The Adventures of The Knights of Pembroke
Races in Nudul
The plane of Nudul is inhabitied by many intelligent life forms which can be considered as races.
We use the races included in the D&D 3.3e player’s handbook as well as the following races:
Ability Mods: +2 str, +2 con
Speed: 30 ft
Yakfolk have the ability to possess people. Doing so involves a long ritual which takes 24 hours.
Ability Mods: 1 AC for small)
Speed: 30 ft for Medium, 20 ft for small
Goblin Skills: +2 perception and bluff.
Vision: Darkvision 60ft
Favored Class: Small Rouge, Medium Fighter
Attack Bonus: +2 to hit with thrown weapons and slings
Poison Use: Small Goblins ignore the penalty for rolling a 1 when applying poisons to a weapon.
Ability Mods: +4 str, -2 cha, -2 int
Can be of Medium or large variety.
Speed: 30 ft
Darkvision: 60 ft
Descended from Angels. Worship Heironeous and Pelor.
Ability Mods: +2 cha
Vision: Low-light vision
Favored Class: Paladin
Descended from Devils. Worship Hextor and Nerul.
An amphibious frogpeople who worship nerull and can command conjuration magic.
A race of beautiful people who are descended from a powerful celestial fox-godess. They have the power to shapechange into an alternate fox-person form. They worship Heironeous and Elhona.
Ability Modifiers: +2 cha, +2 dex, -2 int
Favored Class: Samurai
A bestial race of half-goats who worship Elhona.
Ability Mods: +2 str, -2 int
Favored Class: Male barbarian, Female Druid
A Race of Lizard People who worship a great Blue Wyrm.
speed: 30 ft (Choose either climb speed 20ft or slowfall 60ft)
Claws 1d6 dmg, Tail 1d4
Ability mods: +2 str
A race of crow people who origonated in the norland. They worship a great sorceress who is an immortal being and the creator of their race.
Ability Score Racial Traits: Tengus are fast and observant, but relatively fragile and delicate. They gain +2 Dexterity, +2 Intelligence, –2 Constitution.
Type: Tengus are humanoids with the tengu subtype.
Size: Tengus are Medium creatures and receive no bonuses or penalties due to their size.
Speed: Tengus have a base speed of 30 feet.
Languages: Tengus begin play speaking Common and Tengu. Tengus with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth checks.
Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Offense Racial Traits
Swordtrained: Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).
Natural Weapons: A tengu has a bite attack that deals 1d3 points of damage.
Senses Racial Traits
Senses: Tengus have low-light vision allowing them to see twice as far as humans in conditions of dim light.
Elves who are decended from a great water fairy. As such many of them have bluish or turqoiuse skin while pale or brownish varieties also exist. All undines have gills and can swim like a fish. They worship the god of water named_______________.
Standard Racial Traits
Ability Score Racial Traits: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.
Type: Undines are outsiders with the native subtype.
Size: Undines are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.
Defense Racial Traits
Energy Resistance: Undines have cold resistance 5.
Magical Racial Traits
Spell-Like Ability (Sp): Undines can use hydraulic push 1/day (caster level equals the undine’s level).
Water Affinity: undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.
Senses Racial Traits
Darkvision: Undines can see perfectly in the dark up to 60 feet.
A race of subterranean gnomes who were discovered by the Black Dwarves in the Mountain of Nor. The snivibilin worship a strange god named Gimish who is powered by a tinkering curiosity.
Light Sensitivity; Daylight Affliction.
+4 inteliigence, -2 str, -2 con.