Upload
castertamamo
View
220
Download
0
Embed Size (px)
Citation preview
7/30/2019 Errant Tower Races
1/12
HumansThe most recent and dominant species on the planet since the Age of
Man. The humans are known for their numbers and technological
achievements rather than any inborn ability to influence the world like
Beastkin or Dracovin with their super strength or their fire breath. Humans
are said to be the closest relative to the Precursors.
RACE SKILLSHuman Will: The ability to push through when all looks grim. Offers resistance against status
ailments (1d6 to resist).
Adrenaline: Gives a +2 to STR, DEX and CON when in a desperate situation (I.E. HP is
critical).
7/30/2019 Errant Tower Races
2/12
Teamwork: Humans always accomplish more when working together rather than alone. When
comrade is in trouble, you can offer assistance. (Ex. Comrade rolls for a DEX check to dodge.
Their DEX Modifier is +2. The Human can add their own modifier, which is DEX +2, to their
comrade making the total 4.)
7/30/2019 Errant Tower Races
3/12
Nightwalkers
Born from the desires of the mad queen Meredith, this offshoot of mainstream humanity
has been warped by the power of the Bloodstone to the point where they could almost be
considered a race of their own.
Desiring an army able to conquer the fertile lands south of their abode in the mountains,
she used the knowledge contained within the Azure Records to change her subjects into a
form suited to take on the much better equipped and trained soldiers of the other
kingdoms.
The ritual had, however, unforeseen consequences, confining all affected by it to walking
only under the protection of night, forcing them to prey on other living beings in order to
extend their extremely long life spans.
While often mistaken for undead by others due to rumour, Nightwalkers are nevertheless
"alive" to the point of even being able to interbreed with humans, in which case a female
Nightwalker will always produce Nightwalker offspring while a male breeding with a human
female will produce human offspring.
As a people they tend to be bitter and warlike, often raiding villages on their borders in
7/30/2019 Errant Tower Races
4/12
order to use the local population as either food or nearly mindless thralls.
Race Skills
Overwhelming MaliceWhen angered, the Nightwalker becomes able to project his irritation in the form of an empathic
wave into the surroundings, overwhelming weaker foes with the force of his displeasure. (Deals
1d6 to surrounding creatures)
Featherfall
Nightwalkers descend to the ground at half the speed of a regular person.
This ability requires them to be awake and neither stunned nor otherwise impaired.
Inability to see makes this ability become inaccurate or wholly inactive.
Dwelling in the Dark
When out of sunlight and in their natural element, the darkness, Nightwalkers gain 1+ in CON,
DEX and STR.
7/30/2019 Errant Tower Races
5/12
DracovinThe Dracovin are the oldest dominant race known to the world. They have lived in the
mountain tops above the sky since the beginning of the Age of Dragons, shortly just before
the Age of Beast. The Dracovin and the new Beastkin fought over control of Earth and Sky.
Eventually, after so many years, the conflict died down. As time passed and blood thinned,
the Dracovin have since lost their everemposing power over the land. Since then they have
isolated themselves from the 'lower lands' and stay to themselves in their sky-high mountain
villages in order to avoid future conflict.
7/30/2019 Errant Tower Races
6/12
Race Skills
Protection from Magic
Due to their bloodline and heritage, Dracovin are protected by status effects caused by magicand damage dealt by magical attacks is cut by 1/4.
Breath
The ability to blast magic from the mouth to deal status and elemental damage to the target.
(Choose 1)
Shock - Paralysis
Fire - Burn
Ice - Freeze
FlightDracovin are able to fly over traps and reach locations that wouldnt be possible otherwise.
7/30/2019 Errant Tower Races
7/12
BeastkinThe second dominant species to be birthed by the precursors. The Beastkin were the start of the
Age of Beast. In the beginning they had problems with the previous race, the Dracovin, as they
tried to spread upward and into the mountains. After some fighting, the Beastkin settled on takingthe Earth while the Dracovin took the mountains and sky.
Beastkin are characterized by their animalistic features like horns, sharp teeth, tails and so on
and so forth.
7/30/2019 Errant Tower Races
8/12
Race Skills
Endowed Strength: When STR or DEX are buffed by use of spell or
item, double the bonus.
Durable Soul: When dealt fatal damage (enough to kill), the Beastkin cansurvive with 1 HP. Only used once per battle.
1. Gills and Fins (Only if Water-based Beastkin): The Beastkin is
capable of breathing underwater. When in water, gains 2+ DEX.
2. Heightened Sense (Only if Mammal/land-based Beastkin): The
Beastkin is able to sniff out targets and track them. Gifted with
heightened hearing.
3. Glide (Only if bird-based Beastkin): The Beastkin is capable of
gliding over traps, rivers, etc.
7/30/2019 Errant Tower Races
9/12
7/30/2019 Errant Tower Races
10/12
Elves
The third dominant species and the race that reigned during the Age of
Magic. The Age of Magic was when the magical arts were founded and the
Rune Records created. The Rune Records is an archive of every single
spell created in the Age of Magic which are said to be far stronger than
7/30/2019 Errant Tower Races
11/12
anything Magus are capable of today.
Race Skills
Exceptional Learner: Increases the time spent Inheriting skills and cuts
it in half. Can have up to two Inherited Class skills instead of one. Each
skill must be of a different class.
Discerning Eye:Ability to tell a persons true character just by speaking
to them a few times.
Magic Haste: Casting time for spells is halved. (Cannot cut 1 by 1. Spells
that take 1 turn to cast will still take 1 turn)
7/30/2019 Errant Tower Races
12/12
HALFBREEDSHumans are the only other species capable of mating with the others.
Halfbreeds automatically have the Race Skill Human Will.
Players can choose ONE other skill from the appropriate race.
(Ex. Half-Elf having Human Will and Magic Haste)
Halfbreeds can only have two skills instead of the allotted three of a
pure-blood.