Elemental as a D&D game

By on April 30, 2013 2:22:22 PM from Elemental Forums Elemental Forums

MelodicOtter

Join Date 02/2013
+1


I became inspired to run a 3.5 D&D / Pathfinder game based on the world of Elemental, but my players aren't as interested as I.  Perhaps someone else can find this useful 

 

A couple notes: Race abilities where chosen based on the descriptions of the races and the abiliities of the races and their leaders as seen in the Fallen Enchantress game.  Racial abilities are balanced using Paizo's Advanced Racial Guide.  The Fallen are balanced around the campaign being played mostly in the western kingdoms (the social and diplomatic stigma is a heavy penalty when shared by all the merchants, innkeepers and guards of the land around you).  If you are going to run the game in the east, or choose not to apply the diplomatic penalty of the Fallen trait, then each fallen character should have a +1 level racial modifier.

I tried to keep the ruleset as simple as possible, to give the flavour of Elemental without overwhelming the players with new rules - this is why I handle religion and clerics and paladins with a bit of hand-wavy "here's a god-like being to follow".  It does have a nice impact of tying religion to the state, adding to the impact of society on a character's development.

 

Altarians

The people of Relias’s kingdom are of all different physiques, for it has been the Lord’s desire to open the borders of Altar to any law-abiding citizens who wish to enter. There is no typical Altarian, then, though it is noted that rarely indeed is any Altarian seen in a surcoat, or with facial hair.

+2 to One Ability Score: Members of this race gain a +2 to any single ability score of your choice during character creation.

Noble Heroes: Knowledge (Nobility) and Diplomacy are always class skills. All Altarians know of the heroes of the Nobles Rebellion and the social politeness still exhibited by the aristocracy.

Weapon Familiarity: Altarian nobles and their militias have been trained early in the use of weapons of war since the time of the Nobles Rebellion. All Altarians are proficient with longbows, shortbows, longswords, shortswords, and rapiers.

Culture of Inspiration: Once a day, an Altarian can inspire his compatriots to high morale. Each ally within 50 ft. that can hear the Altarian’s exultation gains a +1 morale bonus on attack rolls and on saving throws against fear for one minute. Bonus Feat: Altarians select one extra feat at first level.

Languages: Altarians begin play speaking Aravanese. Altarians with high Intelligence scores can choose any languages they want (except secret languages).

 

Amarians

These are the descendants of the Free Cities of the East, of Valgona and Eldric, many of whom were relatives of the Emperor Amarian. Now they are found in New Pariden. They are a tall people, with darker, olive –shade skin and hair of black, or sometimes white. They will not grow beards, and will typically wear robes, not shirts or surcoats, or even trousers of the kind favored by the men of Capitar. Their robes are usually of the deeper hues - the blues, reds, and purples associated with royalty.

+2 to One Ability Score: Members of this race gain a +2 to any single ability score of your choice during character creation.

Will of Kings: Amarians are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.

Life Caster: Amarians add +1 to the saving throw DCs for spells and spell-like abilities with good or healing subtypes.

Shards of the Past: Amarians have access to vast public libraries and are strongly encouraged to use them. Choose two knowledge skills at character creation. You gain a +2 racial bonus on both of these skills, and these skills are treated as class skills regardless of the classes taken by the Amarian.

Languages: Amarians begin play speaking Aravanese. Amarians with high Intelligence scores can choose any languages they want (except secret languages).

 

Ironeers

These are from Gilden. They are typically men short in stature, who may be dark or light-haired. Their hair is always worn long. They wear shirts, and surcoats, in the tones of the Earth, but wear no robes. When old enough, the men all grow beards, and this is to hide the coal dust which stains their skin, which dust comes from the mines they work.

+2 to One Ability Score: Members of this race gain a +2 to any single ability score of your choice during character creation.

Hardy: Ironeers gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Ironeers receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Greed: Ironeers gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Stonecunning or Junglecraft: Ironeers tend to either be traditionalists and work in the mines or explorers of their newly-rediscovered southern jungles. Choose either Stonecunning or Junglecraft at character creation. Ironeers with Stonecunning receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Ironeers with Junglecraft receive a +2 bonus on Perception checks and Survival checks in jungle terrain to notice unusual features such as traps and hidden paths. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Bonus Feat: Ironeers select one extra feat at first level.

Languages: Ironeers begin play speaking Aravanese. Ironeers with high Intelligence scores can choose from the following: Karesh, Avostan, Terran, Aquan, Wildling, Ogre, Troll, and Mite.

 

Krax

These are the blood traitors, who have betrayed the race of man they descended from. They resemble the Amarians, and this is because they too came from the Free Cities. Thus they are taller than average, with olive-complexioned skin and black hair. They do not dress in shirts, or surcoats, or pants, but instead favor robes styled in the manner of the Amarians, though in the colors of grey or black.

+2 to One Ability Score: Members of this race gain a +2 to any single ability score of your choice during character creation.

Beguiling Liar: Krax gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

Cornered Fury: Whenever a Kraxan is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

Bonus Feat: Krax select one extra feat at first level.

Traitors: Non-Krax humans have starting attitudes one step worse than for other humans. This can be negated by a successful disguise check (minor details needed only).

Languages: Krax begin play speaking Aravanese and Avostan. Krax with high Intelligence scores can choose any languages they want (except secret languages).

 

Mancers

These are from Capitar. They are light of skin, and yellow-haired, and smooth-complexioned. Never are they bearded, or mustached, and they keep their hair short, save for the women, who wear their tresses in all manner of fashionable styles. They are of typical stature, and wear shirts and coats of bright colors. They wear no robes, or surcoats, or cloaks of any kind in this time.

+2 to One Ability Score: Members of this race gain a +2 to any single ability score of your choice during character creation.

Greed: Ironeers gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Lucky: Mancers gain a +1 racial bonus on all saving throws.

Horse Culture: Mancers are famous for their ranches. All Mancers get +2 racial bonus to skill checks made for riding.

Bonus Feat: Mancers select one extra feat at first level.

Languages: Mancers begin play speaking Aravanese. Mancers with high Intelligence scores can choose any languages they want (except secret languages).

 

Tarthans

These are those people who dwell in the kingdom of Tarth. Many of these were slaves, in the arena of General Carrodus. Thus they have varied physiques as well, though the typical Tarthan is of normal height with brown hair, and darker-skinned. It is the custom in this country to dress as in Capitar, in shirt and pants, never robes or coats, which are considered an affectation.

+2 to One Ability Score: Members of this race gain a +2 to any single ability score of your choice during character creation.

Relentless: Tarthans gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent.

Gladiatorial Tradition: Tarthans are trained from birth in swordplay and gladiatorial combat, and as a result are automatically proficient with nets, tridents, and sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Never Surrender: Once per day, when a Tarthan is reduced to fewer than 0 hit points but is not killed, she can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins to die.

 

Quendar, Lithe

These are the primary species of Fallen found in Magnar. It was the Lord Relias’s opinion that they were closely related to those Fallen of Yithril, who were called Trogs, because of the physical similarities between the two. There are these differences: the Quendar have always white hair, and their skin is a light shade of gray, with sometimes a touch of blue. Their ears are pointed, and their faces thin. They have long necks and slender limbs.

+2 Dex, +2 Int, -2 Con: Lithe Quendar are quick in mind and body, but frail in form.

Scout Breed: Lithe Quendar gain +2 on perception checks and stealth checks, and perception and stealth are always class skills.

Sprinter: Lithe Quendar gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Silent Hunter: Lithe Quendar reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).

Cat’s Luck: Lithe Quendar gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.

Low-Light Vision: Lithe Quendar can see twice as far as a race with normal vision in conditions of dim light.

Fallen: Non-Krax humans have starting attitudes two steps worse than for other humans. This can be negated by a successful disguise check (race needed (-2 penalty)).

Languages: Quendar begin play speaking Aravanese and Avostan. Lithe Quendar with high Intelligence scores can choose from the following: Karesh, Draconic, Sylvan, Darkling, Ogre, Troll, and Mite.

 

Quendar, Forged

These are the other species of Fallen found in Magnar. Legend says they are descendants of Kul-al- Kulan’s first servant and inheritor of Lady Umber’s relics, but very few Forged Quendar are found in Umber. Another common belief is that they were forged by Lady Umber herself from union of Fallen and ash serpents before being pressed into Magnar’s service. Forged Quendar are clad in orange-red scales, darkening to an indigo in old age.

+2 Con, +2 Wis, -2 Dex: Forged Quendar are patient and sturdy, but slow in action.

Fire Subtype: Immune to fire, vulnerable to cold.

Scaled: Forged Quendar gain a +1 natural armor bonus to their Armor Class.

Learned: Each Forged Quendar picks a single Knowledge skill at character creation. He gains a +2 racial bonus on that skill, and that skill is treated as a class skill regardless of what class the Quendar actually takes.

Mental Citadel: Forged Quendar are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.

Breath Fire: Once per day, as a standard action, Forged Quendar can make a supernatural breath weapon attack that deals 1d6 points of fire damage in a 15 ft. cone. All creatures within the affected area must make a Reflex saving throw to avoid taking damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take no damage from the attack.

Darkvision: Forged Quendar can see in the dark up to 60 feet.

Fallen: Non-Krax humans have starting attitudes two steps worse than for other humans. This can be negated by a successful disguise check (race needed (-2 penalty)).

Languages: Quendar begin play speaking Aravanese and Avostan. Forged Quendar with high Intelligence scores can choose any languages they want (except secret languages).

 

Trog

These are great warriors, ruthless in battle, larger and stronger than men, who are largely settled in Yithril. Their skin is darkest gray, and their hair snow white, and they wear no facial hair.

+2 Str, +2 Cha, -2 Wis: Trogs are strong and forceful in personality but too ruled by their anger to be patient.

Ferocity: Trogs gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

Hardy: Trogs gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Weapon Familiarity: Trogs are proficient with hand axes, battle axes and great axes, and treat all exotic axes as martial weapons.

Darkvision: Trogs can see in the dark up to 60 feet.

Fallen: Non-Krax humans have starting attitudes two steps worse than for other humans. This can be negated by a successful disguise check (race needed (-2 penalty)).

Languages: Trogs begin play speaking Aravanese and Avostan. Trogs with high Intelligence scores can choose from the following: Karesh, Garrote, Darkling, Sandling, Wildling, Ogre, Troll, and Mite.

 

Urxen

These Fallen do come from Umber. They resemble Trogs, though they are smaller, and their skin, which is a light gray, is coated with dark hair. They are the army’s foot soldiers, treated poorly by their brethren, with little value assigned to their lives. Urxen are found as slaves throughout the eastern nations.

+2 Con, +2 Int, -2 Str: Urxen are hardy and quick-witted but weak.

Bonus Feat: Altarians select one extra feat at first level.

Skilled: Urxen gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

Darkvision: Urxen can see in the dark up to 60 feet.

Fallen: Non-Krax humans have starting attitudes two steps worse than for other humans. This can be negated by a successful disguise check (race needed (-2 penalty)).

Languages: Urxen begin play speaking Aravanese and Avostan. Urxen with high Intelligence scores can choose any languages they want (except secret languages).

 

Wraiths

These Fallen are found in Resoln, and of all the races of these creatures, are shaped most like men. They are tall, and thin, with faces which seem stretched or elongated at times. Their hair is black as night, and worn long always. Among them are found the lore-masters of the Fallen race, who are said to use the knowledge they possess in ways cruel beyond measure. They were men until the release of the Oracle Ceresa.

+2 Int, +2 Cha, -2 Con: Wraiths are intelligent and manipulative but susceptible to harm and slow to heal.

Undead Resistance: Wraiths gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Dissolution’s Child: Wraiths gain the following supernatural ability: Once per day, a wraith can change its appearance to look as if it were little more than a 4-foot-tall area of shadow. Its physical form still exists and it is not incorporeal—only its appearance changes. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds).

Negative Energy Affinity: A wraith is alive, but reacts to positive and negative energy as if it were undead - positive energy harms it, while negative energy heals it.

Resist Level Drain: Wraiths take no penalty from energy-draining effects, though a wraith can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, all negative levels a wraith has accrued are removed without the need for any additional saving throws.

Death’s Touch: Once per day, a wraith can cast Vampiric Touch as a supernatural ability. This ability is always treated as if cast by a first-level caster.

Undead Aura: Humans and Fallen have starting attitudes two steps worse than for other humans. This can be negated by a successful disguise check (minor details needed only).

Languages: Wraiths begin play speaking Aravanese and the language of the Harridans. Wraiths with high Intelligence scores can choose any languages they want (except secret languages).

 

Knowledge skills

Linguistics skill (Languages available)

Aravanese - common tongue of men Hallasi - language of nobility and scholars Karesh - language of old Malaya, similar ot Aravanese Avostan - language of Imperium Al-Ashteroth - dead language of old Al-Ashteroth

Elemental tongues: Aquan - water, Auran - air, Ignan - fire, Terran - earth, Celestial - life, Infernal - death

Draconic

Sylvan

Darkling / Sandling / Wildling (all different languages with a similar root)

Harridan (secret language of great spiders)

Ogre

Garrote

Mite

Troll

Religion and Divine Magic

The Destiny is a force of order. Always referred to as “The Destiny”, it (they?) take no hand in the world, supplying guiding laws for man but naught else. A Padar is a holy man, a priest of the Destiny.

Each channeller with a following diverts some of her power through the power of her throne to enable her Padars to act upon their interpretation of what the Destiny intends.  Unlike typical D&D / Pathfinder dieties, each channeler only restricts a few domains at most, allowing a broad range of domains among their Padars.

 

Lord Relias of Altar

Portfolio: Wanderlust, Heroism, Nobility, Honesty

Restricted Domains: Evil

 

Queen Procipinee of New Pariden

Portfolio: Lost Knowledge, Perseverance, Sorcery

Restricted Domains: Evil

 

General Carrodus of Capitar

Portfolio: Wealth, Greed, Combat, Games

Restricted Domains: Evil, Magic

 

Lady Irane of Tarth

Portfolio: Combat, Freedom, Stealth

Restricted Domains: Evil, Law

 

Sanjo, Matriarch of Gilden

Portfolio: Earth, Subtlety, Control

Restricted Domains: Air

 

Tandis, Leader of the Azure Knights

Portfolio: Honor, Virtue, Adaptability

Restricted Domains: Evil

 

Emperor Karavox of Kraxis

Portfolio: Diplomacy, Survival, Betrayal, Revenge

Restricted Domains: None

 

Magnar III

Portfolio: Research, Slavery, Magic, Fire

Restricted Domains: Good, Liberation

 

The Oracle Ceresa

Portfolio: Prophecy, Fate, Wisdom, Spiders

Restricted Domains: Good, Healing

 - Padars in her influence are part of the Cult of a Hundred Eyes.

 

Lady Umber

Portfolio: Experimentation, Darkness, Pain, Loss Restricted Domains: Good

Kul-al-Kulan

Portfolio: Might, Assassination, Cruelty, Rage

Restricted Domains: Good

3 Replies
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
April 30, 2013 2:25:15 PM from Elemental Forums Elemental Forums


Oh, and the split of Quendar into Lithe and Forged is because I liked both the way they were portrayed in the Hiergamenon and the game (which has their leader breathing fire )

Reason for Karma (Optional)
Successfully updated karma reason!
April 30, 2013 5:17:23 PM from Elemental Forums Elemental Forums

I wouldn't treat Ironeers as humans, I believe they are actually Fallen.  Make them a bit dwarfy. 

Reason for Karma (Optional)
Successfully updated karma reason!
May 3, 2013 1:41:41 PM from Elemental Forums Elemental Forums


Eh, they're listed as men in the Hiergamenon.  I did give them several dwarfy abilities to try to keep with thier flavour though 

Reason for Karma (Optional)
Successfully updated karma reason!
Sign Up or Login and this ad disappears!
There are many great features available to you once you register. Sign Up for a free account and browse the forums without ads.
Stardock Forums v1.0.0.0    #108433  walnut3   Server Load Time: 00:00:00.0000453   Page Render Time:

Home | About | Privacy | Upload Guidelines | Terms of Service | Help
WinCustomize © 2014 Stardock Corporation. All Rights Reserved.