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Vacation archive.

Started by Raelifin, August 29, 2006, 10:49:00 AM

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Raelifin

Most of you will want to ignore this. Every now and then I get the urge to write something while on vacation. Normally I'd do this on the WotC threads for Phaedoras, but to be honest, I don't like the WotC boards any more. :)

None of this is edited in any way and I'm mostly just sapping server space while I wait for the return of my precious computer.

[spoiler]"Let no lethir be harmed because of his or her blood from this point on. These children are innocent; the crimes of their family have been washed away with the rain. Care for them and raise them as you would care for the child of a friend."

-- Naewar's Mercy

Robbed of their heritage and raised in servitude, the lethira are a people united by their mutual hatred of their captors, the lunan foaleen. Gigantic cousins of the naijix, the lethira are a burly, reptilian people with thick snake tails instead of legs that are dozens of fet long. These powerful tails serve as living weapons, capable of bone-breaking blows and breath-stealing constriction. Above the waist, lethira are bulky and muscular, capable of the laborous tasks they are often assigned. Bald and featuring no nose or ears, lethira faces are defined by their powerful jaws and passionate, slitted eyes. Lethira scales are dull green to a light brown, often sporting patches of darker color along the tail. The lethira are a people without history. Three generations ago, after the collapse of the insectile invasion, the lethira were embroiled in a hundred year old blood war with the foaleen. The long held stalemate was broken by a mighty foaleen champion from the north, Naewar. An adautran (sp) riding spirit-warrior, Naewar was the downfall of the snake kingdom embodied in the flesh, and with his help, the lunans were able to kill every last lethir except for the few ragged survivors who managed to fortify themselves in a now-lost temple in the south. After an epic battle, the foaleen army breached the city and slew every last lethir they found, even as the defeated begged for mercy. Naewar led the remaining soldiers into the innermost sanctum of the temple and found the only survivors, all the children that had been hidden away from the tides of war until now. Though the foaleen hated the snake-folk more than perhaps anything, Naewar looked upon the frightened children and could not bring himself to slaughter them. Instead, he issued a command, now called Naewar's Mercy, that no lethir from that point on would be harmed because of the crimes of their people. The younglings were cared for and raised under Naewar's command, but all aspects of their culture, language and history were destroyed or forgotten.
However, the war of the past was not so easily forgotten, and although the children were raised in safety, they were looked down upon as inferior and treated as little more than slaves. As the lunan tribes began to break up, the lethir were called "kiewanu" or "soulless." Raised together, the lethir spoke to their brothers and sisters and sought to create their own culture from their shared experiences. More than anything, the lethir found they all despised the "fur-skins." Today, lethir seek freedom through unity and strenth, decorating themselves with enourmous tatoos to show their dissent. Some lethir have even managed to free themselves from oppression. However, these liberated individuals do not celebrate their fortune, but instead hunt down those that defeated their ancestors so long ago. The begginings of a new blood war are forming in the ancient woods, and only time can tell if the shattered race will ever regain its forgotten glory.

Lethir Racial Traits
(Humanoid, Reptilian)

â,¬Â¢ Abilities: +6 Str, +4 Con.
â,¬Â¢ Large Size.
â,¬Â¢ Base Speed: 30ft.
â,¬Â¢ 4 racial HD, Racial Skills are: Climb, Craft, Hide, Move Silently, Proffesion, Swim.
â,¬Â¢ Tail slam natural attack. 1d4 points of damage.
â,¬Â¢ Cool Blood (Ex): Thresholds for damage from cold and hot environments are increased by 10 degrees. If damage is taken from a cold effect, must make a Fortitude save (DC = damage dealt) or become fatigued.
â,¬Â¢ Tail (Ex): Lethir have a tail instead of legs. This grants them a +2 racial bonus on swim and climb and a +4 bonus on balance. In addition they cannot be tripped and receive a +4 bonus to resist bull-rush attempts. Lethir cannot jump.
â,¬Â¢ Improved Grab (Ex): To use this ability, a Lethira must hit with its tail attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
â,¬Â¢ Constrict (Ex): On a successful grapple check, Lethir deal 1d6 points of damage. Lethir may choose to hold grappled foes with their tail at a -20 penalty. The Lethir is not considered grappled if successful but its speed is reduced to 5'.
â,¬Â¢ Abnormal (Ex): Lethir are shaped oddly. Armor and clothing must be custom tailored to fit Shinubru anatomy in order to be worn. Also, armor fit for Lethir bodies costs twice the normal amount. Lethir may not wear boots.
â,¬Â¢ Level Adjustment: +2
â,¬Â¢ Favored Class: Warrior [/spoiler]

Numinous

Rael, I miss you.  Come back soon...
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!