Living Enworld Judge
Explorer
Creatures, Races and Templates - A to I
BLINDBORN CREATURE
CREATING A BLIND-BORN CREATURE
"Blind-Born" is an inherited template that can be added to any living creature that normally uses eyes as its major method of sensory perception (referred to hereafter as the base creature). This template assumes that the creature has never had the ability to use its eyes and that it has spent its entire life honing its other senses to compensate.
A blind-born creature uses all the base creature’s statistics and abilities except as noted here.
Special Attacks: A blind-born creature loses any gaze attacks and other eye-based abilities it might have. Otherwise, it retains all the special attacks of the base creature.
Special Qualities: A blind-born creature loses any low-light vision, darkvision, or similar abilities it might have. Otherwise, it retains all the special qualities of the base creature and also gains the following qualities.
Permanent Blindness: The creature is unable to see, it cannot see any distance in any type of lighting. It cannot distinguish color or visual contrast. It cannot read. It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. A blind-born creature is accustomed to its state and does not suffer other drawbacks of being blind. Effects with an instantaneous or permanent effect that would remove the blindness, short of wish or miracle, fail to do so, but still have their other effects.
Ignorant of Sight (Ex): Because the creature has never been able to perceive the world using its eyes, any effects that somehow allow it to see effectively render the creature shaken for the duration of the spell, and it loses its Dexterity bonus to AC and the Permanent Blindness and Heightened Senses abilities.
If it is somehow able to stop the effect (such as by closing its eyes), it can take a full-action to regain its composure. As long as it does stop the effect and has regained it composure, it suffers none of the ill effects mentioned above.
If the spell does not actually affect the eyes of the creature (like Synesthete which allows a creature to “feel” light), rather than become shaken, the blind from birth creature becomes distracted, effectively removing the benefits from the above mentioned abilities, but still allowing it to use the spell to “see” normally.
Heightened Senses (Ex): Lacking sight, the creature has honed its other senses of sound, smell, and touch in order to observe its environment. The creature gains blindsense out to 15 feet. It also gains a +2 bonus to listen checks. If the creature is deafened, it temporarily loses this listen bonus, and its blindsense radius is lessened to 5 feet while it is deafened.
Feats: A blind-born creature with a Wisdom score of 13 can choose Scent as a feat. A blind-born creature with a Wisdom of 17 can choose to extend its blindsense ability to 30 feet as a feat.
Challenge Rating: Same as base creature.
Level Adjustment: Same as the base creature.
HEALING THE BLINDNESS
Having never had natural vision, a blind-born creature is almost impossible to "heal" - even if its parents were naturally able to see, this was never a natural healthy state for the creature itself, and thus it requires magic of wish or miracle level to do so. Even if healed with such powerful magic, it requires time to adjust to its new state of being, and is effectively shaken for one week. It effectively loses the blind-born template and the accociated abilities.
-Created by Rae ArdGaoth
DROW, HALF DROW
GOBLIN, MOUNTAIN
Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
Hit Dice: [/b]1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +2 leather armor, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Longsword +2 melee (1d6/19-20) or javelin +2 ranged (1d4)
Full Attack: Longsword +2 melee (1d6/19-20) or javelin +2 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Lowlight vision, mountain goblin traits
Saves: Fort +3, Ref +0, Will +0*
Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Diplomacy +2, Knowledge (architecture and engineering) +3, Knowledge (history) +3, Listen +2, Spot +3
Feats: Alertness
Environment: Any mountains
Organization: Solitary, gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), or monastery (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level and 1 leader of 6th–8th level)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0
Mountain goblin traits: Mountain goblin characters possess the following racial traits.
— –2 Strength, +2 Wisdom
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A mountain goblin’s base land speed is 20 feet.
—Lowlight vision
—Natural Builder: Mountain goblins have natural skill in architecture, and gain a +2 racial bonus to Knowledge (architecture and engineering).
— +2 racial bonus to Diplomacy and Knowledge (history)
— +1 racial attack bonus against goblinoids
—* +2 racial bonus on saving throws against mind-affecting spells. Mountain goblins are remarkably rational and clear-thinking, and therefore have an above-average resistance to magic that would alter that process.
—Weapon Familiarity: Mountain goblins may treat goblin ranseurs as martial rather than exotic weapons.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Orc, Sylvan.
—Favored Class: Ranger.
The mountain goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Mountain Goblins:
Personality: Mountain goblins tend to be reserved and clear-thinking. They prefer a careful plan of action over spontaneity, which occasionally becomes limiting when quick thinking is called for. Mountain goblins value a spartan lifestyle, which is somewhat at odds with their artistic ability and architectural outlook.
Physical Description: Mountain goblins at first glance look alike to the regular goblin, but there are a few key differences. Mountain goblins are slightly taller, perhaps because they stand upright rather than hunched over, and often possess an austere demeanor. Like standard goblins, they have leathery skin, but it ranges from deep green to a royal red. Additionally, mountain goblins are usually well-groomed and well-dressed, and many wear a silver hammer earring as a sign of devotion to Shural.
Relations: Mountain goblins have long become accustomed to being mistaken for the usual bloodthirsty goblins, and generally will soon correct this misjudgement through their deed and word - few lower goblins are so polite or eloquent in speech.
Alignment: Often lawful and rarely evil.
Lands: Mountain goblins possess a disjointed culture focused in a mountain range, with no large towns or cities, but instead many small communities based around nearby monasteries. They are few in number.
Religion: Almost exclusively devoted to the worship of Shural, though a few mountain goblins have been known to follow other deities, especially those of law or creation.
Language: Mountain goblins speak a dialect of Goblin which is clearly distinguishable from the guttural tongue of lower goblins. Indeed, there are many words of peace in their language that are not present in the tongue of the lower goblins.
Names: Usually a first name only, though some are granted epithets (such as "The Wise," or "The Just") by their communities. Mountain goblin names are usually two or three syllables, and can be slightly harsh-sounding. Examples: Jazakhar, Xiah.
Adventurers: Mountain goblins leave their towns for various reasons, ranging from wanderlust to trade. Though they are more isolated than other cultures, most reasons that would drive an elf or a dwarf to adventure might similarly motivate a mountain goblin.
-Created by Knight Otu and WizWrm
BLINDBORN CREATURE
CREATING A BLIND-BORN CREATURE
"Blind-Born" is an inherited template that can be added to any living creature that normally uses eyes as its major method of sensory perception (referred to hereafter as the base creature). This template assumes that the creature has never had the ability to use its eyes and that it has spent its entire life honing its other senses to compensate.
A blind-born creature uses all the base creature’s statistics and abilities except as noted here.
Special Attacks: A blind-born creature loses any gaze attacks and other eye-based abilities it might have. Otherwise, it retains all the special attacks of the base creature.
Special Qualities: A blind-born creature loses any low-light vision, darkvision, or similar abilities it might have. Otherwise, it retains all the special qualities of the base creature and also gains the following qualities.
Permanent Blindness: The creature is unable to see, it cannot see any distance in any type of lighting. It cannot distinguish color or visual contrast. It cannot read. It is immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. A blind-born creature is accustomed to its state and does not suffer other drawbacks of being blind. Effects with an instantaneous or permanent effect that would remove the blindness, short of wish or miracle, fail to do so, but still have their other effects.
Ignorant of Sight (Ex): Because the creature has never been able to perceive the world using its eyes, any effects that somehow allow it to see effectively render the creature shaken for the duration of the spell, and it loses its Dexterity bonus to AC and the Permanent Blindness and Heightened Senses abilities.
If it is somehow able to stop the effect (such as by closing its eyes), it can take a full-action to regain its composure. As long as it does stop the effect and has regained it composure, it suffers none of the ill effects mentioned above.
If the spell does not actually affect the eyes of the creature (like Synesthete which allows a creature to “feel” light), rather than become shaken, the blind from birth creature becomes distracted, effectively removing the benefits from the above mentioned abilities, but still allowing it to use the spell to “see” normally.
Heightened Senses (Ex): Lacking sight, the creature has honed its other senses of sound, smell, and touch in order to observe its environment. The creature gains blindsense out to 15 feet. It also gains a +2 bonus to listen checks. If the creature is deafened, it temporarily loses this listen bonus, and its blindsense radius is lessened to 5 feet while it is deafened.
Feats: A blind-born creature with a Wisdom score of 13 can choose Scent as a feat. A blind-born creature with a Wisdom of 17 can choose to extend its blindsense ability to 30 feet as a feat.
Challenge Rating: Same as base creature.
Level Adjustment: Same as the base creature.
HEALING THE BLINDNESS
Having never had natural vision, a blind-born creature is almost impossible to "heal" - even if its parents were naturally able to see, this was never a natural healthy state for the creature itself, and thus it requires magic of wish or miracle level to do so. Even if healed with such powerful magic, it requires time to adjust to its new state of being, and is effectively shaken for one week. It effectively loses the blind-born template and the accociated abilities.
-Created by Rae ArdGaoth
DROW, HALF DROW
- Medium Size,
- 30’ movement,
- Immunity to magic sleep,
- +1 Racial bonus on Listen, Search, & Spot checks, Darkvision 60’,
- If raised in Drow society automatic proficiency with Hand-Crossbows, Rapier, & Short sword.
- +1 Racial bonus to saves vs. Enchantments,
- Appearance: usualy a couple of shades darker then the human parent, white hair, iris are the color of the human parent with red or violet Incandecent pupils.
- If raised by Drow parent, automatically speaks undercommon. Infernal, and abysal available as bonus languages. If raised by human parent undercommon available as a bonus language.
- Half Drow are always the result of a human and drow mating. In the rare case of a Drow mating with an Elf the offspring would be the race of one or the other parent. For some reason Elf and Drow blood does not mix. Humans are the only other race that the Drow would mate with seeing all other races as too far beneath them to mix blood with. Mating with a Human though looked down upon is known to happen in places where the two cultures mix. The offsrping nearly always are rased in a hostile environment, out of a feeling of superiority in the Drow culture and out of fear in the Human culture.
- Favored class: Any. When determining whether a multiclass Half Drow suffers an XP penalty, the highest level class does not count.
GOBLIN, MOUNTAIN
Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
Hit Dice: [/b]1d8+1 (5 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 14 (+1 size, +2 leather armor, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple: +1/–3
Attack: Longsword +2 melee (1d6/19-20) or javelin +2 ranged (1d4)
Full Attack: Longsword +2 melee (1d6/19-20) or javelin +2 ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Lowlight vision, mountain goblin traits
Saves: Fort +3, Ref +0, Will +0*
Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 11, Cha 8
Skills: Diplomacy +2, Knowledge (architecture and engineering) +3, Knowledge (history) +3, Listen +2, Spot +3
Feats: Alertness
Environment: Any mountains
Organization: Solitary, gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), or monastery (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level and 1 leader of 6th–8th level)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually lawful neutral
Advancement: By character class
Level Adjustment: +0
Mountain goblin traits: Mountain goblin characters possess the following racial traits.
— –2 Strength, +2 Wisdom
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A mountain goblin’s base land speed is 20 feet.
—Lowlight vision
—Natural Builder: Mountain goblins have natural skill in architecture, and gain a +2 racial bonus to Knowledge (architecture and engineering).
— +2 racial bonus to Diplomacy and Knowledge (history)
— +1 racial attack bonus against goblinoids
—* +2 racial bonus on saving throws against mind-affecting spells. Mountain goblins are remarkably rational and clear-thinking, and therefore have an above-average resistance to magic that would alter that process.
—Weapon Familiarity: Mountain goblins may treat goblin ranseurs as martial rather than exotic weapons.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Orc, Sylvan.
—Favored Class: Ranger.
The mountain goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Mountain Goblins:
Personality: Mountain goblins tend to be reserved and clear-thinking. They prefer a careful plan of action over spontaneity, which occasionally becomes limiting when quick thinking is called for. Mountain goblins value a spartan lifestyle, which is somewhat at odds with their artistic ability and architectural outlook.
Physical Description: Mountain goblins at first glance look alike to the regular goblin, but there are a few key differences. Mountain goblins are slightly taller, perhaps because they stand upright rather than hunched over, and often possess an austere demeanor. Like standard goblins, they have leathery skin, but it ranges from deep green to a royal red. Additionally, mountain goblins are usually well-groomed and well-dressed, and many wear a silver hammer earring as a sign of devotion to Shural.
Relations: Mountain goblins have long become accustomed to being mistaken for the usual bloodthirsty goblins, and generally will soon correct this misjudgement through their deed and word - few lower goblins are so polite or eloquent in speech.
Alignment: Often lawful and rarely evil.
Lands: Mountain goblins possess a disjointed culture focused in a mountain range, with no large towns or cities, but instead many small communities based around nearby monasteries. They are few in number.
Religion: Almost exclusively devoted to the worship of Shural, though a few mountain goblins have been known to follow other deities, especially those of law or creation.
Language: Mountain goblins speak a dialect of Goblin which is clearly distinguishable from the guttural tongue of lower goblins. Indeed, there are many words of peace in their language that are not present in the tongue of the lower goblins.
Names: Usually a first name only, though some are granted epithets (such as "The Wise," or "The Just") by their communities. Mountain goblin names are usually two or three syllables, and can be slightly harsh-sounding. Examples: Jazakhar, Xiah.
Adventurers: Mountain goblins leave their towns for various reasons, ranging from wanderlust to trade. Though they are more isolated than other cultures, most reasons that would drive an elf or a dwarf to adventure might similarly motivate a mountain goblin.
-Created by Knight Otu and WizWrm