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PC Q&A 03: Species / races / subraces, copy-paste and edit a full description of your species [LONG]

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PLAYER NAME and/or ROLL20 NAME CHARACTER NAME, SPECIES CLASS KIT and perhaps a very short note profiling this character (10-15 words or less). AD&D 2E Rules Link to look up information to help you answer this thread: <a href="http://purpleworm.org/rules/" rel="nofollow">http://purpleworm.org/rules/</a> Or search your PDF / consult your books / ask the DM. Kenku , use what we agreed from on this unofficial 2e Kenku reference doc, <a href="http://reocities.com/area51/neptune/9851/kenku.pdf" rel="nofollow">http://reocities.com/area51/neptune/9851/kenku.pdf</a> Also refer again to the Monsterous Compendium Kenku and draw what paragraphs you can from there, <a href="http://www.lomion.de/cmm/kenku.php" rel="nofollow">http://www.lomion.de/cmm/kenku.php</a> Info about my species (from the 2E books): Please find your species / race / subrace in the Player's Handbook and/or other 2E splatbooks. Copy-paste the text here. Then Delete the parts that don't affect this campaign, sections you don't like, or things the DM says are not relevant for this world. This might be several paragraphs or pages long. If you don't know where to look, ask here and we will figure it out together. In what ways is my PC a typical member of the species as described above? In what ways is my PC different from other members of my species? Write about your PC as a member of the species. This can be 1 sentence ("I am fairly strong for a Human") or could be 1-2 paragraphs max. Additional lore for my species (from the DM or the Player, for the homebrew world... To be expanded as you get more Lore in the game world): Feel free to write short-or-long about your species/race, here. This can be anything from a short note ("Humans are re-establishing towns along the coast"), or a longer story about your tribe / community / origins or goals of your species. The DM may use this section to give you new Lore and important information for the campaign. Just start with some of your own notes about what you think your species position is in the world. The DM may respond and tell you Lore, knowledge that could affect your character and the party and the world. In turn you can decide how your PC reacts to any information.
GEN INFO ON KENKU: The Kenku are bipedal, humanoid birds. The typical Kenku resembles a humanoid hawk wearing human clothing. Kenku have both arms and wings. When on the ground, their wings are usually folded across their back and at a distance may be mistaken for a large backpack. They range in height from 5 to 7 feet. Their feathers are predominantly brown with white underfeathers and face markings. Their eyes are a brilliant yellow in color. Kenku do not speak, however they do utter meaningless bird-like squawks and screeches. Kenku are known to communicate by telepathy. They are also adept at symbols, sign language, and pantomime. Kenku are a secretive race that live among humans and demi- humans without the bulk of the population ever being aware of their presence, because of their ultimate disguise skills. The actual structure of Kenku society is elusive. Most Kenku communities that have been encountered tend to be in small underground chambers or cave complexes. It is believed that large caverns deep underground hold sizable Kenku communities. However, all Kenku can fly at a movement rate of 18, with class D maneuverability. When on the ground, Kenku have a movement rate of 6. When asked about their society, Kenku either refuse to comment or lie, fearing that some races would seek them out trying to enslave them as servants. Kenku have a reputation for being deceptive to other races, often misleading them or annoying them with pranks and tricks. Experienced Kenku sometimes kidnap wealthy humans and demi-humans as a source of revenue, never intending them any real harm. Languages. Common*, Kenku*. *Note: Kenku do not speak, they communicate telepathically. MY KENKU: Is a bit short and frail for a kenku at about 5' 6", not very strong, but smart and agile. He also has his own particular reasons for leaving kenku society. KENKU IN THE CAMPAIGN: Extensive kenku populations are found in the large bay to the east of our starting point. They have spread into the neighbouring towns, where many of them run criminal gangs, a common kenku occupation in large human cities. This is where my character comes from.
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Deep dwarves live far beneath the surface of the earth. They may always have lived there, or they may have gone deep underground to escape a dreadful cataclysm, marauding monsters, or perhaps were driven downward by mountain or hill dwarves. Deep dwarves average 4 feet to 42 feet tall and weigh about 120 pounds. They are large boned, but leaner than other dwarves. Their skin varies from pale brown to light tan, and often carries a reddish tinge. Their eyes are large, but without the sheen of their surface cousins; in color, a washed-out blue. Hair color ranges from flame red to straw blond. The females wear their beards long, unlike other dwarf women (who are typically clean-shaven). Deep dwarves have little or no contact with the surface. It is too far for them to travel to the world above. They may be on friendly terms with hill and mountain dwarves, or they may harbor a grudge against them. They may avoid them because they consider them tainted by the influence of other races. Frequently neutral in alignment, deep dwarves may also be lawful good or lawful neutral. They are just as conservative as hill or mountain dwarves, and consider themselves to be the sole repositories of dwarven culture Languages- Dwarven Special Abilities- Deep Dwarves are slightly more durable than other dwarves adding an extra bonus to their resistances. They also are evolved to inhabit their underground home most notably their eyes have adapted making their infravison 90 ft. Special Hindrances- While not as vunerable as drow or dueragar to sunlight if it is very bright or magically light such as continual light spell it can cause them to have a negative reaction and preform negatively at most tasks. Grys is a traditionalist in most senses never having visited the surface and even in mingling with other dwarves while kind or understanding holding himself in some sense of superiority as a more true dwarf than those of the mountain and hills who he sees as often to close to the surface dwellers. He is on the tall side for a deep dwarf and a bit heavier than others as sturdy as they come some would say. He has left on mission from his church and military commanders who have both asked him to make the arduous journey to that surface world to look for those who can aid in their trouble. Deep Dwarves in the Campaign- Trouble has befallen the dwarves that dwell so deep as they have dug into places none should dig releasing strange creatures of foul ilk to plague them. Stretched thin they hold a line, but their military and even their priest can only do so much and though the deep dwarves look to their mountain kin and hill kin for help they have found that this problem is to immense and now they look higher to the surface dwellers sending a few emissaries to seek demonologist or occult experts and others to aid in pushing back the evil they released.
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Grey elves are at once the most noble and most reclusive of the elves. They have withdrawn from the world after making their mark, which was to ensure that the world was well on the path to goodness. The grey elves view themselves as the protectors of good in the world, but they will stir from their mountains and meadows to protect the "lesser" races only when they are faced with great evil. This subrace garbs themselves in wool tunics of gold, silver, white, or yellow. Over these, they wear cloaks of dark blue or purple. Their dress alone often makes them the most striking of the elves, and their elegant bearing and pure beauty make them almost appear as supernatural creatures. When arming themselves for battle, they don shimmering suits of plate or chain mail, protecting the head with winged helmets. Their weapons, created by master elf crafters, shine brightly under any light. Mounted warriors ride griffons or hippogriffs into battle, swooping down upon their enemies with dreadful perfection.Taller and more slender than the other elves, grey elves typically have silver hair and amber eyes. This does not give them any special abilities, but it does serve to distinguish them from their high elven brethren. Somewhat rarer are those grey elves who have pale golden hair and violet eyes. Languages: Grey Elvish and all other languages requiring speech or gestures. Since grey elves spend so much time in their libraries and with their sages, they can learn virtually any language they desire. Special Abilities: Infravision 60 feet Special Hindrances: Additional XP cost 15%. (Don't bother with XP penalties or bonuses, per the DM. -Gold.) Anariel is not a traditional Grey Elf, she unlike her kin wishes to walk among the other races to learn about their culture she has a wanderlust and wants to explore the world and see things for herself rather than reading about them and looking at artwork depicting the world. She doesn't she herself as superior, she also doesn't shun using her physical abilities in favour of her mind attempting to strike a balance between the two. She left the Grey Elf enclave to see the world and do what takes her fancy. Grey Elves: The Grey Elves are getting read to migrate, readying their hidden enclaves for their departure.
I'll be playing an Elf that looks a bit ... peculiar. For the most, he looks like a High Elf; the most notable difference is that he barely seems taller than a halfling! He's otherwise shaped much like an archetypical Elf, to the point that you could use him as a textbook case of how an Elf "should" look like. I'll give a bit of High Elf information below, so you have a general outline and a source for comparison. "High elves are very pale. Though they spend a great deal of time outdoors, their skin simply doesn't tan, no matter how long they are in the sun. However, their skin is less a corpselike pallor than the color of new cream. Their hair and eyes fall into two major variations. One is fair not only of skin, but of hair as well. These elves generally have blond hair and blue eyes. The other variation, equally numerous, seems far more mysterious. They have dark hair, ranging from sandy brown to sheerest black, and intense green eyes. These two varieties of high elves have no other significant differences, but they are nonetheless often treated differently simply because of their appearance." Mithros' appearance is along the second type: he has hair the colour of very dark chestnut wood, a deepest, darkest reddish-brown. he takes his name, which means "silver foam", from the slightly shimmering sheen his hair takes on under starlight. "Their preferred weapon is the bow, but they are also adept with long and short swords. In battle, they wear their gleaming elven chain mail beneath cloaks "woven of the essence of the woods," which allows them to move silently through forests, strike quickly, and then retreat. Although they may befriend giant eagles and occasionally use them for transport, they rarely use mounts because horses and the like are too unwieldy in the forest. Only on the long-distance journeys or on the plains will high elves use mounts." Much if this is accurate, and Mithros looks like he could be an elegant swordsman were he to be so inclined. Of course, being so short, he does not give the impression that his strikes would ever have much penetration. As the case stands, though, he's actually never seen with swords, and other Elves will likely find this odd. When he is not wielding a bow, Mithros is seen with a sling, a wooden staff or a spear. He also declines to wear metal armours, but this may have to do more with the weight thereof. Carrying more than his supple deerhide armour would probably slow him down quite a bit while travelling anywhere but on a smooth road. In his travels, Mithros is accompanied by Luka, which is a large, well-shaped deerhound with a ruddy, medium-length coat of fawn fur. She is quite tall at the shoulder, and generally gives the impression that she has more muscle to her than her tiny companion. [Note, that Luka is not a mount. She does occasionally carry a small pack.]
I noticed that I had forgotten to describe Mithros' faith, which he holds in the graceful arms of Sehanine Moonbow. I'm going to quote from the canonical "Demihuman Deities" book (TSR 9585), which was written for the Forgotten Realms campaign setting. After each bit of quote, I will give a short comment. Daughter of the Night Skies, Goddess of Moonlight, the Lunar Lady, Moonlit Mystery, the Mystic Seer, the Luminous Cloud, Lady of Dreams Much of this is quite appropriate. Mithros, though, seems to live by his instincts much more than such a thoughtful-sounding list of appellations might conjure. PORTFOLIO: Mysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens, moon elves Sehanine is the goddess the Elves hold as the protector of their innermost self - the spiritual guardian of their Elfness, one might say. It is Her that guards their dreams, and it is Her they look to when they travel into the West. She is also the protector of the Elven dead, and a relentless enemy of those who defile those that have passed beyond. Sehanine manifests through dreams and waking visions. She grants boons only to worshipers who enter an altered state of awareness, whether it be through meditation, dance, or trance. The church of Sehanine is generally perceived as removed from the daily concerns and outward expression of everyday life. As such, little is known of the Lady of Dreams and her clergy members by the N'Tel'Quess Among elves, Sehanine's faith is closely held and deeply cherished, for the Luminous Cloud envelops and binds together all the Tel'Quessir. For the Fair Folk, Sehanine embodies the joy at the heart of the elven spirit, and her priests serve as guides to the next world or life that one may achieve through transcendence. Mithros enjoys the night time, and is comfortable travelling by the light of the stars and the moon. Although seemingly not much inclined to deep thoughts and deliberations, he can be remarkably insightful into the true nature of things. It's unlikely he derives this from study, since he's not shown much inclination towards book-learning. He does like to dance, however. He's elegant and quite attractive when he does, even if he clearly does this by inspiration alone, and knows next to nothing of proper technical dance moves. Dogma: Life is series of mysteries whose secrets are veiled by the Luminous Cloud. As the spirit transcends its mortal bounds and new mysteries are uncovered, a higher form is achieved and the cycle of life continues. Through contemplation and meditation, communion with the Lady of Dreams is achieved. Through dreams, visions, and omens revealed in sleep or the reverie, the Daughter of the Night Sky unveils the next step along the path and the next destination on the endless journey of mystic wonder that is life and death and life. Revere the mysterious moon, who draws forth tides or being from us all. This is something I really plan to work on, roleplaying-wise. I feel that character development for Mithros will be tied into him becoming more introspective. Right now, he's exulting in being a servant of the Moon and the Stars, as well as being a woodsman. The Sentinels of the Moonbow are a small fellowship of rangers pledged to the service of the Goddess of Moonlight. Sentinels watch over animals that may hold the reincarnated spirits of elves of ages past and that may once again assume elven form. These rangers in the service of Sehanine are also pledged to the tracking and destruction of undead creatures whose existence is a blight upon the land. Mithros is aware of the Sentinel fellowship, and he greatly respects them. He doesn't feel like he's part of them (not that anyone has tried to invite him, mind!); to him, they are closer to idols than something he is actually working towards himself. He does feel an instinctive abhorrence of the "restless dead". There's a tiny bit of pity involved, but to a greater extend it is a deeply-felt desire to destroy them utterly.
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Excellent contributions from Flutic, Maxx, Jack, and Patrick on this. Thanks everyone for answering. Read one another's responses. I've certainly learned and recalled a lot about the races from this thread myself. Particularly keen on the ways your PC related to your overall species / class / kit. I'm taking all this material on-board and adapting the above-written themes into the campaign / setting, to the best of my abilities and imagination. Jack, you can add another post in this thread to enhance or update the Grey Elf section as-regards how they fit in this specific campaign and how she relates to that. Now that we had a refreshed talk about Grey elves, in the Monday session. Also, note that I have stricken/removed the 15% XP Penalty . I'll post a few more survey questions soon. Stay tuned.
Bullywug: Bipedal frog-like amphibians inhabiting swamps, marshes, and other dank locations. They are covered with a smooth, mottled olive green hide that gives them a natural protection. They have the faces of enormous frogs, characterized by wide mouths and bulging eyes. Like frogs, their hands and feet are webbed. Bullywugs have learned to cooperate with each other in order to survive and to work together when hunting. They are skilled hunters and fishermen, and can use and build snares/nets. Bullywugs need to keep their skin moist, which is why they favor swamps and marshes. They love treasure, even if the regular benefits of wealth are lost on their society. Coins, jewels and magical items are hoarded whenever they can be found.
General Info - Elf Elves generally resemble humans physically. Although they tend to be shorter and slimmer, they can often successfully disguise themselves as small humans. Without this disguise, however, their true origins are readily apparent. They are betrayed in this respect by their distinctive countenance. Many elves, however, find this is not a problem; they have no wish to be confused or identified with humans in any way. Elves have delicate chiseled features that are typically quite angular and beautiful. There is really no such thing as an elf born ugly; those who have low Charisma were either scarred accidentally or marred magically. However, Charisma is not only an indication of outward beauty. The fact that many elves have average Charisma is a testament to the fact that beauty is not, contrary to popular belief, the only important thing about a person. All elves are very slim, hiding their natural strength under a veil of fragility. Their slight build belies a power seemingly drawn from the earth itself. Looking at them, one would never believe that these creatures were some of the most powerful ever created, or that they very nearly witnessed the birth of the world. Elves saw the rise of other races—the crawl of humanity from the primordial ooze. They are older than many trees and will live to see generations of trees and humans alike. Yet they hide this innate power beneath a delicate exterior; many thus assume they are harmless. Elven hair and eye color varies by subrace. This is, in fact, how many people identify the separate types of elf at first glance, most especially grey and high elves. With other elves, the differences are often immediately obvious. However, it is still useful for any character to be familiar with the various traits that distinguish the elf subraces. One interesting elven characteristic that few are aware of is the elves' lack of canine teeth. Since they sprang full-fledged into the form they now occupy, they skipped the evolution process undergone by so many other races. Thus, although they are omnivores and their teeth are all strong, they have no pointed, canine incisors. Elven skin is usually quite pale. The obvious exceptions are, of course, the drow and the aquatic elves. Even half-elves are rather fair when compared to their human parents. Of course, all elves have pointed ears. This affords them sensitive hearing, and they can hear sounds unheard by human ears. However, the range is not really great enough to make a significant difference; it is only enough for elves to distinguish certain tones, which enables them to pass messages not meant for human ears Typical features of my character (Sandoval) While not as strong as some other fighters, Sandoval has the natural strength that can be expected from most Elves. This is mostly reflected in his constitution and dexterity. He is swift with a bow, yet not extremely proficient with a sword, and he often prefers to avoid the melee if other options are available. Sandoval is not very intelligent. Especially for an Elf. An unfortunate encounter with an Orcish club has made matters worse, at least temporarily. Sandoval is a High Elf though he could sometimes be confused for a Wood Elf. Sandoval, unlike most Elves, does not like to dance.
General Info - Dwarf (Hill) per Book of Dwarves: Hill dwarves live in areas of rolling hills. Their strongholds are primarily located underground, though they frequently have outposts on the surface.A typical hill dwarf stands 4 feet tall and weighs about 150 pounds. He is stocky and muscular. His skin is a deep tan or light brown in color and he has ruddy cheeks and bright eyes. His hair could be black, gray, or brown. He favors dark, somber, earth-toned clothes, and wears little jewelry.Hill dwarves are the most common dwarves. They have adapted well to life above and below ground. They claim that they have always lived in the hills, but they may have migrated there either by traveling above ground, or via underground passages. If by surface travel, they are probably descended from mountain dwarves.The alignment of the hill dwarves is usually lawful good, but there is no reason they cannot be of another alignment. So long as the majority of remain lawful good, strongholds of chaotic, neutral, or evil dwarves will not unbalance a campaign and will give it more flavor and variety. Typical features of my character (Torvald) Extremely strong - High dexterity - High Constitution - Moderate Wisdom & Intelligence - Very Low Perception Torvald tends to be slightly taller and heavier than the average hill dwarf. This is due to years of strenuous labor and militia training. He does have very low perception. A result of underground labor, working a smelter/forge, and plain dwarf stubbornness.
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Minotaur: Are either cursed humans or the offspring of minotaurs and humans. All of these minotaurs are male, very muscular and broad, and very tall (7 to 7½ feet tall). They have the head of a bull and the body of a human male. They usually live in a very primitive fashion, in caves, forests, or ruins, Minotaur's venerate physical strength above all else. The strong, they believe, should naturally rule. Surrender is viewed as weakness, so Minotaur's fight (or argue) to the death. They are extremely cunning and have excellent senses. They will attack without fear and retreat only if the opponent is obviously beyond their ability to defeat. While many minotaurs are brutal, uncivilized savages, they are not mindless killers. Most are ruthless, harsh, and stubborn, but some are thoughtful and even sophisticated. A few are known for gentleness and kindness. Languages: Minotaur, common. Role-Playing Suggestions: Much of the impetus for role-playing a minotaur can involve reclaiming a lost human heritage, or finding some way to fit into the campaign world in a civilized manner. Though the curse that afflicts some minotaurs makes them chaotic, adventuring minotaurs usually reject the evil that others of their kind embrace. However, they value strength, and may be seduced by the idea that might makes right. Also, any opportunity to alleviate their curse is grabbed for, perhaps to the exclusion of reason and safety. In general, however, they make valuable, if unpredictable, allies. Special Advantages: Minotaurs receive a +2 bonus to their surprise rolls. They can track prey by scent 50% of the time. They are immune to maze spells and receive a +3 bonus to their morale scores (including saves vs. magical fear). They have 60' infravision. Special Disadvantages: Minotaurs take damage as large creatures. Monstrous Traits: Appearance, bestial habits. Superstitions: They dislike spell casters. Non-weapon Proficiencies: Alertness, animal noise, blind-fighting, direction sense, drinking, eating, hunting, intimidation, natural fighting,religion, seamanship, tracking, wild fighting. Kaz: Dawn Priest of Lathander