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Tassalaure (TASS-A-LAW-R)

Town of Laukrier

As Halfling from the D&D V3.5 Players Handbook (Page 20)

Human (HUE-MAN)
City of Summerkeep

As Human from the D&D V3.5 Players Handbook (Page 12)

Heldrer (HEL-DRARE)
Forest of Nerheil

As Elf from the D&D V3.5 Players Handbook (Page 15)

Darakaur (DAUR-A-CAR)
Mt. Darstraus

As Dwarf from the D&D V3.5 Players Handbook (Page 14)

Nyaki (NIE-YA-KEY)
Yakkeem Grove

Physical Description: Nyaki are very small and agile creatures. They stand 2 ½ feet tall,
and weigh about 25 lbs. They have light skin that can be almost any color. Their eyes and
hair always match their skin, as do their multi-hued faerie wings. They have sharp,
pointed ears, and striking features. They wear little to no clothing at all, and despise
armor. They mature at about 75 years, and live well into their 13th century.

NYAKI AS CHARACTERS
Nyaki characters possess the following traits
- -2 Strength, +4 Dexterity, -2 Constitution. Nyaki are nimble, but weak.
- Tiny Size: Nyaki gain a +2 size bonus to armor class, +2 bonus to attack rolls, +8
size bonus to hide checks, and a -8 penalty to grapple checks. Lifting and carrying
limits are half that of a medium character
- Base Land Speed: 15 ft, Fly Speed: 30 ft
- Low-Light Vision
- +4 to listen checks. Nyaki ears are incredibly sensitive.
- Blindsight: Acute Hearing. Nyaki ears are incredibly sensitive, and they can
easily maneuver without sight.
- Automatic Languages: Common, Nyaki
- Favored Class: Rogue

Keldon (KELD-AN)
Mountain of Keld

Physical Description: Keldons stand anywhere from 7 and 9 feet tall, and usually weigh
about 250-350 lbs. Their skin has a light grey tinge to it, and their eyes can range from
black to white. They adore scars as signs of valor in battle, and it is common among the
people to tattoo their eye sockets black to inspire a sunken look to their eyes. Keldons
mature at age 12, and usually live to about 65-70 years old.

KELDONS AS CHARACTERS
Keldon characters possess the following traits
- +6 Strength, -2 Dexterity, -2 Intelligence, -2 Wisdom, -2 Charisma. Keldons are
phenomenally strong, but lack fine coordination. They are also lacking mentally.
Severely.
- Large: As Large characters, Keldons take a -1 penalty to armor class, -1 penalty to
attack rolls, -4 penalty to hide checks, +4 bonus on grapple checks. Lifting and
carrying limits are double that of a medium character.
- Base Land Speed: 40 feet
- Illiteracy: Keldons are naturally illiterate, but can spend 2 skill points at first level
to learn to read and write any language they know how to speak.
- +2 to Intimidate checks. Keldons are naturally fearsome, and inspire fear easily in
those around them.
- Favored Class: Fighter

Valerian (VA-LARE-E-AN)
Vale of Dessius

Physical Description: Valerians stand 3 1/2 to 4 feet tall and weigh about 45-50 lbs. Their
skin is often pale due to their communities being underground. Their almond eyes range
from green to purple, and they’re hair is often ruddy brown or black. They generally
reach maturity at age 32, and live well beyond 400 years.

VALERIANS AS CHARACTERS
Valerian characters possess the following traits
- -2 Strength, -2 Constitution, +2 Intelligence. Valerians are not particularly strong
or hardy, but their minds are naturally sharp.
- Small size: As small creatures, Valerians gain a +1 size bonus to armor class, a +1
size bonus on attack rolls and a +4 size bonus on Hide checks, but they use
smaller weapons , and their lifting and carrying limits are three quarters that of a
medium character.
- Valerians add Knowledge (All) to their list of class skills. Valerians spend much
of their time reading, and develop a vast resource of knowledge.
- +2 to Diplomacy and Gather information. Valerians are good at “reading between
the lines” as it were, and can discern more from a simple conversation than most
people can.
- 8 extra skill points at first level, and 2 extra skill points at each additional level
- Favored Class: Wizard

Yetsi (YET-SEE)
Physical Description: Yetsi are dark skinned, slender humanoids with starburst shaped
ears. They stand 5 ½ to 7 feet tall, and weigh anywhere from 100 to 200 lbs. They lack
hair, but instead sport crests of bone across their scalp, arms, shins, spine, shoulders, and
knuckles, as well as at all of their joints. The crests naturally grow out of their black skin
with a smooth, wave-like appearance, but many sharpen them to a razor like edge. Yetsi
hands and feet have 4 digits, instead of the usual 5, and have triple jointed thumbs. Yetsi
reach maturity after about 25 years, and live for just about 200 years.

YETSI AS CHARACTERS
Yetsi characters possess the following traits
- Medium Size: Yetsi have no bonuses or penalties due to size)
- Special Qualities: Bone Crests. A yetsi who has the improved unarmed strike feat
can choose to deal piercing or slashing damage instead of bludgeoning damage
with their unarmed attacks.
- Natural Armor: Yetsi have a +1 natural armor bonus to AC due to the extrusions
of bone on their body.
- Weapon Proficiency: Spiked Chain. The forest tribes of the Yetsi regard the
spiked chain as a spiritual weapon, and are taught in its ways at a young age.
- Automatic Languages: Common, Yetsi

Issikaro (E-C-E-CAR-O)
Physical Description: Issikaro are apelike humanoids with great strength and abnormally
large jaws and teeth. Their bodies are covered in thick fur ranging anywhere from black
to brown to white in woodland areas, and either brown or tan in mountainous areas. Their
eyes are generally a deep brown or dark green color, but can also be golden in the lighter
furred varieties. They are usually slouched over with their long arms supporting much of
their weight, and are about 4-5 feet tall, and weigh about 150 to 250 pounds. They
generally hunt alone, and return to a small pack ranging anywhere from 4 adults to 6
adults and 4 children.
ISSIKARO AS CHARACTERS
Issikaro characters possess the following traits.
- +2 Strength, -2 Intelligence (minimum 3). Issikaro are strong and fast, but not
overly intelligent.
- Medium size (Issikaro have no bonuses or penalties due to size)
- An Issikaro’s base land speed is 40 ft
- Low-light vision
- Racial Skill: Issikaro have a +2 bonus to Climb and Jump checks.
- +1 Natural Armor Bonus
- Natural Weapons: Bite (1d6) and Claw (1d4)
- Special Qualities: Scent
- Automatic Languages: Common. Bonus Languages: Orc, Goblin, Gnoll, Terran
- Favored Class: Barbarian

Yokifune (YO-KEY-FOO-NAY)
Physical Description: Yokifune are lizard-like humanoids generally between 5 and 6 feet
tall at the shoulder, with their heads drooping downwards toward their wide chests. They
weigh anywhere between 180-250 lbs, with much of their weight leaning forward. The
color of their hides are as varied as the rainbow, as do their eyes. Their long ears hang
down near their shoulders, and have frilled ends. They have long blunt muzzles with
sharp teeth and a long forked tongue hidden behind thin lips. Yokifune mature at about
23, and live about 130 years.

YOKIFUNE AS CHARACTERS
Yokifune characters posses the following traits
- +2 Wisdom, -2 Intelligence (minimum 3).Yokifune are wise and have great
memories, but tend to be a bit “simple.”
- Medium Size: Yokifune have no bonuses or penalties due to size.
- Natural Armor: Yokifune receive a +1 Natural Armor bonus to their armor class
due to their thick hides.
- Darkvision 60 ft
- Special Qualities: Scent
- +2 to Listen checks. Yokifune have large ears, capable of picking up sounds
humans cannot.
- Automatic Languages: Common, Yokisi
- Favored Class: Monk

Varasythe (VARE-A-SIE)
Ruins of Methesda

Physical Description:
Varasythe do not sleep

Special Qualities: Negative Aura


Negative Aura: Varasythe are surrounded by negative energy. This aura distorts
the effects of healing and damaging spells. Spells such as cure light wounds, inflict light
wounds, Heal, Harm, Resurrection, Raise Dead, and Reincarnate have no effect on
Varasythe.
Impeded Anatomy. Varasythe’s bodies have a strange anatomy. Due to the
undead blood in their veins, they do not heal damage normally by sleeping, or being
taken care of. Their bodies are also resilient against poisons and other such constitution
based effects. They are unaffected by critical hits, stunning effects, and paralysis. They
gain a +2 to their saving throws against poisons, diseases, and death effects.

Special Attacks: Blood Drain


Blood Drain: The only way a Varasythe can heal themselves is to give into their
ancestral hunger for blood. Varasythe gain a 1d6 natural bite attack that is only usable
while grappling. As long as the grapple is maintained, the Varasythe may drain their
victim of hit points per round equal to their initial damage. A Varasythe cannot heal more
than their maximum hit points in this manner.

VARASYTHE AS CHARACTERS
Varasythe characters possess the following traits
- -4 Charisma. Varasythe are looked down upon by other races for their heritage.
- Darkvision 60 ft
- Medium Size: Varasythe have no bonuses or penalties due to size.
- +2 to saving throws against all mind-affecting effects (charms, compulsions,
phantasms, patterns and morale effects). Varasythe maintain their ancestors
willpower, and are unusually resistant to mind effects.
- Special Attacks: Blood Drain
- Special Qualities: Negative Aura, Impeded Anatomy
- Immunity to Magical sleep effects
- +2 to Climb checks. Varasythe retain a bit of the vampire ability to climb on any
surface. Though not actually able to walk on vertical surfaces, they do find
climbing easy.
- +2 to Hide, Listen, and Move Silently checks. Varasythe are akin with the
shadows, and blend in naturally with their surroundings, making almost no noise.
Their keen ears also allow them to hear what others cannot.
- -2 to Diplomacy and Gather Information checks. Varasythe are generally
unwelcome in most societies, and do not do well in social situations.
- -2 to Handle Animal checks. Animals are often spooked by the presence of
Varasythe due to their dark aura.
- -2 to Heal checks. Varasythe are not trained in the healing arts, not needing them
themselves.
- Light Sensitivity: Varasythe are dazzled in bright sunlight or within the radius of
a Daylight spell.
- Vampire Weaknesses: A Varasythe has some of the same troubles a full blooded
vampire does. They are fine around holy symbols, garlic, mirrors, and holy water
has no effect on them, however, they become shaken when crossing running
water, and panicked if submerged in running water, though they take no damage.
They are also incapable of entering a private residence unless invited.
- Favored Class: Rogue

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