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Dragonkin

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Like their ancient adversaries, the Giants, the Dragons are extinct. The last of their number perished at the hands of adventurers, paving the way for the new expansion. But they have many relatives that still walk the surface of Isterra.

Kobolds
The most noteworthy of the dragonkin, kobolds also consider themselves the only true inheritors of...
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Giantkin

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The giants are dead. At least, the true giants are. But their smaller, more populous relatives still hang on in the most remote areas where imperial legions and goblin guards still fear to tread. They are not the only monsters left to the world, nor even the most dangerous. But they can inspire fear of the old tales on all who encounter...
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Languages

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The list of modern languages is as follows:
  • the trade language, primary language of the traveling people
  • imperial common, including all provincial dialects
  • elvish
  • goblin
  • kobold
  • draconic
  • dwarven
  • centaur regional languages and tribal dialects
...
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Spellcasting Traditions in the World

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Every race has some connection to magic, and so each race has developed a method of training and harnessing this gift within its members. Few have allowed their casters to devote themselves wholly to the study of magic, though, and it must be remembered that the more a caster must do, the less he can develop his magic.

Dwarves
Dwarves have little...
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Professionals and Guilds

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The basis of every civilization is specialization. It is through the division of labour that societies can develop. Each of the major races treats its professionals differently.

Dwarves
In dwarf clans skills are generally passed down, father to son through generations. Naturally there are exceptions to this, since both parents have their own...
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Armies of the World

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Each of the four major nations has its own military, each of these having been composed along different guidelines. Their purposes also are different, and it is very important to consider why each army is how it is.

The Armies of the Dwarf Clans
Although these have nominally united, the dwarven armies are actually still very much based on the...
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Halfbreeds

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Halfbreed Template
  • Can be added to any humanoid or monstrous humanoid with a level adjustment of 1 or less and no more than 3 racial hit die.
  • Hit Die: Unchanged.
  • ...
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Centaurs

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CENTAUR
  • +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom.
  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/5 feet.
  • A centaur’s base land speed is 50 feet.
  • ...
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Traveling People

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• +2 Dexterity, –2 Strength.
• Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Halfling base land speed is 20...
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Kobolds

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  • -2 Strength, +2 Dexterity, -2 Constitution.
  • 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 ¾ those of Medium characters.
  • A kobold’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • ...

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September 2010

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