Monday, August 10, 2009

Races

Since this is going to begin as one on one pretending with my daughter, I am going to present her with just a few options for races. I want her to explore around a magical land, prolific with fairies, unicorns, and mostly good type creatures. Since I want her to be able to interact easily, her initial options will be Human (little girl), Elf, Phaerim, Faun, and maybe Halfling. Phaerims and Fauns will be detailed in the upcoming Monster Supplement (as monster entries) on the BFRPG site, but I will detail them here in a Race Entry format.

Other future racial options will include the normal array of races, but also a few more that I think might interest my son. They include Kappa, Caneins, Bisren, and options from existing supplements (half-elves, half-orcs, half-ogres, etc). I will share these later.
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Phaerim
Description: The beautiful Phaerim are related to fey such as booka, pixies or similar faeries. Phaerim appear to be smaller than normal elf-like folk, except that they have a pair of wings resembling those of dragonflies or sometimes butterflies. For unknown reasons, there are at least twice as many Phaerim females as there are males. Phaerim stand no taller than the average halfling (3 feet) but have a more slight build, seldom being heavier than 40 pounds.

Restrictions: Phaerim can be any class but generally gravitate to magical classes. If allowed by the GM, Phaerim will be more likely to pursue classes associated with nature than the standard fare. Thus Rangers and Druids are more common than Fighters and Clerics.

Phaerim are required to have a minimum Dexterity of 9. Phaerim are quite captivating, and must also have a minimum Charisma of 11. Due to their very small stature, they may not have a Strength higher than 15. Also size related, Phaerim roll hit dice one size smaller than normal; a d8 would become a d6, a d6 to d4, and a d4 would instead be d3 (d6, 1-2=1, 3-4=2, 5-6=3). Phaerim may not use Large weapons, and must wield Medium weapons with both hands.

Special Abilities: Phaerim normally walk like other races, but their most remarkable ability is limited flight while unencumbered (at double normal movement rates). Phaerim can fly up to 10 rounds, but must remain grounded an equivalent amount of time after any flight. A lightly encumbered Phaerim can fly up to 5 rounds but must rest for twice as many round as those flown (for instance, lightly encumbered flight of 4 rounds requires 8 rounds grounded). Phaerim take half damage from falls due to their reduced weight and wings.

Similar to Halflings, Phaerim are able to hide very effectively; so long as they remain still there is only a 10% chance they will be detected outdoors in forested environments. Even indoors, in dungeons or in non-preferred terrain they are able to hide such that there is only a 30% chance of detection. Note that a Phaerim Thief will roll for hiding attempts only once, using either the Thief ability or the Phaerim ability, whichever is better.

Saving Throws:
Like Elves, Phaerim save at +1 vs. Paralysis or Petrify and +2 vs. Magic Wands and Spells.
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Faun
Description: Fauns are a fey related race that resemble a sort of strange cross of goat with that of a small human or elf-like being. Standing only about 4 to 5 feet tall, they have human-like torso and head, but the legs and feet of a goat. One can find Fauns with other small features reminisce of goats such as small horns or large ears. Fauns share the Halfling love of simple agrarian life, especially with respect to vineyards, as they prize wine (among other brews) above most things in life. Fauns love frivolity and are often quite adept at musical pursuits.

Restrictions: Fauns may become any class. A Faun will typically follow the tenets of nature deities, and Clerics and Druids can be found equally in their societies (when allowed by GM). A Faun must have a minimum Constitution of 9, and are limited to a maximum Charisma of 15 generally accounted to overly gregarious personalities and lack of inhibitions. Fauns may not wear typical human style footwear.

Special Abilities: Fauns have Darkvision out to 30 feet. Fauns are resistant to charm-like effects from fey beings, getting an additional +4 on relevant saves. This includes charms of dryads, nixies, and similar beings (GM decision when necessary).

Saving Throws: Like Dwarves, Fauns save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.

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