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Southern Cross Nemesis Vice Captain
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Posted: Thu Feb 25, 2021 2:06 pm
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Posted: Thu Feb 25, 2021 2:32 pm
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Posted: Thu Feb 25, 2021 4:05 pm
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Posted: Fri Feb 26, 2021 3:34 pm
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Bizhen: Description: The Bizhen are human-sized plant beings covered in maple like leaves with four buds that serve as eyes where a human would have their two. In spring they are deep green. this fades to a brilliant red in the heart of (the very mild) winter. Then their leaves drop off, only to regrow. As they age , they grow taller, slower, and more thick. (For those that ask, they will not grow enough to change size categtory during the length of the campaign.)
Names: Bizhen give themselves descriptive names like Ivory eyes, Jade Petals, and the like. If further descriptors are needed, then the name of the grove the Bizhen was born in will be added, in addition to other physical descriptions as required. EG Big Purple Root of Flowering Grove.
Bizhen Traits: Ability Scores: Increase Charisma by two and one attribute of choice by one Age: Bizhen reach physical maturity around 20. It is unknown when they die.
Alignment: Any Size: Medium (5-6' tall) Speed: 30' Darkvision: 60' Skill Versatility: You gain proficiency in two skills of your choice. Strongly Rooted: Advantage on saving throws involving charm and magic can't put you to sleep. Languages: Common, Bizhen, and one of choice.
Glaur:
Description: The Glaur are sturdy humanoid creatures made of granite, studded with bits of what looks to be topaz. Occasionally this topaz flakes off and is considered quite valuable. They have what seem to be saphires for eyes. They live in septs centered around the ruins of the Old Ones and generally salvage what they can and reprocess it into other things.
Names: The Glaur name themselves after their occupation and their rank inside that occupation. and the like. EG First Trader of Shady Cairn, Third Maker of High Point, etc et al. However, those who deal with other races often accumulate nicknames.
Glaur Traits: Alignment: Any, although most Glaur tend to be lawful. Abilty Score Increase: +2 to Con and +1 to Wisdom Size: Medium (4'-5') Speed: 25' and is not reduced by armor. Dark Vision: 60' Rocky Resiliance: Advantage on poison saves and resistance to poison damage. Strength of stone: Hit point maximum is increased by one point and it increases by one per every level. Weapons Training: Maul, Light Hammer, Warhammer Tool Training: Smith tools or Mason's tools Salvage Mastery: Whenever you make a knowledge (History) check regarding useable artifacts from an Old One structure, you are considered proficient in History and use double your proficiency bonus on the roll. Languages: Can speak and read Common, Glaur, and one of choice
Beteben:
Description: The Beteben are small, bipedal, fox-like canids. Their fur color ranges from white to black. Dusty brown and black are most common. Beteben also molt into a white winter coat. Beteben are driven in their search of knowledge and are found throughout Heim in service to that goal. Beteben can interbreed with Varvemar, giving birth to one or two Varmemar cubs as opposed to two to four Beteben cubs.
Names: Male Names: Thufir, Pedir, Hayt. Female Names: Anessi, Masyo, Sauri Family names: Dartpaw, Skippingstone, Rusttail, Knifeear
Betaben Traits: Age: Beteben reach maturity at around 14 years of age and live for approximately 90 years. Alignment: Any, although they lean very strongly towards neutral.
Attribute Bonuses: +2 to Intelligence and +1 to Dex. Size: Small (3'-4') Speed: 25' Darkvision: 60' Agile Mind: You have advantage on all intelligence, charisma, and wisdom saving throws against magic. Languages: You can speak and read both common and Beteben. Artificer's Lore: Whenever you make an Intelligence (History) check related to magical items, alchemical objects, or technological devices, you may add twice your proficiency bonus instead of your proficiency bonus.
Tinker: You have proficiency with Artisan Tools (tinker tools). Using these tools you can spend one hour and ten gold pieces worth of material to construct a tiny clockwork device (ac5, 1 hp) This device ceases to function after 24 hours (unless you spend one hour reparing it to keep the device functioning) or when you use your action to dismantle it: at that time, you can reclaim the materials used to create it. When you create a adevice, choose one of the following otpions:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frong, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noise as appropriate to the creature it represents.
Firestarter: THe device produces a mimnature flame, which you can usse to light a conadle, torch, or campfire. Using the device requies your action.
Music Box: When opened , this music box plays a single song at moderate volume. This device ceases to function whenever the box is closed or the song reaches its end.
Humans: See PHB
Plane Touched: See PHB or source material.
Varvemar:
Description: As the Beteben resemble foxes, the Varvemar are more wolf like. Their pelts are similar, ranging from black to white. Most are black or dusty brown, although they do have a lighter winter coat. Varvemar for the most part live in ordered, caste bound socieities. They do believe in testing to ensure that one is in the right caste, otherwise it is all for naught. In addition to Merchant, Laborer, Scholar, and Warrior castes, there is a noble caste that provides leadership.
Names: The Varvemar packs have a pattern of personal name, family name, caste. Male Names: Pad, Gir, Tod Female Names: Kiir, Taal, Mya Family names: Gin, Fal, Yog
Varvemar Traits: Ability Score Increase: +2 to strength and +1 to constitution Age: Varvemar reach maturity at 14 and can live up to 90 years. Alignment: Varvemar tend to be very lawful, although all alignments are possible. Size: Medium (5'-6') Speed: 30' Darkvision: 60' Menacing: You gain proficiency with the Intimidation skill Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Savage Attack: When you score a critical hit with a melee weapon attack, you can roll one of the weapons' damage dice one additional time and add that to the extra damage of the critical hit. Language: Can speak and read Common and Beteben.
Ymari Description: The Ymari are bird like creatures with plumage that ranges from light yellow to green to light blue. The eyes are uniformly yellow. Male Ymari have dark blue ceres. Female Ymari have dark brown ceres. The live in migratory flocks that consist of two or more families. Ymari tend to be arrogant and dismiss the other races out of hand. They claim that they have a greater and more honorable heritage than the old ones.
Ability Score Increase: +2 to Dex, +1 to Con Age: Ymari reach maturity around 18 years old. It is unknown for how long they live. There are rumors of incredibly ancient Ymari. Alignment: The Ymari tend to be lawful amongst their own flocks, with stronger heirarchies than the Varvemar packs. Size: Medium (5-6') Speed: 25' Flight: 50' Talons: proficient with unarmed strikes. Unarmed strike does 1d4 damage. Languages: Speak/Read Ymari, Auran, and one of choice.
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Posted: Fri Feb 26, 2021 5:56 pm
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Posted: Fri Feb 26, 2021 8:17 pm
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Kowsauni rolled 24 6-sided dice:
5, 1, 3, 4, 4, 4, 5, 4, 1, 6, 1, 4, 5, 2, 1, 4, 5, 2, 4, 4, 4, 3, 5, 4
Total: 85 (24-144)
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Posted: Fri Feb 26, 2021 9:38 pm
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Posted: Fri Feb 26, 2021 10:42 pm
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Southern Cross Nemesis rolled 24 6-sided dice:
1, 1, 1, 2, 5, 6, 3, 1, 6, 1, 1, 6, 1, 2, 2, 5, 3, 6, 4, 3, 6, 5, 5, 4
Total: 80 (24-144)
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Southern Cross Nemesis Vice Captain
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Posted: Sat Feb 27, 2021 9:25 am
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Posted: Sat Feb 27, 2021 3:08 pm
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Posted: Sun Feb 28, 2021 5:48 am
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PupSage rolled 20 6-sided dice:
4, 1, 2, 6, 2, 2, 1, 1, 3, 6, 4, 3, 5, 6, 5, 5, 5, 1, 5, 5
Total: 72 (20-120)
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Posted: Sun Feb 28, 2021 9:09 am
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PupSage rolled 4 6-sided dice:
4, 1, 4, 6
Total: 15 (4-24)
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Posted: Sun Feb 28, 2021 9:10 am
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12 = 4, 1, 2, 6, 05 = 2, 2, 1, 1, 13 = 3, 6, 4, 3, 16 = 5, 6, 5, 5, 15 = 5, 1, 5, 5 14
And the last?
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Abbyqween rolled 24 6-sided dice:
1, 6, 3, 4, 5, 4, 1, 6, 4, 5, 5, 2, 3, 5, 6, 2, 6, 3, 3, 5, 3, 1, 6, 3
Total: 92 (24-144)
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Posted: Sun Feb 28, 2021 10:23 am
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