Our DM has made and approved some
extras just for you to use in our game. Any ideas you have are welcome..
Please submit them to LyGabriele and she and Glithcalis will look them over..
Submitting an idea does not guarantee its approval for use.. but if the ideas
are liked and approved. .they will be added to our web page and a bonus of 1000
XP will be award. We are open to ideas on races, classes, kits , spells
and magic items.
RACES...
BARBARIAN..
Barbarians are a warlike people. They live in clans, mostly in the tundra regions of Calidair along the northern mountains that surround the Great Rift. They can be easily spotted by their very muscular build (even the women) and they are always wearing natural skins (Hide Armor or Leather Armor). Can multi-class as Fighter/Cleric, Fighter/Druid, Ranger/Cleric, or Ranger/Druid. They are restricted to the classes of Fighter, Ranger, Cleric, or Druid. Hierarchy of the Barbarians is determined by strength. Even a woman may rule a clan if she is the strongest in that clan. Yearly contests are held to determine a new clan leader as well as a yearly gathering of the clans to decide which clan speaks for all Barbarians. No matter who is in charge, the advice of the tribal shaman (cleric) will always be listened to, even by the Clan's leader. The shamans tend to worship Mordred, Fenris, and Gaea
+2 to Strength
-1 to Charisma
Choose Battle-ax or Two handed sword
free
at
initial creation
No Chaotic Alignment
No mage class... they distrust all
magic
Believes in might is right philosophy
Berserker rage..+2 Levels till end of
battle
+1 save vs. Poison
Likes to fight.. wont run from a
fight willingly
Must wear natural armors (Hide or
Leather)
...NOMAD..
PLAINSMAN...
The plainsman are similar to the American Indians. They are very strong in their ties to the land and nature. Their worship is mostly focused on animal spirits, through which they in fact worship Gaea. They have great respect for the beasts of the lands and will use every part of an animal they kill. They also only kill when needed, this includes other people. They believe that life is very sacred, but are very deadly when threatened. They band together in tribes that are ruled by the elders or those too old to be able to hunt. The women and men are equals and share responsibilities. Plainsman are restricted in Class to Ranger, Druid, Cleric, or Mage. They can Multi-Class as Ranger/Druid, Druid/Mage, Cleric/Mage, or Ranger/Mage. The tribes rarely band together except to face a common foe. Occasionally a tribe will move through another tribe's territory, when this happens the "host" tribe will offer guides and supplies as well as hospitality in their lands, but this happens rarely as the tribes tend to stay to their own territories. The plainsmen are scattered throughout all of Calidair. Each tribe chooses a main totem for their worship, usually an animal indigenous to the region they are in that they rely on the most. Most commonly are Buffalo, Wolf, Eagle, Hawk, Deer, or Elk, but any animal is possible.
+1 Intelligence
+1 Wisdom
+1 Save vs. natural effects
Druid Plainsman starts and 2nd Level.
Druid Plainsman gain the changing
abilities at the start.
Non Druids gain druid shape change at
7th Level, but may only change once a day into only one specific
animal.
They have a deep respect of nature
and dislike those who seek to "tame" nature
+1 to Hit/damage with bows and spears
Can hide in the wilderness...35%
chance to hide at 1st level....+5% every 2 levels
Gain bow or spear at initial creation
..GYPSY..
Choostarians
For information on these fierce warriors click
here: Choostarians