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===Slayers D20 Races=== One of the most obvious differences between the Slayers D20 and standard D&D is that a majority of standard races aren't available. Due to the D20 following the anime, and not the light novels, elves and dwarfs, despite being part of the world's universe, do not have a template written down. Furthermore, gnomes, halflings, and half-elves and half-orcs are unavailable. In spite of this, there are still a wide variety of core and template races to choose from. ====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. ====Race Templates==== Since there are only three core races, the D20 includes several templates that allow for a variety of "half-races". Almost any of these templates may be used and applied to one of the core races. It should be noted that while there is a half-demon and half-mazoku template, there is not a full-demon race, due to demons wanting to only destroy the world which runs contrary to the spirit of the game. Templates can have a major impact on the game's narrative, and it is considered good manners to ask for the GM's permission before aiming for a template. =====Copy===== Slayers is unique in that Sorcery has led to a magical innovation called "copies". Copies are essentially clones, which can be manufactured using very little genetic material from a source or donor to create a near-perfect "copy" of the original, complete with the donor's memory and skill. This means that players can create clones of themselves, or use a "copy cultivator", a device used to manufacture these copies, to have a new body created for themselves following their death. By "near-perfect", copies can have slight alterations, such as a wrongly-colored eye, a missing scar, and other superficial difference from the original. A copy cultivator is rare, and extremely expensive. For starters, general society tends to look down on Sorcery in general, and creating clones is over the line for most people. A copy cultivator would then be kept only deep within the premises of a reputable Sorcerers' Guild hall, or in the private possession of a vastly wealthy sorcerer. Furthermore, this would mean that the use of a copy cultivator would be extremely expensive, or else require a near-lethal task or trade in order for a person or party to use it. On top of that, a copy has its own personality. Unless a copy is mind controlled, a copy has full-agency, and may not comply with what its donor's intentions for it being made. If a copy is made, it must be made using material from a non-NPC character (that is, no NPC levels are in the donor's class). Copies start with half the number of total levels its donor had. For example, if the original has three levels in priest and seven levels in warrior, a total of ten levels, a copy would have five levels that can be spent between both classes. However, a copy cannot exceed the class level of any class of the original; in the aforementioned example, the highest level of priest the copy could have is three, as the original. A copy has the same STR, DEX, and CON as the original without magical effects at the time of donation; for INT, WIS, and CHA, roll a 3d6 for each ability. If the roll would exceed the original's attribute any any category, it is instead set equal to the original's. Copies have the appropriate skill points and feat slots for their starting level, which can only be spent on skills and feats the original had, and again cannot exceed the level of skill or feat the donor possessed. They do retain all of the spells the original had, but cannot get class-based bonuses until the copy is of the appropriate level. Despite these limitations at creation, copies can, through experience, exceed the skill and level of the donor over time. =====Chimera===== Chimeras are, naturally, the magical hybridization of two or more creatures. Chimeras are difficult and magically expensive to create; as such, very rarely are chimeras made from intelligent races. Sorcerers usually make chimeras to act as super-powered servants, taking the best from two creatures to generate something greater. As such, beastmen are commonly used as a base for a chimera, or a powerful, non-intelligent monster, while humans tend to be avoided due to their personal autonomy. Within the D20, start with one of the core races (a beastman, dragon, or human), and then add one or more half-creatures from the sections below. If there are two conflicting values in half-races, such as for ability adjustments, only the best value is applied to the resulting chimera. Level adjustments, however, are cumulative. Chimeras have their soul's essence split equally depending on their corresponding parts (a human mixed with a golem and a troll becomes one-third human, one-third golem, and one-third troll). If a chimera wants to be created using a template other than one provided, it requires the GM's approval. Furthermore, excessive fusions should result in a distinctly "non-human" end result, which can have disastrous consequences when trying to socialize or traverse towns and cities. For example, Zelgadis Greywords, a chimera of human, troll, and golem, keeps his physical appearance hidden in public to avoid persecution. '''A player does not need to specifically be a chimera to play a half-race, but a half-race requires a base class to specify their heritage.''' =====Half-Demon===== Half-demons are the hybridization of a human or beastman with a lesser demon through sorcerous magic most often through possession. A lesser demon is distinctly different from a greater demon, or mazoku, and as such there is a difference between the two templates. Due to the demonic influence, a half-demon will generally be of an evil or chaotic alignment. :'''Size and Type''': Unchanged. :'''Special Attacks''': Unchanged, but gains access to all Common spells following normal rules, regardless of class. Advanced spells require the appropriate class and training. :'''Special Qualities''': Unchanged, but have Intuitive Magic (Ex), a +2 racial bonus to all Fortitude saves and control checks to cast spells, and Spell Resistance (Ex), which is equal to 10 + character level. :'''Abilities''': Gains DEX +2 and CON +2. :'''Skills''': +2 racial bonus to Spellcraft, Summoning, and UMD. :'''Level Adjustment''': Base creature +2. =====Half-Dragon===== An even rarer hybridization, a half-dragon would require the mating of a dragon in human form with a human. Such pairings are not recorded in any work of Slayers, with the exception of the D20 here. The offspring would have inclinations towards their draconic nature, generally being of good or lawful alignment. A half-dragon would also probably be physically attractive. :'''Size and Type''': Unchanged. :'''Special Attacks''': Unchanged, but gain a Breath Weapon (Su) that has a Reflex save of DC 10 + half the character's level + character's CON modifier. Laser breath is a line that inflicts 1d6 fire damage per character level. :'''Special Qualities''': Unchanged, but gains a damage reduction of 5/magic, low-light vision, hunter resistance, a +2 racial bonus to all Fortitude saves and control checks on White spells, and a spell resistance of 5+ character level. :'''Abilities''': Gains STR +4 and CHA +2. :'''Level Adjustment''': Base creature +2. =====Half-Golem===== A golem is a construct, lacking autonomy and built out of sturdy material, typically rock or stone. For a chimera to be made from a golem, it would require the fusion to be done through sorcerous means. Golems are extremely tough, and the benefits of making a chimera using a golem is almost immediately obvious. :'''Size and Type''': Unchanged. :'''Armor Class''': Natural armor +4. :'''Special Qualities''': Unchanged, but gains a damage reduction of 10/magic, and immunity to all poisons and diseases. :'''Abilities''': STR +4. :'''Level adjustment''': Base creature +2. =====Half-Mazoku===== A half-mazoku comes into existence solely through magical means. A mazoku, a greater demon, is a creature of pride, viewing the core races as lesser and pathetic. As such, a half-mazoku would only exist through two ways. The first is if a mazoku sees fusing with a creature as the best way to achieve their personal goal of destruction, if the fusion would lead to greater catastrophic results, or if the mazoku's personal existence is in jeopardy. (For example, Seigram fusing with Zuuma.) The second is if a mazoku's essence is sealed within a human soul. (For example, Chaos Dragon Garv, or Rezo the Red Priest.) A half-mazoku would almost always be of an evil or chaotic alignment, and may emit a terrifying presence. :'''Size and Type''': Unchanged, but a half-mazoku changes to outsider (native). :'''Armor Class''': Gains their Charisma modifier (if positive) as a deflection bonus to their AC. :'''Special Qualities''': Unchanged, but they gain a damage reduction of 10/magic, darkvision, hunger resistance, immunity to poison and disease, a spell resistance of 15 + character level, and Astral Phasing (Su). Astral Phasing shifts the character from the Material to the Astral Planes, and back again at will. They can do this once per day for every two character levels, and can bring one additional person at the cost of a use per day to do this. They must be touched by the half-mazoku during the entire shift. In the Astral Plane, characters may make a Vision check (DC 25) to see and hear things in the Material Plane, and can travel long distances instantaneously. However, the Astral Plane has hostile demonic entities, which can handicap or terminate travel entirely. Material attacks and effects cannot affect someone in the Astral Plane, and vice-versa. :'''Abilities''': Gains STR +2, DEX +2, CON +2, INT +4, CHA +4. :'''Skills''': Receives Vision as a class skill, regardless of class. Also gains a +2 racial bonus on Bluff, Intimidate, and Summoning checks. :'''Level Adjustment''': Base creature +4. =====Half-Troll===== Trolls are monsters, which appeared in the Material Plane following the first fight of Flare Dragon Ceipheed and Ruby-Eye Shabranigdu at the beginning of the world's history. Trolls are unintelligent, brutish monsters, but that doesn't prevent them from being hired by thugs for extra muscle. For a half-troll to exist, it would require the mating of a core race with a troll, or the use of magic to create a chimera. :'''Size and Type''': Unchanged. :'''Armor Class''': Gains natural armor +2. :'''Special Qualities''': Unchanged, but gains a troll's Recovery. Trolls regenerate at an insane rate. For a half-troll, it's as if the spell Recovery is constantly in effect, healing even lethal damage at a rate of one-half the character's level plus one-half their Constution bonus as hit points per round, rounded down. :'''Abilities''': Gains STR +4, CON +4, INT -2, and CHA -2. :'''Level Adjustment''': Base creature +1.
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