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 The Races of the Bandit Kingdoms *Updated 5/1/2011*

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PostSubject: The Races of the Bandit Kingdoms *Updated 5/1/2011*   Tue Apr 12, 2011 2:33 pm

Dwarves
Dwarf, Hill
Hill dwarves: Considered the "standard" dwarven race, hill dwarves are the dwarves most commonly encountered by other races. A typical hill dwarf stands 4 feet in height and weighs about 150 pounds. They have deeply tanned or light brown skin, ruddy cheeks, and hair of black, gray, or brown. They are usually lawful good. The hill dwarves claim they have always dwelled in the hills, and other dwarven races are their descendants.
  • +2 Constitution, +2 Wisdom, -2 Charisma.
  • Darkvision 60 feet.
  • Battle Training vs. Giants: +4 dodge bonus to armor class against monsters of the giant type (such as ogres, trolls, and hill giants).
  • Battle Training vs. Orcs and Goblins: +1 bonus on attack rolls against orcs and goblinoids.
  • +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Skill Affinity (Lore): +2 bonus to Lore checks.
  • Stonecunning.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, warhammers, dwarven waraxes.


Dwarf, Mountain
These dwarves live deeper underground and have fairer skin than hill dwarves. They stand about a half a foot taller than hill dwarves. They have paler, ruddier skin, and weigh about 170 pounds. The mountain dwarves believe they are the first dwarves and all other dwarves are descended from them.
  • +2 Constitution, +2 Wisdom, -2 Dexterity.
  • Darkvision 60 feet.
  • Battle Training vs. Giants: +4 dodge bonus to armor class against monsters of the giant type (such as ogres, trolls, and hill giants).
  • Battle Training vs. Orcs and Goblins: +1 bonus on attack rolls against orcs and goblinoids.
  • +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Skill Affinity (Lore): +2 bonus to Lore checks.
  • Stonecunning.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, warhammers, dwarven waraxes.


Elves
Elf, Gray
These elves are the most noble of elves. They are of higher intellectual capabilities than other elves, and more arrogant. They live in isolated mountain strongholds, and rarely allow access to outsiders. They have silver hair and amber eyes, or gold hair and violet eyes, and wear clothes of white, silver, yellow and gold, and usually wear regally colored cloaks. Those with gold hair are generally called faeries. Those who are called Faeries, or Fey Elves are not offended when called such, unless it is by a non-elf in a derogatory manner.
  • +2 Dexterity, +2 Intelligence, -2 Constitution.
  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow and shortbow.
  • Skill Affinity (Listen): +2 bonus to listen checks.
  • Skill Affinity (Search): +2 bonus to search checks.
  • Skill Affinity (Spot): +2 bonus to spot checks.
  • Spell Penetration as a bonus feat.


Elf, High
High elves are the elves most commonly encountered by other races, and the most open and friendly of their kind. They travel to other lands more than other elves. They're generally dark-haired and green-eyed, with very pale complexions the color of new cream. They simply do not tan, no matter how much time they spend under Oerth's sun. High elves prefer to wear light pastels, blues and greens and violets, and often dwell in homes built into living wood, high in the trees.
  • +2 Dexterity, +2 Charisma, -2 Constitution.
  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow and shortbow.
  • Skill Affinity (Listen): +2 bonus to listen checks.
  • Skill Affinity (Search): +2 bonus to search checks.
  • Skill Affinity (Spot): +2 bonus to spot checks.
  • Spell Penetration as a bonus feat.


Elf, Wild
The most reclusive of all the elves, the wild elves pride themselves on their isolation and skill at keeping hidden. Their skin tends to be brown and they have similar colored hair which lightens with age.
  • +2 Dexterity, +2 Wisdom, -2 Intelligence.
  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow and shortbow.
  • Skill Affinity (Listen): +2 bonus to listen checks.
  • Skill Affinity (Search): +2 bonus to search checks.
  • Skill Affinity (Spot): +2 bonus to spot checks.
  • Spell Penetration as a bonus feat.


Elf, Wood
Wood elves are a reclusive subrace. They place more emphasis on strength than learning. Wood elves are considered by other elven subraces to be boisterous and hedonistic. They have a zest for life and pleasure. Their complexions are dark, their hair is yellow to coppery red, and their eyes are light brown, light green, or hazel. They wear russets, reds, browns, and tans. Their cloaks are usually green or reddish brown.
  • +2 Strength, +2 Dexterity, -2 Constitution.
  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow and shortbow.
  • Skill Affinity (Listen): +2 bonus to listen checks.
  • Skill Affinity (Search): +2 bonus to search checks.
  • Skill Affinity (Spot): +2 bonus to spot checks.
  • Spell Penetration as a bonus feat.


Half Elf
Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf 's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave an enduring legacy - half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers, more aloof, more sensitive, less ambitious, and slower to mature. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. They live to about 180 years.
  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Skill Affinity (Listen): +2 bonus to listen checks.
  • Skill Affinity (Search): +2 bonus to search checks.
  • Skill Affinity (Spot): +2 bonus to spot checks.
  • Elven Blood, you count as an elf for purposes of favored enemy and racial requirements.
    • 6 Sub-races with +2 to any ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma).


Half Drow
Half Drow are often just as dark-hearted as their drow parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. Despite this, good half-drow are much less rare than good drow. Half-drow have dusky skin, silver or white hair, and a broad range of eye colors.
  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Darkvision 60 feet.
  • Skill Affinity (Listen): +2 bonus to listen checks.
  • Skill Affinity (Search): +2 bonus to search checks.
  • Skill Affinity (Spot): +2 bonus to spot checks.
  • Elven Blood, you count as an elf for purposes of favored enemy and racial requirements.
    • 6 Sub-races with +2 to any ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma).


Giants
Ogrekin
The off spring of an ogre and a human are looked down upon even more then the orcish half-breeds. In civilized lands one would not be surprised if such a half-breed were killed on first sight, but we are in the Bandit Kingdoms, and we are not all civilized. Ogrekin would be able to find work in any one of the mercenary companies which operate in the Bandit Kingdoms, they could also find work in the Army of Iuz or city watch. They could also walk the path of a hero.
  • +6 Strength, +4 Con, -2 Dexterity, -2 Intelligence, -2 Charisma.
  • Low-light vision: An ogrekin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Thick Skin: +3 natural armor.
  • Monkey Grip.
  • Ogre Blood: You count as a giant for defensive and offensive abilities of other players and npcs.
  • Level Adjustment: +1


Goblinoid
Hobgoblin
Hobgoblins are militaristic and fecund, a combination that makes them quite dangerous in some regions. They breed quickly, replacing fallen members with new soldiers and keeping up their numbers despite the fortunes of war. They generally need little reason to declare war, but more often than not that reason is to capture new slaves— life as a slave in a hobgoblin lair is brutal and short, and new slaves are always needed to replace those who fall or are eaten. Of all the goblinoid races, the hobgoblin is by far the most civilized.
  • +2 Dexterity, +2 Constitution.
  • Darkvision 60 feet.
  • Skill Affinity (Hide): +2 bonus on hide checks.
  • Greater Skill Affinity (Move Silently): +4 bonus to move silently.
    • Warning to players: Should you choose to play a Hobgoblin arcane caster, other hobgoblins would see you as a traitor for embracing the eleven arts. You will be hunted down and killed if discovered, hobgoblins are common enough in the bandit kingdoms and Rookroost, so the threat will be very real.


Goblin
Goblins prefer to dwell in caves, amid large and dense thickets of thistles and brambles, or in structures built and then abandoned by others. Very few goblins have the drive to build structures of their own. Coastlines are favored, as goblins are quite fond of sifting through junk and flotsam in an unending quest to find treasures among the refuse of more civilized races. Goblin hatred runs deep, and few things inspire their wrath more than gnomes (who have long fought against goblins) and horses (who frighten goblins tremendously).
  • +4 Dexterity, -2 Strength, -2 Charisma.
  • Base Land Speed: 30 feet.
  • Darkvision 60 feet.
  • Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 bonus on hide checks.
  • Skill Affinity (Hide): +2 bonus on hide checks.
  • Greater Skill Affinity (Move Silently): +4 bonus to move silently.



Gnomes
Gnome, Forest
They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years.
  • +2 Constitution, +2 Charisma, –2 Strength.
  • Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 bonus on hide checks.
  • Low-light vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Hardiness vs. Illusions: +2 racial bonus on saving throws against illusions.
  • Spell Affinity (Illusion): Add +1 to the difficulty class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects such as the spell focus feat.
  • Battle Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).
  • Battle Training vs. Reptilians: +1 racial bonus on attack rolls against reptilians (including kobolds and lizardfolk).
  • Battle Training vs. Orcs: +1 racial bonus on attack rolls against orcs.
  • Trackless Step: +4 competence bonus to Hide and Move Silently checks when in wilderness areas.
  • Skill Affinity (Listen): +2 bonus on listen checks.
  • Skill Affinity (Craft Alchemy): +2 bonus on Craft Alchemy checks.
  • Weapon Proficiency: Gnomes are automatically proficient with light hammers.


Gnome, Rock
Rock Gnomes are the most common type of gnomes on Oerth, and are usually just called gnomes, since they are the only sort that most surface dwellers see. Equipped by nature with keen curiousity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toy making, and clockwork engineering. Gnomes adore animals, gems, and jokes, especially pranks.
  • +2 Constitution, +2 Charisma, –2 Strength.
  • Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 bonus on hide checks.
  • Low-light vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Hardiness vs. Illusions: +2 racial bonus on saving throws against illusions.
  • Spell Affinity (Illusion): Add +1 to the difficulty class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects such as the spell focus feat.
  • Battle Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).
  • Battle Training vs. Reptilians: +1 racial bonus on attack rolls against reptilians (including kobolds and lizardfolk).
  • Battle Training vs. Giants: +4 dodge bonus to armor class against monsters of the giant type (such as ogres, trolls, and hill giants).
  • Skill Affinity (Listen): +2 bonus on listen checks.
  • Skill Affinity (Craft Alchemy): +2 bonus on Craft Alchemy checks.
  • Weapon Proficiency: Gnomes are automatically proficient with light hammers.



Halfling
Halfling, Stout
These halflings are shorter and stockier than the more common lightfoot halflings. They stand about two and a half feet tall, and weigh between thirty and thirty five pounds. Stouts take great pleasure in gems and fine masonry, often working as jewelers or stonecutters. They rarely mix with humans or elves, but enjoy the company of dwarves and speak Dwarven fluently.
  • +2 Dexterity, +2 Constitution, -2 Strength.
  • Darkvision 60 feet.
  • Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 bonus on hide checks.
  • Greater Skill Affinity (Move Silently): +4 bonus to move silently.
  • Skill Affinity (Lore): +2 bonus to lore checks.
  • Lucky: +1 racial bonus on all saves.
  • Stonecunning.
  • Good Aim: +1racial bonus on attack rolls with thrown weapons and slings.


Halfling, Tallfellow
Tallfellow tend to be taller and more slender then other halflings. They stand about four feet tall, and weigh between twenty five and thirty pounds. The Tallfellow are reclusive forest dwellings woodsmen, they are excellent hunters, and strive to live in harmony with nature. They tend not to associate with many out side their secluded forest enclaves, but they do get along exceptionally with forest dwelling elves. Some clans of wood elves have even been known to make them honorary members of their clans.
  • +2 Dexterity, +2 Wisdom, -2 Strength.
  • Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 bonus on hide checks.
  • Greater Skill Affinity (Move Silently): +4 bonus to move silently.
  • Skill Affinity (Listen): +2 bonus to listen checks.
  • Skill Affinity (Search): +2 bonus to search checks.
  • Skill Affinity (Spot): +2 bonus to spot checks.
  • Fearless: +2 morale bonus to saving throws vs. fear.
  • Lucky: +1 racial bonus on all saves.


Halfling, Lightfoot
Lightfoot halflings are the most widely traveled and seen. They stand just around three feet tall and weigh between thirty and thirty five pounds. Lightfoot halflings are known to enjoy the company of like minded humans.
  • +2 Dexterity, +2 Charisma, -2 Strength.
  • Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 bonus on hide checks.
  • Greater Skill Affinity (Move Silently): +4 racial bonus to move silently.
  • Skill Affinity (Listen): +2 bonus to listen checks.
  • Fearless: +2 morale bonus to saving throws vs. fear.
  • Lucky: +1 racial bonus on all saves.
  • Good Aim: +1 racial bonus on attack rolls with thrown weapons and slings.


Human
Baklunish
The Baklunish have skin of golden tones, and straight, fine-textured hair that is universally dark, ranging from dusky brown to bluish black. Their eyes are usually green or gray-green; hazel and gray eyes are rare. They tend to be long of limb and facial feature, with high cheekbones.
  • +2 Intelligence.
  • Quick to Master.


Flan
Pure Flan have bronze skin, varying from a light copper hue to a dark, deep brown. Flan eyes are usually dark brown, black, brown, or amber. Hair is wavy or curly and typically black or brown (or any shade between). The Flan have broad, strong faces and sturdy builds.
  • +2 Wisdom.
  • Quick to Master.


Oeridian
Oeridian skin tones range from tan to olive; brown and auburn hair are common, though some individuals have hair as light as honey or as dark as coal. Likewise, eye coloration is highly variable; brown and gray are seen most often. Oeridians tend to have square or oval faces and strong jaw lines.
  • +2 Strength.
  • Quick to Master.


Olman
The Olman have skin of a rich red-brown or dark brown color. Their hair is always straight and black, and their eyes are dark, from medium brown to nearly black. Olman have high cheekbones and high-bridged noses, a trait less strong in those of common birth. Some nobles still flatten the foreheads of their young, for a high, sloping shape is considered beautiful.
  • +2 Constitution.
  • Quick to Master.
    • An Olman would be extremely rare in this part of Oerth, they most likely would have little to no idea of what their people or customs are like except from the folk-lore passed down by their ancestors, and most likely be an escaped/rescued slave or indentured servant. The Empire of Iuz is not a place that their masters would want to enter.


Rhennee
The complexion of Rhenn-folk ranges from olive to tan; their hair is usually curly and tends to be black or dark brown. Most have eyes of gray, blue, or hazel, but green is known in some families. The Rhennee are generally short but strong and wiry, with men averaging 5’6” and women less.
  • +2 Dexterity.
  • Quick to Master.
    • Rhennee do not worship gods.
    • Males are *NEVER* spell casters.


Suloise
The Suel have the lightest coloration of any known human race of the Flanaess. Their skin is fair, with an atypical proportion of albinos. Eye color is pale blue or violet, sometimes deep blue or gray. Suel hair is wiry, often curly or kinky, with fair colors such as yellow, light red, blond, and platinum blond. The Suel tend to be lean, with narrow facial features.
  • +2 Charisma.
  • Quick to Master.


Touv
If someone can provide me with more then a paragraph of information on them, I would be happy to include them. Until that time they will not be available for play.

Orc
Half Orc
An adult male half orc is roughly 6 and a half feet tall and 210 pounds. Orcs and humans interbreed frequently, though this is almost always the result of raids and slave-taking rather than consensual unions, although that is not unheard of. Many orc tribes purposefully breed for half-orcs and raise them as their own, as the smarter progeny make excellent strategists and leaders for their tribes.
  • Darkvision 60 feet.
  • Weapon Familiarity: Orcs are always proficient with greataxes and falchions.
  • Skill Focus (Intimidate).
    • 6 Sub-races with +2 to any ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom or Charisma)


Orc
Along with their brute strength and comparatively low intellect, the primary difference between orcs and the civilized humanoids is their attitude. As a culture, orcs are violent and aggressive, with the strongest ruling the rest through fear and brutality. They take what they want by force, and think nothing of slaughtering or enslaving entire villages when they can get away with it. They have little time for niceties or details, and their camps and villages tend to be filthy, ramshackle affairs filled with drunken brawls, pit fights, and other sadistic entertainment. An adult male orc is roughly seven feet tall and 250 pounds
  • +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
  • Darkvision 60 feet.
  • Weapon Familiarity: Orcs are always proficient with greataxes and falchions.
  • Skill Focus (Intimidate).
  • Light Blindness: Orcs suffer -1 circumstance penalty to attack rolls, saves, and skill checks when outside.



Last edited by All Washed Up on Thu May 19, 2011 1:14 am; edited 7 times in total
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PostSubject: The Plane Touched   Sat Jun 11, 2011 4:12 pm

"The planetouched are mortal creatures whose ancestors were extraplanar creatures such as celestials, fiends, or elementals. Aasimar, tieflings, and genasi are the primary planetouched races." -Quoted from http://nwn2.wikia.com/wiki/Planetouched

I have always felt that they seemed weak for a level adjusted races. While I was attempting to develop various ecl-0 versions of the plane touched, I stumbled across this. I liked the idea, and after twisting Mammon's arm, decided to implement it in our campaign.

Aasimar
  • The base race's abilities...
  • +2 Charisma
  • Darkvision 60 feet.
  • Celestial Resistance: damage resistance to Acid, Cold and Electricity all of which are 5.
  • Skill Affinity (Diplomacy): +2 bonus to Diplomacy checks.
  • Skill Affinity (Listen): +2 bonus bonus to Listen checks.
  • Skill Affinity (Spot): +2 bonus to Spot checks.
  • Spell-like abilities:
    • Day Light*, 1/day as sorcerer of equal level.

  • Favored Class: Dependent upon base race.
  • ECL: +1


Tiefling
  • The base race's abilities...
  • +2 Intelligence
  • Darkvision 60 feet.
  • Infernal Resistance: Damage resistance to Cold, Electricity & Fire 5.
  • Skill Affinity (Bluff): +2 racial bonus to bluff
  • Skill Affinity (Hide): +2 racial bonus to hide
  • Skill Affinity (Move Silently): +2 bonus to Move Silently checks.
  • Spell-like abilities:
    • Darkness, 1/day as a sorcerer of equal level.

  • Favored Class: Dependent upon base race.
  • ECL: +1


Air Genasi
  • The base race's abilities...
  • +2 Dexterity
  • Darkvision 60 feet.
  • Resistance to electricity 10.
  • Skill Affinity (Move Silently): +2 bonus to Move Silently checks.
  • Summon Gale: Once per day, an air genasi can call upon his elemental nature and summon a powerful blast of wind which can knock over foes who fail a Fortitude save as well as disperse any harmful cloud effects in its path. This effect is similar to the Gust of Wind spell.
  • Favored Class: Dependent upon base race.
  • ECL: +1


Earth Genasi
  • The base race's abilities...
  • +2 Strength
  • Darkvision 60 feet.
  • Resistance to Acid 10.
  • Skill Affinity (Search): +2 bonus to Search checks.
  • Merge with Stone: Once per day, an earth genasi can call upon his elemental nature to make his skin as hard as stone, gaining damage reduction 5/adamantine. The effect lasts for 5 rounds or until it has absorbed 20 points of damage, whichever comes first.
  • Favored Class: Dependent upon base race.
  • ECL: +1


Fire Genasi
  • The base race's abilities...
  • +2 Charisma
  • Darkvision 60 feet.
  • Resistance to Fire 10.
  • Skill Affinity (Bluff): +2 bonus to Bluff checks.
  • Reach to the Blaze: Once per day, a fire genasi can call upon his elemental nature and radiate flames which damage all those within 5 feet, doing 2d4 points of fire damage per round (Reflex save for half damage). This effect lasts for 5 rounds.
  • Favored Class: Dependent upon base race.
  • ECL: +1


Water Genasi
  • The base race's abilities...
  • +2 Constitution
  • Darkvision 60 feet.
  • Resistance to Cold 10.
  • Skill Affinity (Diplomacy): +2 bonus to Diplomacy checks.
  • Shrouding Fog: Once per day, a water genasi can call upon his elemental nature to summon a dense fog that provides concealment. This effect lasts 5 rounds.
  • Favored Class: Dependent upon base race.
  • ECL: +1


Plane Touched will not be available for alpha phase, I want to focus on other things.
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The Races of the Bandit Kingdoms *Updated 5/1/2011*
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