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====Core Races==== =====Beastmen===== Beastmen are as you expect, animals with human features, varying wildly from fish to wolves as combinations. While many do possess human-level intellect and reasoning, they still retain their animalistic side, making them tribal and brutal in personality. Depending on which animal they represent, they can have various heights, colors, and other physical attributes like horns, scales, and fur. The only exception are fish folk, who are much more standard in their comedic appearance. Due to their physical differences, they are largely ostracized from human society, who view them as more feral animal than sentient creature, and beastmen tend to reject human society for a more spartan, warrior-like living situation. However, they will generally be willing to work for humans that either show dominance and strength over them, or are willing to treat them with more respect than they would a wild creature. :'''Alignment''': Beastmen can be of any alignment. :'''Environment''': Beastmen can be at home anywhere, though they of course prefer environments that suit their animal nature. Fishmen need to be near bodies of water, and wolfmen prefer to be near forests, for example. :'''Racial Traits''': Beastmen are Medium creatures, have a base land speed of 30ft, have low-light vision, and a +2 racial bonus on Listen, Spot, and Survival checks. Additionally, beastmen can choose a Bonus Feat from the following: Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Loyal, Run, Toughness, Track, and Scent. Scent may be selected as a bonus feat at 1st level, and functions exactly as written in the Monster Manual. Scent is not otherwise available as a feat after 1st level. Furthermore, different animal types have different ability adjustments and favored classes: :'''Bear''': STR +4, CON +2, INT -2, CHA -4; Warrior :'''Boar''': STR +2, CON +2, WIS -2, CHA -2; Warrior :'''Bull''': STR +6, CON +2, WIS -2, CHA -4; Warrior :'''Dog''': DEX +2, WIS +2, INT -2, CHA -2; Bounty Hunter :'''Fish''': DEX +2, INT -2; Bandit :'''Fox''': DEX +2, INT +2, STR -2, CON -2; Rogue :'''Goat''': CON +2, INT +2, WIS -2, CHA -2; Bandit :'''Lizard''': STR +2, CON +2, INT -2, CHA -2; Bandit :'''Racoon''': DEX +4, INT +2, STR -2, CON -2, WIS -2; Rogue :'''Wolf''': DEX +2, CON +2, WIS -2, CHA -2; Bounty Hunter =====Dragon===== While many dragons exist in Slayers, few breeds of them are intelligent. Among them are two kinds, the Golden and Ancient dragons. However, between the War of Monster's Fall and a massive pogrom, Ancient dragons are almost non-existent, to the point of being unplayable. Only Golden dragons are available in the D20, and therefore playing as a dragon puts one strictly under this archetype. Dragons are capable of telepathy to communicate non-verbally, primarily while in dragon form, but can talk the form of a human to communicate verbally. Furthermore, dragons worship the gods. They can belong to a specific cult, such as the ones who worship Flarelord Vrabazard, or worship all Dragon Lords, with Flare Dragon Ceipheed as their primary entity of reverence. Aqualord cults are generally found mainly within the Inner World, but they have greatly diminished following Aqualord Regradia sinking into the sea 1,000 years ago. The other cults in the Outer World, however, are quite lively. Flarelord's are generally to the East, Airlord Valwen's to the West, and Earthlord Rangort's to the South. Dragons, ryuzoku, are the bright mirror to demons, mazoku. Dragons may logically understand feelings like fear, hatred, and sorrow, but they cannot emotionally comprehend how humans can experience them. Panic is felt instead as a dragon reasonably finding a means to stay alive. Fury is felt instead as righteous indignation. Depression is felt instead as pity. This largely stoic attitude can often make them find mild amusement in the machinations and motivations in humans and beastmen, finding the two's emotionally-driven pursuits unreasonable. They harbor no dislike for these "lesser" races, but will rarely interact with them. Generally speaking, it's the humans and beastmen who take the perilous journey to ask for assistance from dragons, not the other way around. Furthermore, dragons absolutely despite demons and evil mortals, and will only work with a demon or an evil entity if, and only if, it's the only way to keep the world alive. Dragons age extremely slowly, and as Golden dragons they share common traits. As dragons, they are distinctly gold in color. As humans, their hair is rarely darker than a sandy-brown, and their eyes rarely a color darker than hazel, usually blue or gold. Their human form is of a general human age as their dragon age, relatively speaking; a young dragon will have a young human appearance, for example. Furthermore, dragons in a human guise are almost always physically attractive. :'''Alignment''': Dragons can be any non-chaotic and non-evil alignment. :'''Environment''': Dragons prefer seclusion, and their temples or personal homes are usually found in high, mountainous places. They will rarely, if ever, spend more time than necessary in a standard settlement. :'''Racial Traits''': For clarity, dragons are always considered "dragon-type"; even in human form, they are still dragons, and are unaffected by spells or abilities that specifically affect humanoids. In human form, their size is Medium, their base land speed is 30ft, and their ability adjustments are STR +6, CON +2, INT +2, and CHA +2. To return to their alternate form, a dragon needs to make a Control Shape check (DC15 or higher) during a standard action. In dragon form, their size is Huge, their base land speed is 40ft, they can a fly speed of 200ft (poor), and have standard modifiers for changing size according to the MM, thus gaining STR +16, DEX -4, CON +8, natural armor +5, as well as a -2 size penalty to attacks and AC. In either form, dragons have low-light vision, two breath weapons that are single-target attacks with a Reflex save of DC 10 + half the dragon's character level + the dragon's CON modifier (Laser Breath: 100ft line that deals 1d8 fire damage per dragon's character level; Diflasher 1d10 astral damage that only affects extraplanar entities), a +5 racial bonus to all checks for White magic spells, have hunger resistance (can go twice as long as humans without food or water, and get starvation and dehydration checks only every two hours instead of one), have a Spell Resistance of 11 + character level, have a Damage Reduction of DR 10/magic, favor the Priest class and do not require a staff to call on Priest abilities, and have a level adjustment of +6. =====Human===== To save time, please consult the Player's Handbook.
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