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Description Tundrus
Personality
Tundrus are a gentle race, but are easily enraged. Within the pack is a strong sense of family and magic. When it comes to fighting, Tundrus are known to plan out their strategies using information brought back by scouts, then acting accordingly. This race can run on two legs, but for extra speed, drops to all fours. They tend to think things through and are rarely reckless. Each pack consists of 2 leaders (one male, one female), several fighters, a small handful of clerics, one or two druids as well as a rogue, and the rest are wizards or sorcerers.

Physical Description
Male: A male Tundrus usually stands anywhere from 5'6" to 6'9",weigh around 150lbs, have a more muscular build, and is completely covered in a deep blue fur (white fur on stomach). Hair color ranges with any shade or blue or grey, but it is rare to see a male Tundrus with completely black hair (if a male has black hair, it usually has a blue tint to it.) Eye color is either blue, steel grey, ice blue, gold, or sometimes blue/green(one eye is blue, the other is green). Their wrists and ankles are coated with a "bracelet" of ice crystals that ,whether male or female,vary in color while ice crystal shards of the same color stick out at odd angles, usually in the fur on the male's back. Their tails range from 3in (docked as a child or form of punishment) all the way to 2 1/2ft in length. The tips of the tail has small crystals sticking out. Males reach adulthood at age 25 and can live to be about 180. They pick one female and that is their mate for life (can be out of pack).

Female: A female Tundrus stands a bit shorter then the male; ranging from 4'7" to 5'5" and weigh around 120lbs. The have a thinner, more lean build as the females are used as the scouts. Females are too covered in fur, but theirs ranges on the lighter scale of blue. The darkest fur a female can have is Teal. Hair ranges from pure white to midnight blue, as females cannot have black hair whatsoever. Eye color is the same as males. Girls also have the bracelet-like ice shards on their wrists, but lack it around the ankles. They do not have the ice crystals on their backs, but they do have them in their tails. The length of a female's tail can be anywhere from 3in (docked as a child or form of punishment) to 2 1/4 ft long. Females reach adulthood at age 25 and can live to be about 168. They pick one male and that is their mate for life (can be out of pack).

Relations
Tundrus get along smashingly with any other humanoid(canine) race as well as Halflings, Elves, and occasionally Gnomes. They cannot stand any type of Half-Orc, Dwarf, or any humanoid(feline) races, though there have been some odd... relationships.

Alignment
Most packs have chosen to be Lawful Good, Chaotic good, or Neutral Good. Some packs have chosen to be Neutral Evil, Chaotic Evil or Lawful Evil. Lone Tundrus tend to be either Neutral Good or True Neutral.

Lands
Tundrus prefer the Tundra or Northern forests, where it is always cold or snowy. It is not uncommon to see the children playing outside in below 0 weather with nothing but their "summer" clothing on. You can find Tundrus in warmer temperatures, but they are probably there due to Exile. (about 3 exiles a year)

Religion
Tundrus that are of any Good allignment are known to worship Wolfia while Tundrus of any Evil allignment are known to worship Wulfkuldi (3.5e Deity). Lone Wolves can choose whatever deity they so desire.

Language
Their Main language is Canine. They can Speak common (they aren't very good with it) as well as Sylvan.

Names
They are given a "child's name" upon birth, but when they come of age, they choose their permanent name.


Racial Traits
+2 Intelligence, -2 Constitution, -2 Dexterity: Tundrus are smart when it comes to magic, but can be a tad clumsy when it comes to hand-to-hand combat.
Humanoid: bipedal wolf with claws and large teeth.
Medium: As a Medium creature, Tundrus get no bonuses or penalties due to size.
Cold Resistance: Tundrus have Cold Resistance 5
A Tundrus's base land speed is 30 feet: 40 feet if they choose to run on all fours
Low-Light Vision: A Tundrus can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions
+2 racial bonus on Listen, Spot, Survival, and Move Silently checks: They are exquisite hunters and love doing their hunting in total slience.
Natural weapons: A Tunrus has natural attacks. 2 claws (1d6, primary) and Tail smash (1d6, secondary).
Fight with the Pack (Ex): When a Tundrus is considered to be flanking an enemy, he gets a +3 bonus to attacks (instead of +2).
Automatic Languages: Common. Bonus Languages: Sylvan, Elven, Halfling
Favored Class: Wizard or Sorcerer
Level Adjustment: +2
Vital Statistics
Table: Tundrud Random Starting Ages
Adulthood Simple Moderate Complex
25 years +1d6 +1d10 +2d10
Table: Tundrus Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
60 years 110 years 150 years +1d% years
At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Tundrus Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5' 6" +2d8 100 lbs. × (1d6) lbs.
Female 4' 7" +2d8 75 lbs. × (1d6) lbs.

Mundane Ranger
You have no knowledge of magic, and instead hone on your own talents.

Class: Ranger

Level: 4+

Replaces: Ranger Spells

Benefit: On levels 4, 8, 12, 16, and 20, you may choose one special ability from the following list.

Farsight: You roll to spot an approaching creature at twice the normal distance. You also take a penalty of -1 to normal spot checks for every 20 feet of distance, instead of every 10 feet.
Longstride: Your base land speed is increased by 10 feet.
Improved Longstride: Your base land speed is increased by a further 10 feet.
Low Light Vision: You can see just as well in starlight, moonlight, torchlight, and similar conditions of poor illumination as most people can see in bright light.
Scent: You have honed your sense smell to match the beast of the wild.
Sixth Sense: You are always aware of the presence and general location of other creatures within 30 feet, even while unconscious.
Speak with Animals: You can communicate with animals.
Uncanny Dodge: You can no longer be caught flat-footed.
Improved Uncanny Dodge: You can no longer be flanked.
Uncanny Endurance: You gain damage reduction of 5 against non-lethal damage.

Hanbojutsu [General]
You are trained in Hanbojutsu, the art of (shorter) staff fighting, and can use a number of staves to trip the enemy and block attacks
Prerequisite: Proficiency with the Hanbo/Quarterstaff, Base Attack Bonus +1, Medium Size or Smaller
Benefit: The same as Bojutsu except that it is applied to using the Hanbo/Quarterstaff.
Normal: The same as Bojutsu.
Special: A Monk can choose this feat as its extra Monk feat at the first level.

Jumping Charge [General]
You can use your mount's jumping ability to pounce on your foes.
Prerequisite: Ride 1 rank, Mounted Combat, Ride-By Attack
Benefit: When charging, you may take a DC 18 ride check to get your mount to leap on your foes. If the ride check is passed, the mount must make a jump check (the DC is on the table below, and is halved if the rider's ride check result also beats the original Jump Check DC). If this check is passed, then you deal double damage (this stacks with the Spirited Charge feat).
Special: A fighter may select this feat as one of his fighter bonus feats.

Size Jump check DC
Tiny 4
Small 12
Medium 20
Large 40
Huge 50
Gargantuan 80
Colossal 120

Unbounded Teleportation
Conjuration (Teleportation)
Spellcraft DC: 62
Components: XP
Casting time: 1 standard action
Range: 300 ft. (for target), any planar location
Target: You and/or target objects and/or target group of touching creatures weighing up to 1,000 lb.
Duration: Instantaneous
Saving Throw: None or Will negates (see text)
Spell Resistance: No or Yes (see text)
To Develop: 558000 gp; 12 days; 22320 XP. Seed: Transport (DC 27). Factors: Interplanar travel (+4), Transport unwilling creatures (+4), 1-action casting time (+20), No verbal component (+2), No somatic component (+2), Change from touch to target (+4), Burn 100 XP (-1)
Instantly takes the caster to a designated destination, regardless of distance or plane. The caster does not need to make a saving throw, nor is Spell Resistance applicable to him or her. Objects worn or carried (attended) by another person and unwilling targets receive saving throws and Spell Resistance. The caster must have at least a reliable description of the place to which he or she is transporting. If the caster attempts to use the transport seed with insufficient or misleading information, the character disappears and simply reappear in his or her original location.

XP Cost: 100 XP
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