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Ashen Isle starter Kit

in TWISM Sat Jun 18, 2016 6:25 pm
by Passionate Shadow | 940 Posts

Character Bios and Character Sheets:

Please post a finished Bio and character sheet to be approved for play.

Dwarves
Elves
Gnomes
Half-Elves
Halflings
Half-Orcs
Universal

Generic Racial modifiers and abilities:

DWARVEN RACIAL TRAITS
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor
or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price
of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and
goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a
bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a
check to notice such features whenever they pass within 10 feet of them, whether or not they are
actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence
scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

ELVEN RACIAL TRAITS
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of
magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords,
rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in
its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose
from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

GNOME RACIAL TRAITS
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes
them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their
Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a
Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation,
and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to
10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due
to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose
from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

HALF-ELF RACIAL TRAITS
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against
enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they
take a level in either one of those classes. See Chapter 3 for more information about favored classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose
any languages they want (except secret languages, such as Druidic).

HALF-ORC RACIAL TRAITS
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation
to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one
more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately
falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc”
in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can
choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

HALFLING RACIAL TRAITS
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes
them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty
to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus
granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its
name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can
choose from the following: Dwarven, Elven, Gnome, and Goblin.

HUMAN RACIAL TRAITS
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent
their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any
languages they want (except secret languages, such as Druidic).

Dwarves


Shield Dwarf
Survivors of age-old wars against the goblinoid races and the mysterious and powerful creatures of the Underdark, the Shield Dwarves are most commonly found in the northern reaches of western and central Faerûn.

Larger than their gold dwarven kin, a shield dwarf averages at four and a half foot tall and weighs around as much as an adult human. Their skin is often fair or lightly tanned, and their eyes are generally a green or silvered blue. Males often bear a finely groomed beard or moustache.

Stubborn at heart, a shield dwarf never goes against their word or their oaths, only ever breaking a bond or agreement should there be no alternative.

Traditionally slow to trust and even slower to forget a slight against them, shield dwarves bear a rather clear-cut outlook on the world and its many inhabitants. Many are adventurers out of proudly held traditions, and many follow this route simply to equal or exceed their predecessors.

Shield Dwarves tend toward Lawful alignments.


Gold Dwarf
Generally residing in the South in the immediate area surrounding the Great Rift, the Gold Dwarves are the dominate southern branch of dwarves.

Around four foot tall, and weighing as much as a full grown human, thanks to being short and stocky. Their skin is light brown to deep tan, often with (esp. males) finely groomed beards.

They are proud of their heritage and themselves, and often believe that anything worth doing is worth doing well, and bear a consistent and strong amount of confidence in what they do.
They tend to measure people by the wealth and honour they gain, in addition to their heritage. They strongly believe that the ancient traditions of the Deep Realm are best, and live by the them to the letter.

Gold Dwarves tend toward Lawful alignments. PropertiesRacial Traits: Abilities: +2 Constitution, -2 Dexterity, Bonus Feat: Favoured Enemy (Aberrations)
Favored Class: Fighter



Duergar

Duergar, or gray dwarves, are the Underdark cousins of shield dwarves. They were enslaved by Illithids for millenia and transformed into their current form. They are about 4 feet tall, but unlike other dwarves, they’re wiry and lean, their limbs corded with tough muscle. Their skincolours range between different tones of gray. Both genders are generally bald, though males sport dark gray beards and moustache.

They harbor bitterness and hatred towards the shield dwarves and their Underdark rivals, but are willing to trade with almost any race. They’re grim and hardworking people with hardly any pleasures in life. Most adventuring Duergar are outcasts who adventure to survive.

Duergar tend toward Lawful Evil. PropertiesRacial Traits: Abilities: +2 Constitution, -4 Charisma, Immunities: Paralysis, Poison, Phantasmal Killer (spell), Skills: +4 Stealth +1 Perception ,Spell-like Ability: Invisibility, Light Sensitivity
Favored Class: Fighter



Elves



Moon Elf

Moon elves are the most common elven subrace on Faerûn, inhabiting most of Faerûn's land on some level.

Fair skinned with an occasional hinting of blue, with hair of silver-white, blue, or black; humanlike colours are rare.

Moon elves by their very nature are more impulsive than the elves of other types, unable to ever remain in one place for any significant amount of time. Generally happiest when traveling, they tend to meet many adventurers of varied races; leading to them being far more accepting of their non-elven comrades they're likely to encounter.

Moon Elves tend towards Chaotic Good.

Properties
Racial traits: Default
Favored Class: Wizard


Aquatic Elf

The Aquatic Elves are civilized and good-hearted at their core, inhabiting the seas of Faerûn.

They're rather tall, standing at six feet or more in height, their body also being larger than usual. Their limbs are long and trained for swimming, with thick webbing between their fingers and toes. The color of their skin often depends on their home land, with those of the Great Sea having deep green skin with brown hinting, to those of the Sea of Fallen Stars having blue skin with white patches and stripes.

Aquatic elves tend to only trust their close neighbors and family, despite sharing many strong bonds of history and culture with any land-dwelling elf acquaintance.

Aquatic Elves tend toward Chaotic Good.

Properties
Racial Traits: Abilities: +2 Dexterity, -2 Intelligence, Immunity: Drown (Spells and Spell-like Abilities)
Favored Class: Fighter
Requires DM Permission


Drow

The drow, or dark elves, are an offshoot of the surface elves. Once a glorious nation, they were cast down during the Crown Wars for the terrible crimes they committed. They now live in the depths of the Underdark, the endless tunnels and caverns below Faerûn’s surface.

The drow are built much like surface elves – slim and lithe. They may be marginally smaller than their surface dwelling kin, though. Their dark skin and often white hair sets them apart from the rest.

Most drow worship Lolth. Drow compete with each other constantly; manipulation, subtlety and betrayal are the tools of drow politics. In Lolthite society, status is everything. The cities are matriarchal, with females ruling over males.

While drow are generally chaotic, their society is very orderly on the outside, even to the extent of being totalitarian. They think of themselves as better than the barbaric lesser races, and will seemingly respect the hierarchy. However, this is only the facade: As long as you’re not caught, everything goes.


Drow tend toward Chaotic Evil.

Properties
Racial Traits: Abilities: +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma; Spell Resistance = 11 + Class Level; Feat: Darkvision; Saving Throw Bonus: +2 Will Saves versus Spells and Spell-like Abilities; Spell-like Ability: Darkness; Light Sensitivity.
Favored Class: Cleric (Female), Wizard (Male)
Level Adjustment: +2


Fey'ri

The Fey'ri are a variety of elf that willingly bred with Tanar'ri in order to strengthen and empower their bloodline.

A Fey'ri combines the free-hearted spirit of an elf with the destructive, malicious nature of a demon. While forever tainted by their abyssal bloodlines, they retain much of their sun elven personalities, being both haughty and deliberate, if darker and more extreme in nature. Their magical bloodline often produces sorcerers above all others, though fighter and assassin are also common professions for a Fey'ri to take up.

Their skin tones range wildly, from red-tinged bronze to a night hag purple. Similar to this, their hair colors are numerous; blonds, reds and blacks are all possible. Eye color is often a crimson, though pupiless-black and acidic green are also not unheard of. All Fey'ri are born with giant, bat-like wings which are capable of flight. Some are also born with demonic tails and eyes that glow like hot embers. Due to the fact their ancestors are succubi or incubi, all Fey'ri are able to alter their appearance at will into any humanoid creature similar to their own size, making them natural masters at disguise.

The majority of them worship Ghaunadaur, the god of abominations. The handful of less-evil inclined individuals worship Fenmarel Mestarine or even Shevarash, though Shevarash offers them only hostility in return, considering them no better than drow.

Fey'ri tend toward Chaotic Evil.

Properties
Racial Traits: +2 Dexterity, +2 Intelligence, -2 Constitution; Feat: Darkvision; Skills: +2 Bluff, +2 Stealth; Spell-like Ability: Clairaudience/Clairvoyance; Resistances: Fire 10; Racial Type changes to Outsider.
Favored Class: Sorcerer
Level Adjustment: +1
Requires DM Permission


Sun Elf

Sun Elves mostly inhabit the land of Evermeet, after abandoning life on the mainland in the time following the fall of Cormanthyr. They're only now starting to regain their land.

They have bronzed skin with hair of a golden blond, copper or black, and their eyes are gold, silver or green in coloration.

Sun elves are the most patient of the elven races, with a tendency toward devoting their time to perfecting a task rather than just merely completing it. They have no love for combat, but they are nevertheless well trained in its ways, often being talented warriors or mages. It is not unheard of for some to blend these two styles into one; wielding sword in one hand and magic in the other.

Sun elves are deliberate, patient, and solemn, and their society reflects this. Their art, poetry, and songs also reflect their deliberate and regal attitudes. They prefer tales of ancient battles, songs of the gods, and stories of great heroes beset with terrible tragedies.

Their solemn and reserved ways often make them far less approachable than their cousins, the moon elves, as they tend to be slow to trust and difficult to read, but their loyalty to elven culture and life is unwavering.

Sun Elves tend towards Chaotic Good.

Properties
Racial Traits: +2 Intelligence, -2 Constitution.
Favored Class: Wizard


Wild Elf

The green (Wild) elves are rarely seen outside their forest homes, living a life of seclusion in any natural area they can survive.

Wild elves are stockier and generally bear a stronger build than their other elven kin, with skin tending towards a darker brown and hair ranging from blacks to light brown; shifting to a silvered white with age.

Insular and savage, the wild elves have become less civilized due to their history against the drow; being driven by force out of the many once beautiful cities they maintained. As such, they've grown to seclusion and embraced nature to a level rivaling that of many druids.

Untrusting of outsiders by nature, they often resort to stealth and observation of those they do not deem allies; capturing if need be. They revel in chaos and excel in combat to a point which rivals that of many fighters.

Wild Elves tend towards Chaotic Neutral.

Properties
Racial Traits: +2 Dexterity, -2 Intelligence.
Favored Class: Sorcerer



Wood Elf

Heirs to the second generations of elven nations, the wood elves can usually be found around their old homes.

Also known as copper or sylvan elves, they tend to have coppery skin tinged with green, accompanied by brown, green or hazel eyes. Hair is usually brown or black, occasionally blond or even a coppery red. Wood elves are stockier than the other elven races.

Knowing that whether they like it or not, the wood elves understand full well that their fates are bound with those of the humans, dwarves, and hin that often surround them.

Calm and careful, a wood elf is difficult to catch off guard; with a patience so grand it's spoken in legend at times. They are at one with the natural world, and find heavy civilization to be uncomfortable; though withstandable. They believe that nature will reclaim all in time; and they've got a long enough lifetime to see it through its course.

Wood Elves tend toward True Neutral.

Properties
Racial Traits: +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence.
Favored Class: Ranger



Gnomes


Rock Gnome
Rock gnomes are the most common type of gnomes in Faerûn. They can be found in small villages all across the continent, but they have no specific homeland or great influence anywhere. Known as masterful alchemists, inventors, gemcutters, illusionists and all sorts of artisans, rock gnomes have good relations with most peoples and get along spectacularily with dwarves and halflings. In spite of contacts with other races, they prefer to live in hidden, out-of-the-way places where they don’t have to get involved in wars or politics.

Rock gnomes are friendly and outgoing people who enjoy life to the fullest. They choose a profession they truly are interested in and are enthusiastic about it. Despite working hard, they know how to have fun and often play pranks or tell jokes during work days. Wild celebrations that last for days aren’t uncommon, either.

Rock gnomes are 3 to 3 ½ feet tall with skin of varying shades of brown. At young age, their hair can be a variety of colours, but it usually turns gray or white as the gnome matures. Their natural curiosity makes some choose the adventurer’s path, to learn everything about the world and their chosen profession. Many are illusionists, rangers, bards or rogues, while clerics mostly stay with the communities.

Rock Gnomes tend toward Neutral Good.

Properties
Racial traits: Default
Favored Class: Wizard



Svirfneblin
Svirfneblin, or deep gnomes, are gnomes who live in the Underdark. They pay little mind to history, living in the moment, so how they came to be is a mystery. Gnomish legends tell svirfneblin, like forest and rock gnomes, were born out of gems their god Garl Glittergold discovered – in the deep gnome’s case, rubies. They are wiry and hard, and their skin is gray as the rock among which they live. The males are completely bald and beardless, but females have dark gray hair.

The deep gnomes are often thought to be a twisted version of their surface kin, like duergar and drow, but they are actually good-hearted folk. They are suspicious of any outsiders and usually only trust deep gnomes of their own family and city – a necessary trait in the unfriendly Underdark. They like to keep to themselves and appear sullen and quiet in the company of strangers.

Svirfneblin live in hidden cities across the Underdark, where they mine for valuable gems and minerals and herd deep rothe, sheep and goats. A svirfneblin’s idea of a good life includes quiet and calm years of labour, looking for riches of the earth and taking care of one’s family. Deep gnomes rarely wander out of their cities other than on mining expeditions. Those who do leave are often illusionists seeking more knowledge, or prospectors in search of rich mineral veins.

Svirfneblin tend toward True Neutral.

Properties
Racial traits: -2 Strength, +2 Dexterity, -2 Constitution, +2 Wisdom, -4 Charisma, +3 Dodge AC, +2 universal Saves, +4 Stealth, Darkvision, Stonecunning, Spell Resistance 11 + Character Level, Spelllike Abilities: Blindness/Deafness, Displacement, Camouflage
Favored Class: Wizard
Level adjustment +2



Half-Elves



Half-Elf

Humans and elves sometimes wed, the elf attracted to the human’s energy and the human to the elf’s grace. These marriages end quickly as elves count years because a human’s life is so brief, but they leave an enduring legacy—half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. The half-elf becomes an adult long before she has had time to learn the intricacies of elven art and culture, or even grammar. She leaves behind her childhood friends, becoming physically an adult but culturally still a child by elven standards. Typically, she leaves her elven home, which is no longer familiar, and finds her way among humans.

If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers: more aloof, more sensitive, less ambitious, and slower to mature. Some half-elves try to fit in among humans, while others find their identities in their difference. Most find places for themselves in human lands, but some feel like outsiders all their lives.

Properties
Racial traits: Default
Favored Class: Any



Half-Drow

The Half-Drow are a mix of two races whom most people would never expect to mix: the Drow of the Underdark, and a normal human. Most instances of Half-Drow children born in the Underdark never see the light of day, as they are either murdered by the Drow at birth, or live a short, harsh violent life as a slave. In some instances, however, a half-Drow child is born to a human-Drow coupling, where the Drow lives on the surface, and is perhaps Eilistraeean, or otherwise escaped from the clutches of that dark place beneath the sand and soul. These Half-Drow find some small measure of acceptance, and at the very least, a family that cares for them, but they often find that life outside of their home is just as difficult as a life below. Intolerance and a hatred for the Drow race abounds on on the surface, and many find themselves treated just as badly as a full blooded member of their race.

Half Drow look much like Half Elves, though they bear the traits of their drow parent, instead of their Elf parent. Dusky skin, or grey-white hair, or even the infravision red eyes are common traits for a Half Drow to have.

Properties
Racial traits: Darkvision, plus the usual Half Elf Traits.
Favored Class: Any



Elfling

Elflings are the stuff of legends. Halfling legends, at least. A result of elf and hin love, elflings aren’t often seen in Faerûn. Even when one is spotted, few think the fellow is anything more but a graceful halfling.

Elflings resemble hins more than elves: they are short and merry. They’re considerably prettier and more graceful than normal halflings. Elfling skin and hair colour depend on the subrace of the parents, though few manage to grow as impressive moustache or sideburns as the short side of the family.

Combining the enthusiasm and love for life hins have and the aesthetical interests of the elves, elflings are often considered a blessing in the hafling community they happen to be born in. They are celebrated as gifts from the gods. Due to this, many elflings develop a strong confidence, even a slight sense of superiority. Charismatic and pleasant folk as they are, this does not make them any less popular, though. One trait all elflings have in common is the inevitable wanderlust that burns in them. Coming from both sides of the family, its allure is simply too great for an elfling to resist for long.

Virtually all elflings are adventurers of some sort. Most excel in the arts of the bard and those who don’t, often become skilled rogues. Because of their unusual bloodline, many elflings also have an exceptional tie to the Weave: a good deal of elflings manifest sorcerous powers at one point in life. Elflings are hardly ever evil in nature, being simply too good-hearted and care-free for that.

Elflings tend toward Good.

Properties
Racial traits: +2 Dexterity, -1 Constitution, -1 Strength, -2 Wisdom, +2 Charisma, +2 Will Saves, Immunity: Sleep, +2Stealth, Perception, Low Light Vision
Favored Class: Rogue
Requires DM Permission





Halflings


Lightfoot Halfling

Lightfoots are the most well-known of the three hin peoples. They can be found all across Faerûn, from human, dwarven and elven settlements to the ancient hinhome Luiren. They have a talent for fitting into most any society they find themselves in.

It is impossible to describe Lightfoot mindset or society, since they are as varied as the people they live among. Generally, Lightfoots can be separated into three categories: Those that live with other hinfolk, those that live in human settlements, and those that are constantly on the move. Wanderlust is characteristic of most Lightfoots.

Lightfoots often adopt deities of the surrounding society, but worship of the halfling pantheon, especially Brandobaris, Yondalla and Cyrrollalee is still popular. Adventurous Lightfoots often choose a class that fits their wanderous lifestyle, such as bard or rogue. Travel magic is especially favoured.

Lightfoot Halflings tend toward Neutral alignments.

Properties
Racial traits: Default
Favored Class: Rogue



Ghostwise Halfling

Ghostwise are the most mysterious of the halfling races and few have ever visited their secluded homes. After the savagery they fell into during the Hin Ghostwars, the few remaining Ghostwise halflings imposed an exile upon themselves and left Luiren, settling into Chondalwood. They now avoid contact with other races, wandering the woods quietly.

Ghostwise society consists of several clans, each of which inhabits their own slice of the Chondalwood. Family and clan are extremely important to Ghostwise halflings, and the clan follows their leader where ever he or she goes. Each clan has their own patron deity picked from the halfling pantheon, though Sheela Peryroyl and Urogalan are perhaps the most important powers to the Ghostwise.

Their nomadic lifestyle means that most Ghostwise are barbarians, rogues or rangers. Some clans befriend giant owls and mount them to defend their territory from the air. These champions are known as nightgliders. There are very few arcane casters among the Ghostwise, and wizards are virtually non-existent: the Ghostwise are generally illiterate. Clerics and druids, on the other hand, are rather common.

Ghostwise Halflings tend toward Neutral alignments.

Properties
Racial traits: +2 Dexterity, -2 Strength, +2 Animal Empathy, +2 Perception -2 Concentration, Spelllike Ability: Clairaudience/Clairvoyance
Favored Class: Ranger



Goblin
Smallest of the goblinoid races, goblins stand only some 4 feet tall. They have flat faces, broad noses and sharp fangs. Goblins are violent, ruthless and cowardly. They live in large bands that know no privacy: usually only the tribe leader has his own room or corner of a cave. Goblins bully each other constantly, trying to establish a pecking order of the strongest. A goblin needs luck to survive to adulthood, since they are always looking to get rid of any competition within the tribe

Goblin tribes are usually lead by their stronger cousins, either hobgoblins or bugbears. Usually considered but a minor pest, a tribe of goblins under a skilled leader can prove a considerable threat to nearby settlements. Often they prefer to simply raid caravans or sneak into villages to steal in order to survive. Females have no place among the warriors, and no real social status.

Goblins don’t like even other goblinoids, and they do not get along with other races at all. They especially hate dwarves and elves, and the feeling is mutual. Adventuring goblins are usually runaways whom their tribe seeks to kill. Relying on wits and cowardice rather than strength, they often excel as rogues. Goblins worship their own god, Maglubiyet.

Goblins are usually Chaotic Evil.

Properties
Racial traits: +2 Dexterity, -2 Strength, -4 Charisma, +4 Discipline, +4Perception Darkvision, Appearance: Goblin, Race Change: Goblinoid, Halfling Feats removed.
Favored Class: Rogue
Recognized Keywords: goblin

This race is eligible for free skin changes. You may request a DM in game to change your skin to any of the Goblin skins in Neverwinter Nights. You may also change your body to a dynamic model (one that allows you to see armor and craft your appearance) by using the Automated Maintenance Room in the Entry.


Kobold
Kobolds are small reptilian creatures about the size of gnomes. They have a naked rat-like tail and a canine head with small horns. Their scaly hide ranges from rusty brown to rusty black in colour.

Kobolds are cowardly sadists, who enjoy setting traps to protect their lairs but flee combat when the odds aren’t in their favour. They usually eat whatever prisoners they catch, but occasionally sell them as slaves. Kobolds generally live underground or in deep forests. They’re skilled miners, though their hate and distrust of all other races – especially gnomes – keeps them from having any real business with other communities. Kobolds speak Draconic, but they sound more like dogs than dragons when doing so.

Kobolds are often considered a minor pest to be killed on sight, but other races are known to hire or enslave kobolds to act as the blade-fodder of their armies’ frontlines. In such cases, a force of panicking kobolds, more afraid of their masters than the enemy, is something to be reckoned. Some of the so-called adventuring kobolds are leftovers of such armies, their tribes scattered and homes lost.

Kobolds are usually Lawful Evil.

Properties
Racial traits: +2 Dexterity, -4 Strength, +2 Craft Trap, +2 perception, Alertness, Darkvision, Appearance: Kobold, Race Change: Reptilian, Halfling Feats removed.
Favored Class: Sorcerer


This race is eligible for free skin changes. You may request a DM in game to change your skin to any of the Kobold skins in Neverwinter Nights. You may also change your body to a dynamic model (one that allows you to see armor and craft your appearance) by using the Automated Maintenance Room in the Entry.


Strongheart Halfling

Stronghearts are the halfling subrace that chose to stay in Luiren after the Hin Ghostwars. The land is almost exclusively inhabited by hin, and the vast majority are Stronghearts. They are industrious folk who build permanent settlements and practice agriculture.

Luiren’s culture is a curious blend of the Stronghearts’ personality: on one hand, they enjoy things that last, but on the other, they feel the halfling wanderlust as well. This has resulted in a way of life unknown elsewhere. The Stronghearts do build stationary communities in which they farm and craft, but they don't live in one place all their life. Whole families or clans can move from one settlement to the other, just for the sake of not staying in one place for too long. Because of this, Stronghearts have a very strong appreciation of cooperation, and they always work for the well-being of the community.

Despite being peace-loving people, Stronghearts can be fierce warriors when their homes are threatened. They are ready to defend against attackers at a moment’s notice. The most revered god is Arvoreen, the Vigilant Guardian, as he reflects the Strongheart mentality quite accurately. Yondalla is also deeply respected, but Stronghearts frown upon the worship of deities outside of the halfling pantheon.

Strongheart Halflings tend toward Neutral alignments.

Properties
Racial traits: +2 Strength, +2 Dexterity, -2 Constitution, +2 Dodge AC, +5 Discipline
Favored Class: Fighter
Level Adjustment: +2






Half-Orcs



Half-Orc

Product of a human and an orc, the half-orc has an uphill battle to fight on both fronts if he or she wants to be accepted by society. Half-orcs are about the height of humans, but heavier and burlier. They’re often ugly, hairy and flat-nosed, which makes their lineage apparent.

In human communities, half-orcs are often met with suspicion due to their savage heritage. On the other hand, they’re often bullied in orc tribes because they’re not strong enough. It is true that some half-orcs become the kind of beasts their orcish family is, but many can grow up to be quite decent and civilized citizens. In fact, the peaceful city of Palischuk in the barren lands of Vaasa is inhabited mostly by half-orcs who rebuilt it from ruins. Apart from a few settlements like this, there is no half-orc nation or society.

Despite exceptions, the majority of half-orcs are loners and wanderers by nature. The half-orc mercenary or adventurer is hardly an uncommon sight on the roads of Faerûn. Depending on the society in which they grew up, half-orcs can either worship orcish gods or human deities of their home region. Half-orc professions and combat styles vary greatly, but most take advantage of their natural strength and toughness, becoming fierce, barbaric warriors.

Properties
Racial traits: Default
Favored Class: Barbarian


Hobgoblin

Hobgoblins are the larger cousins of goblins. Towering at least six feet tall, these burly brutes have an easy time bullying their smaller kin around – until an even larger bugbear comes around, at least. Like goblins, they lead a tribal life.

Unlike goblins, however, hobgoblins are disciplined and live for warfare. They are canny tacticians, and can often be found leading goblin or orc warbands. Some also enter the service of humanoid warlords as mercenaries. Adventuring hobgoblins often have this background, as they’re skilled warriors and rarely have any other place in human society.

Hobgoblins usually dress in bright, colourful clothes and leather. They keep good care of their weapons, relying on physical prowess in combat. Most of them worship Maglubiyet, god of goblinkind.

Hobgoblins are usually Lawful Evil.

Properties
Racial traits: +1 Dexterity, +1 Constitution, +4 Stealth, Bonus Feat: Darkvision, Racial Type: Goblinoid,


Ogrillion

Ogrillons are horrid crossbreeds of orcs and ogres. They are not much taller than usual mountain orcs, but their muscular, bulky bodies are protected by a layer of thick, hard skin. Other traits include tusks, flat faces, and a myriad of different mixtures of orc and ogre, varying between individuals.

Stronger, more enduring and more ferocious than their orcish cousins, ogrillons are treated with caution even among orc tribes. They love battle and pillaging, which is why they’re often found at the front ranks of any larger warband of orcs and ogres. Few ogrillons have the patience, cunning or personal charisma to actually lead tribes for any long (as perceived by orcs) period of time.

Ogrillons tend to disdain sophisticated weapons and complicated suits of armor. They enjoy plunging into battle with their bare claws, protected only by their thick skin and perhaps a layer of studded leather. Whenever they use weapons, they prefer simple clubs, spears, axes and maces. Ogrillons are most often chaotic and evil in nature, favoring the martial skills of the barbarian or the fighter.

Ogrillons are usually Chaotic Evil.

Properties
Racial traits: +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma, +2 Natural AC
Favored Class: Barbarian
Level Adjustment: +1


Orog

Orogs are fierce orcs of the Underdark, chased underground by elves and Netheril thousands of years ago. They stand six and a half feet tall and look like big mountain orcs. They have large pale eyes which are sensitive to light.

Orogs live in large cavern cities. Recently, however, many have wondered towards the surface and taken control of mountain orc tribes. Due to their their charisma and strength, they’ve found it easy to bully the lesser orcs into subservience. It’s not uncommon to find orog warlords leading orc armies in northern parts of Faerûn.

Orogs are masterful smiths; forging weapons and armor is a skill practiced in all orog communities. They prefer heavy, spiked armor and simple weapons, such as greatswords. They sometimes trade with drow and duergar, who acknowledge the productivity of their mines. The orogs’ superior equipment and the fact they enjoy the spoils of war rather than the mindless fighting make them considerably dangerous and successful in their campaigns.

Orogs are usually Chaotic Evil.

Properties
Racial traits: +2 Strength, +2 Charisma, -2 Dexterity, -2 Wisdom, 5/- Fire and Cold Resistance, +2 Craft Weapon, Craft Armor, +2 Dodge AC, Light Sensitivity
Favored Class: Fighter
Level Adjustment: +1




Universal


Universal Subraces may be applied to any of the base races in Ashen Isles. These are: Human, Half Elf, Half Orc, Elf, Halfling, Gnome, and Dwarf.

Aasimar

Aasimar are planetouched beings: children of humans, who manifest celestial heritage from generations past. Their ancestors vary in type, from trumpet archons to couatls to servants of deities and whatever else inhabits the good-aligned planes. Aasimar generally have one distinguishing feature which sets them apart from normal people. These are related to the kind of outsider they descend from, and include traits such as silver hair, emerald skin, small feathers somewhere on their body, small patches of iridescent scales or a strong, clear voice.

Aasimar are rare and therefore have no society of their own. They are regarded as strange outsiders in most places, which can be very frustrating to aasimar who just wish to blend in. Many have become cautious and distant towards humans because of this, and get along better with other half breeds, such as half-elves. Due to their heritage, most aasimar feel the pull of the divine strongly, and become clerics, or paladins if their ancestor was a lawful creature. Even those who stick to mundane careers are usually compelled to do good by their very nature. Evil aasimar, disappointed and embittered by how lesser beings treat them, are not completely unheard of.

Most aasimar on Faerûn trace their bloodlines to the incarnations of Mulhorandi deities and their noble offspring. Through marriage, the blood of Mulhorandi deities spread far and wide. It's common for these aasimar to serve the deity they descend from, and to feel affection for the type of animal that symbolizes their deific ancestor. There are more aasimar in Mulhorand, Unther and Chessenta than anywhere else on Toril, as aasimar with different descent are relatively random cases with no common origin.

Aasimar tend toward Good alignments.

Properties
Racial traits: +2 Wisdom, +2 Charisma, +2 Perception Bonus Feat: Darkvision, Spell-Like Ability: Light, 5/- Resistance to Cold, Fire, Electricity, Racial Change: Outsider
Favored Class: Paladin
Level Adjustment +1


Feytouched

The fey are known for their curiosity (some would say obsession) with humanoids, and sometimes a fey falls in love with one of these creatures. The creatures known as feytouched have a half-fey and a humanoid ancestor.

Feytouched are a widely varied group of beings -- some are wispy and beautiful, while others are ugly and brutish. Some resemble elves, with pointed ears and almond-shaped eyes. Others look more like trolls, with warty skin and disproportionate limbs. Regardless, all feytouched have at least one feature or characteristic that is out of the norm -- vibrantly colored hair, feathered eyebrows, or a propensity for speaking in rhyme, for example. Despite their actual appearance, all feytouched are highly charismatic beings that draw attention wherever they go.

Feytouched have no cohesive culture; either they become isolated loners, or they immerse themselves in cosmopolitan society, sampling everything life has to offer. They are also drawn to the same natural settings that other fey called home. Most fey respond favorably to feytouched and consider them distant cousins.

Feytouched tend toward the alignment of their fey ancestry.

Properties
Racial traits: +2 Dexterity, +2 Charisma, -2 Constitution; Feat: Low-light Vision; Saving Throw Bonus: +4 Will; Spell-like Ability: Charm Person; Racial Type changes to Fey.
Favored Class: Bard
Level Adjustment +1


Tiefling

Tieflings are planetouched, which means that they have the blood of outsiders running through their ways. More specifically, tieflings are humans with distant evil outsider ancestors. The children of, for example, demons, devils or rakshasa may produce tiefling offspring. Contrary to popular belief, they are not half-fiends.

Tieflings come in many shapes and sizes, but are always born of humans or other planetouched. They often look like their human parents but have a few features to set them apart from normal people; it might be horns, fur, scales, black eyes or anything horrific. They’re treated as abominations and usually end up as loners, thieving, murdering or adventuring to get by. They’ve learnt to be suspicious of others since very few ever get accepted by society. Most tieflings are evil by nature.

Due to magical breeding experiments, there is a high tiefling population in the land of Thay. The tieflings there are often enslaved to thralldom or used as assassins and spies. Some manage to escape into the world. Mulhorand also produces many tieflings as a result of their religious practices.

Tieflings tend toward Evil alignments.

Properties
Racial traits: +2 Dexterity, +2 Intelligence, -2 Charisma, +2 Bluff, Stealth, Bonus Feat: Darkvision, Spell-Like Ability: Darkness, 5/- Resistance to Acid, Fire, Electricity, Racial Change: Outsider
Favored Class: Rogue
Level Adjustment +1


Air Genasi

Air Genasi are the descendants of Djinn or Air Elementals, along with other planar creatures of air. Faerûnian Air Genasi tend to come from Calimshan, where the Djinn once ruled. Others often come from the Plane of Air out of a desire to explore.

Air Genasi are wild, free spirits, refusing to be contained in any manner. Exceptionally proud of their heritage, often times well into arrogance, the Air Genasi see themselves as above most mortals, though the one who gains an Air Genasi's companionship often as a friend for life. The Air Genasi often embodies the traits of a wild, free roaming Elf, and, along with their other personality traits, Air Genasi often find themselves getting along well with Elvenkind. Emotionally charged like Fire Genasi, Air Genasi are prone to mood swings and unpredictability, and tend towards the Chaos end of the Law/Chaos spectrum. Their language, Auran, sounds like the wind whistling through the air, severity depending on the emotions and words being expressed.

Not breathing, grey and light blue skin or hair, light colored eyes, hair that looks to be eternally disheveled or windblown, mysterious breezes surrounding them, and unnaturally well-carrying voices are some of the traits that embody Air Genasi.

Air Genasi tend slightly toward Chaotic alignments.

Properties
Racial traits: +2 Intelligence, +2 Dexterity, -2 Wisdom, -2 Charisma, Bonus Feat: Darkvision, Spell-Like Ability: Gust of Wind, Racial Change: Outsider
Favored Class: Fighter


Earth Genasi

Earth Genasi are humans who trace their lineage back to outsiders from the Plane of Earth, such as Dao, or even to earth deities and their servants. Most Faerûnian Earth Genasi originate in the North, as there are several portals to the Plane of Earth in the Spine of the World region. Somewhat more uncommon are the ones from eastern Faerûn, distantly connected to the Mulhorandi gods.

Stoic, stubborn and patient are the traits that define Earth Genasi. Like all elemental planetouched, earth genasi are proud of their nature and abilities, but their pride is usually a quiet, confident sort rather than a boastful one. They are slow to speak, slower to move, and even slower to act, though once in motion, almost impossible to stop; they are almost like Dwarves in many ways.

Earth Genasi are often shunned for their brutish traits, and their strength and girth means that they sometimes become bullies, attracting sycophants out of fear and respect for their power. However, Earth Genasi find themselves drawn towards the Lawful end of the spectrum, and more often embody values such as honor, stability and endless loyalty. They speak Terran, the gravelly rumble like language of the Earth Elementals, but there is no unified Earth Genasi society or history on the Prime.

Heavily muscular and stocky, Earth Genasi are obviously not human by appearance, but have mostly human features except for one or two distinguishing traits related to their elemental ancestry: craggy facial features, earth-like skin, mossy hair or very large hands and feets, for example.

Earth Genasi tend slightly toward Lawful alignments.

Properties
Racial traits: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma, Bonus Feat: Darkvision, Spell-Like Ability: Stoneskin, Racial Change: Outsider
Favored Class: Fighter



Fire Genasi

Fire Genasi hail from the Elemental Plane of Fire, typically, or are conceived or descended from a creature that relates to the Elemental Plane of Fire. Fire Elementals, Efreeti, and more are capable of producing Fire Genasi spawn. Fire Genasi native to Toril often originate from Calimshan, where Efreet once ruled.

Fire Genasi are moody, temperamental, highly emotionally charged, and relatively quick to anger. They act impulsively, and tend highly towards the chaotic end of the Law/Chaos spectrum. They're often seen as dangerous in society, since a Fire Genasi's natural tendency to Wizardry and Magic, combined with impulsiveness, is an incredibly dangerous mixture. Their language, Ignan, sounds like the crackle of a gentle fire, or the roar of a wild blaze, depending on the emotions of the speaker.

Fire Genasi tend to have a few traits reflecting their heritage. Fire red hair or eyes, hair that waves like fire, a perpetual smell of soot and smoke, perpetually "hot" or sweaty skin, and an unnatural resistance to non-magical fire are only some of the factors that Fire Genasi often experience.

Fire Genasi tend slightly toward Chaotic alignments.

Properties
Racial traits: +2 Intelligence, -2 Charisma, Bonus Feat: Darkvision, Spell-Like Ability: Fireball, Racial Change: Outsider
Favored Class: Fighter



Water Genasi
Water Genasi hail from the Plane of Water. Marids (Water Genies), and Water Elementals, are the two most common sources for Water Genasi. Most Water Genasi on Faerûn are born in the regions around the Sea of Fallen Stars.

Water Genasi are generally calm, level headed, and have a tendency to "go with the flow". They're somewhat stoic, and easy going, like the waters that they represent. Like those waters though, they're capable of being whipped into a frenzy if they get disturbed enough. These occasions are rare, but something to be feared. Water Genasi tend towards the Lawful end of the Law/Chaos spectrum, and their contemplative, thoughtful nature makes them excellent Clerics and Monks. Their language, Aquan, varies between babbling brooks and waterfall torrents, depending on the words and meanings conveyed.

The ability to breathe underwater, blue or green skin, hair, and eyes, webbed fingers and toes, vestigial gill slits, and clammy skin are some of the factors that manifest themselves in Water Genasi.

Water Genasi tend slightly toward Lawful alignments.

Properties
Racial traits: +2 Constitution, -2 Charisma, Bonus Feat: Darkvision, Spell-Like Ability: Ice Storm, Racial Change: Outsider
Favored Class: Fighter


Classes

Barbarian

Archetypes
Rage Powers
Bard

Archetypes
Masterpieces
Cleric

Archetypes
Domains
Druid

Animal Companions
Archetypes

Fighter

Archetypes
Monk

Archetypes
Monk Vows
Paladin

Archetypes
Ranger

Archetypes
Rogue

Archetypes
Rogue Talents
Sorcerer

Archetypes
Bloodlines
Wizard

Arcane Schools
Archetypes
Familiars



We will be using Core classes for beginners. Ask with a DM about anything that's not a Core class!



Gods to choose from-

https://en.wikipedia.org/wiki/List_o...Realms_deities


We will not be entering 4.0 territory with the gods gods will be referenced to the 3.5 standard.

Death in this setting is altered. The wall of the faithless does not exists. Instead Kelemvor puts you through Purgatory where you will be given a quest that will decide what gods might take you in. If no god finds you worthy Kelemvor takes you in.

Deities get their power from their followers.

Gods can not take away arcane / Innate magic powers. You can however have divine powers taken away if you piss off your divine patron god.

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#2

RE: Ashen Isle starter Kit

in TWISM Sat Jun 18, 2016 6:32 pm
by Passionate Shadow | 940 Posts

MAPS
http://puu.sh/pxp5s/9cf66eb252.PNG
http://puu.sh/pxqcJ/f3dd034c2c.JPG
Havenlyn

The most diverse town of all of the ashen Isles, and the biggest city. Their economy is unrivalled and trade flows through their extensive port. Most people who are new to the isle will start I the ashen isle, coming from ships in far off lands with promise of gold, treasure, fame.

While there is a single ruler, a Practician, he himself has worked the city to be a fine cog. Banks and merchant guilds run most of the cities inner working while he is more a figure for foreign ambassadors to speak to.

Due to the massive scale of the city and it's surrounding farm lands, there is also crime within it's walls. The alley ways of it's slums are filled with cutthroats and bandits, it's ports filled with debauchery.





The city of light

Founded on the principle that to do by good and just is to live by the gods will that will help mankind most. This town is kept immaculate by it's caring people. They are well known for their large temples to Helm, Ilmater, Tyr, Torm and Lathender.

Due to their divine inheritance a lot of the towns income comes from pilgrimages to the town itself, as well as gold mines in the nearby mountains. Exotic fish also live in sea nearby and are always prized for the noble-born.

You won't find a city full of nicer people though be warned about crossing the law here. Punishments are swift, the guard capable and the militant like faith ever present.




Fort summer

Home of the Dwarfs in the region. The short folk being some of the best craftsmen in the world. Everyone who's anyone will buy their armour and weapons. The metals mined from the nearby snowy mountains are rich in protective properties. Thanks to dwarven runic magic a lot of their already superior gear also gets enchanted to a high degree.

The city itself is ruled by the current king, with a clan like structure



Tauron

Tauron is a very war like village with less common luxuries. They are primarily a fishing village that prides them selves on the fine warriors they bring up. The Small village is rules by a Jarl. They rely on trade for most income to the city and tend to worship war loving gods or the more tribal sorts.
Tauron is a great Fishing village and brings in lots of sea food and sea treasures.

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