Author Topic: [D] The Races of Taluria (Part 1)  (Read 1330 times)

Excalibur

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[D] The Races of Taluria (Part 1)
« on: January 02, 2012, 11:47:41 PM »
Below you will find racial write-ups for the majority of races found in the World of Taluria.
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Sprites and Faeries have been at war with each other for centuries, neither side remembers why the conflict began. The only people who may know are the Elves who have been attempting to quell the fighting and bring the two factions to a peaceful coexistence. Both the Sprites and the Faeries hail from an island named Turae which lies north of the main continent of Marglish.

In game terms, Sprites and Faeries are the same thing as Pixies (Heroes of the Feywild) only Sprites do not fly. Any feats that refer to flying do not apply to Sprites.

Faeries are the Talurian name for the Pixie race and therefore have the same stats as Pixies.

Faerie
Magical, tiny folk with insect wings, while childlike are terrors when angered.
 
Racial Traits
Average Height: 0'6'' - 1'
Average Weight: 1 - 4 lbs.
 
Ability Scores: +2 Charisma; +2 Dexterity or +2 Intelligence
Size: Tiny
Speed: 4 Squares, Fly 6 squares (altitude limit 1). You cannot use this fly speed if you are carrying more than a normal load.
Vision: Low-light
 
Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 Stealth
Faerie Magic: You have the Faerie Dust and Shrink powers (see Pixie Dust and Shrink, Heroes of the Feywild).
Speak with Beasts: You can communicate with natural beasts and fey beasts.
Wee Warrior: You have a reach of 1, rather than the reach of 0 that is typical for a Tiny creature. You also take a -5 penalty to Strength checks to break or force open objects. When wielding a weapon of your size, you follow the same rules that Small creatures do.
 
Sprite
Magical, tiny folk with a surly disposition and jealous of their Faerie cousins.
 
Racial Traits
Average Height: 0'6'' - 1'
Average Weight: 1 - 4 lbs.
 
Ability Scores: +2 Intelligence; +2 Charisma or +2 Wisdom
Size: Tiny
Speed: 5 Squares.
Vision: Normal
 
Languages: Common, Elven
Skill Bonuses: +2 Perception, +2 Arcana
Glow: As a minor action, you may shed bright light in a 4-square radius. As a free action, you may douse the light.
Insightful Observer: Once per milestone, you may roll 2 d20s when making a Perception, Insight, Nature, Arcana, or Religion check and choose the better of the two results.
Sprite Magic: You have the Shrink power (see Pixie Power: Shrink, Heroes of the Feywild).
Speak with Beasts: You can communicate with natural beasts and fey beasts.
Wee Warrior: You have a reach of 1, rather than the reach of 0 that is typical for a Tiny creature. You also take a -5 penalty to Strength checks to break or force open objects. When wielding a weapon of your size, you follow the same rules that Small creatures do.



Elves are not indigenous to Taluria but they were present when the other races crawled out from under their rocks. The arrival of the Elves is a story only known to the Elven nation's royal family, the Eladrin high court.

Functionally, Elves and Eladrin are no different from their core rules counterparts they are just not of this world.



Felin, as mentioned earlier, are the merchants of Taluria. They own nearly every shop in the world and only have issues with the Dwarven black market.

Felin
Successful merchants who are the dominant force behind commerce in Taluria.
 
Racial Traits
Average Height: 5'4" - 6'0"
Average Weight: 125 - 225 lbs.
 
Ability Scores: +2 Wisdom; +2 Strength or +2 Dexterity
Size: Medium
Speed: 6 Squares
Vision: Low-light
 
Languages: Common, Choice of one other
Skill Bonuses: +2 Insight, +2 Streetwise
Claws: You have claws which are natural weapons with which you are proficient.
Enchanted Claw: You may have your claws enchanted via the Enchant Magic Item ritual. If your claws are ever subject to the Disenchant Magic Item ritual, your claws lose their magical enhancment but are not destroyed when the ritual is complete.
Natural Climber: You gain a +2 Racial bonus to climb checks.
Clawed Fighter: You gain Claw Attack and Slashing Claws as racial powers.

[ATWILL]    Claw Attack[POWLEVEL]Felin Racial Power[/POWLEVEL][/ATWILL][FLAVOR]    You use your natural gifts to even the odds during a fight.[/FLAVOR]    At-Will
    Standard Action        Melee 1
    Requirement: You must be unarmed and not using a shield.
    Target: One creature
    Attack: Strength or Dexterity + 3 vs. AC[ALTROW]    Hit: 1d6 + Strength modifier damage[/ALTROW]    Special: You treat your claws as light blades with the off-hand property.[ALTROW]    Special: When you create your character, choose Strength or Dexterity.
    Your Claw Attack is based on this stat for the life of your character.[/ALTROW]    Special: You may use Claw Attack as a Basic Melee Attack.


[ENCOUNTER]    Slashing Claws[POWLEVEL]Felin Racial Power[/POWLEVEL][/ENCOUNTER][FLAVOR]    You rip at your foe's face with your claws.[/FLAVOR]    Encounter
    Standard Action        Melee 1
    Requirement: You must be unarmed and not using a shield.
    Target: One creature
    Attack: Strength or Dexterity vs. AC, make two attacks[ALTROW]    Hit (one hit): 1d6 + Strength modifier + one-half your level damage
    Hit (two hits): 2d6 + Strength modifier + one-half your level damage and the
    target is blinded until the end of your next turn.[/ALTROW]    Special: Slashing Claws uses the same ability as Claw Attack.



Dwarves have been pushed out of nearly every market due to the Felin monopoly on trade goods. In order to "combat" the Felin, a black market was devised. Dwarves are akin to the Mafia or Yakuza of our world. They are ruthless when it comes to trade, going so far as to blackmail, beat, or even kill when their money is not paid back in a timely manner. All in all, they are not an evil race, just possessed by an intense greed.

Talurian Dwarves are still tough and brash just as normal Dwarves from the core rules.

Dwarf, Talurian
Greedy rulers of the black market who will stop at nothing to claim their money.
 
Racial Traits
Average Height: 4' 3" - 4' 9"
Average Weight: 160 - 220 lbs.
 
Ability Scores: +2 Constitution; +2 Strength or +2 Wisdom
Size: Medium
Speed: 5 Squares.
Vision: Low-light
 
Languages: Common, Dwarven
Skill Bonuses: +2 Streetwise, +2 Intimidate
Cast-Iron Stomach: You have a +5 racial bonus to saving throws against poison.
Dwarven Weapon Proficiency: You gain proficiency with the throwing hammer and the warhammer.
Encumbered Speed: You move at your normal speed even when it would be reduced by armor or a heavy load. Other effects that limit speed (such as difficult terrain or magic) affect you normally.
Stand Your Ground: When an effect forces you to move—through a pull, a push, or a slide—you can move 1 square less than the effect specifies. This means an effect that normally pulls, pushes, or slides a target 1 square does not force you to move unless you want to. In addition, when an attack would knock you prone, you can make a saving throw to avoid falling prone.
Dwarven Resilience: You gain the Dwarven Resilience racial power (see the Player's Handbook or Essentials class books).



The Humans of Taluria are a diverse and adaptable people but are more akin to scavengers and refugees. The once great human population has been rent asunder due to the War of Darkness. Many humans were seduced by the entropic energies of the dark beings who instigated the war and were subsequently transformed into Orcs, Goblins, and Minotaurs. There were populations that were untouched by the war but they are few and far between. The main host of the human population became shattered when the continent their lands sat upon was destroyed. All that remains of this land is a dark, shadowy place of evil, shrouded in black dust.

Talurian Humans who survived the war do not gain the standard defense bonus nor the bonus feat of the core rules' human.

Human, Talurian
A race of refugees, Humans are struggling to survive after the Entropic War.
 
Racial Traits
Average Height: 5' 6" - 6'2"
Average Weight: 135 - 220 lbs.
 
Ability Scores: +2 Any; +2 Any (may even be applied to the primary stat again)
Size: Medium
Speed: 6 Squares.
Vision: Normal
 
Languages: Common, choice of one other
Bonus Skill: You gain training in one additional skill from your class skills list.
Human Power Selection: Choose an option for your Human character.
Bonus At-Will Power: You know one extra 1st level at-will attack power from your class.
Heroic Effort: You have the Heroic Effort power (see the Essentials class books).



The unfortunate who fell for the lies and promises of Entropy became what is known today as the Orc, Goblin, and Minotaur. These three races are attempting to repent for the actions they were compelled and forced to do against their fellow humans. Many have turned to policing and protecting anyone and everyone who they deem needs their protection. They do good works and tend to follow the edicts and codes of what we'd call Arthurian knights, Paladins, and other do-gooders.

These three races are available as per the core books. The Goblin and Orc are both presented as races in the Monster Manual but have the following racial blocks. Minotaurs are unchanged from official sources.

Goblin, Talurian
Once Human, Goblins are trying to repent for their crimes against humanity.
 
Racial Traits
Average Height: 3'4" - 3'8"
Average Weight: 40 - 55 lbs.
 
Ability Scores: +2 Dexterity; +2 Charisma or +2 Intelligence
Size: Small
Speed: 6 Squares.
Vision: Low-light
 
Languages: Common, Goblin
Skill Bonuses: +2 Stealth, +2 Thievery.
Goblin Reflexes: You gain a +1 to your Reflex defense.
Goblin Flexibility: You gain either the Goblin Tactics or the Shifty Dodger racial power.

[ENCOUNTER]    Shifty Dodger[POWLEVEL]Goblin Racial Power[/POWLEVEL][/ENCOUNTER][FLAVOR]    You roll with a hit and skitter just out of reach.[/FLAVOR]    Encounter
    Immediate Reaction        Personal
    Trigger: An enemy's opportunity action hits you.
    Target: One creature[ALTROW]    Effect: The damage is reduced by your Dexterity modifier and you can shift a
    number of squares equal to your Wisdom modifier.[/ALTROW]    Special: If the damage is reduced to zero or less, this power is not expended.


[ATWILL]    Goblin Tactics[POWLEVEL]Goblin Racial Power[/POWLEVEL][/ATWILL][FLAVOR]    You avoid your enemy’s blow and cleverly slink past his defenses.[/FLAVOR]    At-Will
    Immediate Reaction        Personal
    Trigger: You are missed by a melee attack by 5 or more.
    Effect: You shift 1 square.
 
Orc, Talurian
Once Human, Orcs struggle to suppress their bloodlust.
 
Racial Traits
Average Height: 6'0" - 6'5"
Average Weight: 200 - 230 lbs.
 
Ability Scores: +2 Strength; +2 Constitution or +2 Wisdom
Size: Medium
Speed: 6 Squares.
Vision: Low-light
 
Languages: Common, Giant
Running Charge: When you charge, add 2 to your speed.
Boiling Blood: You may activate your Second Wind as a minor action.
Orcish Outrage: You can use either the Warrior’s Surge or the Blood Rage racial power.

[ENCOUNTER]    Warrior's Surge[POWLEVEL]Orc Racial Power[/POWLEVEL][/ENCOUNTER][FLAVOR]    Spilling the blood of your enemy invigorates you.[/FLAVOR]    Encounter [BULL] Healing, Weapon
    Standard Action        Melee Weapon
    Attack: Strength vs. AC[ALTROW]    Hit: 1[W] + Strength modifier damage, and you can spend a healing surge.
    Increase to 2[W] + Strength modifier damage at 21st level.[/ALTROW]


[ENCOUNTER]    Blood Rage[POWLEVEL]Orc Racial Power[/POWLEVEL][/ENCOUNTER][FLAVOR]    You lose control, your eyes grow bloodshot, and in a furious rampage you seek
    out the enemy.[/FLAVOR]    Encounter
    Immediate Reaction        Personal
    Trigger: An enemy marks or bloodies you.
    Target: The triggering enemy.[ALTROW]    Effect: Make a Basic Melee attack as a free action against the target. If the
    target is not within reach, you instead gain a +2 racial bonus to attack rolls
    and damage rolls against the target before the end of your next turn.[/ALTROW]
« Last Edit: July 29, 2012, 09:33:38 PM by Excalibur »