Author Topic: [D] The Races of Taluria (Part 2)  (Read 1372 times)

Excalibur

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[D] The Races of Taluria (Part 2)
« on: January 07, 2012, 01:36:44 AM »
Below you will find racial write-ups for the majority of races found in the World of Taluria.
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Half-Orcs and Half-Elves are rare but do exist. They are unchanged from official sources.



Canin are a bane to any caravan that happens to be nearby. They are race of anthropomorphic dogs who have become rogues, bandits, and outlaws. Typically, Canin are found in gangs called (unimaginatively, Howl Packs) and just about any illicit activity is something they are involved with.

In game terms, Canin are Gnolls. Their ability bonuses are  (instead of the Gnoll's ability bonuses).

Canin
Outlaws, rebels, and all-around plagues for caravans.
 
Racial Traits
Average Height: 4'11" - 6'5"
Average Weight: 120 - 280 lbs.
 
Ability Scores: +2 Dexterity; +2 Charisma or +2 Intelligence
Size: Medium
Speed: 7 Squares
Vision: Normal
 
Languages: Common, choice of one other
Skill Bonuses: +2 Acrobatics, +2 Stealth
Blood Fury: While you're bloodied, you gain a +2 bonus to damage rolls. This increases to a +4 bonus at 21st level.
Ferocious Charge: You can use Ferocious Charge as an encounter power (see Dragon Magazine 367).
Pack Attack: You deal an extra 2 damage on melee attacks against an enemy that has two or more of your allies adjacent to it.



  • Giants are currently the rulers of the world. They wrested control from the Dragons who had obliterated the previous rulers, the Changelings (the Changeling race presented in Eberron is a distant ancestor).

    Giants are functionally similar to Goliaths.

    Giant
    The current, indisputable rules of the world.
     
    Racial Traits
    Average Height: 7'2" - 7'8"
    Average Weight: 280 - 340 lbs.
     
    Ability Scores: +2 Strength; +2 Constitution or +2 Charisma
    Size: Medium
    Speed: 5 Squares
    Vision: Normal
     
    Languages: Common, Giant
    Skill Bonuses: +2 Athletics, +2 Intimidation
    Powerful Athlete: When you make an Athletics check to jump or climb, roll twice and use either result.
    Just Tough: Gain +2 bonus to Fortitude.
    Encumbered Speed: You move your speed, even when wearing heavy armor or carrying a heavy load.
    Focused Strength: You gain Focused Strength as a racial power.
        [ENCOUNTER]    Focused Strength[POWLEVEL]Giant Racial Power[/POWLEVEL][/ENCOUNTER][FLAVOR]    You flex your large muscles, bringing every ounce of strength to bear.[/FLAVOR]    Encounter
        Minor Action        Personal[ALTROW]    Effect: You gain a +5 power bonus to damage rolls with melee attacks until
        the start of your next turn.[/ALTROW]



    Drow, like the Elves and Eladrin are not native to Taluria. The Drow of Taluria were not rebels following Lolth but were twisted by Illithid (also not native to Taluria). The very few Drow who have made appearances beyond their secluded home do not remember where it is, or how to find others of their own kind. In all other respects, Drow are as described in the official 4e books.



    Trolls have been asleep for a very, very long time. Their regenerative capabilities have kept them alive without sustenance for longer than the earliest Changeling empires. After the destruction of the Human homelands, Trolls began to awake and take stock of the new world. It is not as they remember and believe now is the time to strike out and begin subtle subjugation of the world.

    Unlike your traditional D&D Troll, Talurian Trolls are intelligent and look more like Humans. Their skin is a black-ish or brown-ish green and their hair can be any color a Human's can. Otherwise they resemble a Human in all other respects, save one: Their ability to regenerate.

    Troll
    Mysterious sleepers who are now re-entering the world.
     
    Racial Traits
    Average Height: 4'0" - 7'0"
    Average Weight: 180 - 380 lbs.
     
    Ability Scores: +2 Constitution; +2 Strength or +2 Intelligence
    Size: Medium
    Speed: 6 Squares
    Vision: Normal
     
    Languages: Common, Giant
    Skill Bonuses: +2 Diplomacy, +2 Insight
    Regeneration: Whenever you start your turn and have at least 1 hit point, you regain hit points equal to 1 + one-half your level. Special: If you have taken fire or acid damage (other than ongoing damage) since the start of your last turn, the regeneration does not function at the start of your next turn.
    Not dead yet: Whenever you are reduced to less than 1 hit point and you make a death save, you can spend a healing surge on a result of 15 or higher.
    Troll Rage: You gain the Troll Rage racial power.
        [ENCOUNTER]    Troll Rage[POWLEVEL]Troll Racial Power[/POWLEVEL][/ENCOUNTER][FLAVOR]    When you get hurt, you get mad.[/FLAVOR]    Encounter [BULL] Healing
        Immediate Rection        Personal[ALTROW]    Trigger: An enemy damages you with an attack.[/ALTROW]    Effect: You regain hit points equal to 3 + your level. Until the end of your next
        turn, you gain a +2 power bonus to attack rolls against the triggering enemy.
        Level 11: Regain hit points equal to 6 + your level.
        Level 21: Regain hit points equal to 9 + your level.



    The Sparok are a religious race, some say the keepers of religion for all Talurians. In any given Sparokian city, you can find any number of shrines, churches, and other places of warship each dedicated to a different patron diety, demigod, spirit, or other religious belief. Sparoks are avian creatures as varied as natural birds found in any forest. Eagles, sparrows, chickadees, quails, pheasants, peacocks, etc. are all found in this diverse race's makeup.

    Sparok
    The religious leaders of the world, Sparok are the first to greet the gods each day.
     
    Racial Traits
    Average Height: 5'3" - 6'4"
    Average Weight: 90 - 210 lbs.
     
    Ability Scores: +2 Wisdom; +2 Dexterity or +2 Intelligence
    Size: Medium
    Speed: 4 squares. Fly 6 squares. You cannot use this fly speed if you are carrying more than a normal load. While flying, you take a -2 penalty to attack rolls. If you do not land at the end of your movement, you fall.
    Vision: Normal
     
    Languages: Common, choice of one other.
    Skill Bonuses: +2 Perception, +2 Bluff
    Mimicry: A Sparok can mimic sounds and voices. A successful Insight check opposed by the Sparok's Bluff check allows a listener to determine that the effect is faked.
    Power Dive: you gain the Power Dive racial power.
        [ENCOUNTER]    Power Dive[POWLEVEL]Sparok Racial Power[/POWLEVEL][/ENCOUNTER][FLAVOR]    You leap into the air and then plummet into your foe in a devastating attack.[/FLAVOR]    Encounter [BULL] Martial, Weapon
        Standard Action        Melee 1[ALTROW]    Target: One creature.[/ALTROW]    Effect: Before making this attack, you can shift up to 4 squares.
        Attack: Wisdom vs. AC
    [ALTROW]    Hit: 1[W] + Wisdom modifier damage, and you knock the target prone.[/ALTROW]    Level 11: 2[W] + Wisdom modifier damage
        Level 21: 3[W] + Wisdom modifier damage



    Ratlings appeared recently, from where, nobody knows. They have proven to be excellent scouts and trackers and their services are highly sought after. Ratlings look like humanoid rats having fur from brown and black to silver and white. Their eyes are usually brown or black though any color is possible.

    Ratling
    Dextrous and agile trackers and scouts but not much is known about their origins.
     
    Racial Traits
    Average Height: 4'5" - 5'7"
    Average Weight: 80 - 150 lbs.
     
    Ability Scores: +2 Dexterity; +2 Intelligence or +2 Wisdom
    Size: Medium
    Speed: 6 Squares
    Vision: Low-light
     
    Languages: Common, choice of one other
    Skill Bonuses: +2 Nature, +2 Dungeoneering
    Skilled Hunter: When you are fighting a creature you have combat advantage against, you receive a +3 bonus to attack rolls made against the target instead of the usual +2.
    Scuttling Escape: You gain the Scuttling Escape racial power.
        [ENCOUNTER]    Scuttling Escape[POWLEVEL]Ratling Racial Power[/POWLEVEL][/ENCOUNTER][FLAVOR]    You use your natural mobility to extricate yourself from a dangerous situation.[/FLAVOR]    Encounter
        Move Action        Personal[ALTROW]    Effect: If you are slowed or immobilized, you end that effect. In addition, you
        shift a number of squares equal to one-half your speed..[/ALTROW]



    Raptors are a race of lizardfolk who have been isolated from the rest of the World's population for millenia. The Great Eastern Desert and Skyspire Mountains have proven to be an effective barrier to the rest of the continent of Marglish. Raptors range in appearance from short, green-scaled swamp lizards to tall, dinosaur-like brutes. Their scales are a variety of colors with a multitude of different patterns and their eyes range from black to green to yellow. Raptors have no eyelids, much like an alligator, and instead have a clear film that keeps their eyes moist.

    Raptor
    Cut off from the rest of the world, Raptors are excited about exploring other environs and meeting new people.
     
    Racial Traits
    Average Height: 4'11" - 6'10"
    Average Weight: 100 - 340 lbs.
     
    Ability Scores: +2 Charisma; +2 Dexterity or +2 Wisdom
    Size: Medium
    Speed: 6 Squares
    Vision: Normal
     
    Languages: Common, Draconic
    Skill Bonuses: +2 Athletics, +2 Endurance
    Meditation: Rather than sleep, you enter a meditative state. You need to spend 6 hours in this state to gain the benefits of an extended rest. While meditating, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
    Resilient: Gain +2 bonus to Fortitude.
    Camouflage: A Raptor gains a +5 bonus to Stealth checks if it is in an environment that has colors matching his scale color.
    Green: Forest, Swamps
    Brown: Forest, Desert
    Black: Shadow, Darkness
    Tan: Desert, Mountains
    Gray: Shadow, Mountains
    Tail Lash: You gain Tail Lash as a racial power.
        [ATWILL]    Tail Lash[POWLEVEL]Raptor Racial Power[/POWLEVEL][/ATWILL][FLAVOR]    Wounded, your instincts take over and you employ the power of your tail.[/FLAVOR]    At-Will
        Minor Action        Melee 1
        Requirement: You must be bloodied.
        Target: One creature
        Attack: Dexterity vs. AC[ALTROW]    Hit: 1d6 + Strength modifier damage and you can shift 1 square.[/ALTROW]
« Last Edit: July 29, 2012, 09:33:15 PM by Excalibur »