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Errant Tower Races

Date post: 14-Apr-2018
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    HumansThe most recent and dominant species on the planet since the Age of

    Man. The humans are known for their numbers and technological

    achievements rather than any inborn ability to influence the world like

    Beastkin or Dracovin with their super strength or their fire breath. Humans

    are said to be the closest relative to the Precursors.

    RACE SKILLSHuman Will: The ability to push through when all looks grim. Offers resistance against status

    ailments (1d6 to resist).

    Adrenaline: Gives a +2 to STR, DEX and CON when in a desperate situation (I.E. HP is

    critical).

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    Teamwork: Humans always accomplish more when working together rather than alone. When

    comrade is in trouble, you can offer assistance. (Ex. Comrade rolls for a DEX check to dodge.

    Their DEX Modifier is +2. The Human can add their own modifier, which is DEX +2, to their

    comrade making the total 4.)

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    Nightwalkers

    Born from the desires of the mad queen Meredith, this offshoot of mainstream humanity

    has been warped by the power of the Bloodstone to the point where they could almost be

    considered a race of their own.

    Desiring an army able to conquer the fertile lands south of their abode in the mountains,

    she used the knowledge contained within the Azure Records to change her subjects into a

    form suited to take on the much better equipped and trained soldiers of the other

    kingdoms.

    The ritual had, however, unforeseen consequences, confining all affected by it to walking

    only under the protection of night, forcing them to prey on other living beings in order to

    extend their extremely long life spans.

    While often mistaken for undead by others due to rumour, Nightwalkers are nevertheless

    "alive" to the point of even being able to interbreed with humans, in which case a female

    Nightwalker will always produce Nightwalker offspring while a male breeding with a human

    female will produce human offspring.

    As a people they tend to be bitter and warlike, often raiding villages on their borders in

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    order to use the local population as either food or nearly mindless thralls.

    Race Skills

    Overwhelming MaliceWhen angered, the Nightwalker becomes able to project his irritation in the form of an empathic

    wave into the surroundings, overwhelming weaker foes with the force of his displeasure. (Deals

    1d6 to surrounding creatures)

    Featherfall

    Nightwalkers descend to the ground at half the speed of a regular person.

    This ability requires them to be awake and neither stunned nor otherwise impaired.

    Inability to see makes this ability become inaccurate or wholly inactive.

    Dwelling in the Dark

    When out of sunlight and in their natural element, the darkness, Nightwalkers gain 1+ in CON,

    DEX and STR.

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    DracovinThe Dracovin are the oldest dominant race known to the world. They have lived in the

    mountain tops above the sky since the beginning of the Age of Dragons, shortly just before

    the Age of Beast. The Dracovin and the new Beastkin fought over control of Earth and Sky.

    Eventually, after so many years, the conflict died down. As time passed and blood thinned,

    the Dracovin have since lost their everemposing power over the land. Since then they have

    isolated themselves from the 'lower lands' and stay to themselves in their sky-high mountain

    villages in order to avoid future conflict.

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    Race Skills

    Protection from Magic

    Due to their bloodline and heritage, Dracovin are protected by status effects caused by magicand damage dealt by magical attacks is cut by 1/4.

    Breath

    The ability to blast magic from the mouth to deal status and elemental damage to the target.

    (Choose 1)

    Shock - Paralysis

    Fire - Burn

    Ice - Freeze

    FlightDracovin are able to fly over traps and reach locations that wouldnt be possible otherwise.

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    BeastkinThe second dominant species to be birthed by the precursors. The Beastkin were the start of the

    Age of Beast. In the beginning they had problems with the previous race, the Dracovin, as they

    tried to spread upward and into the mountains. After some fighting, the Beastkin settled on takingthe Earth while the Dracovin took the mountains and sky.

    Beastkin are characterized by their animalistic features like horns, sharp teeth, tails and so on

    and so forth.

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    Race Skills

    Endowed Strength: When STR or DEX are buffed by use of spell or

    item, double the bonus.

    Durable Soul: When dealt fatal damage (enough to kill), the Beastkin cansurvive with 1 HP. Only used once per battle.

    1. Gills and Fins (Only if Water-based Beastkin): The Beastkin is

    capable of breathing underwater. When in water, gains 2+ DEX.

    2. Heightened Sense (Only if Mammal/land-based Beastkin): The

    Beastkin is able to sniff out targets and track them. Gifted with

    heightened hearing.

    3. Glide (Only if bird-based Beastkin): The Beastkin is capable of

    gliding over traps, rivers, etc.

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    Elves

    The third dominant species and the race that reigned during the Age of

    Magic. The Age of Magic was when the magical arts were founded and the

    Rune Records created. The Rune Records is an archive of every single

    spell created in the Age of Magic which are said to be far stronger than

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    anything Magus are capable of today.

    Race Skills

    Exceptional Learner: Increases the time spent Inheriting skills and cuts

    it in half. Can have up to two Inherited Class skills instead of one. Each

    skill must be of a different class.

    Discerning Eye:Ability to tell a persons true character just by speaking

    to them a few times.

    Magic Haste: Casting time for spells is halved. (Cannot cut 1 by 1. Spells

    that take 1 turn to cast will still take 1 turn)

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    HALFBREEDSHumans are the only other species capable of mating with the others.

    Halfbreeds automatically have the Race Skill Human Will.

    Players can choose ONE other skill from the appropriate race.

    (Ex. Half-Elf having Human Will and Magic Haste)

    Halfbreeds can only have two skills instead of the allotted three of a

    pure-blood.


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