Extras Just for You.....

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..
Nomads are desert dwellers, very similar to the Arab nations of Earth or Anarauch.  The women always keep their faces veiled.  If a woman ever reveals her face to someone other than her spouse she will be instantly put to death.  The men are always in robes with turbans around their heads.  They usually use scimitars as their primary weapon.  Magic is forbidden to these people, except for clerical magic. Clerics can only worship Araki or Darius because of the strict adherence to Duty and their reliance on the desert for life.  Nomads almost exclusively live in the Great Desert.  They are very superstitious and dislike strangers.  They band together in tribes, usually with one or two men in charge.  The hierarchy of ruling is based on the size of a man's harem.  The women of the Nomads are not considered people, only property.  Nomads are restricted in class to Fighter, Thief, or Cleric.  They can Multi-Class as a Fighter/Thief, Fighter/Cleric, or Thief/Cleric.  Very rarely will a nomad fighter devote himself enough to a deity to be a Paladin, but it does happen (this needs Glith's approval first) and the only deity they will be so devoted to is Araki.  Any Nomad caught casting mage magic will be banished from the tribe and sent out to survive in the desert alone.
+1 Con
-1 Intelligence
Neutral alignments only
Must be constantly moving, wont stay in any one place more than a month
Respects the fates above all else
Believe in eye for and eye justice to maintain balance

 
 
 

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..
The Gypsy people are very mysterious and shrouded.  They rarely travel into towns, and when they do most townsfolk shun them.  The belief is that Gypsies are all thieves and evil, and therefore people tend to treat the Gypsies harshly.  Because of this Gypsy men and women distrust non-gypsies.  They are very close knit in their traveling groups, treating every member as family.  The Gypsy troupes travel all over Calidair, each troop lead by a Seer, usually the oldest female in the group.  Gypsies are very strong in their belief of justice.  The saying is "Any who treats a Gypsy unjustly will know punishment worse than anything Justyr himself could think of."  Occasionally Gypsy troupes will come to a town to perform, as they are lovers of song and dance.  This is usually done when the troop is in need of supplies.  The gypsy people are very respectful of magic, and respect the power it holds.  Very rarely will a gypsy do anything to upset a mage or a cleric of Arcanus.  Song, Dance, Legend Lore, and Magic are very sacred to the gypsies, who pass on their history through tales and dances.  The gypsies are very protective of their history however, and never share those songs, dances, and tales that hold the history of their people.  Gypsies are restricted to the classes of Fighter, Mage, Cleric, Thief, and Bard and may Multi-Class as a Fighter/Mage, Fighter/Thief, Mage/Thief, Cleric/Thief, or Cleric/Bard.  The Gypsy clerics tend to only worship Arcanus and Shandrilane though some have worshiped other deities as well.
+1 Spell per memorization level
Legend lore 5% per level
+1 save vs. spell
Curses--- Loss of 1 spell point  permanently equal to the level of the curse or bless
Must be a non lawful alignment
Can pick proficiencies from all but warrior
Distrust city or town folk
Respect powers
5% per Level to identify demons and undead
-2 to Charisma
+1 to wisdom
Distrusted by others


Choostarians
For information on these fierce warriors click here:  Choostarians