![]() ![]() Water creatures speak any languages spoken by members of their standard race. Otherwise, their worshiping habits are similar to those of their standard races. ![]() Water creatures usually pay homage to at least one deity related to oceans, storms, or nature. Instead, undersea races prefer to maintain loosely defined territories in which families and individuals can carve out their own niches. Water creatures generally have plenty of space available for building, so they rarely structure their habitats as densely populated cities. The civilizations of water dwellers often mirror those of their standard races, though water folk favor more loosely organized governments and more open societies. Members of an aquatic race favor neutrality in at least one aspect of alignment, if not both. Having avoided most of the political, economic, and military turmoil of the surface world, water creatures tend to take a much more placid view of life than their landborn cousins do. Members of aquatic races generally treat landborn creatures with guarded pleasantness on the rare occasions when they meet. The attitudes of water creatures tend to be very similar to those of their landborn cousins. Some favor jewelry made of coral and other undersea treasures. Water dwellers wear very little clothing, and what they do wear tends to cling tightly to their bodies. Her hair usually matches her skin color but may be one or two shades darker. (Aquatic elves even have fins along their limbs that serve the same purpose.) A water creature's skin ranges from pale green to dark blue. Her feet and hands are webbed to facilitate swimming. The following cultural attributes are common to most aquatic races.Īn aquatic race usually shares the temperament and interests of the standard race, but its members tend to be more serene than their landborn cousins.Ī water creature is taller and thinner than a standard member of her race. Or, their characters might encounter these races while journeying beneath the sea. Players wanting their characters to be ocean dwellers can use these variants. For residents of the aquatic realm, the sunny world of the air is as mysterious and unknown as the black depths of the sea. Inky depths conceal sunken cities, sleeping deities, and titanic monsters. The exception is aquatic humans, which, due to their ability to live and breathe underwater, are sufficiently different from other humans to warrant an environmental variant.īeneath the surface of the ocean lies an exotic and a alien world, complete with canyons, mountains, volcanoes, and forests. These adjustments take the place of the goblin's normal -2 Strength, +2 Dexterity, and -2 Charisma.īecause humans are, by nature, the most adaptable of races, environmental variants are generally not included for humans. For example, the aquatic goblin's ability score adjustments are -2 Strength, +2 Constitution, and -2 Charisma. In these cases, the adjustments given here supersede the standard race's adjustments. Many of the variant races described in this section provide alternate ability score adjustments. For instance, a human retains his extra skill points and extra feat at 1st level, a dwarf retains his stonecunning ability, and an elf retains her ability to spot secret doors, unless the variant description specifically indicates otherwise. All racial traits of the standard race-racial skill bonuses, bonus feats, special sensory capabilities (such as darkvision and low-light vision), ability modifiers, combat bonuses against specific foes, and racial weapon proficiencies-are retained unless the variant specifies otherwise. For example, you can use them as world-building tools-the existence of racial offshoots may constitute living proof of an ancient racial migration in response to some disaster.Įach racial variant modifies the race to which it is applied (hereafter called the standard race) in minor ways. For stance, in a desert-based campaign the desert races presented below could replace the normal versions of the races.Īlternatively, these variants could coexist with the standard races (or even with other variants) in your world. You may decide that one or more of these variants represent the “standard” version of a given race in your world. One method of altering the existing races is to introduce environmental variants, a number of which are presented here. ![]() Racial variants are a great way add diversity to your game without drastically changing the ecology of your world.
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