User:Risek/Transfer Bin II
Contents
Sth'li[edit]
Personality[edit]
Physical Description[edit]
Tall and slender, the sth'li stand nearly seven feet tall on average, with over half their height coming from their thin, oddly jointed legs. Sth'li closely resemble humans, with their deeply tanned, lightly haired bodies, although the Illus has produced a curious evolution.
Thin, strongly muscled bodies provide the perfect frame for a long distance sprinter, while large, slanted eyes give them excellent vision to spot prey. A sth'li's pointed ears are slightly better than a humans, but they rely more on another sense.
Where a nose should sprout on their narrow faces, two rows of three thin gill-like slits provide them with a sense they call khefil. Rather than picking up ordinary scents, these slits (called jhelo'diis) absorb the psionic energy produced by living beings, allowing the sth'li to pinpoint or track any non-mindless creature much as a dog would follow a scent.
There is little evidence of sexual dimorphism among the sth'li: females and males are virtually identical in height and wieght, although as mammals, females of course have more pronounced breasts, and slightly wider hips.
Both genders tend to cultivate long hair from their scalps, often braiding small trinkets and trophies in it, such as bones or precious stones.
Relations[edit]
Deeply passionate about their ancestrial hunting grounds, the sth'li refuse to desert them for other terrain, something that means they rarely interact with other races due to their remote locations. In the rare instances when humans or others trespass on their hunting grounds, such intruders are usually stalked and slain quickly.
When a sth'li must tolerate a member of another race, they treat them with a barely tolerable amount of contempt; taking every chance to insult or defame that being.
Alignment[edit]
Unlike most races, sth'li care little for the concepts of good and evil, instead doing whatever is required to prolong the existence of their race, although they will perform good deeds if the desire strikes them. Sth'li are often chaotic neutral.
Lands[edit]
Religion[edit]
Language[edit]
Names[edit]
Racial Traits[edit]
- +2 Strength, +2 Dexterity, −4 Charisma: While their bodies are strong and flexible, sth'li could care less about interacting with others, in a society that relies on the individual, rather than community.
- Medium Humanoid: As Medium creatures, sth'li have no special bonuses or penalties due to their size.
- Sth'li base land speed is 40 feet.
- Low-Light Vision: A sth'li can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- +4 racial bonus on Spot checks.
- Kefil (Ps): A sth'li can detect any living, non-mindless creature within 30 feet using their natural psionic abilities, although by taking a move action, they may pinpoint any creature within that range.
A sth'li with the Track feat may follow a trail using this ability, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10. This DC increases or decreases depending on the number of creatures and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Sth'li using this ability to follow a trail ignore the effects of surface conditions and poor visibility. Unlike with scent, this ability is not effected by water.
- Naturally Psionic: Sth'li gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
- Automatic Languages: Tahmi. Bonus Languages: Alis, Dreden, Tescaun.
- Favored Class: Ranger
- Level Adjustment: +1
Vital Statistics[edit]
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
110 years | +4d6 | +6d6 | +10d6 |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|
175 years | 263 years | 350 years | +4d% years | |
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 6’ 8” | +2d6 | 110 lb. | × (1d6) lb. |
Female | 6’ 8” | +2d6 | 110 lb. | × (1d6) lb. |
Lomeliilda [Exalted]
Prerequisites: Any elf, Daggerspell Mage or Shaper 1stBenefit: You gain a +2 on Charisma-based skill checks involving elves or anyone allied with Evermeet, and you can a +1 sacred bonus on attack rolls made with daggers. In addition, you no longer need to be nongood to qualify for the Assassin prestige class
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Standing about twelve hands tall at the shoulder, this construct resembles an uvok made of thick, dark plates of metal. As it turns towards you, smoke leaks from its mouth and its eyes burn with some strange orange flame.
Created to serve as mounts for Alethros' generals and captains, forgefire destriers were modeled after uvoks, although they are far stronger and more intelligent.
Combat[edit]
A forgefire destrier is almost never found alone outside of Dekan'stil, since it really requires a rider to be effective in combat. Typically, a forgefire destrier has a number of invocations active, usually fell flight and dark one's luck.
Channel Invocation (Su): As a free action, the rider of a forgefire destrier may choose to grant it the effects of any invocation with a range of self. Dismounting the forgefire destrier automatically ends all invocations.
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This creature resembles a medium-sized dog, although its body is plated in dark metal plates. It stands about two feet high at the shoulder and a faint orange glow can be seen in it’s eyes and in the joints in the metal plating. Its mouth is lined with perfect serrated fangs of steel, and tiny wisps of smoke leak from it.
Another of Alethros’ creations, forgefire hounds are his attempt at creating a canine-like guardian for his scouts and hunters
Combat[edit]
A forgefire hound usually fights as directed by its master or master, although if commanded to guard or defend a creature or area, it generally takes advantage of its superior speed to engage their foes from across a distance, charging and attempting to drag it’s opponent down. A forgefire hound treats his bite attack as adamantine for the purpose of overcoming damage reduction.
Trip (Ex): A forgefire hound that hits with a bite attack can attempt to trip the opponent (+5 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the forgefire hound.
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A massive, hulking being of dark metal and fire lumbers towards you, opening its strangely human-like maw to breathe a gout of searing hot flame.
One of the Living Flame’s most recent creations, forgefire behemoths were built to grant their master complete control over the battlefield, able to decimate an entire army in minutes with their fiery breath.
A forgefire behemoth stands about 20 to 25 feet tall, and it weighs over 8,000 pounds. It can understand Tescaun, but it lacks the ability to speak.
Combat[edit]
Forgefire behemoths aren’t intelligent enough to use complicated tactics, nor are they agile enough. A forgefire behemoth treats his slam and trample attacks as adamantine for the purpose of overcoming damage reduction. Generally they all use the same tactics: breathe on the enemy, and then trample them
Breath Weapon (Su): As a standard action, the forgefire behemoth may breathe a 60 ft. cone of forgefire that deals 8d6 points of damage. This is not fire damage, instead it is pure magical energy. A creature within the cone may make a Reflex save for half damage. The forgefire behemoth may use its breath weapon every 1d4 rounds.
Trample (Ex): 2d6+13 points of damage; Reflex half DC 25. The save DC is Strength-based.