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Irslindûr, World Of Demons

Started by Senkennomei, April 17, 2006, 03:02:57 PM

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Senkennomei


Peace... Tranquility... Happiness... These are the words that can describe the world of Irslindûr, the land of endless opportunity. Or at least that is what we all wish it to be, but this fantasy could be no farther from the truth. This is Irslindûr, land of demons, realm of a million horrors. The "good guys" do not win here. In fact, they haven't won in a long, long time.

Overview
Irslindûr wasn't always a world of countless frights; in fact it was once a peaceful and prosperous world, until mankind stumbled upon ambition. You see, it was ambition which created the terrifying monsters that leave their footprints in the ashes of cities. It was ambition which motivated man to pursue his goal, no matter what cost. It was ambition which kept his soul bound to this world when he passed on. It was ambition which corrupted man's misplaced soul, and manifested it into something terrible. This is how demons exist in Irslindûr. As long as humanity dreams there will be nightmares.
"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
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Senkennomei

The World

Geography
Irslindûr is divided into five different territories: Forltaw, Ivafrit, Valemute, Giris, and Riaaz. Each is divided by distinct natural and aberrant geological formations, which keep their respective cultures both separated and varied. These realms, while differing overall, interacted with one other for both economical purposes and common goals. This created a delicate balance between the five, which was quickly shattered by the appearance of demons.
   
Forltaw [spoiler]Forltaw encompasses the harsh and unforgiving northland isolated from the rest of Irslindûr by the Howling Crests, a great mountain range which spans Forltawâ,¬,,¢s entire western shoreline and southern area. On the eastern edge of the Howling Crests lies Forltawâ,¬,,¢s only true gateway, a nasty trail known as Cagerâ,¬,,¢s Pass. It is named such because it travels directly down the length of the bones of the once-great teiku demon Cager, forcing its travelers to become bottlenecked between the Howling Crests and the Kraken Ocean. Forltaw provides Irslindûr with the bulk of its militia, who are trained at Frostmaw, a network of citadels interlinked by subterranean bunkers, armories, and sleeping quarters.[/spoiler]
   
Ivafrit [spoiler]Ivafrit controls the great southern peninsula of Irslindûr. Ivafrit was once a land of rolling plains and endless grassland, but this was quickly changed with the appearance of demons. Unlike its neighboring regions, Ivafrit was unfortunate enough to bear the largest number of ishi and kasai demons, who quickly combined their devastating powers to rupture the earth, creating a seismic split known as the Crimson Seam down the entire length of the peninsula. Ivafrit, however, was able to recover from the demonâ,¬,,¢s initial emergence, and have used the increased seismic activity to their advantage. Over a short few years multiple forges have sprung up alongside the Crimson Seam, using the rivers of magma to fabricate weapons and armor out of the metals gathered from the Seamâ,¬,,¢s jagged peaks. Ivafrit supplies Irslindûrâ,¬,,¢s human population with arms and protective gear in addition to other metal products.[/spoiler]
   
Valemute [spoiler]Valemute is composed of the eastern region bordering Forltaw and Giris. Valemute is shielded by natural land formations much like its cousin Forltaw, with the Howling Crests lining its northern territories and the channel Twobridge shielding it to the west. The eastern end of Valemute lies on the shoreline of the Kraken Ocean, which feeds into Twobridge along the southern edge of the Howling Crests. Twobridge then stretches in a southwest direction from there, effectively barring Valemute from Giris. The waterway then splits, with the larger stream traveling due south whilst the smaller feeds back into the sea. The dominant stream, which used to flow south to Ivafritâ,¬,,¢s peninsula, is suddenly cut short by Irslindûrâ,¬,,¢s Socket, a supernatural ravine of gargantuan proportions. Irslindûrâ,¬,,¢s Socket is paranormal because, unlike a regular gorge, it is simply bottomless. Both the Kraken Sea and part of Twobridge continually pour into it, but the water never seems to be misplaced, as though it is emerging elsewhere on the world. Valemute holds the title of being the most spiritually in-tune of the five regions, and to back up this boast it raises and trains more exorcists than all of the other territories combined.  [/spoiler]
   
Giris [spoiler]Giris, land of forests, is completely landlocked. Giris, once being a freshwater sea of significant size, was completely distorted by the appearance of furo-ra, mizu and doubutsushi demons. The furo-ra and mizu demons, tapping into their most powerful abilities, raised a great forest underneath the sea, which quickly drank and displaced the entire body of water. The furo-ra and doubutsushi demons then made the forest their home, leaving the mizu demons to travel to the Kraken Sea through Twobridge River. This forest, now named Wailwood, is virtually uninhabited save for a few small villages nestled high off the ground in the canopies of the trees. The people of Giris almost never interact with their neighbors, providing no goods or services aside from holding the demons of Wailwood at bay as the elves once did.[/spoiler]

Riaaz [spoiler]Riaaz, if it can even be called a territory anymore, is the western region bordering Giris, Ivafrit, and Forltaw. Formerly Irslindûrâ,¬,,¢s prime agricultural supplier, Riaaz was the first to falter when the demons arose. Unable to defend themselves against such an enemy, the farmers of Riaaz quickly destroyed their crops and retreated to the westernmost strongholds, unknowing that they were facing an adversary that had no need for food or supplies. The citizens of Riaaz had unintentionally trapped themselves, waiting for old age to claim a perpetual foe. All contact has been lost with the citadels, and it is assumed that each has fallen to the nightmares which roam the land.[/spoiler]

Map of Irslindûr [spoiler][/spoiler]
"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
My Gallery

Senkennomei

Races of Irslindûr
Many creatures roam the lands of Irslindûr, from the common human to the exotic aerithid. However, the recent surge of demons has led to the endangerment of many such creatures, creating complete chaos in the natural balances between one another. One such example is the elves, which used to live in Giris before the demons arose. Now extinct, many races of elven descent are left asking unanswered questions involving their mysterious heritage.

Humans
Humans make up the majority of Irslindûrâ,¬,,¢s population, being able to survive under many conditions.

[spoiler]
Forltaw humans are typically tall, with broad shoulders and a heavier build. Centuries of survival in cold weather has made their bodies more resistant to the cold weather, and their height allows them to better climb the slopes of the Howling Crests.

Valemute humans are likewise tall, but are usually thin with slanted eyes. Years of living on the rolling hills and sprawling fields under the blazing sun has made them a little more calm and sharp than other humans, nowhere near as resistant to extreme weather conditions.

Ivafrit humans are significantly shorter and more gruff that other humans, and wear heavy garments when not near their scorching homeland. Their height allows them to easily hide in the tall grass, and their tough lifestyle gives them very gruff and straightforward personalities.

Giris humans are very tall with abnormally long arms and legs. They dwell in the small canopy villages in Wailwood, where their savage personalities are the key to survival. The men of Wailwood are seldom seen or heard from, but their hunting skills are legendary.

Riaaz humans were simply common people. They were of average height, weight, and had simplistic personalities. This plainness was created purely because no Riaaz human benefited from any physical variation. There are no known Riaaz survivors, but some people with Riaaz blood coursing through their veins do exist.[/spoiler]

Aerithid

Aerithids dwell deep in the icy depths of the Kraken Ocean, where their unmonitored activities are creating large amounts of tension amongst the surface dwellers.[spoiler]

Aerithid
Beings of unknown origin, the aerithids appeared at roughly the same period of time as the first aquatic demons, according to ancient archives. Enigmatic and puzzling, the aerithids have proven to make worthy allies and devastating adversaries.
   Personality: Aerithids can simply be described in one word: arrogant. They believe themselves to be the ultimate race, and look at the rest of the world with contempt. While they may view themselves as perfect, they never hesitate to help their allies if such aid would prove beneficial, and are just as quick to kill anyone who poses as a threat.
   Physical Description: Aerithids, which have almost definitely originated from the mizu demons and their human hostages, are peculiar creatures. Weighing between 300 to 400 pounds, every aerithid does not normally travel across the ground, preferring to swim in deep rivers and open bodies of water. An aerithidâ,¬,,¢s body is a pale white in coloration, and the smell of ozone continually emanates from their slime-covered hides. Their torso is muscular but lean, measuring around 3 feet in length. Every aerithid has two sets of gills, one pair located on either side of the neck, and the other situated in place of ribs. Their neck gills can intake air and water alike, which is then circulated through an aerithidâ,¬,,¢s advanced respiratory system and expelled out through the other set. These are covered by protective operculums, which impulsively open and shut as they breathe. Their faces are unusual to say the least, devoid of a mouth, ears or nose. Three empty, black eyes dominate an aerithidâ,¬,,¢s face, with one large vertically lidded eye set in the center of their face and two smaller normally shaped ones flanking either side. Their arms are very long and gangly, ending in webbed three-fingered hands. An aerithidâ,¬,,¢s fingers appear to have claws, but these are in fact only hard cartilage, and as such can do little more than create a light scratch. Aerithids do not have in legs, having lost them to their demon ancestry. In their place they have a long, whip-like tail, which measures anywhere from 6 to 8 feet in length. Multiple fins line either end of an aerithidâ,¬,,¢s tail, measuring 2 feet at the base to only 2 inches near the tip. Each webbed fin is in fact an appendage composed of a single joint and one curved length of bone, which aids an aerithid in swimming. Because they are jointed, these fins can all voluntarily fold flat against the tail when an aerithid is on land, and can unfold when an aerithid is submerged. Aerithids have never been recorded to reproduce, but several ghastly tales rumor that aerithids hold special rituals, where they mentally corrupt the very cells of their subjects, altering their bodies to resemble their own.
   Relations: Aerithids are widely feared by other races, even more so than some demons. While certain demons may torment or toy with their prisoners, aerithids prefer to painfully mutate their slaves instantly, an experience believed to be far worse than any torture. They hold no good relations, but it is believed that they have established some sort of truce with the mizu demons, whom are believed to be the aerithidâ,¬,,¢s ancestors.
   Alignment: Aerithids are mostly evil in alignment, and no good-aligned aerithids are known to exist. Some are neutral at best, and even then only because they spare their allies if doing so proves advantageous. Chaotic aerithids almost never live long, acting on impulses that prove fatal in a world where they are hated in feared.
   Aerithid Lands: Aerithids dominate the deep seas, where they are feared by all sentient aquatic creatures. They do not share their homes with the mizu demons, and instead construct great florescent cities consisting of towering spires, some of which are large enough to extend many leagues until they breach the surface, a task normally impossible if it were attempted on the surface world.
   Aerithid Languages: Aerithid Languages: Aerithids understand only Aboleth, the language of their ancestors, but communicate telepathically, and as such are able to converse in any known language.
   Names: Aerithid names are too long and advanced for comprehension, using syllables and words impossible for most races to even comprehend. As such, they usually address themselves using simply pseudonyms, making their names easily memorable and wide-spread.
   Adventures: Aerithids adventure simply to kill kasai demons. They may claim to explore for treasure and other baubles, but they really are only searching for the kasai, hoping to wipe them off of the planet

Aerithid Racial Traits

â,¬Â¢   +2 Intelligence, -4 Constitution: Aerithids are smart and cunning, but their gilled bodies are very fragile and weak.
â,¬Â¢   Monstrous Humanoid: Aerithids are not subject to spells of effects that affect humanoids only, such as charm person or dominate person.
â,¬Â¢   Medium: As Medium creatures, aerithids have no special bonuses or penalties due to their size.
â,¬Â¢   A aerithidâ,¬,,¢s base land speed is 20 feet
â,¬Â¢   A aerithidâ,¬,,¢s base swim speed is 30 feet. A aerithid has +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A aerithid can always choose to take a 10 on Swim check, even if distracted or endangered. A aerithid may use the run action while swimming, provided he swims in a straight line.
â,¬Â¢   Amphibious (Ex): Aerithids can breathe water or air equally well, without limitation.
â,¬Â¢   Telepathy 100 feet (Su): An aerithid does not have a mouth, but can communicate telepathically with any creature within 100 feet that has an Intelligence score. The creature can respond to the aerithid if it wishes -- no common language is needed.
â,¬Â¢   Mind Feast: Aerithids do not eat, but instead must feed off of the mental energy of other intelligent creatures. Once per day an aerithid must spend a total of 10 rounds adjacent to any creature with an intelligence score of 6 or higher or die. This â,¬Å"feedingâ,¬Â does not harm the creature in any way, though it is normally rather difficult for an aerithid to stand by any creature without drawing attention.
â,¬Â¢   +2 racial bonus on Search and Spot checks: Aerithids have three eyes, and as such have very keen eyesight.
â,¬Â¢   Automatic Languages: Aboleth. Bonus Languages: None.
â,¬Â¢   Favored Class: Psion
â,¬Â¢   Level Adjustment: +0: While weaker than the illithids to begin with, the aerithids advance much more quickly than their nemeses, and as such often exceed them in power.

Random Starting Ages   
   
-----------------------------------------Bard----------Cleric
------------------------Barbarian--------Fighter--------Druid
------------------------Rogue-----------Paladin--------Monk
Race-----Adulthood-----Sorcerer---------Ranger--------Wizard      
Aerithid---20 years-------+2d4-----------+2d6---------+3d6



Aging Effects


Race-------Middle Age-------Old----------Venerable---Maximum Age
Aerithid-----200 years-----400 years-----1,000 years------n/a*

*Aerithids may choose to never die, renewing and sustaining their bodies with mental energy.

Random Starting Heights

Race----Base Height---Height Modifier----Base Weight---Weight Modifier
Aerithid-----9â,¬,,¢0â,¬Â----------+6d6-------------380 lb.--------x (1d4) lb. [/spoiler]

Avarin
Avarins are relatively rare in the world of Irslindûr, emerging from the walls of Irslindûr's Socket to trade and hunt for food after sunset.
[spoiler]
Avarin

Avarins are an abnormal race of questionable descent which has haunted the subterranean realms for several millennia. Frightening in appearance and questionable in motive, the avarin remain continually unpredictable and unreliable, turning on potential allies in the midst of battles and stranding unwary travelers deep underground after aiding them in their journey for weeks on end.
   Personality: Random impulse is what drives every avarin, and it is just that which makes them so extremely erratic. They choose to go where they want, when they want, and will leave a party in an instant if there is no longer a motive. Avarins do not understand the concepts of courtesy and sympathy, and as such are frequently the first of the party to find themselves in a conflict. Because of their impulsive nature avarins are also extremely uncaring about their own safety, and frequently attempt to perform highly dangerous and near-impossible stunts to get what they want.
   Physical Description: Avarins are extremely tall and lanky, standing between 7 to 10 feet tall and weighing between 150 and 270 pounds, with males being typically larger and heavier than females. Avarin flesh constantly secretes an odorless slime, which envelops their black or dark blue skin in a thin, glossy film. This slime makes avarins slippery and difficult to seize, and also effectively masks their odor from potential predators. Avarins do not have any sort of facial hair, and their faces are eerily akin to those of humans, possessing sharp noses, mouths filled with small, pointed teeth, and eyes which are a solid milky white in color.  Their pricked ears are shaped like very large, concave spades, and are capable of swiveling independently to better determine the sources of any sounds they may encounter. Avarins do not have bones; their bodies are instead supported by a unique skeletal system of cartilage which grants them a much greater threshold of flexibility. Their limbs are very humanoid in both appearance and structure, but the tips of their digits are flat and covered with microscopic hairs known as setae, which provide enough adhesive force to enable them to climb virtually any surface. Their feet are specifically designed for climbing, with each long, triple-jointed toe splaying out shortly after the ankle. This allows avarins to put all of their weight into one or two toes at a time if necessary, granting them better footing on steep slopes and slippery surfaces.
        Because of their extraordinary flexibility and natural climbing adaptations, avarins are equally comfortable walking upright or moving as quadrupeds. They are capable of contorting their bodies in such a way that it borderlines illusory, and can even turn their head a full 180 degrees to get a better view of anyone who may be below or behind them while climbing.
   Relations: Avarins do not hold good relations with most of the other subterranean races because of their highly irresponsible and spontaneous behavior, but they do get along exceptionally well with the few kiriks and humans who find the motivation to travel underground. Their appearance is very disturbing to many of the surface races, but their incredible abilities can prove invaluable to those who are able to befriend them.
   Alignment: Avarins are always chaotic in alignment, with chaotic good being the most common. Evil avarins are extraordinarily deadly, and make the most lethal of assassins. Neutral avarins are also somewhat common, but they usually quickly change to one of the more extreme alignments based on their unprompted actions.
   Avarin Lands: Avarins reside deep underground, usually in small groups within networks of caverns whose entrances are too small and too far above the ground for other races to squeeze into. Even inside the caverns the avarins prefer to stay off of the ground as an extra precaution, and instead dwell on the ceilings. Each cavern is designated a different purpose, with armories, food larders, and resting areas being the most common.  Almost every avarin cavern has at least one cielifis, a massive mushroom which grows upside-down alongside surrounding stalactites on the roofs of grottos. Cielifi average 20 feet in diameter and get their nutrients from the stone which they root in, and unlike other mushrooms, which reproduce through airborne spores, cielifi reproduce by spreading their spores in pools of water which they collect from the surrounding stalactites. Avarins find the water saturated with spores to be very soothing, and use the cielifi as improvised beds. While they rest the avarins unintentionally displace the spore-filled water onto the nearby stone ceiling and walls, further aiding the cielifiâ,¬,,¢s propagation.
   Language: Avarins are taught Common and Undercommon at an early age, but they also learn the languages of other subterranean beings that might live in the area.
   Names: Avarins are not named at birth, and instead select any name of choice when they reach adulthood.  Prior to adulthood, avarin children are treated indifferently by their unconcerned parents, and are simply addressed as â,¬Å"crawlersâ,¬Â.
   Adventures: Avarins adventure only when there is something to motivate them, and nothing more. Usually boredom drives them to go out and explore, but more spiritual avarins may continue to wander for their entire lives, faced with the difficulties of being unable to tolerate their more profane brethren.    

Avarin Racial Traits
â,¬Â¢   -2 Constitution, +2 Intelligence, +2 Wisdom, -2 Charisma: Avarins are highly intelligent and quick-minded, but their lack of bones makes them less hardy than other races and their erratic actions tend to get them into more trouble than out.
â,¬Â¢   Medium: As Medium humanoids, avarins have no special bonuses or penalties due to their size.
â,¬Â¢   An avarinâ,¬,,¢s base land speed is 30 feet, and his climb speed is 20 feet. He has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. The setae on the tips of his fingers and toes enable him to climb up walls and across ceilings, as if under the effect of a spider climb spell.
â,¬Â¢   Darkvision out to 120 feet.
â,¬Â¢   Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds avarins for 1 round. On subsequent rounds, they are dazzled as long as they remain within the affected area.
â,¬Â¢   Flexibility (Ex): Avarins are slippery and capable of contorting their bodies to move through narrow spaces with ease. An avarin ignores the speed reduction for hampered movement when moving in a narrow space (an area smaller than but at least one-half of the avarinâ,¬,,¢s space) or a low space (an area shorter than but at least one-half of the wearerâ,¬,,¢s height). He also retains his Dexterity bonus (if any) to his Armor Class. If the space is both narrow and low, he functions as if only one of those conditions applied. He also gains a +8 racial bonus on Escape Artist checks and can always choose to take 10 on Escape Artist checks even if rushed or threatened.
â,¬Â¢   Scentless (Ex): Because an avarinâ,¬,,¢s slime coating effectively masks his scent, he cannot be tracked by creatures with the scent extraordinary ability. Also, creatures with the blindsight or blindsense extraordinary abilities are treated as though their sense of smell were negated when trying to detect an avarin.
â,¬Â¢   Difficult to Disarm (Ex): Because of the setae on an avarinâ,¬,,¢s fingertips, he gains a +4 bonus on his opposed check to avoid being disarmed.
â,¬Â¢   Stability: An avarin gains +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
â,¬Â¢   Automatic Languages: Common and Undercommon. Bonus Languages: Aquan, Dwarven, Elven (drow dialect), Gnome, Kuo-Toan, and Roushoum.
â,¬Â¢   Favored Class: Rogue
â,¬Â¢   Level Adjustment: +1

Random Starting Ages
-------------------------------------------------Bard-----------Cleric
------------------------------Barbarian----------Fighter---------Druid
------------------------------Rogue-------------Paladin---------Monk
Race----------Adulthood------Sorcerer-----------Ranger---------Wizard
Avarin---------10 years--------+1d4-------------+1d6----------+1d8

Aging Effects


Race---------Middle Age--------Old----------Venerable-------Maximum Age
Avarin---------25 years------55 years--------70 years--------+1d4 years


Random Starting Heights

Race--------Base Height---Height Modifier---Base Weight---Weight Modifier
Avarin, male----9â,¬,,¢0â,¬Â-----------+2d6-----------200 lb.--------x (1d6) lb.
Avarin, female--7â,¬,,¢0â,¬Â-----------+3d4-----------145 lb.--------x (1d4) lb.
[/spoiler]


Canus

Canus are widespread in Irslindûr, able to feed off of the carnage which the demons leave in their wake. They can be found in nearly any region except for Riaaz.
[spoiler]
Canus
Born from canines interbred with the ryoushi demons, the canus are a race of wolf-like humanoids that breeds true. With their keen noses and sharp ears, any canus can make a powerful addition to a party as the groupâ,¬,,¢s head scout or archer.
   Personality: Canuses are noble but headstrong, fighting for what they believe to be right, regardless of what barriers are set before them. Because of their unique talents and hasty nature, humans frequently forge alliances with canus tribes, where they cooperate flawlessly toward a common goal. As a result the canus normally adopt many human customs, and are very diverse in personality.
   Physical Description: Canuses stand anywhere between 5 to 6 feet tall and weigh between 180 to 210 pounds, with males typically larger and heavier than females. Despite their cross-breeding, canuses have retained the intelligence bestowed upon them by their ryoushi ancesters, though their physical appearance is drastically changed. A canusâ,¬,,¢ body is lean and wolf-like, capable of only bipedal movement. Their entire bodies are covered in fur, which is frequently grey or brown in color, though coats black or white in color have been recorded. A canusâ,¬,,¢ face resembles that of a wolf, with eye color ranging in shades as much as that of a human. Occasionally a canus will be born with each eye a different color, though this is very uncommon. Their padded hands have 5 broad fur-covered fingers, including an opposable thumb, and each digit has a thick, blunt claw in place of a fingertip. A canusâ,¬,,¢ legs, which end in clawed paws, are powerfully built and dog-like, but are much leaner and significantly longer in length. Every canus has a tail, though these are usually concealed by protective skirts of armor to avoid injury. Canuses are omnivorous, but their craving for raw meat is undeniable: a hungry canus has more than once spoiled the appetites of their allies after a battle.
   Relations: The canus as a whole get along well with humans, and they are also friendly toward good-aligned ryoushi, serving as mediators between the two. Sarruns are held in a good light in the eyes of a canus, appreciating their fierce loyalty to one another. Above all, canuses thoroughly hate aerithids, despising their underhanded tactics and sinister ways.
   Alignment: Canuses are almost always chaotic in nature, fighting for what they deem to be right, regardless of laws and societies. Occasionally one lawful in nature becomes the leader of their respective clan or even of an entire kingdom, while others might become so brash and set on their goals they become entirely evil.
   Canus Lands: The canus share lands with humans and ryoushi, often dominating the rolling plains and grasslands. They also control many mountain ranges, where they mutually trade with the avarins who reside underneath their civilizations. Canuses live in clans, where genetic traits are easily passed but inbreeding is kept to a minimum. Within these clans a single leader is selected based on genetic heritage, insight, and physique, and thusly serves as the pinnacle of the tribeâ,¬,,¢s bloodline. Canus clans frequently merge with one another through alliances and trade, resulting in mingled traits and shared cultures.
   Language: Canuses speak Common and Gnoll. They may also learn the languages of their allies, including Elven and Dwarven, and that of the halflings, though only to disrespect them in their native tongue.
   Names: Canus names use many rough and guttural syllables and harsh-sounding vowels to form a name that resembles a low growl.
   Male Names: Gorrel, Rukin, Raggar, Tharr.
   Female Names: Rushik, Gorren, Shurl, Carrul.
   Adventures: Canuses take up adventuring for as many reasons as humans, though most adventures start as missions assigned by the clan leaders. Exiled canuses also adventure in hopes of redemption or starting a new life, while others may venture simply for the sake of exploring the world with friends.

Canus Racial Traits

â,¬Â¢   -2 Wisdom, +2 Charisma: Canuses have forceful or intimidating personalities, though their brash behavior can cause them to be ignorant.
â,¬Â¢   Medium: As Medium humanoids, canuses have no special bonuses or penalties due to their size.
â,¬Â¢   A canusâ,¬,,¢ base land speed is 30 feet.
â,¬Â¢   Darkvision out to 60 feet.
â,¬Â¢   +2 racial bonus on Listen and Spot checks: A canusâ,¬,,¢ eyes and ears are unusually keen, allowing them to notice subtle sounds and distant movement better than other races.
â,¬Â¢   Scent (Ex): A canusâ,¬,,¢ combination of a gnollâ,¬,,¢s animalistic senses coupled with a humanâ,¬,,¢s intelligence grants them the remarkable ability to track by sense of smell alone. A canus can detect opponents within 30 feet (double range if the scent is upwind, one-half range if it is downwind) and may take a move-equivalent action to determine the direction of a scent. If an odor source, such as an opponent, is within 5 feet, the canus can pinpoint that source. Canuses can use the scent ability to track an enemy by smell.
â,¬Â¢   Raw Hunger: A canusâ,¬,,¢ ferocious eating habits have made their digestive systems particularly resilient to maladies. As such, they can eat uncooked or even rotten foods without risk of catching any ingested diseases.
â,¬Â¢   Automatic Languages: Common and Gnoll. Bonus Languages: Dwarven, Elven, Halfling, and Sylvan.
â,¬Â¢   Favored Class: Scout.
â,¬Â¢   Level Adjustment: +0

Random Starting Ages      
---------------------------------------Bard-------------Cleric
----------------------Barbarian--------Fighter-----------Druid
----------------------Rogue-----------Paladin-----------Monk
Race----Adulthood----Sorcerer--------Ranger----------Wizard      
Canus---10 years------+1d4-----------+1d6------------+2d6



Aging Effects

Race------Middle Age------Old----------Venerable--------Maximum Age
Canus------30 years----60 years--------70 years---------+1d6 years


Random Starting Heights

Race------------Base Height--Height Modifier--Base Weight--Weight Modifier
Canus, male--------5â,¬,,¢8â,¬Â----------+1d4----------195 lb.--------x (1d4) lb.
Canus, female------5â,¬,,¢4â,¬Â----------+1d8----------180 lb.--------x 1 lb.
[/spoiler]

Florian
Florians are the only known race capable of living deep within Wailwood. Because of their frightening appearance they are frequently mistaken for demons, and as such prefer to stay within their territory.
[spoiler]
Florians

Secluded descendants of plants, the Florians are a race that breeds true. Living deep in the thicker jungles of the world, florians are seldom seen, and even more seldom heard. Many florians adventure out into the world, but very few survive, partly due to their frightening appearance. Enigmatic and unfamiliar, the florian race is one to draw a wary eye from other races.
Personality: Florians are cautious and often skittish, and rarely speak due to their rather painful method of communication they use to talk to other races. Florians are most often passive, but can be ruthless hunters when in their natural element. Florians covet form-fitting equipment such as clothing and light armor, taking enjoyment of filling the insides with their writhing bodies. They fear fire above all else and frequently despise evokers and conjurers for this very reason.
Physical Description: Florians are tall, gaunt creatures which stand straight and appear humanoid, but can move as a writhing mass of vines. In their normal form all florians stand anywhere between 6 to 7 feet tall, and weigh anywhere from 40 to 50 pounds. Florians, in their normal form, are made of tightly constricted intertwining vines which compose the basis of their bodies. The feet and hands of a florian are made of particularly hardened vine, and their faces are nondescript with two highly florescent orbs in place of eyes. Florians, because of their inability to naturally speak, have very low and grinding voices. Climate also plays a large role in florian life: all florians take on a masculine or feminine personality depending on what temperature the florian grew in. This is also true in determining their coloration. Florians are genderless and reproduce asexually, giving birth to live offspring. Despite their reproduction habits there have been rumors of Florians spending their time with a companion of a different race, but these have yet to be proven. Florians are omnivores, usually hunting down wildlife in their unfurled form before taking on their humanoid shape to feed.
Relations: Florians do not have any definitive positive relationships with any known race. So far the closest thing a Florian has shown to be kindness has been that toward kiriks, who respect and heed the ways of the florians.
Alignment: Florians tend to be shifty and unpredictable, leading to chaotic alignments. Chaotic neutral is the most common, as Florians as a whole do not trust anyone and easily switch sides if the opposition is convincing.
Florian Lands: Florians control the dense forests and jungles, where they live in large clans. They dwell on the ground of the forest, even at night, only fearing wildfires or large herbivores that are fast enough to catch them. During the day they venture up to the treetops, resting high atop the branches while they heal any wounds they mave have, and then move back to the forest floor to continue to forage for their villages. A typical florian â,¬Å"village,â,¬Â which is really just a group of Florians hunting for food, is assembled in a spiraling pattern, with the oldest of the florian clan, known as the Sacred One, centered in the middle of the group. Florians assemble this shape to make an effective hunting team, where they wait until their prey wanders too far into their clan. On the Sacred One's signal, the entire clan unfurls, surrounding their victim so there is no chance of escape.
Florians encountered in human lands are typically bounty hunters and trackers, dressing in heavy robes to conceal their disturbing appearance.
Language: Florians speak their own secret language by simply making smooth, shimmering gestures with their vines. Florians also know Sylvan and Common, but to speak any language other than their own causes them great pain.
Names: Florian names are usually simple, consisting of one constant vowel or repeating letters. Florians name themselves, but choose simple names to help speed up their native tongue.
Adventures: Contrary to popular belief, Florians are adventurous people, seeking excitement to fill their long, sometimes eternal, lives. Many become effective seafarers, where the fire they so loathe is unable to reach them, and several also go out to become powerful mercenaries and highly disciplined monks.

Florian Racial Traits
â,¬Â¢ Plant Subtype (Ex): Florians are humanoids with the plant subtype. Florians are arguably more plant-like than human in composition, but they combine aspects of both plants and humanoids, as detailed below.
Features: As a plant, a florian has the following features.
-A florian derives its Hit Dice, base attack bonus progression, saving throws and skill points from the class it selects.
Traits: As a plant, a florian possesses the following traits.
-Low-light vision.
-Unlike other plants, a florian is not immune to mind-effecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
-Unlike other plants, a florian is not immune to critical hits.
-As a humanoid plant, a florian can be raised or resurrected.
-Florians breathe and eat, but do not sleep.
-Although plants do not need to sleep, a florian wizard must rest 8 hours before preparing spells.
â,¬Â¢ -2 Charisma: As hard as they try, florians have difficulty fitting in to any society.
â,¬Â¢ Medium: As Medium humanoids, florians have no special bonuses or penalties due to their size.
â,¬Â¢ Florian base land speed is 30 feet.
â,¬Â¢ Inflicting speech: Florians are devoid of vocal chords, and in order to speak a language other than sign language they must strip vines in their upper chest cavities. They then rub the stripped vines together, forming words. Any florian speaking in this way deals 1 point of damage to himself, and 1 point of subsequent damage for every 25 words. All spells with verbal components are treated as if consisting of fewer than 25 words for this purpose.
â,¬Â¢ Regeneration 1 (Ex): Slashing weapons and fire deal normal damage to a florian. If a florian loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. When a florian reaches 5 HD this ability increases to Regeneration 2, and increases by 1 every 5 HD afterwards. For an example, a florian with 5 HD would have Regeneration 2, while a florian with 25 HD would have Regeneration 6.
â,¬Â¢ Vulnerability to fire
â,¬Â¢ Shifting body (Ex): Because of the constantly writhing movements their bodies make, whenever a critical hit or sneak attack is scored on a florian there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
â,¬Â¢ Unfurl (Ex): As a full-round action that does not provoke attacks of opportunity, a florian can â,¬Å"unravelâ,¬Â its body and become a large tangle of thick, living vines and leaves. Unfurled florian traits are described in the following section.
â,¬Â¢ +2 racial bonus on intimidate checks: Florians can partially unravel their vines at will, making them look very imposing to others.
â,¬Â¢ Automatic Languages: Florian Sign Language, Common. Bonus Languages: Draconic, Elven, Gnoll, Sylvan.
â,¬Â¢ Favored Class: Monk. A multiclass florianâ,¬,,¢s monk class does not count when determining whether he takes an experience point penalty for multiclassing.


Unfurled Florian Traits
Each florian has the innate ability to assume a natural form at will. As a full-round action that does not provoke attacks of opportunity, a florian can unfurl, transforming into a thick mass of living vines. The unfurled florian can reassume its humanoid shape as a full-round action that does not provoke attacks of opportunity, and possesses the same traits as above except as mentioned here.
â,¬Â¢ Large size: As large creatures, unfurled florians gain a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, a +4 size bonus on grapple checks, and a -4 size penalty on hide checks.
â,¬Â¢ An unfurled florianâ,¬,,¢s base land speed is 40 feet, and his climb speed is 40 feet. He has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.
â,¬Â¢ While unfurled, a florian is incapable or making any unarmed or special attacks except noted here
â,¬Â¢ Smothering Grab: An unfurled florian may move at its full speed into any space occupied by an opponent size large or smaller without provoking attacks of opportunity. It can then attempt to start a grapple as a free action that provokes attacks of opportunity. On a failed attempt, the florian must continue to move through the space to the opposite adjacent side, provoking an attack of opportunity. The florian may continue to move beyond the threatened space if able, provoking the appropriate attacks of opportunity. If the attempt was successful, on any subsequent successful grapple check an unfurled florian deals damage as an unarmed large creature. On a failed check, the creature breaks free of the florianâ,¬,,¢s grasp and is left prone on the ground until its next turn. If a florian has the Improved Grapple feat, it gains a +4 bonus on grapple checks made this way in addition to its size modifier, and does not provoke an attack of opportunity when making a touch attack to start a grapple. Unlike other grapple checks, a Florian may continue to move at its full speed while grappling one large creature, four medium creatures, or four small creatures. Any creatures colossal or bigger are immune to this ability, and creatures tiny or smaller can be moved over, but not grappled. If a florian reforms while grappling one or more creatures, those that were grappled are dropped prone in one or more adjacent squares to the reformed florian.
â,¬Â¢ Feral Form: While unfurled, a florian is incapable of bluff, intimidate, diplomacy, and gather information checks. They are also incapable of speech.
â,¬Â¢ While unfurled, a florian is incapable of wearing armor, gear, or equipment: these simply sink into the mass of vines until its humanoid form is reassumed. This does not prevent magic items that were activated on the florian before the unfurling from functioning.


Random Starting Ages

Florian
Adulthood: 30 years
(Barbarian, Rogue, Sorceror +1d4)
(Bard, Fighter, Paladin, Ranger +1d6)
(Sorcerer, Ranger, Wizard, Monk +2d6)



Aging Effects

Florian
(Middle Age: 100 -1 Str, Dex, Con. +1 Int, Wis, Cha.)
(Old Age: 200 -1 Str, Dex, Con. +2 Int, Wis, Cha.)
(Venerable Age: n/a)*
(Maximum Age: n/a)*

* Florians do not age past Old age, and can live indefinitely if they choose so.

Random Starting Heights

Race---Base Height---Height Modifier---Base Weight---Weight Modifier
Florian----6â,¬,,¢-------------+2d6-------------38 lb.-------x 1 lb.
[/spoiler]

Karnyr
Karnyr are the elite melee combatants of the Forltaw militia, using their natural ferocity and strength to rip demons apart.
[spoiler]
Karnyr

Former beasts of war, the karnyr were once a rare race bred specifically to serve as elite combatants and fierce bodyguards. However, as the wars they were bred to fight in began to die down the karnyr continued to reproduce, up to the point that once peace swept over the land the karnyr became the most numerous of any race in existence. But because of their fiercely territorial nature and love for combat the karnyr began to fight one another for overcrowded territories, leaving only the strongest of the carnyr bloodlines still in existence.
   Personality: Karnyrs are extremely aggressive creatures, and they love nothing more than to fall into an instinctual rhythm of feral combat whenever the opportunity presents itself. They are fiercely protective of their kin, and will even go as far as to kill even the closest of friends if they threaten their brethren. Karnyrs commonly are very emotional and opinionated, and are not afraid to say so. However, many karnyrs become sadistic or even masochistic in eras of extended peace, as their instinctual will to fight is not satiated and they need to find other ways to channel their aggression.
   Physical Description: Karnyrs stand around 6 to 8 feet tall and weigh between 230 to 350 pounds, with males being taller and more heavily built than females. Karnyrs have very little body fat, and instead their huge bodies are filled out with powerful muscle. Female karnyrs are also more lithe and lean in appearance, but neither gender has visible genitalia. Their skin is tough and leathery in texture, and would be a solid bone white in color if it werenâ,¬,,¢t for their many horizontal stripes, which resemble intricate patterns more than simple bands of black because of the defined muscles that lay directly under their skin. Their faces are bestial in appearance, featuring hard yellow or green eyes with slit pupils, stripes which fringe the sides of their heads, and a shock of jet black hair. Their nostrils resemble two diagonal slits, which can firmly seal shut during extreme weather conditions such as sandstorms or while submerged. A karnyrâ,¬,,¢s primary mouth is filled with pointed teeth, and their canines are very large due to their carnivorous diets. Karnyrs have powerful triple-jointed legs, each of which ends in three toes that sport massive claws. They put all of their weight on the balls of their feet and these talons, granting them remarkable traction on even the slickest terrain.       The most prominent feature of a karnyr is that at least one of their two hands is a long, lipless maw filled with razor sharp fangs instead of a normal hand with claw-like fingernails. These are capable of speaking certain languages and even eating, but to watch a karnyr feed this way is rather sickening. Karnyr take great pride in their secondary jaws as the unique physical abilities of each maw represents which bloodline the karnyr has originated from. Karnyrs prefer to never wear clothes as it hinders their natural camouflage, though they will wear very sparse garments in outside societies as to not offend any of the other races.
   Relations: Karnyrs hold close relations with canuses, as they share a love for combat which they both can closely relate to. They do not agree with the more pacifistic races, but will tolerate them for their valued abilities. Karnyrs have an instinctual hatred toward humans, which are the basic prey that the karnyr were specifically bred to kill.
   Alignment: Karnyrs are practically never lawful in alignment, and the overall majority is chaotic neutral. They act on impulse and instinct over rationality, and kill without understanding. Some karnyrs of higher intellect learn whether or not killing is morally questionable, leading to good and evil alignments.
   Karnyr Lands: Karnyrs have no lands to call their own, and instead they integrate within societies in large family clans. Their clans usually serve as either monopolistic businesses or private armies for those who are wealthy enough to afford their services. These groups frequently merge and break apart based upon the strength of their bloodlines, and full-blown wars between feuding clans are common.
   Language: Karnyrs speak both Common and their own language, Kugrin, which consists solely of growls and snarls emitted from their secondary mouths. Kugrin is only an oratory language, and every Karnyr instinctually knows how to speak it at birth. They also adopt Gnoll, Orcish, and the languages of other warrior races that may prove to be a worthy challenge.
   Names: Karnyr names resemble a snarl when pronounced, and have few or no vowels. There is no differentiation between male and female names, and no customary pattern to their structures.
   Adventures: Karnyr travel across the land almost always to seek out a worthy challenge or to carry out a task assigned by their clan. A handful also choose to adventure with friends, but since karnyr normally do not hold close ties with anyone outside of their clans, these explorations are frequently cut abruptly short.  

Karnyr Racial Traits
â,¬Â¢   +2 Strength, +2 Constitution, -4 Intelligence: Karnyrs are very strong and thick-skinned, but they always prefer action over contemplation.
â,¬Â¢   Monstrous Humanoid: Karnyrs are not subject to spells of effects that affect humanoids only, such as charm person or dominate person.
â,¬Â¢   Natural Weapon: Bite (1d8). Because of a Karnyr's peculiar anatomy, he is only able hold weapons and objects with one hand.
â,¬Â¢   Karnyr Bloodline (Ex): All karnyrs have a specific bloodline traits which grant them one of the special abilities below.
â,¬Â¢   Trip (Ex): A karnyr that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the karnyr.
â,¬Â¢   +2 racial bonus on Balance and Hide checks: A karnyrâ,¬,,¢s powerful claws and natural stripes provide them with additional traction and camouflage.
â,¬Â¢   Automatic Languages:  Common and Kugrin. Bonus Languages: Abyssal, Draconic, Gnoll, Infernal, and Orcish.
â,¬Â¢   Favored Class: Fighter
â,¬Â¢   Level Adjustment: +0  

Karnyr Traits
Each karnyrâ,¬,,¢s second set of jaws have one special genetic trait from among those described below.
   
Burnmouth: Burnmouth karnyrs have developed special saliva glands which are capable of spewing a scathing acid. As a standard action a corrosive karnyr can spray everything in a 15-foot cone with a powerful erosive, dealing 1d10 points of acid damage (Reflex save half, DC 10 + 1/2 the karnyr's HD + Con Modifier). Once this spray is used, the karnyrs can not use this ability again for another 1d4 rounds.

Dualtooth: Dualtooth karnyrs have two jaws instead of the usual one, making them fearsome fighting machines. They are incapable of holding weapons or items, but they have two bite attacks instead of one, each of which deals 1d8 points of damage.

Razortip: A razortip karnyr's teeth are extremely sharp and perfectly aligned, allowing them to make deep, clean bites. A razortip karnyrâ,¬,,¢s critical hit thread range is doubled, and its critical multiplier is increased to X3.

Shiftfang: Shiftfang karnyrs have specially developed muscles on the insides of their jaws, which can make every tooth flex independently. Whenever a shiftfang karnyr hits with a bite attack, their fangs sink into the flesh and curl inward, making long, deep cuts. These wounds bleed continuously, dealing one point of damage per round. Multiple wounds result in cumulative bleeding loss (two wounds for 2 points of damage per round and so on), and the bleeding can only be stopped by a DC 15 Heal check or the application of a cure spell or any other healing spell (heal, healing circle and so on).

Vicelock: A vicelock karnyr's secondary jaws are much larger and more muscular than normal, allowing them to make devastating bite attacks. The damage for a vicelock karnyrâ,¬,,¢s natural bite attack is one category higher than normal (usually 2d6 instead of 1d8).

Whipblade: Whipblade karnyrs have developed abnormally long tongues, which are tipped by a long, wicked claw. They are incapable of making bite attacks as their mouths are toothless to accommodate the appendage, but they can instead make a reach attack out to 10 feet that deals 1d6 points of slashing damage. Whipblade karnyrs do not threaten any non-adjacent areas into which they make the attack, and unlike most other weapons with reach, it can be used to against an adjacent foe.
        Because the tongue can wrap around an enemyâ,¬,,¢s leg or other limb, you can make trip attacks with it, but there is no way to prevent yourself from being tripped if you are tripped during your own attempt.
        Whipblade karnyrs get a +2 bonus on opposed attack rolls disarm an opponent. They can also use the Weapon Finesse feat to apply their dexterity modifier instead of their strength modifier to attack rolls with their natural attacks.

Random Starting Ages      
-------------------------------------------------Bard-----------Cleric                              ------------------------------Barbarian----------Fighter---------Druid
------------------------------Rogue-------------Paladin---------Monk
Race----------Adulthood------Sorcerer-----------Ranger---------Wizard      
Karnyr---------15 years--------+1d6-------------+1d8----------+2d8

Aging Effects

Race---------Middle Age--------Old----------Venerable-------Maximum Age
Karnyr---------50 years------90 years-------120 years--------+2d6 years


Random Starting Heights

Race--------Base Height---Height Modifier---Base Weight---Weight Modifier
Karnyr, male----7â,¬,,¢0â,¬Â-----------+2d6-----------300 lb.--------x (1d4) lb.
Karnyr, female--5â,¬,,¢8â,¬Â-----------+2d8-----------220 lb.--------x (1d4) lb.
[/spoiler]
"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
My Gallery

Senkennomei

Races of Irslindûr (Cont.)

Orukk
The sole survivors of Riaaz, the orukks are gross mockeries of humanity, having been transformed into something much more primal.
[spoiler]
Orukk

Horribly altered by their demon captors, the orukks were once the peaceful citizens of Riaaz before souls were ripped from their bodies and flung through the the spirit realm. Now barely capable of clinging to their sanity, orukks are a grim reminder to humans everywhere of just how wrathful the demons can be.
   Personality: Their souls having been hurled through the spirit realm and survived, orukks have permanent mental scarification, and are little more than savage animals. Occasionally one of these orukks is captured and tamed by either humans or other races, after which they are quick to rage and more violent than any other beast. On an extremely rare occasion one of these orukks retains a fraction of its intelligence, in which case they become dangerous foes and powerful allies.
   Physical Descrition: Orukks, regardless of their previous heritage, all look the same after their exit from the spirit realm: their newly manifested bodies stand anywhere from 7 to 8 feet tall, and weigh anywhere from 260 to 340 pounds. Their skin is now a glossy shade of ash black, usually with raised scars running across their bodies from countless weapons. Their hair, which ranges from blood red to jet black, runs down their necks and upper backs like a mane and is usually matted with the blood of their enemies. An orukkâ,¬,,¢s facial features are terrifying at best, possessing a few traits from their past bodies. Their eyes glow a pure white, burning with the raw power of their tormented souls. Orukks do not have noses, and instead have a skull-like indentation where one should be. Their jaws are powerful and elongated, filled with dozens of yellow razor-sharp teeth and covered by lips that frequently curl and twitch. Their ears are long and pricked, usually with many nicks and cuts lining the sides. An orukk body is hairless and powerfully built, hunched over in a constant predatory position. Their arms, which are bristling with muscle much like the rest of their bodies, end in strong, oversized hands with long, black nails.  Their legs are also amazingly brawny, with callused feet and curved, black nails similar to those on their hands. Because most orc tribes are led by male orcs, orukk females are extremely rare. Orukks are capable of cross-breeding, but these half-orukks are mostly hellish abominations, and are usually killed at birth.
   Relations: Orukks do not have relations with any race, but their hatred toward demons runs far deeper than any cut. There are rare occurrences where an orukk retains enough of his intelligence to remain capable of socialization, in which case they were good friends with now-extinct elves. This was most frequently how half-orukks are spawned, but the ensuing arguments between the parents over whether or not to spare the child usually result in the orukk leaving with little respect for the race they had become fond of. Humans look down at orukks disdainfully, fearing them in combat and disgusted at the occasional relationships that grow between them and their former allies.
   Alignment: Feral orukks are always chaotic evil, retaining so little of their intelligence that they can not distinguish friend from foe. The very few that are still somewhat civilized are usually chaotic neutral or chaotic good, fighting with other good-aligned races toward a common goal.
   Orukk Lands: Orukks do not have any lands to call their own, but most of them reside in dense woodlands, where their natural brawn and resilience serves them well. Those that forged bonds with elves resided with them, trying to not be any sort of burden. Always hungry and still fighting feral urges, Orukks usually decorate their small sleeping areas with bones and other objects for them to gnaw on in their spare time.
   Orukks encountered in human lands usually simply sleep outside the residences of their allies, keeping watch for any intruders who may threaten the few companions they have.
   Language: Orukks speak Common and Orcish, which they somehow retain from their past life and learn while in the spirit realm. They frequently take up the languages of their allies, including Elven.
   Names: Orukks rename themselves upon manifestation, taking up simple, aggressive names such as Hunter or Fang. They may add additional surnames to their names as they grow in fame, taking pride as it is uttered in fear by orcs.
   Adventures: Orukks most frequently venture out simply to seek out and kill any demons they encounter. Some also venture in an attempt to find a way to reach the spirit realm, perhaps to learn more about their past selves or to kill the soul of a certain demon which severly tormented their souls. Orukks may also adventure to seek revenge, or simply to test their new bodies.

Orukk Racial Traits
â,¬Â¢   +6 Strength, +2 Constitution, -4 Intelligence, -4 Charisma: Orukks are extremely strong and resilient, but their horrid transformation has left their intelligence stunted and their social skills permanently scarred.
â,¬Â¢   Medium: As Medium humanoids, orukks have no special bonuses or penalties due to their size.
â,¬Â¢   An orukkâ,¬,,¢s base land speed is 30 feet.
â,¬Â¢   +2 racial bonus on Intimidate and Climb checks: Orruks are terrifying in appearance, and their claw-like nails aid them in climbing.
â,¬Â¢   Savagery: Whenever an orukk has an Intelligence score of 5 or lower, it must make a Will save (DC 20) every round until its Intelligence score is restored to 6 or higher. If the save succeeds, the orukk behaves normally. If it fails, the orukk becomes entirely feral for the round and must attack the nearest creature (or close with the nearest creature if attack is not possible)
â,¬Â¢   Powerful Build: The physical stature of orukks lets them function in many ways as if they were one size category larger. Whenever a orukk is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the orukk is treated as one size larger if doing so is advantageous to him. The orukk is also considered one size larger when determining whether a creatureâ,¬,,¢s special attacks based on size (such as improved grab or swallow whole) can affect him. A orukk can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects or powers, abilities, and spells that change the subjectâ,¬,,¢s size category.
â,¬Â¢   Orukk Ferocity: When an orukk enters a rage or frenzy, it gains a bite attack. This attack deals 1d6 points of damage, scaling normally with size (see Table 5-1, page 296 of the Monster Manual), plus its Strength bonus. Alternately, an orukk can make a bite attack as part of a full attack as a secondary weapon with a -5 penalty on the attack roll (its other attacks take no penalty), but in this case it only adds half of its Strength bonus on damage.
â,¬Â¢   Soul Illumination (Ex): An orukkâ,¬,,¢s eyes continually shed the inner light of their souls, providing bright illumination out to 5 feet and shadowy illumination out to 10 feet in areas of nonmagical shadowy illumination or darkness. This ability only functions when the orukk has its eyes open, and thusly is not active while resting.
â,¬Â¢   Automatic Language: Common, Orcish. Bonus Languages: Abyssal, Dwarven, Elvish, Giant, Undercommon.
â,¬Â¢   Favored Class: Barbarian.
â,¬Â¢   Level Adjustment: +1

Random Starting Ages      
------------------------------------Bard----------Cleric
------------------------Barbarian---Fighter--------Druid
------------------------Rogue------Paladin--------Monk
Race----Adulthood------Sorcerer----Ranger--------Wizard      
Orukk----0 years*-------+1d4------+1d6----------+2d6

*Orukks are spawned as adults instantaneously, and must then train for years to take levels in a starting class.

Aging Effects

                   
Race----Middle Age--------Old-------Venerable------------Maximum Age
Orukk----100 years----200 years-------n/a**----------------n/a**

**As punishment for their blasphemous ways, orukks are unable to die by natural causes,
forced to live out their lives with all knowing their heretical ways.


Random Starting Heights

Orukk              
Base Height: 6â,¬,,¢10â,¬Â       
Height Modifier: +2d8    
Base Weight: 250 lb.   
Weight Modifier: x (2d4) lb.
[/spoiler]

Half-Orukk
Creatures of persecution and fear, the half-orukks are the pinnacle of resilience amongst the sentient races.
[spoiler]
Half-Orukk
Shunned and persecuted world-wide, the half-orukks are not only rare but also widely feared. Originally spawned from elves and orukks, half-orukks look at their heritage with pride while other races shun them for it. Typically, half-orukks hide from the rest of the world, hoping to one day be accepted as more than abominations.
   Personality: Half-orukks range widely in personality, almost as much as humans do. The majority of their race, having been abandoned and forced to fend for themselves at an early age, put up emotional barriers to hide their more tender thoughts. Like their sentient orukk progenitors, half-orukks fight with a deep hatred for all demons, blaming the demons for the stereotypes other races plague them with.
   Physical Description: Half-orukks are significantly smaller than the orukks in both size and build, standing between 5 to 6 feet in height and weighing anywhere between 160 to 190 pounds. Half-orukk males are typically larger and heavier than females, a genetic trait inherited by their orukk bloodline. Because of their peculiar bloodline, half-orukks are still an ash-black in color, with lean, muscle-bound bodies which provide them with amazing strength and endurance. Not hindered by physical bulk or weight, half-orukks never wear shoes, preferring to use their claw-like toenails to reach speeds their orukk ancestors could never attain. A half-orukk face resembles that of an elf, with piercing white eyes and a skull-like indentation where a nose should be. A half-orukk mouth appears normal, but is in fact filled with dozens of sharp, white teeth, which they do not like to reveal unless they are trying to intimidate others. Their ears are long and pointed, extended beyond the normal length of those of elves. A half-orukkâ,¬,,¢s hair ranges between jet black and bright red, but unlike their orukk predecessors their hair never extends down their necks or upper backs. Half-orukks walk upright to rebel against their savage portrayal, though more feral half-orukk barbarians may run as quadrupeds to scramble over rough terrain. Half-orukks are a race that breeds true, though they prefer to abandon their young, hoping that they do not live to see the hardships of their people.
   Relations: Half-orukks have bad relations with all races, primarily due to their frightening nature. They are stereotyped as a product of rape, and hunted down just because of their heritage. As such they never trust anyone other than fellow half-orukks. Occasionally a half-orukk will form a bond with an individual of a certain race, but these few individuals are determined by personality, not racial background.
   Alignment: Half-orukks are almost always chaotic in nature, depending on their personal judgment more than anything else. Many half-orukks are evil in nature, hating those that persecute and discriminate against them, though good half-orukks are not uncommon.
   Half-Orukk Lands: Half-orukks have no lands to call their own, and instead move in nomadic tribes across the earth. These tribes will settle down and trade with local inhabitants for extended periods of time, but they are usually forced to keep moving, driven off by enraged merchants and lords. Other half-orukks become mercenaries or marauders, using their innate strength to excel in these fields.
   Half-orukks encountered in human lands are most often guards or mercenaries, though many also serve as elite soldiers for private armies.
   Language: Half-orukks speak Common, which they pick up as they wander across the land, scrounging through local marketplaces for food. They may also learn Orcish and Elven as they age, using these languages to help locate their original parents.
   Names: Half-orukks, forced to care for themselves, usually choose elven names to help them remember their heritage at all times. Other names are uncommon, but are existent.
   Adventures: Half-orukks adventure for a variety of reasons, from promises of wealth and power to a quest to learn more about their parents. They may also venture to learn more about the world around them, or to slaughter orcs. Evil half-orukks have been known to explore the lands to hunt down races which persecuted them in the past, further strengthening the stereotypes used against other half-orukks.

Half-Orukk Racial Traits
â,¬Â¢   +2 Strength, -2 Charisma: Half-orukks are unnaturally strong, but years of struggling for survival has given them many emotional barriers that mask their true emotions, making them quiet and unsociable.
â,¬Â¢   Medium: As Medium humanoids, orukks have no special bonuses or penalties due to their size.
â,¬Â¢   A half-orukkâ,¬,,¢s base land speed is 40 feet.
â,¬Â¢   +1 racial bonus on Listen, Search, and Spot checks: A half-orukk does not have the elfâ,¬,,¢s ability to notice secret doors simply by passing near them. Half-orukks have keen senses, but not as keen as those of an elf.
â,¬Â¢   +2 racial bonus on Intimidate and Sense Motive checks: Half-orukks that openly display their teeth and claw-like fingernails can look very intimidating in appearance, and years of betrayal and persecution has made them wary of others.
â,¬Â¢   Automatic Languages: Common. Bonus Languages: Abyssal, Draconic, Elven, Giant, Orcish, Undercommon.
â,¬Â¢   Favored Class: Fighter
â,¬Â¢   Level Adjustment: +0

Random Starting Ages


---------------------------------------Bard----------Cleric
---------------------------Barbarian---Fighter--------Druid
---------------------------Rogue------Paladin--------Monk
Race-------Adulthood------Sorcerer----Ranger--------Wizard
Half-orukk---20 years------+1d6------+1d8-----------+2d6


Aging Effects

Race-------Middle Age--------Old-------Venerable------------Maximum Age
Half-orukk--100 years------200 years----275 years------------ +1d% years



Random Starting Heights


Half-orukk, male

Base Height: 5'6"
Height Modifier: +1d4
Base Weight: 165 lb.
Weight Modifier: x (1d6) lb.

Half-orukk, female
Base Height: 5'0"
Height Modifier: +1d6
Base Weight: 160 lb.
Weight Modifier: x 1 lb.
[/spoiler]

Sarrun
Sarruns live in the sanctuary that is Valemute, where they train extensively in both spiritual practices and martial arts.
[spoiler]
Sarrun

Unknown to many commoners but ordinary among the wealthy, the sarrun are a small but elite breed of reptilian humanoids. Strictly trained as elite bodyguards within their societies, the sarrun follow the code of the samurai, or Bushido, with their very lives. Hired by the rich and feared by assassins and thieves alike, any sarrun is a force to be reckoned with.
   Personality: Sarruns look at everything systematically with only their mission in mind. Cold and contemplative, they are very serious in nature, and rarely go out of their way for anyone aside their employers. They treat everything as work, and do not comprehend acts of relaxation. In battle, sarruns are the first to strike and the last to fall. Loyal to the core, they will die for their cause, and as such fight with unparalleled ferocity.
   Physical Description: Sarruns stand anywhere from 5 to 6 feet tall and weigh between 150 to 180 pounds, with males typically taller and heavier than females. At a distance a sarrun could easily be mistaken for an oddly colored elf, but closer up the differences are very obvious. Their faces appear to be eerily elven, with sharp features and pointed ears. Unlike the elves, however, a sarrunâ,¬,,¢s face is covered in thousands of miniscule scales, and their eyes have slitted pupils. All sarruns appear to have hair, but in actuality the individual fibers which compose their manes are flexible, segmented extensions of their scales. Sarruns have very slender and graceful bodies, which are covered with minute scales identical to those on their faces. Sarrun females are also more lithe and lean in appearance, though neither gender has visible genitalia. Unlike most Scaled Ones, sarruns do not have claws or sharp teeth. In fact, sarruns donâ,¬,,¢t even have fingernails, and have normal incisors. Most sarrun scales are grey in color, but shades of blue are not unknown. Their eyes are also oddly colored, ranging from blood red to smoke grey. The most prominent and distinguishing trait of the sarrun race is that each sarrun has a long, slender tail, which can measure anywhere from 7 to 9 feet in length. These tails provide them with most of their amazing balance, and aid them in their graceful fighting techniques. Externally all sarruns appear to be genderless, but sarruns have no difficulty determining the gender of one another. Sarruns are omnivorous, but prefer to eat meats over vegetation. Even though the sarrun race is considered a member of the Scaled Ones, they give birth to live offspring, and are warm-blooded. Despite the fact that they are genderless in appearance, sarruns still wear clothing, preferring garments that allow free movement for all of their limbs, tails included.
   Relations: Despite the fact that they are a member of the Scaled Ones, the sarruns share no ties to their kin, sometimes coming to despise other Scaled Ones for the terrible stereotypes they must frequently struggle with in everyday life. Sarruns established close ties with elves, having appreciated their understanding and patient nature. Several rumors point to the possibility that the sarrun race was in fact founded by an unholy cross-breeding between elves and the likewise extinct sarrukh. Though the origins of these rumors are unknown, the physical traits of the sarruns suggest that they are entirely true. Sarruns also tolerate humans, but they view the rash actions made by these races in vain.
   Alignment: Sarruns are almost always lawful good in nature, trained at an early age to follow morals and live by Bushido as samurai. Sarruns who fall from the way of the samurai quickly become chaotic neutral, uncertain of their values and morals. A very rare few even go so far as become chaotic evil, carving a path of destruction anywhere they go.
   Sarrun Lands: Sarruns live in secluded dojos deep within the mountainside. Trained from birth to become powerful samurai, every sarrun serves a single sensei, learning everything that their master has to teach. Sarruns  leave the dojo knowing exactly what is right and what is wrong, almost never questioning their principles. Upon leaving the dojo the sarrun travels across the land, seeking an emperor to serve for the rest of his life. Some sarrun never settle, and continue to move across the land as traveling swordsmen, while others might question their emperorâ,¬,,¢s values and endanger (or sometimes kill)the emperor, becoming exiled ronin mercenaries.
   Sarruns encountered in human lands are almost always samurai, protecting their employers with their lives, while others simply may be passing through.
   Language: All sarrun are taught Common and Draconic within their dojos, while adventuring sarrun learn Elven to better deal with allies. They also occasionally pick up the languages of their enemies to better understand their motives and plans before violence breaks out.
   Names: Due to their former relationships with elves and questionable ancestry, sarrun are bestowed the same names as those of elves. Upon graduation from their respective dojos every sarrun also adopts an alias to use in the outside world.
   Adventures: Sarruns most frequently venture out into the world at the command of a sensei or emperor. Others may explore the world to satiate their curiosity, while some may travel to continue to improve their skills. Exiled sarruns may also adventure to seek out the trust of a new lord, or to prove themselves worthy of redemption.

Sarrun Racial Traits
â,¬Â¢   +2 Dexterity, -2 Constitution: Sarruns are very graceful and agile, but their slender bodies are frail.
â,¬Â¢   Medium: As Medium humanoids, sarruns have no special bonuses or penalties due to their size.
â,¬Â¢   Venomous Saliva (Ex): Sarrun saliva is venomous, but only when it enters a wound. As a move action, a sarrun can envenom his melee weapon, a thrown weapon, or a piece of ammunition for a ranged weapon. Using this ability does not provoke attacks of opportunity. A Sarrun's poison can remain on a weapon for up to 1 hour before it loses its potency, and is immediately used up once the weapon breaks the skin. The Fortitude save DC of the venom is equal to 10 + 1/2 the sarrun's HD + the sarrun's Con modifier. The venom deals 1d4 points of Dexterity damage as its primary and secondary damage. While grappling, a sarrun can choose to inject his opponent with poisonous saliva instead of dealing damage. This can only be used when grappling a foe with an exposed open wound. The sarrun makes an opposed grapple check instead of an attack and takes a -4 penalty on the check. If he wins, he successfully applies the poison by spitting into the open injury.
â,¬Â¢   Appendage Proficiency (Ex): A sarrun is treated as having the Prehensile Tail feat at all times, even if he does not meet the prerequisites.
â,¬Â¢   +2 racial bonus on Balance checks: A sarrunâ,¬,,¢s long tail provides amazing balance and stability.
â,¬Â¢   Automatic Languages: Common and Draconic. Bonus Languages: Elven, Dwarven, Gnoll, Orcish, Undercommon.
â,¬Â¢   Favored Class: Samurai
â,¬Â¢   Level Adjustment: +0


Random Starting Ages      
------------------------------------Samurai
------------------------------------Bard----------Cleric
------------------------Barbarian---Fighter--------Druid
------------------------Rogue------Paladin--------Monk
Race----Adulthood------Sorcerer----Ranger--------Wizard      
Sarrun---10 years-------+1d4------+1d6----------+2d6



Aging Effects

                   
Race----Middle Age--------Old-------Venerable------------Maximum Age
Sarrun---40 years-------80 years----100 years------------ +2d6 years



Random Starting Heights

Sarrun, Male              
Base Height: 5'0"    
Height Modifier: +2d6    
Base Weight: 115 lb.   
Weight Modifier: x (1d4) lb.

Sarrun, Female              
Base Height: 4'10"    
Height Modifier: +1d4    
Base Weight: 110 lb.   
Weight Modifier: x (1d6) lb.
[/spoiler]
"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
My Gallery

Senkennomei

Classes of Irslindûr

Exorcist[spoiler]
Exorcist


The holy priest, the humble monk, the powerful cultist, the great protector â,¬' Are all exorcists. Exorcists are humans with an excess of spiritual energy â,¬' a power which they put to great use. They can be the proud defenders of their people, the merciless fanatics who terrorize them, or the traveling monks wishing to get involved. Some are the landâ,¬,,¢s best souls, wishing to protect the innocent and smite the wicked. Others are the most diabolic of all, taking pleasure in the screams of their victims and murdering for sport. Exorcists who are not actively adventuring may be bodyguards, barrier-makers, cultists, monastic monks, or town defenders. An adventuring exorcist may call himself a monk, a cleric, a guardian, a protector, or simply a commoner with some â,¬Å"special trainingâ,¬Â.
   
Class Skills
The exorcistâ,¬,,¢s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (the planes) (Int), Listen (Wis), Perform (sing) (Cha), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Tumble (Dex). See Chapter 4: Skills in the Playerâ,¬,,¢s Handbook for skill descriptions.
   Skill Points at 1st Level: (4 + Int modifier) X 4.
   Skill Points at Each Additional Level: 4 + Int modifier.

Class Features
All of the following are class features of the exorcist.
   Weapon and Armor Proficiency: Exorcists are proficient with all simple weapons. They are proficient with light armor but not with shields.
   Incantations: Exorcists have the remarkable ability to invoke their spiritual powers and manifest them on the Material Plane. These are treated as spell-like abilities, but unlike other spell-like abilities incantations require verbal components to channel the exorcistâ,¬,,¢s spiritual force into the proper manifestation. Each incantation requires both a minimum exorcist level and a minimum number of ranks in Perform (sing) to qualify; and if an exorcist does not have the required number of ranks in Perform (sing), he does not gain the incantation ability until he acquires the needed ranks.
 Starting an incantation is a standard action which provokes attacks of opportunity. An incantation can be disrupted, just as a spell can be ruined during casting. An exorcist is entitled to a Concentration check to successfully use an incantation if he is hit by an attack while incanting, just as a spellcaster would be. An exorcist can choose to use an incantation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. An exorcistâ,¬,,¢s incantations are subject to spell resistance unless an invocationâ,¬,,¢s description specifically states otherwise. An exorcistâ,¬,,¢s caster level with his incantations is equal to his exorcist level.
        Some incantations require concentration, which means the exorcist must take a standard action that provokes attacks of opportunity each round to maintain the ability. A deaf exorcist has a 20% chance of fail when attempting to use an incantation and a mute exorcist can not cast incantations. Exorcists can also join the chant of another exorcist, adding their caster level to the incantation.

   Soul Shackles (Sp): An exorcist with 3 or more ranks in Perform (sing) can use his incantations to effectively restrain a single corporeal creature within 30 feet. Upon completion of the incantation the exorcist makes an opposed grapple check with the target creature, using his Charisma modifier and Caster Level in place of his Strength modifier and Base Attack Bonus. If the grapple check is successful, rings of pure spiritual energy form around the appendages of the target creature, holding it in place. An exorcist can free a shackled creature as a free action simply by ceasing to chant.
A shackled creature is treated as though being grappled, and cannot perform any actions as long as the shackles are maintained. During each subsequent round of the incantation the exorcist must maintain his concentration on the incantation and make an opposed grapple check to sustain the shackles. If the exorcistâ,¬,,¢s concentration is broken or if he fails his grapple check the shackles are effectively broken, freeing the ensnared creature. An exorcist whose shackles break in this manner must wait for 1d4 rounds before being able to use this ability again.

        Healing Chant (Sp): An exorcist with 8 or more ranks in Perform (sing) can use his incantations to heal wounds (either his own or those of others) by touch. To use this ability an exorcist must be able to touch a willing creature while casting the incantation. Each day an exorcist can heal a total number of hit points equal to his exorcist level X his Charisma bonus. For example, a 7th level exorcist with a 16 Charisma (+3 bonus) can heal 21 points of damage per day. A exorcist may choose to divide his healing among multiple recipients, and he doesnâ,¬,,¢t have to use it all at once.
Alternately, an exorcist can use any or all of his healing power to deal damage to demons. Using healing chant in this way requires as successful melee touch attack and doesnâ,¬,,¢t provoke attacks of opportunity. An exorcist decides how many of his daily allotment of points to use as damage after successfully touching a demon.

        Exorcism (Sp): An exorcist with 13 or more ranks in Perform (sing) can use his incantations to forcefully expel a demon possessing a human. To use this ability an exorcist must make a melee touch attack while casting the incantation. If the touch attack is successful the possessing demon must make a Will save (DC 10 + the exorcistâ,¬,,¢s caster level) or be forcefully pulled from its human host and expelled onto the nearest adjacent space. A demon exorcised this way is treated as being flat-footed until its next turn, and demons who fail their Will save by 5 or more are also knocked prone. If the exorcist fails to make the melee touch attack or if the save is successful the exorcism is ineffective, and the exorcist must wait for 2d4 rounds before being able to use this ability again.

        Spirit Barrier (Sp): An exorcist with 18 or more ranks in Perform (sing) can use his incantations to create a barrier of spiritual energy to keep creatures out or in. Upon completion of the incantation a semi-transparent barrier forms out to 100 feet + 10 feet / level in front of the exorcist with an area up to one 5-foot square / level. The barrier has a hardness and hit points equal to the exorcistâ,¬,,¢s caster level, and as a free action the exorcist can alter his incantation to permit one individual of his choice passage through the barrier for 1 round. An exorcist must maintain his concentration in subsequent rounds to uphold the barrier, and can choose to end the incantation as a free action by simply ceasing to chant. If the exorcistâ,¬,,¢s concentration is broken or the barrier is breached the incantation is immediately disrupted, and the exorcist must wait for 1d10 rounds before being able to use this ability again.

        Soul Exorcism (Sp): An exorcist with 23 or more ranks in Perform (sing) can use his incantations to manifest his spiritual energy in an aggressive thrust, forcing out the spirits of those he targets. Upon completion of the incantation all creatures which he selects in a 40-foot radius must make a Will save (DC 10 + the exorcistâ,¬,,¢s caster level) or have their souls ripped from their bodies, killing them instantly. Creatures killed this way cannot be raised or resurrected.  However, once the incantation ends the exorcist, drained of his spiritual energy, falls unconscious for 10 minutes for each creature killed.

The Exorcist
Level  Base           Fort       Ref     Will        Special
      Attack Bonus    Save       Save    Save    
1st    +0              +0         +0      +2        Incantations, sacrificial
                                                    dagger +1, soul  
                                                    shackles
2nd    +1              +0         +0      +3        Soul assimilation      
3rd    +2              +1         +1      +3        Tempt fate
4th    +3              +1         +1      +4        Dagger focus, sacrificial  
                                                    dagger +2
5th    +3              +1         +1      +4        Healing chant
6th    +4              +2         +2      +5          -
7th    +5              +2         +2      +5        Damage reduction 1/-
8th    +6/+1           +2         +2      +6        Dagger specialization
9th    +6/+1           +3         +3      +6        Soul strike
10th   +7/+2           +3         +3      +7        Damage reduction 2/-,
                                                    sacrificial dagger +3,  
                                                    exorcism
11th   +8/+3           +3         +3      +7          -        
12th   +9/+4           +4         +4      +8        Greater dagger focus
13th   +9/+4           +4         +4      +8        Damage reduction 3/-
14th   +10/+5          +4         +4      +9          -
15th   +11/+6/+1       +5         +5      +9        Sacrificial dagger +4,
                                                    spirit barrier
16th   +12/+7/+2       +5         +5      +10       Damage reduction 4/-,
                                                    greater dagger specialization
17th   +12/+7/+2       +5         +5      +10         -    
18th   +13/+8/+3       +6         +6      +11       Spirit intrusion
19th   +14/+9/+4       +6         +6      +11       Damage reduction 5/-
20th   +15/+10/+5      +6         +6      +12       Sacrificial dagger +5, soul
                                                    exorcism

Sacrificial Dagger (Ex): All exorcists begin play with a single sacrificial dagger (a +1 dagger) that they forge out of their own spiritual energy. At 5th level and every 5 exorcist levels thereafter (10th, 15th, and 20th level), the daggerâ,¬,,¢s enhancement bonus increases by +1. If an exorcistâ,¬,,¢s sacrificial dagger is broken or destroyed he loses 2 points of Charisma until a new dagger is forged. Forging a new sacrificial dagger requires 24 hours of unbroken concentration, during which the exorcist can not move or take any actions.  
        Whenever an exorcist kills a creature with his sacrificial dagger that creature must make a Will save (DC 10 + the exorcistâ,¬,,¢s caster level) or have its soul torn from its body and stored within the exorcistâ,¬,,¢s dagger. Creatures who fail their Will save cannot be raised or resurrected. Only one soul may be stored within a sacrificial dagger at a time, but as a free action the exorcist can release or replace the stored soul.
   Soul Assimilation (Ex): Exorcists train to weaken the borders between the body and the soul. Beginning at 2nd level an exorcist can absorb the soul stored in his dagger into his own body as a free action, granting him a +2 bonus to Charisma for a duration equal to the soulâ,¬,,¢s previous ownerâ,¬,,¢s Hit Dice.
   Tempt Fate (Ex): At 3rd level, an exorcist gains a bonus equal to his Charisma bonus (if any) on all saving throws.
   Dagger Focus (Ex): At 4th level, an exorcist gains Weapon Focus: Dagger as a bonus feat.
   Damage Reduction (Ex): At 7th level, an exorcistâ,¬,,¢s spiritual emanation becomes strong enough to slow physical attacks before they connect with his body. Subtract 1 from the damage the exorcist takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three exorcist levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.  
   Dagger Specialization (Ex): At 8th level, an exorcist gains Weapon Specialization: Dagger as a bonus feat.
   Soul Strike (Ex): At 9th level, an exorcistâ,¬,,¢s spiritual emanation becomes so powerful that it is able to push away an opponentâ,¬,,¢s defenses. Whenever an exorcist makes a melee attack he adds his Charisma bonus (if any) as a bonus on attack rolls (in addition to any Strength bonus he may have).
   Greater Dagger Focus (Ex): At 12th level, an exorcist gains Greater Weapon Focus: Dagger as a bonus feat.
   Greater Dagger Specialization (Ex): At 16th level, an exorcist gains Greater Weapon Specialization: Dagger as a bonus feat.
        Spirit Intrusion (Ex): At 18th level, whenever an exorcist deals damage to a creature with his sacrificial dagger he may choose to transfer the stored soul into his opponent as a free action. The creature must then make a Will save (DC 10 + the soulâ,¬,,¢s previous ownerâ,¬,,¢s Hit Dice) or have its soul swapped into the dagger. While the creatureâ,¬,,¢s body remains unchanged, its entire mind and memory, having been thrust into the dagger, are replaced by those of the invading soulâ,¬,,¢s former possessor. The switch also brings about the following changes to the new possessor.

â,¬Â¢   The possessor gains the type of the assumed body
â,¬Â¢   The possessor gains the Strength, Dexterity, and Constitution scores of the assumed body.
â,¬Â¢   The possessor gains the natural armor, natural attacks, movement, and other simple physical characteristics of the assumed body.
â,¬Â¢   The possessor gains the extraordinary special attacks and qualities of the assumed body, but not any supernatural or spell-like abilities.
â,¬Â¢   The possessor retains his or her own hit points, saving throws (possibly modified by new ability scores), class abilities, supernatural and spell-like abilities, powers, and skills and feats (although skill checks use the new ability scores, and the possessor may be temporarily unable to use feats whose requirements do not meet in the new body). Supernatural abilities that require a certain body part, such as a beholderâ,¬,,¢s eye rays or a dragonâ,¬,,¢s breath weapon, may be unavailable in the new form.[/spoiler]

Outlaw of the Open Fist[spoiler]
Outlaw of the Open Fist


Trained extensively in the arts of unarmed combat, the outlaws of the open fist consist of those who have been exiled from society, losing everything in the process. Essentially penniless, these exiles quickly join up with the outlaws of the open fist, a nomadic group whose members train every day to become mercenaries, cutthroats, bodyguards, and marauders. Unable to afford weapons or armor, the outlaws improvise with their bodies and train amongst themselves, becoming the most brutal of unarmed fighters.

Game Rule Information
Outlaws of the open fist have the following game statistics.
   Abilities: Wisdom powers the outlawâ,¬,,¢s special offensive and defensive abilities. Dexterity provides an unarmored outlaw with a better defense and with bonuses to some class skills. Strength helps an outlawâ,¬,,¢s unarmed combat ability.
   Alignment: Any nonlawful.
   Hit Die: d8.

Class Skills
An outlawâ,¬,,¢s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Escape Artist (Dex), Hide (Dex), Jump (Str), Intimidate (Cha), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Search (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex). See Chapter 4: Skills in the Playerâ,¬,,¢s Handbook for skill descriptions.
   Skill Points at 1st Level: (4 + Int modifier) X 4
   Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All of the following are class features of the outlaws of the open fist.
   Weapon and Armor Proficiency: Outlaws of the open fist are proficient with all simple weapons. They are not proficient with any type of armor or shield. Outlaws of the open fist prefer their own bodies over any armament, and their rigorous and rapid movements need to be unfettered.
   AC Bonus (Ex): An outlaw of the open fist is highly trained at dodging blows, and he his heightened awareness lets him avoid even unanticipated attacks. When unarmored an unencumbered, the outlaw adds his Wisdom bonus (if any) to his AC. In addition, an outlaw of the open fist gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five outlaw levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the outlaw is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

The Outlaw of the Open Fist
Level Base    Fort       Ref     Will                 Unarmed  AC Unarmored
       Attack Bonus    Save      Save     Save    Special    Damage*     Bonus  Speed Bonus
1st +1          +0   +2    +0 Improved grapple,    1d6   +0    +0 ft.
        unarmed strike,
                                                 open fist

2nd +2          +0   +3    +0 Improved trip,       1d6   +0    +0 ft.
        crushing grasp +1,
                                                 evasion

3rd +3          +1   +3    +1 Pressure strike 1d6      +0          +10 ft.

4th +4          +1   +4    +1 Crushing grasp +2,   1d8   +0    +10 ft.
                                                 slow fall 20 ft.    

5th +5          +1   +4    +1 Overpowering grip    1d8   +1    +10 ft.

6th +6/+1  +2      +5      +2    Improved disarm,     1d8       +1    +20 ft.
        crushing grasp +3,
                                                 slow fall 30 ft.

7th +7/+2  +2      +5  +2    Crippling grip 1d8       +1   +20 ft.

8th +8/+3          +2      +6  +2    Crushing grasp +4,   1d10      +1        +20 ft.
        slow fall 40 ft.

9th +9/+4  +3      +6  +3    Improved evasion     1d10   +1     +30 ft.

10th +10/+5         +3          +7      +3    Choking grip,        1d10    +2       +30 ft.
        crushing grasp +5,
                                                 slow fall 50 ft.

11th +11/+6/+1      +3          +7      +3    Combat reflexes      1d10      +2           +30 ft.

12th +12/+7/+2      +4          +8      +4    Crushing grasp +6,   2d6       +2           +40 ft.
                                                 slow fall 60 ft.

13th +13/+8/+3      +4          +8      +4    Deflect arrows,      2d6       +2           +40 ft.
        improved sunder

14th +14/+9/+4      +4          +9      +4    Sundering grip,      2d6       +2           +40 ft.
                                                 crushing grasp +7,
                                                 slow fall 70 ft.

15th +15/+10/+5     +5          +9      +5    Catch arrows,        2d6       +3           +50 ft.
        mobility

16th +16/+11/+6/+1  +5          +10     +5    Crushing grasp +8,   2d8       +3           +50 ft.
        slow fall 80 ft.

17th +17/+12/+7/+2  +5          +10     +5    Splintering grip,    2d8       +3           +50 ft.                              

18th +18/+13/+8/+3  +6          +11     +6    Crushing grasp +9,   2d8       +3           +60 ft.                        
                                                 slow fall 90 ft.

19th +19/+14/+9/+4  +6          +11     +6    Eye for an eye       2d8       +3           +60 ft.

20th +20/+15/+10/+5 +6          +12     +6    Grip of death,       2d10      +4           +60 ft.
                                                crushing grasp +10,
                                                slow fall any distance


Unarmed Strike: Outlaws of the open fist are highly trained in fighting unarmed, giving them considerable advantages when doing so. At 1st level an outlaw gains Unarmed Strike as a bonus feat. An outlawâ,¬,,¢s attacks may be with either fist interchangeable or even from elbows, knees, and feet. This means an outlaw of the open fist may even make unarmed strikes when his hands are full. There is no such thing as an off-hand attack for an outlaw striking unarmed. An outlaw may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
   Usually an outlawâ,¬,,¢s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling (see page 156 in the Playerâ,¬,,¢s Handbook).
   An outlaw of the open fistâ,¬,,¢s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance of improve either manufactured weapons or natural weapons (such as magic fang and magic weapon spells).
   An outlaw of the open fist also deals more damage with his unarmed strikes than a normal person would, as shown on Table 1-1: The Outlaw of the Open Fist. The unarmed damage on Table 1-1 is for Medium outlaws. A Small outlaw deals less damage than the amount given there with his unarmed attacks, while a Large outlaw deals more damage; see Table 1-2: Small or Large Outlaw Unarmed Damage.
Table 1-2: Small or Large Outlaw Unarmed Damage
Level     Damage (Small Outlaw)    Damage (Large Outlaw)
1st-3rd                 1d4                        1d8
4th-7th                 1d6                        2d6
8th-11th                1d8                        2d8
12th-15th               1d10                       3d6
16th-19th               2d6                        3d8
20th                    2d8                        4d8


Improved Grapple: When wearing light armor or no armor, an outlaw of the open fist gains the benefit of the Improved Grapple feat, even if he does not meet the prerequisites.

Open Fist (Ex): Outlaws of the open fist throw blows with open hands, concentrating the force of their attacks into the five points of their fingertips instead of a blunt fist. Starting at 1st level any foe damaged by an outlawâ,¬,,¢s unarmed attack must make a Fortitude saving throw (DC 10 + Ã,½ your character level + your Str modifier) in addition to dealing damage normally. A defender who fails this saving throw becomes staggered for 1 round (until the beginning of your next turn). A staggered character may take a single move action or standard action during one round (but not both, nor can he take full-round actions). Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be staggered.

Improved Trip: Beginning at 2nd level, when wearing light armor or no armor, an outlaw of the open fist gains the benefit of the Improved Grapple feat, even if he does not meet the prerequisites.

Evasion (Ex): An outlaw of the open fist of 2nd level or higher can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragonâ,¬,,¢s fiery breath or a fireball), he instead takes no damage. Evasion can be used only if an outlaw is wearing light armor or no armor. A helpless outlaw (such as one who is unconscious or paralyzed) does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, an outlaw of the open fist gains an enhancement bonus to his speed, as shown on Table 1-1. An outlaw in armor (even light armor) or carrying a medium or heavy load loses this speed.

Pressure Strike (Ex): At 3rd level, an outlaw of the open fistâ,¬,,¢s sharpened combat skills grant him a peripheral insight to all of the pressure points on an opponent. He applies his Wisdom bonus (if any) as a bonus on damage rolls (in addition to any Strength bonus he may have) with any unarmed strike. Targets immune to sneak attacks or critical hits are immune to the outlawâ,¬,,¢s pressure strike. An outlaw cannot use this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Crushing Grasp (Ex): An outlawâ,¬,,¢s grip becomes gradually stronger as his training in the open fist combat style increases. At 2nd level and every other 2 levels after that (4th, 6th, 8th, and so on) he gains a +1 bonus on grapple checks and opposed Dexterity and Strength checks.
 
Slow Fall (Ex): At 4th level or higher, an outlaw within armâ,¬,,¢s reach of a wall can use it to slow his descent. When first using this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The outlawâ,¬,,¢s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his outlaw level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm. See the special column on table 1-1 for details.

Overpowering Grip (Ex): At 5th level, an outlaw of the open fist becomes quick enough to lash out and trip an opponent in one swift movement. Whenever an outlaw hits an opponent with an unarmed strike he can attempt to trip the opponent as a free action without provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the outlaw.

Improved Disarm: Beginning at 6th level, when wearing light armor or no armor, an outlaw of the open fist gains the benefit of the Improved Grapple feat, even if he does not meet the prerequisites.

Choking Grip (Ex): At 7th level, an outlaw of the open fist learns how to utterly crush the throat of an opponent with his open fist. Whenever an outlaw hits an opponent with an unarmed strike he can attempt to start a grapple as a free action without provoking an attack of opportunity. If the attempt is successful the outlaw establishes a hold and begins to strangle his victim. The target is then treated as though having no air to breathe, and must make the appropriate Constitution check each round to avoid suffocation as long as the grapple is held (see page 304 in the Dungeon Masterâ,¬,,¢s Guide). This ability can only be used on creatures one size category larger than the outlaw or smaller, but can also affect an even larger creature if the outlaw can somehow reach the foeâ,¬,,¢s neck. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by this ability.

Improved Evasion (Ex): At 9th level, an outlaw of the open fistâ,¬,,¢s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks such as a dragonâ,¬,,¢s breath or a fireball, but henceforth he takes only half damage on a failed save. A helpless outlaw (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

Crippling Grip (Ex): At 10th level, an outlaw of the open fist learns how to snap the bones of his opponents with his open fist. Whenever an outlaw hits an opponent with an unarmed strike he can attempt to start a grapple as a free action without provoking an attack of opportunity. If the attempt is successful the target the outlaw establishes a hold on a target limb, and the opponent must make a Fortitude save (DC 10 + Ã,½ your character level + your Str. modifier) each round or have his bones shatter under the grip of the outlaw. If an arm was selected for this ability the victim loses use of that arm and takes a -2 penalty on all skills requiring the use of hands, whereas if it was a leg the victimâ,¬,,¢s base land speed is halved, and he takes a -2 penalty on all skill checks requiring the use of legs.  This penalty remains in effect until all of the damage dealt by the outlawâ,¬,,¢s unarmed strike is healed. This ability can only be used on creatures one size category larger than the outlaw or smaller, but can also affect an even larger creature if the outlaw can somehow reach the targeted appendage. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by this ability.

Combat Reflexes: Beginning at 11th level, when wearing light armor or no armor, an outlaw of the open fist gains the benefit of the Combat Reflexes feat, even if he does not meet the prerequisites.

Deflect Arrows: Beginning at 13th level, when wearing light armor or no armor, an outlaw of the open fist gains the benefit of the Deflect Arrows feat, even if he does not meet the prerequisites.

Improved Sunder: Beginning at 13th level, when wearing light armor or no armor, a outlaw of the open fist gains the benefit of Improved Sunder feat, even if he does not meet the prerequisites.

Sundering Grip (Ex): At 14th level, an outlaw of the open fistâ,¬,,¢s grip becomes strong enough that he can snap weapons with his open fist. Whenever an outlaw hits an opponent with an unarmed strike he can attempt to sunder an object held or wielded by the opponent as a free action without provoking an attack of opportunity instead of dealing damage. If successful, that damage is instead dealt directly to the targeted object.

Catch Arrows: Beginning at 15th level, when wearing light armor or no armor, an outlaw of the open fist gains the benefit of the Catch Arrows feat, even if he does not meet the prerequisites.

Mobility (Ex): Beginning at 15th level, when wearing light armor or no armor, an outlaw of the open fist gains the benefit of the Mobility feat, even if he does not meet the prerequisites.

Splintering Grip (Ex): At 17th level, an outlaw of the open fist strikes with enough strength and speed that his fingers can puncture straight through the skin, using his grip to crush the bones and vital organs underneath. Whenever an outlaw hits an opponent with an unarmed strike he can attempt to start a grapple as a free action without provoking an attack of opportunity. If the attempt is successful the outlaw establishes a hold, and during every subsequent round the grapple is maintained the opponent takes an amount of Constitution damage equal to the outlawâ,¬,,¢s Strength bonus. This ability can only be used on creatures one size category larger than the outlaw or smaller, but can also affect an even larger creature if the outlaw can somehow reach the foeâ,¬,,¢s vital organs. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by this ability.

Eye For An Eye (Ex): At 19th level, an outlaw of the open fistâ,¬,,¢s reflexes and combat expertise have become so sharp that he almost instinctively lashes out at an opponentâ,¬,,¢s weak points when struck. Whenever an outlaw takes damage from a melee attack he gains a bonus to his attack rolls equal to the damage taken against that opponent until the next round (until the beginning of the opponentâ,¬,,¢s next turn).
 
Grip of Death (Ex): At 20th level, an outlaw of the open fist completes his training, making his open fist strong enough to crush the skulls of his opponents, killing them instantly. Whenever an outlaw of the open fist hits an opponent with an unarmed strike he can attempt to start a grapple as a free action without provoking an attack of opportunity. If the attempt is successful the outlaw establishes a hold, and during every subsequent round the grapple is maintained the victim must make a Fortitude save (DC 10 + Ã,½ your character level + your Str modifier) or be killed instantly. This ability can only be used on creatures one size category larger than the outlaw or smaller, but can also affect an even larger creature if the outlaw can somehow reach the foeâ,¬,,¢s head. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by this ability.[/spoiler]

"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
My Gallery

Senkennomei

Demons
There are many demons currently manifested in Irslindûr, and to identify them humans have divided them into six categories with varying subcategories into which every unique demon recorded falls into. Not all demons are evil and wicked, but they are demons none the less, fitting in the appropriate groupings alongside their evil brethren.


Akogi (Greed)
Akogi are the vilest of demons, taking what they please and destroying what they want for only personal gain.
[spoiler]
-Kentanka (Glutton)
-Teiku (Take)
-Kyouko (Strength)
-Daraku (Corruption)
[/spoiler]

Antai (Tranquility)
Antai are the most common of demons, believing in restoring the natural balance through violent means.
[spoiler]
-Kasai (Fire)
-Kaze (Wind)
-Furo-ra (Flora)
-Doubutsushi (Fauna)
-Mizu (Water)
-Ishi (Stone)
[/spoiler]

Ryoushi (Hunter)
Ryoushi are the most cunning of demons, hunting humans and demons alike for sport.
[spoiler]
-Suterusu (Stealth)
-Senro (Track)
-Shinkan (Silence)
-Binsoku (Agility)
-Shinbou (Patience)
[/spoiler]

Onnen (Hatred)
Onnen are the most destructive of demons, fueled by pure hatred toward everything mortal.
[spoiler]
-Itami (Pain)
-Yuumon (Anguish)
-Gaidoku (Poison)
-Moui (Fury)
-Kodoku (Loneliness)
[/spoiler]

Kimitsu (Secret)
Kimitsu are the most mysterious of demons, knowing much but telling little.
[spoiler]
-Kemuri (Smoke)
-Kumori (Shadow)
-Kiri (Mist)
-Sasayaki (Whisper)
-Senkennomei (Foresight)
[/spoiler]

Sesshu (Temperance)
Sesshu are the most tempting of demons, luring unsuspecting victims into their twisted webs of retribution.
[spoiler]
-Shikiyoku (Lust)
-Genkaku (Illusion)
-Bushou (Sloth)
-Suuhai (Worship)
-Saigi (Jealousy)[/spoiler]
"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
My Gallery

Senkennomei

Half-Demon Template
In Irslindûr humans and demons are commonplace, and more powerful and charming demons may choose to hold brief relationships with humans. During these periods of time the couple may bear one or more half-demons before the demon parent grows bored and chooses to leave. These offspring, who resemble humans with abnormal traits, are rejects to society and are frequently abandoned by their remaining parent to fend for themselves.
[spoiler]
Creating A Half-Demon
"Half-demon" is an inherited template that can be added to any living, corporeal human (referred to hereafter as the base creature).
        A half-demon uses all of the base creature's statistics and special abilities except as noted here.
        Size and Type: The creature's type changes to demon. Size is unchanged, unless noted otherwise. Do not recalculate Hit Dice, base attack bonus, or saves.
        Speed: The base creatureâ,¬,,¢s base land speed is increased by 10 feet. The speeds for all other movement modes are unchanged.
   Armor Class: Natural armor improves by +3.
        Special Qualities: A half-demon gains all of the following special qualities.
â,¬Â¢   Demonic Bloodline (Ex): All half-demons stem from specific bloodlines, granting them life spans four times longer than that of a human's and one of the bloodline traits listed below.
â,¬Â¢   Fast Healing (Ex):Half-demons heal a number of hit points of each round equal to their Constitution modifier so long as they have at least 1 hit point. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow half-demons to regrow or reattach lost body parts.
â,¬Â¢   A half-demonâ,¬,,¢s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
â,¬Â¢   Spell resistance equal to creatureâ,¬,,¢s HD + 10 (maximum 35).
        Abilities: Increase from the base creature as follows: Str +4, Con +4, Cha -4.
   Challenge Rating: Same as the base creature + 2 (minimum 3)
   Alignment: Usually chaotic neutral.
   Level Adjustment: Same as base creature +3.

Half-Demon Bloodline Traits
Every half-demon has a specific bloodline inherited from their demon parent, and chooses one from the following list upon character creation.

Senro: Senro half-demons come from a very strong and pure bloodline, though they are very rare in number. Senro half-demons are usually patient in nature like their parents, and they use this personality trait to the fullest while adventuring in the wilderness. They possess a multitude of varying physical traits, including dog-like ears, oversized canines, diversely colored eyes, fur coats, and occasionally tails. Every senro half-demon has claw-like fingernails on their hands and feet, and prefer not to wear shoes or constraining garments.

â,¬Â¢   Natural Attacks: 2 claws (1d6)
â,¬Â¢   Scent (Ex): Senro half-demons have the remarkable ability to track by sense of smell alone. A senro half-demon can detect opponents within 30 feet (double range if the scent is upwind, one-half range if it is downwind) and may take a move-equivalent action to determine the direction of a scent. If an odor source, such as an opponent, is within 5 feet, the half-demon can pinpoint that source. Senro half-demons can use the scent ability to track an enemy by smell.
â,¬Â¢   +5 racial bonus on Climb, Jump, Listen, and Survival checks: Senro half-demons are natural hunters, and their keen ears and sharp claws aid them in tracking down their prey.



Teiku: Teiku half-demons come from highly unstable bloodlines, and are very adaptive yet terrifying creatures. They appear completely blank and nondescript, with no distinct or varying features. As such they are incredibly hard to describe, and even harder to remember. Teiku mimic and adopt any action or expression they see, and in time these personalities and actions become blended together to the half-demonâ,¬,,¢s liking to form their own â,¬Å"individuality.â,¬Â Teikus are particularly horrifying as they have the remarkable ability to steal the faces of the dead, and thusly are viewed as abominations in the eyes of many.

â,¬Â¢   Face Taker (Ex): As a full-round action that provokes attacks of opportunity a teiku half-demon can steal the face of any adjacent corpse which has been dead for less than 1 day simply by touching it. The corpseâ,¬,,¢s face becomes an empty void of smooth flesh, and as such is facially unidentifiable. A teiku half-demon can make any desired expression with a stolen face, and the faces they seize appear as though they had never died. Teiku half-demons gain the racial bonuses on Listen, Search, and Spot checks that their current face would normally bestow upon its owner, and they also gain a +10 competence bonus on Disguise checks to pass themselves off as the faceâ,¬,,¢s original possessor. They also gain the extraordinary abilities blindsense, blindsight, darkvision, light blindness, light sensitivity, low-light vision, and scent with the appropriate corresponding faces. Shifting between faces is a free action which does not provoke attacks of opportunity, and a teiku half-demon can take as many faces as they please.
â,¬Â¢   Mimicry (Ex): A teiku half-demon can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the teiku half-demon to speak languages it canâ,¬,,¢t normally speak. To duplicate a specific individualâ,¬,,¢s voice, a teiku half-demon makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isnâ,¬,,¢t genuine.
â,¬Â¢   +10 racial bonus on Bluff and Sense Motive checks: Teiku half-demons are natural liars, and their continual fraudulent actions make them very suspicious of others.



Gaidoku: Gaidoku half-demons are quick and vicious, with sharp personalities and even sharper tongues. They are always born from a demon mother as their human parent always dies shortly after courtship, and unlike most half-demons they are raised by their parent until adulthood. They appear taller and slimmer than normal humans, and possess a multitude of varying physical traits, including green or purple skin, yellow eyes, miniscule scales, forked tongues, and long, whip-like tails. Gaidoku half-demons secrete a very potent poison from their hides, and as such prefer to wear very little clothing to further optimize this hazardous quality.

â,¬Â¢   +4 Dexterity, -4 Constitution: Gaidoku half-demons are surprisingly flexible, but are nowhere near as resilient as other half-demons.
â,¬Â¢   Toxic Skin (Ex): Gaidoku half-demons constantly produce a dangerous poison from their bodies, and prolonged contact with a gaidoku half-demon is almost always fatal. Whenever a creature touches a gaidoku half-demonâ,¬,,¢s flesh, whether through grappling, making a natural attack or some other means of direct contact, that creature immediately becomes poisoned. The Fortitude save DC of the venom equals 10 + 1/2 the half-demonâ,¬,,¢s HD + the half-demonâ,¬,,¢s Con modifier. The toxin deals 1d4 points of Constitution damage as its primary and secondary damage, and the poison stacks if the half-demon is still in contact with the creature for more than one round.
â,¬Â¢   Immunity to poison: Gaidoku half-demons have the blood of their parents coursing through their veins, and need to be immune to poison if they are to survive with their parent.



Kumori: Kumori half-demons are dark and grim in every sense of the word. They look at any objectiveâ,¬,,¢s worst possible outcome first and the benefits last, making them very cautious and precise creatures. Their bodies are thin but muscular, possessing a multitude of varying physical traits, including large fangs, violet or indigo eyes, lipless mouths, black fingernails, blood red hair, bat-like ears, triple-jointed legs with clawed feet, and occasionally long, slender tails. A kumori half-demonâ,¬,,¢s skin is always jet black in color, making them even harder to see amidst the strands of shadowstuff which swirl about them.

â,¬Â¢   +4 Dexterity, -4 Consitution: Kumori half-demons are quick and dexterous, but their stealthy style of combat does not make them very hardy.
â,¬Â¢   Channel Shadowstuff (Sp): As a standard action a kumori half-demon can channel a great quantity of shadowstuff to engulf his weapon, making it appear to be nothing but a swirling black cloud until the end of his next attack. When used in an attack, a kumori half-demonâ,¬,,¢s weapon (along with his hand and arm) appears as nothing but a dark blur near his body. The shadowstuff prevents a foe from knowing exactly where the blow is aimed, so the attack made with the weapon is made as if the target were flat-footed. Foes that donâ,¬,,¢t rely on sight for combat (such as creatures with the blindsight special quality) and creatures with the uncanny dodge class feature retain their Dexterity bonus and dodge bonuses to AC against the half-demonâ,¬,,¢s attacks.
â,¬Â¢   +10 racial bonus on Hide checks: Kumori half-demons are naturally stealthy, and their black skin and encircling shadowstuff makes them very difficult to detect.
â,¬Â¢   Low-Light Vision: A kumori half-demon 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.



Binsoku: Binsoku: Binsoku half-demons are confusing creatures, abandoning their parents before they can leave them. They are highly rash and impatient creatures, believing that everything should be done as quickly as possible. Their over-eager personalities tend to get them into a lot of trouble, and they have the undisputed reputation of being the fastest creatures alive. They are incredibly lean creatures with almost no body fat, and their faces have very pointed features and jutting chins. They possess a multitude of varying physical traits, including permanently wind-swept hair, grey or light blue skin, claw-like fingernails, thin coats of fur, and pointed ears which can fold flat on the sides of their head. All binsoku half-demons have triple-jointed legs and padded feet with retractable claws, and they prefer to wear tight and form-fitting clothes which create little wind resistance. Binsoku half-demons never wear shoes, but frequently sport goggles or other forms of protective eyewear.

â,¬Â¢   -4 Strength, +8 Dexterity, -4 Constitution: Binsoku half-demons are impossibly quick, but their lean bodies leave little room for muscle and rarely experience the shock of being struck.
â,¬Â¢   Speed Demon (Ex): Binsoku half-demons are remarkably fast, and their base land speed is increased by an additional 20 feet upon character creation. In addition, once per hour they can move ten times their normal speed (usually 600 feet) when making a charge.
â,¬Â¢   +10 racial bonus on Jump and Tumble checks: Binsoku half-demons are extremely quick, and their legs are built for incredible acrobatic feats.[/spoiler]
"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
My Gallery

Senkennomei

Weapons of Irslindûr
Irslindûr's continual war-like state has led to the development of several unique and powerful weapons designed to be used against both demons and humans.

Hand Ballista
[spoiler]Hand ballistae are devastating heavy crossbows used to punch through even the toughest of armor. Contrary to its name the hand ballista is very large and unwieldy, requiring two hands and a strong shoulder to use. Reloading a hand ballista is a full-round action that provokes attacks of opportunity, and hand ballistae use special iron spears called thresher bolts for ammunition.

Exotic Ranged Weapons

Hand Ballista
Cost: 350 GP
Damage (S): 2d6
Damage (M): 2d8
Critical: X3
Range Increment: 250 ft.
Weight: 40 lb.
Type: Piercing

Bolts, thresher (5)
Cost: 50 GP
Damage (S): --
Damage (M): --
Range Increment: --
Weight: 30 lb.[/spoiler]

Cleaver
[spoiler]Cleavers are the monstrosities of all swords, being the most gruesome and vicious of their kind. Unlike other swords, cleavers only have one blade, which ends in a wicked two-foot long horizontal spike. The design of a cleaver focuses a tremendous force to the cleaverâ,¬,,¢s sharp point, making it a nightmarish weapon in combat.
Because of the cleaverâ,¬,,¢s shape, you can use it to make trip attacks. If you are tripped during your own trip attempt you can drop the cleaver to avoid being tripped.

Exotic Two-Handed Melee Weapons

Cleaver
Cost: 50 GP
Damage (S): 1d10
Damage (M): 2d6
Critical: (19-20)/X3
Range Increment: --
Weight: 12 lb.
Type: Piercing or slashing[/spoiler]
"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
My Gallery

Velox

I've read alot of it, and I like what I see. It's alot to digest, and I'll post some questions later on when I've chewed this for awhile. Right now, though, I want to say I like the unique demon idea. The idea that there is a demon for almost everything (more or less) that exists in the world. It reminds me of Princess Mononoke, the only example I know of where there are completely unique supernatual characters, and most people know and fear them. I hear alot of "citadel", "monk", and "exorcist" terminology being used, and I like the overall effect. This reminds me of Rifts: Wormwood, one of the only saving graces of a horrible game. Wormwood was a place where people lived in constant fear of demonic hordes, protected only by the church. You might want to check wormwood out, but I have a feeling that it might be too western for the tone being set in this game.

Florians are a brilliant idea! Plant people are cool, and the one you've presented seems fun and playable. I forsee ideas like painful speech and being able to unravel as alot of fun to play. The half-demons are entertaining, too, and have cool abilities.

Some races seem hard-to-play, though. The Aerithids, while interesting, seem very alien and... unpleasant. They seem like great villians to me, but I can't imagine the person who would want to play one, much less travel with one. The Karnyr and Orruk are also interesting (and their descriptions sound very cool), but are fearsome to behold and would be difficult to trust, with their feral and deadly nature. The avarin sound somewhat appealing, but seem far too chaotic; who would abide by such a thing, who would just as soon abandon you as help you? Perhaps moderating the extremes of these races would make them more playable, as they seem too monstrous.

Alot of good ideas and interesting stuff. Keep it coming.

Senkennomei

Nice, thanks for the CC ^_^

I've never heard of Wormwood, currently a lot of my inspiration is simply stemming from what I draw in my spare time.

I agree with you about the Aerithids, they are meant to be a villianous race, but they, like the Avarins, exist for that one black sheep who differs from the ground and would be the likely candidate to join a party. Effectively they are out there for the people who like illithids. Orukks, too, are meant primarily for those rare sentient individuals, and Karnyr are around mostly to keep the strict militia flavor of the north in line.

Everyone does seem to like the Florians. They were my first homebrew race, and, while they aren't my favourite, are balanced and playable. Personally I like the Sarruns the best, but that's just personal preference.

Oh, and if there are any particular half-demon bloodlines you would like to see made, feel free to ask.

"If anything in this life is certain, if history has taught us anything, it is that you can kill anyone." - Michael Corleone
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Captain Obvious

First off, nice title/logo for the world.  I gotta make me one of those.

Onto the real post...

A corrupted demonic world, huh? This looks like a really cool idea. I wanted to do a similar thing t one point and have a CS set on some other plane (abyss or limbo or that one with the floating cubes or whatever) but could never figure out how to make it work. I've only read the first bit so fr, but i'll add more to the post as i read further.

The Aerithids look really cool (aboleth was a cool idea for a base). not so sure about their racial abbilities. I know they have telepathy and a swim speed, but -4 con is a big penalty. many characters will only end up with a few hp each level.

The Avarin are neat and i like there abbilities a lot especially scentless (it's very cool but not game changing. just a touch to help them stand out)

The florians are a wicked idea (esp. the taking damage to make sounds. that's so unique), but having Immunity to poison, sleep effects, paralysis, polymorph, and stunning, 25% ignore criticals, and regeneration that increases with levels seems too much for no LA. As for the Unfurling abbility, I love it, it's so cool. No idea if it's balanced though since it's so differnet than any other standard abbilities.

Karnyr look cool (you have some creative ideas) and i love the idea of the mouth hands, but some of the abbilities seem like they would be too powerfrul (mostly just in the lover levels). Best example of this i think is the 1d10 breath weapon, unlimited times per day without any LA.

One general thing i noticed with your races is you really seem to favour tall races (6-8, 6-8, 7-10, 10-12!). Just wondering whether there was a concious reason for this, or did all your ideas just happen to be like that? Also, isn't medium size supposed to switch to large, somewhere around the 7-9 foot tall mark? (this may be wrong. i honestly don't remember)

I'll read more later and maybe just edit this post to add them all into one spot.
And these are all just my ideas at first glance, so ignore whatever you like.

and finally i present you with a few questions that Xeviat asked me in my CS that i think are definitely worth thinking about.

Quote from: Xeviat TranionFor what reason have you changed the roles of the normally primary races so much? This isn't an inworld question, but a design question: what are you hoping to gain out of this? (Not saying it's a bad thing, I just would like to know your reason, and thinking of the reason should help you better utilize it).

And most importantly: What is your goal with this setting? I'm assuming your changing a lot of assumptions for a reason; perhaps so players are more currious and questioning.

P.S. if you got some time, could you give me some C&C on my setting as well (link is in my sig)
[spoiler=My Campaign Settings]
The Age of Kings: My main CS(Comments and Criticism welcomed)
Shadows of the Last Alliance: My PbP game\'s CS (Not much written here yet)
...As it is in Heaven: My newer CS (currently mostly just brainstorming)
Vorsatz: my newest setting.[/spoiler]
[spoiler=Quotes]
\"We cross our bridges when we come to them and burn them behind us, leaving only the memory of smoke and the presumption that once our eyes watered.\" -Samuel Beckett
\"Who am I lady? I\'m your worst nightmare. A pumpkin with a gun!\" -Merv Pumpkinhead
\"This whole Case is like a chocolate jigsaw puzzle: It\'s messy, it sticks to your fingers and you don\'t know whether to fit the peices together or just take a big bite.\" - Jack Leaderboard
"Pig's lips meet my lips,
Pig's Stomach meets my stomach,
A meeting of meats."
- Anonnymous hotdog haiku.[/spoiler]
My Unitarian Jihad Name is Brother Boot Knife of Forgiveness.
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Xathan

I like it alot, from what I read. I have no where near gone though everything, though, since there is so bloody much!! :D Here's what I can give you from what I read:

I want more on the demons! On the individual breeds: their apperances, their mannerisms, their habits, and their CRs. I'd love to see Shikiyoku half-demon bloodline, since they seem like they would be the most common: children of lust and all that.

I like the nations as well. Every single one is well thought out, and while devestated, still on their feet. Except for Raaiz and Giris, of course. One question I have to ask: Are the demons still attacking, and if they are, how are people holding them back, and how strong are their attacks? I may have misssed it, but are the demons still here in force?

Aerithids are awesome! So are the Canus. I'll go over mechanics later, but the Aerithids seem smooth, while the Canus need to have an LA: Scent always has an LA with it. You might consider giving them a limited scent ability, then a feat to bump it up to full scent, for balance issues.

I like the hand ballista and cleaver. What cultures use them predominantly. BTW, range inc. of 250 feet it just too much IMO: I'd give it 180, which is about the range incriment of a sniper rifle in d20 modern (I think, I would need to check). Remember, even though the bolt may be capable of traveling accuratly out to 250 feet, a person fireing it would be limited by their own physical abilities to aim the massive thing. :)

Great stuff, over all. That's all I can write about for now, I still need to consume/digest the rest. More feedback once I do.
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[/spoiler]

Xeviat

I'm going to make this review in two posts: The first post will be for a flavor/tone review, while the second will be an indepth look at the balance new races and classes presented.

I'll post my posts tonight when I get home from school. I took the time to finish reading now because I was tired of studying, but I have to get back to my studies. I'll be back tonight.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

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beejazz

um... I'm seeing alot of "-2con"s and it's scaring me.
Beejazz's Homebrew System
 Beejazz's Homebrew Discussion

QuoteI don't believe in it anyway.
What?
England.
Just a conspiracy of cartographers, then?

Captain Obvious

Alright, so new stuff i've checked out...\

The rest of the races (orukk, half orukk, and sarrun) all look good.
they are totally variants of some standard archetypes (why does that sound like a bad thing? i swear i don't mean it that way), with some wicked changes to keep them fresh and they look pretty balanced to boot. i especially like the Orruks beign on the verge of going feral all the time.

the two new classes... holy crap man. i'm speechless. they're so awesome. you've got a non-mystical monk/grappler that tottaly works (you might want to say that only one of the "if you hit make a free grapple check to do horrible thing #4" can be used for each attack that hits. otherwise, i hit you once and trip you and strangle you and break some bones and snap your weapon and rip your heart out AND crush your skull).  And that exorcist class is such a neat idea. i have no clue if it's balanced, but fluff-wise it's so cool.
Would it be okay with you if i used either one or both of these in one of my CS's?

The idea of having deamons for everything is really neat. i look forwards to the demons themselves.

i haven't read the half-demon template yet...

the hand ballista looks cool and pretty balanced (you might want to state that you can't use rapid reload feat with it). The cleaver is neat, but it doesn't stand out as much since there are other weapons like it (it looks good though).
[spoiler=My Campaign Settings]
The Age of Kings: My main CS(Comments and Criticism welcomed)
Shadows of the Last Alliance: My PbP game\'s CS (Not much written here yet)
...As it is in Heaven: My newer CS (currently mostly just brainstorming)
Vorsatz: my newest setting.[/spoiler]
[spoiler=Quotes]
\"We cross our bridges when we come to them and burn them behind us, leaving only the memory of smoke and the presumption that once our eyes watered.\" -Samuel Beckett
\"Who am I lady? I\'m your worst nightmare. A pumpkin with a gun!\" -Merv Pumpkinhead
\"This whole Case is like a chocolate jigsaw puzzle: It\'s messy, it sticks to your fingers and you don\'t know whether to fit the peices together or just take a big bite.\" - Jack Leaderboard
"Pig's lips meet my lips,
Pig's Stomach meets my stomach,
A meeting of meats."
- Anonnymous hotdog haiku.[/spoiler]
My Unitarian Jihad Name is Brother Boot Knife of Forgiveness.
Instigator of the Weirdo Invasion! :weirdo:

!turtle Are you a member of the turtle club? You bet your boots I am!