Showing posts with label characters. Show all posts
Showing posts with label characters. Show all posts

Wednesday, August 20, 2014

D&D 5th: Moloron the Younger, Level 8 Tiefling Warlock Sage

Contionuing the showcase of just what D&D 5th Edition can do with char gen....I present Moloron, a warlock of Far Therias in the Realms of Chirak:

Source
Moloron the Younger
Tiefling male, age 35
Warlock Sage level 8
Tall, dark hair, reddish black eyes, lean goat-like horns and goatee, 6’4”, 175 lbs (gaunt)
STR      DEX     CON    INT      WIS     CHA     HPs      Proficiency                
10        10        10        12        16        20        48        +3                               
0          0          0          +1        +3/+6   +5/+8        
Hit Dice           Init      Speed  Armor Class                Alignment      Level   Experience     
8D8                  0          30        10                                Neutral Good  8          45,000
Spell    Cantrips          Spell Slots       Slot Level        Spell Save DC
Slots         3                      2                      4th                    16

Saves               WIS, CHA
Languages      Common (Ermanican), Infernal (Kaelinari), Ildrathari, Tuat
Feats              
Skills                Arcana +9, History +9, Intimidation +5, Deception +5
Tiefling Traits darkvision, hellish resistance (fire), infernal legacy (thaumaturgy, hellish rebuke,  darkness)
Warlock Traits Pact of the Tome, Patron: The Fiend, Dark One’s Blessing, Dark One’s Own Luck
Sage Traits      Researcher

Spells:
Cantrips                     eldritch blast, mage hand, true strike; thaumaturgy (tielfing)
Tome Cantrips         Guidance, fire bolt, poison spray
Level 1                        Armor of Agathys, Witch Bolt, burning hands, Hellish Rebuke (tiefling)
Level 2                        scorching ray, invisibility
Level 3                        dispel magic, fireball
Level 4                        fire shield
Invocations  Eyes of the Rune Keeper, Mask of Many Faces, One With Shadows, Agonizing Blast

Armor             deathcut leather +1 (AC 12; deals 1d10 necrotic back to melee attacker, 1/day)      
Weapons        Dagger +1 (+4 attack, 1D4+1 damage)
Magic              Circlet of Authority (get advantage on persuade/intimidation)

Personality     I am a student of esoteric knowledge who seeks to better my world, living in the shadow of my father's legacy.
Ideal                Power….the mastery of planar magic and pursuit of the mysteries my father sought.
Bond               I am an outcast from my homeland and have been liberated as an expatriate.
Flaw                I am overcome with the need to know outweighing safety.

Gold Pieces:          127         Platinum Pieces: 200

Background: Moloron’s father was an exile from the Therianic city state of Kaelinari, a bastion of tieflings who had isolated themselves deep in the wilderness away from the Carceri and all the rest of the land. Moloron’s father’s exact crimes at this time are unknown, but it is believed that his Pact, forged with the unholy spirit lord Kaelos, was part of the reason.

Moloron the Elder left for the north mountains of Carceri after his exile, and left behind his young son and wife. Years later Moloron the Younger began to discover his father’s history, and felt the inextricable call of his family bloodline toward the vile Kaelos. When he was eighteen Moloron left his city behind after being discovered summoning the spirit of Kaelos to bind himself in pact, in exchange for information on his father’s location.

Moloron found an ancient mansion with a vast complex beneath of unknown origin which had clearly been his father’s. It appeared that his father had been experimenting with ways and means of opening portals to other planes, and in his quests he uncovered an ancient statue of great power to Kaelos, which he later learned was the petrified demigod himself! Moloron’s father utilized the raw energy within the petrified spirit lord to empower his claimed subterranean complex, where he worked extensively on ancient alchemical machines to breach the planar gap and find a means of communing with the planes. Moloron the Younger concluded that his father had been seeking out a means of lifting the curse of his family, and fallen victim to unknown powers in the process.


Amidst all this Moloron determined that his father had perhaps succeeded too well at his goal, and may have been abducted or plane shifted out of the Realms of Chirak. He powered up the old machines to seek out a way of finding his father, but was interrupted when agents of the Carceric king appeared looking for his father…..it turns out Moloron the Elder had been serving as a sorcerous advisor to the king. Moloron decided to accompany the adventurers, misreprenting himself as his father. So it was that his new career as agent of the crown began. 



Wednesday, December 28, 2011

Ages of Lingusia: Neutral Kindred in Swords & Wizardry



Next up are the neutral races of Lingusia. Note that satyrs and faeries have made an appearance in Agraphar as well; here are their Lingusia counterparts.

The Neutral Races

Half dragons: The Half dragons of Lingusia are a servitor race of the dragon lords, destined for slavery due to their draconic heritage, and often seeking to rebel.
Half dragons are statistically the same as Marlacks, but gain an additional feature:
Humanoid Form: half-dragons can shapeshift between their draconic form and a humanoid form of usually pleasing likeness, with either human, elf, or Halfling traits. This form lacks the claws and wings of their draconic form (see Marlacks, above) but still has a certain scaliness and draconic slit eyes. It takes one round to complete the transformation, although the half dragon can still move and act while changing. The half dragon can shift between forms at will.

Faeries: The faerie kin are true fey, born out of the Weirding and driven by curiosity to enter the mortal realm.
Height: 10 inches to 1’4” tall
Weight: 5-15 lbs.
Languages: Faespeak, elvish, and Middle Tongue
Ability Scores: +1Cha, -1 Con
Favored Classes: thief, magic user
Tiny Creatures: Faeries roll only 1D6+2 for Str and Con and never have higher than 8 in either attribute.
Tiny Fae: All Faeries are of the Fey realm (the Weirding Realm), and are tiny creatures, only one foot tall on average. They gain a 2 point bonus to AC and Reflexes due to their small size and nimble flying abilities. Faeries can only wear armor made for their own kind, which can be difficult to locate, and normally is only ever made of leather.
Flight: Faeries have wings and can fly. They are tiny however and only walk at half their normal movement rate, but can fly at double that rate.
Fae Archers: Faeries are always skilled in the use of the faerie bow, regardless of class weapon options. Such faerie bows only ever do 1 point of damage (and it has a 50% chance it only does subdual damage), but they can apply their fey magic to it to make the bow more effective. A faerie begins play knowing how to apply the sleep spell to a single arrow, but in the course of play the faerie can take magic user spell scrolls (and even tomes) and learn other spells to apply to her arrows as well. The faerie must use the Spell Learning chance based on her Int to attempt this, but once she has learned a spell that can be used for her arrow, then she may always imbue her arrows with that spell. Regardless of what spell she is imbuing, she can do so three times per day; the arrows will last for one week, and must be fired by a faerie from a faerie bow to activate the imbued spell.
Glamour Magic: Faeries may choose any one first level magic user spell that they can cast once per day.
Aspect of the Fae: Faeries are able to detect the presence of other fae for 100’ at will.

New Weapon: Faerie Bows
Ranged Weapon; Damage: faerie arrows do 1 point (50% chance of subdual damage only) plus imbuement if any; Rate of Fire: 2; Weight: .25 lbs.; Range: 20 feet; Cost: 150 GP (faerie characters get one for free); Special: Can’t be wielded by anything less than tiny creatures; small creatures can use the bow with a -5 penalty to attack. Only faeries can cause the spell imbuement when wielding the bow.

Goblins: Goblins are a deviant underworld race of deformed unseelie fey who have long ago sought to make a home for themselves in the mortal plane.
Goblins have statistics in the MM can serve for player characters, if desired.
Height: 4’1” to 5’2” tall
Weight: 100-155 lbs.
Languages: goblin, orcish, middle tongue and some other monstrous languages
Ability Scores: +1 Dex, -1 Wis
Favored Classes: assassin, fighter, thief
Goblinoids: The goblins are the least of the goblinoid races, and are related to both orcs, hobgoblins and bugbears. Goblins have learned to sustain their society through living off the scraps of their larger kin, and have become excellent survivors as such.
Although goblins are not prone to the use of magic, they nonetheless do have occasional mages and clerics in their communities. They revere an obscure deity, one never heard of outside goblin circles called Yamgach, the patron god of goblins. No human texts, not even the Idean Codices, speak of who or what this Yamgach is. Not even the orcs, trolls and other monster kin under whom goblins dwell seem to know much about this goblin god!

Terkithyi Lizard Men: A brutal race of fierce alligator-headed warriors who pride strength and fierceness as key traits.
Average Height: 6'6”-7’6” tall
Average Weight: typically 200-350 lbs
Languages: Lizardman and Middle Tongue. A few Terkithyi learn Draconic or other local Amechian tongues such as Chigros, Belladasian or Hotepsalan.
Ability Scores: +1 Strength, -1 Intelligence
Favored Classes: cleric, fighter
Vision: lowlight vision
Natural Claws and Bite: Terkithyi have vicious claws that do 1D6 damage and a bite that does 1D4 damage.
Natural Armor: Terkithyi receive a 2 point Natural Armor bonus to armor class.
Cold Blooded: Terkithyi are reptiles by nature, and grow sluggish and unresponsive in cold climates. When exposed to winter conditions atypical of their native environment (usually by more than 30 degrees), Terkithyi are at -1 to attack rolls from sluggishness. A terkithyi in a cold environment for more than 24 hours begins to lose hit points at the rate of 1 per day (negating normal healing).

Haikyndyr Lizard Men: A desert-dwelling race of lizard men who are swift and cunning, defending their southern lands with poisoned arrows and traps.
Average Height: 5'1”-5’6” tall
Average Weight: typically 100-150 lbs
Languages: lizardman and Middle Tongue; some know Draconic
Ability Scores: +2 Dexterity, -1 Intelligence
Favored Classes: cleric, fighter, thief
Vision: lowlight vision
Claws: All Haikyndyr claws do 1D6 damage. They have a bite that does 1 damage (but is not nearly as fearsome as other lizardmen)
Favored Environment: Haikyndyr are desert dwellers and receive some special bonuses when in a desert environment. They gain a +10% bonus to stealth checks in the desert (move silently, hide in shadows) which is also a -10 penalty to tracking attempts.
Tail Trip: Haikyndyr are known for using their tails in trip attacks. They get a +1 attack bonus when aiming to trip someone in battle.

Serpent Men (Setites): The dark race of serpent men owe their existence to the dark god Set, considered to be the great deceiver and lord of maliciousness. The serpent men seek to espouse their dark god’s ideals and secretive goals.
Average Height: 5'6”-6’6” tall
Average Weight: typically 100-250 lbs
Languages: Serpentine and Middle Tongue; some know Draconic
Ability Scores: +1 Intelligence, -1 Constitution
Favored Classes: assassin, cleric, thief, magic user
Optional Racial XP Modifier: -10%
Vision: darkvision 120 feet
Poison Bite: Serpent men can bite with potentially lethal effect. Their bite does 1 point of damage but injects poison that requires a saving throw; failure means the victim is paralyzed for 1D6 hours; at the end of that time a second saving throw must be made; failure means the victim has perished.
Long Lifespan: setites can live to be 200 or more years old, and some venerable priests are said to be 600 years or older.

Ogres: A race of brutal killers and mercenaries who dwell in the forestlands of Lingusia and will work for whoever offers the best loot and largest meals.
Average Height: 8’ to 12’ feet tall
Average Weight: 400-900 lbs.
Languages: ogreish, plus one other (usually the middle tongue or giantish)
Ability Scores: +1 Str, -1 Wis; ogres should never have less than a 12 strength
Favored Classes: fighter
Optional Racial XP Modifier: -10%
Vision: darkvision 60 feet
Tough Hide: Ogre’s have thick skin offering a 2 point improvement to AC.
Large Weapons: Ogres can wield normal human-sized two-handed weapons as one handed weapons.
Disguise Issues: Ogres can’t attempt a decent disguise unless they are trying to masquerade as a different sort of large creature, like a troll or minotaur. This makes ogre assassins particularly ineffective.
Fists: Ogre fists do 1D4 damage.

Tieflings: Touched by infernal and abyssal blood, the taint of the tieflings is evident in their appearance and often also their behavior.
Languages: the local common tongue; tieflings who are in touch with their ancestry might know an abyssal or infernal tongue
Favored Classes: assassin, thief, magic user
Ability Scores: +1 intelligence and -1 charisma
Vision: Dark Vision 60 feet
Infernal Heritage: tieflings take half damage from fire sources and gain a +2 save bonus against spells and effects with fire (fireballs, fire breath, etc.)
Darkness 15 Feet: Tieflings can cast darknes 15' once per day.

Living Constructs: Extremely rare products of sorcery and arcanists, the living constructs of Lingusia are very rare, self-aware golems.
Ability Scores: Living constructs should gain a +1 bonus to one stat of choice, and a -1 penalty to Charisma, as they have difficulty understanding the emotions of living beings.
Mental Resistance: the strange minds of these animated entities make them especially resilient against mind affecting charms and enchantments, incurring a +4 save bonus against such magic and effects.

Marlacks: The winged dragonmen of Lingusia are an ancient, fiercely loyal race that has become more populous in recent centuries. Dedicated to their dragon lords, the Marlacks are determined to prove their worth so that they may ascend the ranks of dragonhkind.
Average Height: 6'-7' tall
Average Weight: typically 300-450 lbs; the natural armor of draconians is heavy
Languages: Draconic and the middle tongue
Ability Scores: +1 Str, -1 Int
Favored Classes: fighter, thief, magic user
Claws: Draconians have claws that do 1D6 damage.
Wings: Marlacks have dragon wings which give them lift. They can move somewhat faster, fly reasonably well, and are sufficiently talented that they gain no normal penalty when fighting while in flight (thus fighting as if they were on solid ground). They move at the same flight rate as their ground rate.

Minotaurs (Mishrag): From deeply religious cults to fierce warrior tribes, the minotaurs are a god-touched races of men who are born with bull’s heads.
Average Height: 8’ to 10’6”; minotaurs have shrunk over the centuries, and are not quite as large as they once were in ages past.
Average Weight: 400 to 550 lbs.
Languages: Minotaur and Middle Tongue, though some learn giantish, orcish and ashtarth.
Favored Classes: cleric, fighter, ranger
Ability Scores: +1 Str, -1 Int; as an optional rule, characters should not choose minotaurs as a raceunless they rolled at least 13 or better for Strength. There are no weak minotaurs out there.
Optional Racial XP Penalty: -10%
Vision: dark vision
Head Butt: Minotaurs who can get a charge attack or running start in can gouge with their horns for 2D4 damage in melee.
Maze Sense: Minotaurs are exceptionally good at navigating mazes and other complicated passages, and have a sense of absolute direction when doing so. A Minotaur has a 3 in 6 chance of discerning false passages and secret doors when in a maze.

Satyrs: The mysterious satyrs are native to the Weirding Realm, but they cross over more and more frequently in to the mortal plane, obsessed with its delights and hedonistic possibilities.
Satyrs gain access to a uniquely powerful power (the pan pipes) which are presented here as an encounter power that gets better as the Satyr levels. DMs may wish to scrutinize the race carefully if you are concerned about balance. Satyr characters should be most likely to choose primal classes, though by no means are they exclusively required to choose from such.
Height: 5’2” to 6’ tall
Weight: 100-250 lbs. (or greater for the gluttons)
Languages: Feyspeak, elvish, and middle tongue
Ability Scores: +1 Cha, -1 Wis
Favored Classes: fighter, thief, magic-user
Optional Racial XP Modifier: -20%
Master of Pan Pipes: Satyrs can imbue any set of pan pipes with melodious and hypnotic magic. Satyrs can learn to perform multiple hypnotic tunes with their pan pipes, to various effects. At the start of their career the Satyr may choose from one of the following song effects, which he may perform once per day for 1D6 rounds (with the effect lasting for the length indicated by the roll). Additional tunes may be learned over time, as the satyr reaches 3rd, 6th, 9th and 12th level in their class advancement. All satyr songs can be resisted with a save versus magic enchantment/charm, and elves are always immune to satyr’s songs.

Satyr Songs:

Song of Delirium: You can weave a hypnotic tune that lulls your foes in to a stupor. All listening become entranced by the song and cease their actions for one round.

Song of Ferocity: You pipe a ferocious tune that sets your allies’ blood a’boiling. All allies who hear the song gain a +1 to their next attack roll and damage roll.

Song of the Wild: Your furious music sets your allies or enemies dancing madly about. The targets of this spell are compelled to dance instead of their preferred choice of actions.

Song of Escape: Through the wild pipings you energize your allies to recover from their plight. Each ally gains a +2 bonus to saving throws.

Song of Understanding: Through your enrapturing songs you sew the seeds of communication. This spell works to allow all who hear the song to understand one another as if they spoke each other’s language.

Song of Seduction: Through your hypnotic music you weave complex charms which draw in those around you, charging them with passion and lust. Each creature in burst becomes enamoured with the creature closest to it or a satyr, chosen by the song caster (save ends). When enamored, the target creature is effectively charmed in to desire and lust for a designated target, regardless of previous affiliation. For the duration of the encounter or until the effect ends the enamoured target will attempt to aid, seduce, copulate with or otherwise party with the target of his or her attentions. This can even overcome the hostile intentions of otherwise mortal enemies when in effect.

Option: Daughters of Oberon
Some satyrs are, once every seven generations, born as females (not called fawns, either; never ever call them that!) A satyress is a rare beast, for not only you are a coveted female satyr, but you are born a true daughter of Oberon. On discovering your heritage you find that you have some of his fey glamour to light your blood with arcane power. Satyresses (all female satyrs) gain the ability to charm person once per day.
Source!




Monday, December 26, 2011

Ages of Lingusia: Kindred of Chaos in Swords & Wizardry


As with the races of law, refer to prior blog entries for expanded data on each race; what follows is a short summary plus S&W statistics:

The Chaos Races


Dark Elves (Ashtarth): Members of the renegade sorcerer clan of the silver elves, these chaos-tainted dark elves have evolved a sophisticated culture of demon worship.
Dark elves are like normal elves in all ways with the following differences:
Attribute Modifiers: +1 Dex, -1 Con; female Ashtarth gain +1 Cha as well.
Favored Classes: ranger, thief, magic-user, cleric. assassin
Racial Spells: once per day each: faerie fire, darkness 15' radius. 10% of ashtarth can levitate at will.

Orcs (Anyu): The orcs come in many varieties, from the civilized but still brutal grey orcs to the malicious chaos-tainted blue and red orcs and the xenophobic fell manorg of the north. They are a threat to all humankind, and few of their number are civil enough to interact with other races.
Average Height: 4’6” to 7’ feet tall; orcs vary widely in size
Average Weight: 100-350 lbs.
Languages: ogcish, plus one other (usually the middle tongue, ogreish or goblin)
Ability Scores: +1 Str, -1 Int
Favored Classes: assassin, fighter, thief
Vision: darkvision 120 feet
Light Blind: orcs fight at a -1 penalty to attacks in sunlight or other bright light (torch light is okay)
Half Orc Adventurers
In S&W, half orcs have darkvision for 60 feet but do not suffer penalties to battle in sunlight.
Ability Scores: They are stronger (+1 strength) but suffer for their mixed heritage (-1 charisma).
Favored Classes: assassin, fighter, thief
Red Orcs
Red Orcs are treated somewhat differently than normal orcs, and have normal average intelligence and strength (no modifiers)
Red orc may treat cleric and magic user as favored classes
Gul'hlath Black Orcs
Black orcs gain a 2 point armor bonus
Fell Manorg
Fell Manorg receive a +2 save bonus against cold effects and spells (breath attacks, cone of cold, etc.)
Fell Manorg may never start with another language other than orcish, goblin, minotaur, giantish or draconic.
All Fell Manorg start off illiterate (which precludes them from starting at 1st level as a wizard) and must use a language slot from intelligence to learn one form of writing
Green Orcs
Green Orcs are natural experts at jungle camouflage and survival, and receive a +10% racial modifier to all attempts at stealth (move silently, hide in shadows) in a jungle environment.

Naga: An aquatic race of evil beings who have risen to power and now aspire to conquer the dry lands of the world.
Height: 5’5” to 6”
Weight: 150-180 lbs.
Languages: Naga, common, and other options include draconic, infernal, and orcish.
Attributes: +1 Dexterity, -1 Constitution
Favored Classes: cleric, fighter, thief, magic user
Optional Racial XP Modifier: -10%
Deep Vision: Naga deep vision functions equally well underwater as well as in darkness. They can see in shades of grey even in total darkness.
Amphibious: Naga can breathe normally on land and under water with no impairment. Note that this does not protect them from unnatural attacks such as stinking cloud.
Natural Swimmer: All naga are excellent swimmers, and move at full speed when swimming.
Armored Scales: Naga are scaled, and these scales provide natural armor protection, offering a natural 2 point armor class bonus.
Tail Strike: Naga can smack with their tails for 1D3 damage, and get a +1 bonus to attack when trying to trip with their tails.

Gnolls: The gnolls are a demonic race that seeks to overcome the dominance of the orcs in the underworld races and to establish themselves as the principle legions of chaos.
Gnolls are by and large an unfriendly fringe race, but if your campaign tends to avoid urban humanocentric regions in favor of the vast wilderlands inhabited by other monsters then gnolls may be especially suited to your particular games.
Height: 5’4” to 6’6” tall
Weight: 100-250 lbs.
Languages: gnollish, goblin, orcish, giantish, demonic
Ability Scores: +1 Con, -1 Int
Favored Classes: cleric (of chaos), fighter, thief
Bite: gnolls have a deadly bite that does 2D4 damage.

Sherigras: These chaos-tainted beings were once human, and long ago their kind descended in to chaos and madness, pursuing the dark arts and worshipping the dread gods of the Abyss. Marked by skeletal, gaunt features, the Sherigras exist where they are allowed, on the fringes of society.
Average Weight: 65 to 150 lbs.
Average Height: 5’1” to 6’6”
Languages: middle tongue and abyssal
Favored Classes: cleric, thief, magic user
Ability Scores: +1 Dex, -1 Cha
Vision: dark vision
Optional Racial XP Penalty: -15%
Chaotic Alignment: Sherigras are by their very nature aligned with chaos.
Mark of Chaos: Sherigras are tainted by an aura of chaos that is easily sensed by most creatures if they do not try to hide it. This penalty makes commoners, children, animals and other beings sense a vague sort of unease in their presence, and can lead to strong negative reactions from normal folk.
Taint of Chaos: The taint of chaos can be used as a weapon. Once per day, by concentrating, a Sherigras can project the aura, treating it like a fear spell with a 30 foot radius of effect from their person.
Chaos Affinity: Sherigras are attuned to chaotic energies, and have a 3 in 6 chance that they can feel the presence of planar beings and objects which are attuned to Order or Chaos (such as demons and angels or artifacts) when such creatures are within visible range.
Manifestation of Chaos: Long ago before the cataclysm Sherigras were so attuned to chaos that efforts to advance the indelible cause of their dark gods rewarded them with strange side effects, and efforts to oppose their nature led to punishment. After the cataclysm this effect lifted, and sherigras have since been freed of their dark tether to chaos, although their bodies remain wracked with corruption. Choose or roll one trait from the following list, and gain that as your chaotic affinity; each affinity grants a penalty and a bonus accordingly:

Sherigras Chaotic Affinity Table, S&W Version(D100)
1-10: hideously skeletal; you suffer an additional -2 modifier to your Con score but may use your chaos affinity fear effect twice per day.
11-20: Permanent Blindness; you permanently suffer from blindness, but gain the ability to cast invisibility once per day.
21-25: Permanent loss of one arm, but you gain a flexible tentacle which provides a +10% bonus to Delicate Tasks, Opening Locks and a +5% bonus to Picking Locks.
26-30: You have hideous claws instead of hands. You gain a natural claw attack that does 1D4 damage and can be treated as two-weapon attacks, but you suffer a -10% penalty to Delicate Tasks, Open Locks and any other check requiring fine manipulation.
31-35: You have a serpent’s tail instead of legs. You can swim at double your movement speed, and can make a constriction attack that deals 1D4 subdual damage. You suffer all the reasonable restrictions accompanied by having a serpent’s body instead of normal legs.
36-40: A Visible black nimbus of chaos energy surrounds you, visible to anyone and disguisable only by illusions (spells); However, you become more resistant to undead level drain effects and on a saving throw with a +2 bonus will be unaffected by a level drain attack.
41-50: A Third eye rests in your forehead; it grants periodic visions as determined by the GM and you gain a +2 save bonus to any saving throw against a blindness or vision-imparing effect.
51-60: A demonic face appears in your torso, which must be fed and speaks a lot (double your daily intake of rations, and take a -15% penalty on Move Silently checks if you don’t gag it). You can cast spells using this mouth even if you are gagged normally, and can perform unusual acts of ventriloquism.
61-70: Animals will instinctively attack you on site, without exception, even if you have some sort of animal empathy. However, all aberrations, undead and outsiders of at least animal intelligence react to you as if you are at least not hostile, if not actual kin, and you may cast charm monster once per day.
71-80: Blistery Black Boils cover your body from head to toe giving you a -2 reduction to your Charisma, but you are immune to disease and any exposure to a disease to which you fail a saving throw on makes you a carrier for that disease, instead.
81-90: You have perpetual stigmata, bleeding from spontaneous wounds, your eyes, and elsewhere constantly. Once per day if you are reduced to negative hit points you may make a saving throw with a +2 bonus; if you succeed, then you stabilize at 1 hit point.
91-95: You have the head of an animal; you may choose the animal and gain a natural attack appropriate to the type you chose (i.e wolves get a 1D4+1 bite), as well as a natural animal empathy for those animals and the ability to communicate with them.
96-00: You appear to be outwardly normal, but at nighttime your skin disappears and you seem to bleed continually. In addition to being easy to track, you no longer suffer as grievously from cutting and slashing wounds, instead reducing all such damage by 1 point (to a minimum of 1) while this is in effect. However, you are of such a monstrous appearance that normal social interactions are almost impossible. Think “Hellraiser.”

Ghuls: The flesh-eaters of Lingusia are half-undead survivors of undead plagues who retained their wits if not their sanity and formed a new race of deformed beings, many of whom serve Orcus and other demon gods.
Average Weight: 100 to 250 lbs.
Average Height: 5’2” to 6’6”
Languages: ghoulish, middle tongue, and access to most monstrous languages
Favored Classes: assassin, thief, cleric, magic user
Ability Scores: +1 Con, -1 Cha
Optional Racial XP Penalty: -10%
Vision: dark vision
Cannibalism: Ghuls gain strength from cannibalism. They do not need to eat fresh meat; there is much truth to the idea of ghuls seeking out corpses and carrion. Once per day, Ghuls who spend a minute or more devouring a humanoid corpse may regain 1D3 hit points.
If a ghul goes a day without eating humanoid flesh, then he does not heal 1 HP at the end of the day as he normally would. After one month of resisting cannibalism he will lose 1 HP per day. This continues until he resumes his cannibalistic ways or eventually is wounded and dies, after which he turns in to a normal undead ghoul.
Although the notion of cannibalism applies to eating members of one’s own species, ghuls find that the flesh of any demihuman will do just fine, be it elf, orc, dwarf, halfing or gnome. Humanoids that are not mammalian such as lizard men, kobolds, marlacks and so forth will also suffice, although they taste disgusting to the ghul palette.
Disease Resistance: Ghuls gain a +2 saving throw bonus to resist disease.
Putrefying Smell: Ghuls can emit a terrible stench twice per day which can have an adverse impact on nearby enemies and allies alike. All creatures within 15 feet of a ghul that emits the stench must make a saving throw against poison or suffer nausea and weakness, instilling a -1 penalty to attack rolls and other checks.

Deep Dwarves (Darendur): The deep dwarves were once a chaos-tainted race themselves, though many of their kind have emerged from the deepest regions of the Lower Dark and renounced the chaos gods. Some still adhere to the old ways, though, and regardless of their affiliation, the deep dwarves are still marked by chaos.
Darendur are like all other dwarves, save for the following differences:
Languages: Deep Speech, plus one other (usually Tradespeak or Giantish)
Ability Scores: +1 Con, -1 Cha
Favored Classes: assassin, fighter, thief
Restricted Classes: Darendur are barred from any spell-casting class, as they are unable to work magic.
Optional Racial XP Penalty: -15%
Magical Sensitivity: All darendur have a curious innate ability to tell what sort of magic an item is, much as if they had cast detect magic. Darendur may identify magic items in this manner merely by touch (they don’t even need to study them visually).
Dark Vision: Darendur have Darkvision of 120 feet, being atuned to the lightless depths of their subterranean homes. They need no light source to see in a series of black and white shades, able to rely on a form of infrared to see.
Light Sensitive: All darendur are light-sensitive, and experience blindness for one round if exposed to a sudden daylight-like effect (such as a spell or unexpected sunlight), and normaly fight with a -1 penalty when in light brighter than a torch thereafter.
Magic Resistance: Darendur have a strange resilience against magic, and have a +2 bonus to saves against it.

Trolls (Thargonids, Mihidir): The trolls are an ancient race, and while the thargonids are horribly corrupted by chaos, the mihidir still retain a trace of their ancient, proud lineage.
Average Height: 7’ to 7’6” tall (males) or 6’ to 6’6” for females
Average Weight: 250-350 lbs.
Languages: Trollish, plus one other (usually Tradespeak or Deep Speech)
Favored Classes: assassin, thief
Ability Scores: +1 intelligence and -1 charisma
Vision: Dark Vision 120 feet
Optional Raciail XP Miodifier: -20%
Regeneration: Mihidir trolls heal at an amazingly fast rate, recovering one hit point per round of battle. Only fire and acid damage does not regenerate.
Claws and Teeth: Mihidir are well armed with natural attacks; their bite does 1D3 damage and claws do 1D4 damage.



Next: Neutral Kindred in S&W!