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 SD D&D 3.5, as it stands.

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Machaeus
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PostSubject: SD D&D 3.5, as it stands.   SD D&D 3.5, as it stands. I_icon_minitimeTue Mar 17, 2009 5:01 pm

Jakkai

Reclusive and pious, jakkai are a race of short beings with an almost rodent-like appearance. They have many customs and rituals that they adhere to, and finding one who does not is as rare as a solar eclipse. Sometimes, though, those individuals are outcast from their home village (or leave of their own will), so it may not be as rare as some would think.
Personality: Jakkai are not necessarily xenophobic, but they are not terribly trusting of outsiders. Non-jakkai are not even allowed into a jakkai village due to their traditions. They also value a pious lifestyle, living the scriptures of the gods. Some prefer to simply be virtuous, and although they are seen as odd, they are not begrudged. Those who show outright heretical speech or action are often cast out or leave on their own.
Physical Description: Jakkai range from 2’6” to 3’, and are covered with a light tan fur. This fur has shapes that are much darker as well, which basically work as one of many methods of identification. This fur changes to white and light grey in the winter, and gets much thicker. Their eyes can be practically any color in the rainbow, and some colors are seen as signs of their paths in certain jakkai cultures. They also have prehensile tails that work about as well as a hand (and is more flexible than an arm), and ears that resemble a bat’s wings in shape. Their legs are shaped like an animal’s, and their hands (though paws might be almost equally appropriate) have four fingers counting the thumb. They reach adulthood at about 13-15 and live to about 65 years of age. Jakkai, surprisingly, hatch from eggs, and grow up in clutches raised by the whole village – no jakkai typically knows who its blood parents are.
Relations: Jakkai are creatures that can live just about anywhere, from frozen tundra to roasting desert to deep jungle to mountain cavern. As such, their relations are typically dependent upon who they grew up around – a mountainous village might get along well with dwarves, while a forest village would be impartial to elves. Intrusive peoples are typically not well-liked, however – a nosy gnome or halfling is most likely to be thrown out of a jakkai village because they are the most likely to intrude in business not their own.
Alignment: Most jakkai are good-natured, and most are obedient of the law as well. However, exceptions exist, and in some areas even abound. Those outside a village adventuring are most likely to be an exception.
Jakkai Lands: Jakkai do not have any grand kingdoms – they never have, and many think they never will. They do not typically aspire to that brand of greatness (and might not even call that greatness), instead living on the lands of others and not bothering anyone. They are entirely willing to trade with and come to the defense of their neighbor, so long as the neighbor will do the same.
Religion: Jakkai who are pious (that is, most of them) don’t care what god they serve, as long as he is not cruel or mean-spirited. Pelor is a likely candidate, and many worship nature gods as well.
Language: Jakkai speak the language of their closest neighbor. This means that one might speak almost any language, but be troubled when they have to speak with other cultures (a jakkai speaking Elven would have trouble in dwarven lands, for instance).
Names: Jakkai gain a surname of sorts based on traits they have, such as their eyes, tails, or whatever else one might have. At about 10 years of age, they choose a personal name for themselves and go by that as well.
Male Names: Achning, Ashosh, Dars, Dorod, Drahmor, Garkim, Grith, Ineack, Itage, Kalld, Oarde, Polhris, Ravon
Female Names: Ceratir, Eildy, Erviss, Hirede, Lyerad, Lyeryn, Merofu, Nobawi, Oemo, Rhea, Riloit, Sayris, Susaf
Adventurers: Jakkai adventurers are always exceptions to their cultural norms. To quote some jakkai, “no jakkai in their right mind would leave their comfortable homes unless they were forced to”. Jakkai in general don’t see the great pull of discovering that adventurers do – those that do aren’t too happy with jakkai culture in the first place.

Jakkai Racial Traits
+2 Dexterity, +2 Wisdom, -2 Strength: Jakkai are nimble and careful, but they don’t have much to go on power-wise.
Small: As a Small creature, a jakkai gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a medium character.
Jakkai base land speed is 30 feet; jakkai are much faster than similarly-sized humanoids.
Low-Light Vision: A jakkai can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Tail: Jakkai have prehensile tails as long as their arms and about as useful as a hand. This can be used to carry a weapon, though any weapon held in the tail takes a -1 penalty to attack and damage rolls.
Pantheophile: Jakkai gain a +4 racial bonus to Knowledge (religion) checks and treat that skill as a class skill for all classes. Jakkai typically know a thing or two about religion. This bonus does not allow them to use the skill untrained.
+1 racial bonus to Move Silently checks: Due to the structure of their feet, jakkai are mildly stealthy.
+4 racial bonus to Climb checks: Jakkai are natural climbers no matter their locale of choice.
Automatic Languages: Any (other than secret languages, such as Druidic). Bonus Languages: Any (other than secret languages, such as Druidic). Jakkai can learn any language, and often learn that of their closest neighboring humanoid.
Favored Class: Cleric. A multiclass jakkai’s cleric class does not count when determining whether he takes an experience point penalty for multiclassing.
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Machaeus
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Number of posts : 12
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SD D&D 3.5, as it stands. Empty
PostSubject: Re: SD D&D 3.5, as it stands.   SD D&D 3.5, as it stands. I_icon_minitimeTue Mar 17, 2009 5:01 pm

Demon

Demons are a varied lot from the depths of Hell, but most have one major thing in common – they loathe angels, their sworn enemies since time immemorial. Those few that don’t likely learn to after a few encounters with angels who hate them with equal fervor. They are all aligned to one of the four elements of fire, water, earth, and air, and have different features as a result.
Personality: Demons are typically cruel in and out of combat. They are not evil necessarily (though many are), but they are easily persuaded to take the time to make their enemy suffer. This provocation can be from a simple wound to a nasty remark to just not liking their victim’s attitude. This doesn’t mean they go looking for trouble, just that they don’t like to be slighted and show this very readily in their actions.
Physical Description: Fire demons are from 6 to 8 feet tall and tend towards hotheadedness. Water demons are 5 and a half feet to 6 feet tall and are magical in nature. Earth demons are huge (12 to 14 feet) and are very sturdy. Wind demons are 8 to 10 feet in height and have wings with feathers. Other than that, demons often look like a humanoid animal of some kind. All kinds of demons mature at about 17 years of age and live about 85 years old. They have tails, which are not prehensile, and they also have large claws perfect for harming their foes’ faces. They are born from large, egg-like sacs, and their parents are often only together long enough to make sure the offspring grows up right.
Relations: Demons do not get along with many races because they don’t often see other races. Living in Hell and only coming up to war with angels (or escape the war with angels) makes it incredibly difficult for them to socialize with others, and for this reason they may not know how to act. Some freeze up upon making social contact or avoid it altogether with harsh, hateful words. Angels are another story – each side hates the other, and this is shown in the war they are almost constantly entrenched in.
Alignment: Demons are not evil as a race, but they have evil tendencies. On the law-chaos spectrum, they don’t have much to go on, and typically respect any authority that can beat them up (or that they think can beat them up).
Demon Lands: Demons reside in Hell, and don’t make livings up in the mortal realms very often. Those that do are often out in the wilderness, away from people and civilization (as well as the angel-demon war), and as such don’t have “lands” the way the civilized mortal races do.
Religion: Demons, surprisingly, sometimes worship a god. Not so surprisingly, this deity is often dark in nature, such as Syndel, the Demon Spawner. Those that don’t worship a god often don’t touch religion with a ten-foot pole.
Language: Demons speak Common, surprisingly – no one is quite certain where they picked it up, except that damned souls might end up in Hell and humans might be the most common of them.
Names: Demons have no family names, typically – family is not of great importance to them. Those who go to the mortal realm to live may take up a family name to fit in when they realize that the mortal races care for such identifiers.
Male Names: Calara, Ferin, Gaxila, Itat, Ikini, Misonu, Momid, Rexe, Rothrak, Tais, Uluga
Female Names: Anend, Buranma, Drimsa, Emk, Erormu, Eture, Iad, Rilad, Naxasu, Mosrod, Saie
Adventurers: An adventuring demon is more than likely on the run from something, be it their past, the war, or someone who they managed to offend enough that fighting back was infeasible. They are varied in their callings, though there are plenty of archetypes for each.

Demon Racial Traits:
All:
-2 Charisma. Demons are not typically very nice or eloquent.
Demon base land speed is 30 feet.
Low-Light Vision: Demons can see twice as far as most creatures in conditions of poor lighting.
+3 racial bonus to Intimidate checks: Demons are intimidating by nature, and naturally know how to use this.
Berserk Rage: All demons may enter a berserk rage, in which their Speed, Strength, and Constitution double. They may only move and attack (including charging), however, and lose a number of hit points each round equal to their level minus their Constitution modifier (minimum 1). If they reach 0 hit points, they immediately die. They cannot hold or prepare actions, as their mind is reduced to savagery in this state, and coming down from this state of pure hatred and rage is impossible without an outside source casting a spell such as calm emotions.
Automatic Languages: Common. Bonus Languages: Aquan, Auran, Ignan, Infernal, Terran.
Earth:
+4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence. Earth demons are strong, even for their size, but that size also makes them a bit clumsy, and they aren't the best thinkers.
Large: As large creatures, earth demons have a space of 10 feet by 10 feet, a doubled carrying capacity, may use larger weapons and add a bonus to certain Strength-based checks (such as bull-rushing). However, they take a -1 size penalty on attack rolls, a -1 size penalty to Armor Class, and a -4 penalty to Hide checks.
Earth Subtype: Earth demons have the earth subtype.
Magically Pathetic: If an earth demon has levels in a class that casts spells, treat their spellcasting score as 2 lower than normal for the purpose of spells per day. This applies to all classes in which the earth demon can cast spells.
DR 1/-: Earth demons are exceptionally tough.
Level Adjustment: +2.
Favored Class: Barbarian. A multiclass earth demon's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.
Fire:
+2 Strength. Fire demons are pretty strong.
Medium: As medium creatures, fire demons gain no special bonuses or penalties.
Fire Subtype: Fire demons have the fire subtype.
Fiery Breath: Fire demons can breathe fire. Every 1d4 rounds, they may breathe fire in a 15-foot line and deal xd4 fire damage (Reflex DC 12 + Constitution modifier halves damage), where X is equal to the fire demon’s level divided by 2 (round up).
Favored Class: Fighter. A multiclass fire demon's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
Level Adjustment: +1.
Water:
Medium: As medium creatures, water demons gain no special bonuses or penalties.
Water Subtype: Water demons have the water subtype.
Water demons have a swim speed of 30 feet. They also gain a +8 racial bonus to Swim checks.
Water Breathing: Water demons can breathe underwater. This does not let them breathe harmful liquids (such as lava or acid).
Favored Class: Ranger. A multiclass water demon's ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
Level Adjustment: +1.
Wind:
+2 Dexterity, -2 Strength. Wind demons are rather nimble, but weaker than other demons.
Medium: As medium creatures, wind demons gain no special bonuses or penalties.
Air Subtype: Wind demons have the air subtype.
Wind demons have a fly speed of 30 feet (good maneuverability). If they gain another flight speed of equal or lesser value, increase their flight speed to 45 feet until they would lose the other flight speed.
Magically Adept: If a wind demon has levels in a class that casts spells, treat their spellcasting score as 4 higher than normal for the purpose of spells per day. This only applies to one class – the first spellcasting class they take.
Favored Class: Sorcerer/Wizard. At character creation, choose either Sorcerer or Wizard. A multiclass wind demon does not count that class when determining whether she takes an experience point penalty for multiclassing.
Level Adjustment: +1.
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Machaeus
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SD D&D 3.5, as it stands. Empty
PostSubject: Re: SD D&D 3.5, as it stands.   SD D&D 3.5, as it stands. I_icon_minitimeTue Mar 17, 2009 5:02 pm

Angel

Graceful and noble, at least most of the time, angels are beings that reside in Heaven. They are mostly a peaceful race, but can be driven to war – as seen by their continuous conflicts with demons. They are obviously more than human to those who actually see one, for they rarely come down from their home except to fight demons.
Personality: Angels, for the most part, can run the gamut as much as humans. They do, however, tend to be far more temperamental and can restrain their emotions more easily. Cruelty, however, is not an angel trait, and any angels showing this will be shunned at best, even if they direct it only towards demons.
Physical Description: Angels are very similar to elves in that they are slightly shorter and fairer in appearance than humans. However, they are more pale than elves, can grow facial hair, and their hair (at least, pre-dye) is white. Angels are expected to dye their hair depending upon their elemental alignment (earth, fire, water, wind). Should an angel have wings, it is only because they have a Sun Pendant (a wondrous item described later). They often manifest a halo of light over their heads when casting spells.
Relations: Most beings see angels in a sort of awe, even evil creatures, though evil creatures will eventually turn on the angel. They tend to have a good relation with all civilized races. However, they have no positive relations, at least on the whole, with demons, and this typically shows in action and word alike.
Alignment: Angels are typically good-natured and often good-aligned. There are some neutral angels, but they are the exception to the rule. An evil-aligned angel is considered a shame on his family and all angelkind, and may be hunted down to prevent his tendencies from harming anyone (or ruining their reputations as “good guys”).
Angel Lands: Angels live in Heaven, and don’t often live in the mortal realms. Those that do are hiding from the war, generally, or have been or feel outcast for some reason. As such, they don’t have mortal realm “lands” like the other civilized races do, though they are still mostly allowed to come and go as they please.
Religion: Angels, unsurprisingly, often worship a good-aligned deity. Gaia, the World Mother, is their typical choice as she created the angels, but just as many turn to Pelor. Evil gods are right out, though those with a magical bent may turn to Boccob. Not all angels worship a deity, however.
Language: Angels speak Angelic, their own language, and sometimes learn Common to deal with the mortal races (or, on rare occasion, demons. Interrogation works better if you can speak your victim’s language).
Names: Angels are named by the choice of the parents, not for any special meaning. Kieri doesn’t particularly mean anything. Their family names, like most humanoids, are inherited.
Male Names: Asemold, Asvero, Claeqsay, Darius, Ghatan, Iheuse, Julianre, Maneria, Mosdra, Nisul, Rynray, Zimor
Female Names: Ankae, Arivo, Breylem, Estenbel, Femwor, Guhorasi, Kieri, Rhaustia, Rynalye, Shyomat, Sikin, Xalin
Family Names: Akarene, Cenade, Enoten, Ferainu, Losire, Pereono, Suizahn
Adventurers: Angelic adventurers are rare, but they exist. Surprisingly, they exist for much the same reasons demon adventurers do – running from something they did, someone they know, or just the angel-demon war. This doesn’t mean they are likely rogues, however – they more often fall into a cleric role.

Angel Racial Traits:
+2 Dexterity, +2 Charisma, -2 Strength, -2 Constitution: Angels are graceful in word and movement, but typically weaker and more frail.
Medium: As medium creatures, angels gain no special bonuses or penalties.
Holy Evocation: Once per day per level as a swift action, an angel may cast a spell and increase its power. Choose one of the following each time this ability is used:
The spell’s save DC is increased by +1.
Damage dealt or healed by the spell is increased by the angel’s level.
The attack roll for the spell is increased by half the angel’s level (round up).
The duration of the spell increases by 50%.
The spell gains a bonus to overcome spell resistance equal to half the angel’s level (round down).
The angel’s range with the spell doubles.
The angel’s effective level for this spell increases by 2 for all effects (damage dice, range, duration, etc.).

Note that these effects last until a spell is cast, or until the end of the turn (whichever comes first).
+2 racial bonus to Diplomacy checks: Angels, whether they want to or not, tend to be heard when they speak.
Automatic Languages: Angelic. Bonus Languages: Common, Dwarven, Elven, Gnome, Halfling.
Favored Class: Paladin/Cleric. At character creation, choose either Cleric or Paladin. A multiclass angel does not count that class when determining whether she takes an experience point penalty for multiclassing.



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SD D&D 3.5, as it stands. Empty
PostSubject: Re: SD D&D 3.5, as it stands.   SD D&D 3.5, as it stands. I_icon_minitimeWed Mar 18, 2009 1:03 am

FAIRIES. (just because.)

Anyone visiting the southern forests of Medius may have felt a sudden prick and found no source. They might have been a victim of a fairy, a small creature only about six inches high.
Not much is known of this reclusive race, other than what they look like and where they are.
Personality
Fairies generally have a good sense of family and an even better sense of humor. They are loyal to each other, but only to a limit; a typical fairy will not sacrifice himself to save another unless they know and love the other a great deal.
Physical Description
Fairies usually range from six to eight inches tall, and have wings similar to a butterfly’s on their backs. Males typically look more like moths, with dully-colored fur, dusty wings, and feather-like antennae. Females are more brightly colored, with hues like yellow, red, green, and blue. They also have antennae more like a butterfly’s, long and arched.
Relations
Fairies are generally reclusive, hiding away in their forest to the south. If you’re their friend, they love you. If you’re their enemy, you won’t live much longer.
Fairies are loyal to each other and to friends. However, the definition of friends can shift abruptly, so it’s always a balancing act staying in a fairie’s good graces.
Alignment
Fairies tend towards chaotic alignments, believing more in the power of self than in the power of the community. However, all fairies pay homage to their queen, and generally obey her edicts.
Religion[/b]
Fairies are not known to worship any gods. If they did, they would probably worship their queen.
Mab: Chaos, Good, Vengeance, Community
Fairy Lands
Fairies live in a great dark forest in the south of Medius. It is quite extensive and it is believed that no one has fully explored it except perhaps the fairies themselves.
Language
Fairies typically do not speak common unless they have a high intelligence score. Faerie languages are Fae. Fae bonus languages are common and elven.
Names
Not much is known.
Adventurers
Fairies are typically only too happy to stay at home, but occasionally there will be some taken by black marketers. These, and their children, generally make the best adventurers, but any fairy can be bitten by the adventure bug.

Cha +6, Dex+10, Str -8, Con -4. Fairies are very small, and so are very weak and frail. However, they are capable of feats of craftsmanship few others can achieve, as well as being personable to all.
Size: Diminutive: Diminutive creatures cannot attack others unless they are in the other creature's square, and suffer a -16 penalty to grapple and grab checks. They gain a +4 bonus to attack and armor class, as well as a +12 bonus to hide checks. Weapons deal damage three dice lighter than normal.
Speed: 5 feet, fly 20 feet. Fairies cannot fly in anything heavier than light armor.
Appraise: fairies get a +2 bonus on appraise checks since they can observe objects so much more closely.
Favored Class: Sorcerer
LA: +1
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SD D&D 3.5, as it stands. Empty
PostSubject: Re: SD D&D 3.5, as it stands.   SD D&D 3.5, as it stands. I_icon_minitime

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