Monday, March 21, 2016

The Skrav


The Skrav: Hailing from the Silg Expanse, Skrav are a race of rodentlike humanoids. Second in number only to goblins, they make up a sizeable amount of the Iridisian armies. They are cruel and proud of it, experts at tortures and manipulation, crafters of poisons and plagues. Their religion is based loosely off of the teachings of the goddess Tarona, goddess of Disease and Decay, and they revel in filth, the smell coming from their camps can only be described as disgusting. 
  skaven6.jpg





Skrav Characters

               
Skrav are defined by their class levels—they do not possess racial Hit Dice. All Skrav have the following racial traits.
               
–2 Strength, +2 Dexterity, +2 Intelligence: Skrav are agile and clever, yet physically weak.
               
Small: Skrav are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on CMB and to CMD, and a +4 size bonus on Stealth checks.
               
Darkvision: Skrav can see in the dark up to 60 feet.
               
Tinker: Skrav gain a +2 bonus on Craft (alchemy), Perception, and Use Magic Device checks.
               
Rodent Empathy: Skrav gain a +4 bonus on Handle Animal checks made to influence rodents.
               
Swarming: See above.
               
Languages: Skrav begin play speaking Common. Skrav with high intelligence can choose from any of the following bonus languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

ratfolk_by_targete-d4nhp5c.jpgSkrav Plague:

Cost per Vial: 150g
Damage: 2d6 acid damage, 2d6 profane damage.
Any creature hit by a vial of Skrav plague must make a DC 13 Fortitude Save or be sickened for 1d6 rounds.

Tuesday, December 22, 2015

Elemental and Nature Deities

Tarayn- The Earth Lord
AL: LN
Domain: earth, law, strength, protection
Favored Weapon: Warhammer

Sutor- The Fire Lord
AL: CN
Domains: fire, destruction, chaos, artifice
Favored weapon: falcion

Inori- The Water Lord
AL: N
Domains: Water, healing, luck, travel
Favored Weapon: Spear

Golas- The Air Lord
AL: N
Domains: air, charm, travel
Favored Weapon: Long bow

Sharnd- Lord of the Wild
AL: N
Domains: air, animal, plant, weather
Favored Weapon: Quarterstaff

Cananara- Goddess of the Hearth and Home
AL: NG
Domains: artifice, community, healing, plant, good
Favored Weapon: Scythe

Krell-Lord of Storms
AL: CE
Domains: AirChaos, Destruction, water, weather
Favored Weapon: Trident

Monday, December 21, 2015

Allowed Races

Aasimar
Andur
Changeling
Dragonborn
Dwarf
Elf
Goliath
Gnome
Half Elf
Half Orc
Halfling
Human
Ilbisian (Catfolk)
Shifter
Tiefling

Algazan- City of Iron

The Easternmost city of the Republic that borders on the Silg Expanse, Algazan is a city ruled by the Iron hand of the Republican army.
A military base more than a city, Algazan is dark, smoky, and loud. The toughest, the meanest of the Asandari military are stationed here.

Algazan: LE Militocracy
Population: ~250,000. (225,000 human,  10,000 dwarf, 10,000 andur, 1,000 elf, 700 half orc, 500 gnome, 500 halfling, 500 goliath, 500 ilbisian, 500 dragonborn,  300 half elf, 300 Aasimar 200 tiefling)

Ruled by:
Supreme General Ahio Leo'har (LN human fighter 10)
Hrothgan Bloodtusk (LE half orc warpriest 8)
Seren Aul'amir (NG cleric of Sereneth 5)

Ilbisian (Catfolk)

From the southern jungles of the Silg Expanse, the Ilbisian are a proud race of fierce warriors and powerful sorcerers.

Ilbisian Catfolk Racial Traits
+2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense.

Ilbisian Catfolk: Catfolk are humanoids with the catfolk subtype.

Medium: Ilbisian Catfolk are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Ilbisian Catfolk have a base speed of 30 feet.

Low-Light Vision: In dim light, Ilbisian catfolk can see twice as far as humans.

Cat's Luck (Ex): Once per day when an Ilbisian catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

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

Languages: Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Goliath

Hailing from the Gray Wastes and the Broken Hills, the Goliaths are a shattered race.
Once the owners of a proud empire that predated the kingdoms of humanity by a thousand years, they have fallen into a dark age.
Tribal and ferociously territorial, they fight a never ending battle against the denizens of the Silg Expanse. The Republic has sent ambassadors to the Goliath chieftains, and a few have set out into the world.

GOLIATH RACIAL TRAITS

+4 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence: Goliaths are massively muscled, but their bulk sometimes gets in the way when they're trying to be nimble.

Medium: Goliaths are Medium creatures and have no special bonuses or penalties due to their size.

Mountain Movement: Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths receive a +2 racial bonus Acrobatics and Climb checks.

Acclimated: Goliaths are automatically acclimated to life at high altitudes. Unlike other denizens of the mountains, goliaths don't lose their acclimation to high altitude even if they spend months or years at lower elevations.

Body Language: When speaking to one another, goliaths tend to augment their verbal communication with subtle body language. Goliaths receive a +2 racial bonus to Sense Motive checks.

Big Grip: Goliaths can wield weapons intended for Large creatures without a -2 penalty.

Weapon Familiarity: Goliaths' superior bulk helps them wield heavier than normal weapons. Goliaths treat exotic weapons which can be wielded in two hands as martial weapons by Medium creatures, such as bastard swords and dwarven waraxes, as martial weapons.

Darvkision: Goliaths can see in the dark up to 60 feet.

Languages: Goliaths begin play speaking Common and Gol-Kaa. Goliaths with high intelligence scores can choose from the following: Dwarven, Giant, Gnoll, Terran.

Source: http://www.enworld.org/forum/showthread.php?265445-Pathfinder-Conversion-Goliath#ixzz3v1GQq5Bh