - An Asherati may meld into any sand, ash, or loose earth at will. They may move through such substances as easily as a human moves through water.
Water vulnerability - An asherati takes a -1 to all rolls when completely wet, and immediately begins to drown if submerged in water.

Thieves skills adjustments: Pick pockets +10%, Move silently +5%, Hide in shadows +5%

+2 to saves against fire

Asherati age as humans do.
They are of similar height to humans but weigh only 70% as much.



Last edited by Trinity on Wed Apr 13, 2011 7:45 pm; edited 1 time in total (Reason for editing : Added thieves skills adjustments)

5 Re: Non-standard races of Treya on Fri Jan 07, 2011 7:43 pm

Jessamine

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Mage Created Annarri

NOTE: Not playable unless specified by the DM.

In Treya during the Mage Wars, three powerful mages got their hands on a magical Tome known as Polymorph Variations. With this tome, each mage turned their armies into a different set of false Annarri. After the Mage Wars was over, these people went into hiding, ashamed of what they now were and afraid that they would be hunted down. Several hundreds of years later, their descendants slowly started mingling with other races, making their existence known.

Like the natural Annarri, they have Heightened Senses and Night Vision.

Eagle:
+1 Wisdom, -1 Constitution

Badger:
+1 Strength, -1 Charisma
1d6 Biting Damage

Elk:
Variations in antlers and fur may make individuals look more like Moose or Reindeer, but all are still considered Elk.
+1 Constitution, -1 Wisdom
2d4 ramming damage with antlers

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