d20 Silven Publishing Races of Twilight The Green.pdf

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The Twilight Races - The Green
by Michael Thompson
Content Editor: Dana Lynn Driscoll
Mechanics Editor: Michael Thompson
Artwork: Jesus & Javier Carmona-Esteban
Layout: Kosala Ubayasekara
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About the the Author
Michael Thompson is a computer engineer and IT manager by
trade, but a dreamer and idea man at heart. He is a veteran of
25+ years of RPG gaming, including D&D, World of Darkness,
GURPS, Villains & Vigilantes, and too many others to list. In
additon to writing, he is currently a D20 Mechanics Editor for
Silven Publishing and a forum moderator at the company’s sister
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Email piracy@silven.com to make use of this offer. We appreciate
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Abbreviations
PHB = Player’s Handbook
DMG = Dungeon Master’s Guide
Mike lives in Norton, Massachusetts, a small town 15 minutes
north of Providence, RI.
About the the Editor
Synonyms for the word Dana include variegated, multifarious,
or perhaps convoluted. Dana has a variety of different interests
including reading, writing, learning, and playing D&D. She has
held the position of Editor-in-Chief for the Silven Trumpeter
for over a year and has helped it grow into the largest free
RPG magazine on the Internet. She is currently a PhD student
in Linguistics at State University of New York: Stony Brook.
While she currently resides on Long Island, she is a country
girl at heart, growing up the wooded Appalachian mountains of
Western Pennsylvania.
About the Series
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as is with little or no modiication in your games.
The Twilight Races series gives you the chance to see the end
results of a project we have been running on sister portal
Silven Crossroads. The project, entitled Project Crossroads, is
a collective venture to create a public RPG setting. Individual
authours can enhance their ideas and release them as
commercial content under the OGL license. The Twilight Races
series brings you some of the races that our fans have created in
Project Crossroads for you to add to your games, in an easy-to-
use package.
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Contents Page
Druid
11
Expert
11
Introduction
4
Fighter
11
Monk
11
Chapter 1: Overview
4
Personality
5
Paladin
11
Relations
5
Psionic Classes
12
Alignment
5
Ranger
12
Green Lands
6
Rogue
12
Religion
6
Sorcerer
12
Language
6
Warrior
12
Names
6
Wizard
12
Adventurers
6
Chapter 5: Feats
12
Green Racial Traits
6
Chapter 6: Prestige Classes
14
Chapter 2: Green Society
7
Cornucopian
14
Life Cycle of the Green
7
Nature Warden
15
Gestation
7
Living Blight
16
Youth
7
Adulthood
7
Chapter 7: Equipment and
Old Age
7
Magic Items
17
Death
7
New Weapons
17
Life in the Grove
7
New Armor and Shields
18
Magic Items
18
Chapter 3: Religion and Gods
8
Chapter 4: Green and the
Core Classes
11
Adept
11
Aristocrat
11
Barbarian
11
Bard
11
Cleric
11
Commoner
11
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INTRODUCTION
CHAPTER 1: OVERVIEW
Welcome to Races of Twilight: The Green , the irst in a
series of d20 race supplements utilizing the 3.5 rules set.
Not simply a collection of elf and dwarf variants, the Races
of Twilight series provides detailed information on unique
and original player character races that can be incorporated
into any fantasy campaign. While intended for the
experienced gamer who enjoys deep characterization and
role-playing over one-dimensional heroics and “roll-playing,”
Races of Twilight can be used by anyone who likes unusual
characters.
“The young races become more divided with each passing year. They
split into opposing nations and fight over land and precious metal
they believe is theirs alone. If only they would remember that we
are all of one world, one great cycle, perhaps they could live in
harmony with each other as we live in harmony with tree and stone.”
-- Ironbark, green nature warden
The green (singular and plural) are a race of intelligent plant
life that may well be the oldest intelligent society. According to
their creation myths, the green are the irst children of the Earth
Mother raised up from soil and seed. The green prefer natural
surroundings and are contemplative philosophers. They claim to
be immortal, but many have died from disease, ire, magic, and
physical trauma.
The series is called Races of Twilight because each of
the races presented are in some way approaching the
inal phase of their cultural, political, or physiological
development and are slowly fading from the world. Some
have fallen into decadence and feel apathy for the rest of
the world; others have lost their dominance and position
in a world of multiracial empires; still others have been
crushed by disease, overpopulation, or magical travails.
Whether each race dies and is forgotten or overcomes its
dificulties and thrives is in the hands of players and DMs.
This irst book in the series presents the green , a race
of tree folk that strive to live in harmony with the natural
world. They are quietly fading from the land as their birth
rates steadily decline.
There are many variations within the race of the green. While
skin color, foliage shapes and sizes, and physical size vary
widely, the green can most easily be divided into two subgroups
based on climate: the decians and the pinians. These subgroups
are merely a means for other races to categorize the green and
do not represent actual subraces.
Decian green are most often found in temperate and warm
climates. Decians are noted for the diverse shapes and sizes of
their foliage: round, eliptic, spear-shaped, lobed, and ovate. Like
seasonal trees, decian foliage changes color in the autumn and
usually drops off in the winter, only to grow back in the spring.
Decians are caretakers and tend to focus on nurturing all life.
While each book provides numerous details on a new
race, plenty of room is left for DMs to develop a unique
background and role for that race in his or her campaign
world.
Pinian green are most often found in temperate and cold
climates. Pinians are noted for their needle-like foliage. Like
evergreen trees, pinians keep their foliage year-round. Pinians
are guardians and tend to focus on protecting all life.
Chapter one provides an overview of the green, describing
their appearance, personality, and general philosophy. It
also provides the game mechanics for creating a green
character.
Physical Description
The green are genderless, quadruped beings that stand 9 to
12 feet tall. Their short legs, long arms, spindly ingers and
wide torso appear to be composed of hard but lexible wood.
Chapter two describes green society, from their life cycle
to the details of their communities.
Chapter three goes into depth on green religion and
provides information on several gods in the green pantheon.
Thirst and Starvation
Chapter four explains how the green work within the
structure of the core PC and NPC classes.
A green can go without soil for 3 days; each day that passes
without nourishment grows in discomfort. After this time,
the green must make a Constitution check each day (DC 10,
+1 for each previous check) or take 1d6 points of nonlethal
damage.
Chapter ive lists a number of new feats available to green
characters.
Chapter six details three prestige classes unique to the
green, including the cornucopian, nature warden, and living
blight.
A green can go without water for 2 days plus a number of
hours equal to his Constitution score. After this time, the
character must make a Constitution check each hour (DC 10,
+1 for each previous check) or take 1d6 points of nonlethal
damage.
Chapter seven closes out the book with a listing of
weapons and equipment, both magical and mundane,
that are commonly created by green artisans and used by
guardians of green society and its allies.
Green characters who have taken nonlethal damage from lack
of food or water are fatigued. Nonlethal damage from thirst or
starvation cannot be recovered until the character gets food
or water, as needed—not even magic that restores hit points
heals this damage.
Enter now into the realm of the races of twilight!
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Role-playing a Green Character
green require fresh water to live. Often the water can come from
moisture in the soil, but a green can absorb water through its
feet (and skin) from rain, rivers, or other bodies of water.
The green present a challenging race option for role-
players. At irst glance, it may seem that the best way to
portray a green character is to adapt the personality traits
of someone like Commander Data of Star Trek: The Next
Generation—intelligent but naïve, at home with devices but
out of place in social settings. This is a perfectly acceptable
way to play your character, but the green are more three-
dimensional than that.
Personality
Most humanoid races ind it dificult to understand the green
because their thought processes are so alien. Of course, this
dificulty is felt by the green regarding humanoids as well.
To the green, most things in the world can be understood by
their philosophical belief in duality and singularity. Duality
consists of life and death, light and darkness, earth and sky,
male and female. Above duality is the concept of singularity,
things that supersede or entail the combination of pairs. A race
or species, for instance, is the combination of male and female.
A day is made up of a light period and a dark period. The green
themselves are of the singularity, since they supersede the
duality of gender. Because they are genderless and singular, they
have a dificult time comprehending the emotions and values of
gendered, dualistic humanoids.
Green are most comfortable in wilderness settings, and
they might take on leadership roles when on adventures
into uncharted territories and when dealing with primitive
or monstrous races. They might act as the conscience of
the party when dealing with enemies that can be defeated
in ways that do not require killing everything in sight. It
is important to remember that the green act in ways that
they feel will maintain the natural low of life, and their
actions may not coincide with the ultimate goals of the
party. Players should consider that a green roused to anger
over environmental abuse can be a terrible thing to deal
with!
For instance, the green cannot understand humanoid morality.
To them, there is only “right” and “not right.” An orc is not
evil because he killed an elf; his action may have been “right”
(defending himself) or “not right” (killing to steal goods). The
easiest way for the green to associate “not right” with “evil” is
when an event needlessly disrupts the natural low of life. Killing
another creature is not evil if the killer did so in self defense, but
killing for no reason or in excess of need (i.e., when subduing
the creature would sufice) is evil.
Evil green characters do exist. An evil green will think
of itself as the pinnacle of evolution, the ultimate
achievement of divine creation. Humanoid races are
either tools to be used and discarded or exterminated like
vermin. The natural world exists to provide nourishment
and pleasure to the green and nothing more. Anything that
might prevent a green from enjoying its life to the fullest is
to be scorned or destroyed.
The many emotions felt by humanoids are hard for the green to
grasp. While a human may say that the green love the earth,
the green will say that they are at ease with tree and stone.
Marriage and sex between male and female is outside the
green´s ability to comprehend; they look at it as a compulsion
to elevate from duality to singularity. Humor is a dificult
concept, and many humanoids consider green very stoic. To the
green, humor relates to a humanoid need to be “more at ease”
with others.
Green characters are not well suited to underground
adventures. A green that spends long periods of time
underground and away from the sun will become
tired, apprehensive, and perhaps even panicky as the
nourishment it craves is denied to it. Players should discuss
the goals of the DM and the player group to determine
whether or not a green would be appropriate for the kinds
of adventures they intend on embarking upon.
Their heads tend to be rounded or acorn shaped; the face
is human-like and surrounded by leaves, lowers, or vines
that grow from head, shoulders and upper back. Their skin
is coarse and tough but not stiff, and it can be any of the
many colors found in nature. In temperate areas, many
green change color with the seasons. They do not normally
wear clothing, although they may do so to augment their
appearance when traveling or dealing with other races.
Relations
Green tend towards neutrality when dealing with the “young
races” and often relate to them as a parent would to a child. This
does not mean they treat them like babies, but rather that the
green feel responsible for teaching wisdom to the inexperienced
and innocent. Of all the young races, green feel most at ease
with elves. While elves are usually quite comfortable in the
company of the green, other humanoids often feel uncomfortable
around them, especially those from urban areas. Most can’t
accept that they are basically dealing with an intelligent plant.
Green young are actually grown from seeds in the earth.
They stay rooted to the ground until they reach 20-25 years
of age, when they are capable of uprooting themselves and
moving freely.
One thing that the green can truly be said to hate (or “be at
great unease with”) is undead. These creatures exist outside of
duality and singularity, and are not part of the natural low of
life.
Green gain sustenance like plants, through photosynthesis.
When resting they sink tiny roots in the bottom of their
feet into the soil and enter a meditative state similar to an
elven trance. They do not dream, but enter a contemplative
state to relect on their recent life events. When resting in
this way a green gains the same beneit that a human does
from 8 hours of sleep. Like any other plant or animal, the
Alignment
Green may act in ways that humans consider good or evil,
but their tendency is toward neutrality. While some green act
in ways that help other races (for example, building a dam
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Green Racial Traits
to improve farming in an area), others act in ways that
humanoids consider evil (destroying the same dam, which
in turn wipes out the farming community). Living outside
the parameters of humanoid morality, the green simply do
what they feel they must in the low of life.
+2 Constitution, -2 Dexterity, -2 Charisma: Green are a
hardy race, but their bodies tend to be less lexible than
a typical humanoid. Their unique outlook on life makes
them hard for other races to understand, thus they
suffer penalties in their interactions.
Green Lands
The green make their homes in woody areas and grassy
plains and live in small communities called groves. The
green have no need for food or shelter like normal races,
so these communities are often completely overlooked by
other races. The predominant role of every grove is to raise
young green, called saplings. Saplings remain rooted in
the ground, are raised by the entire community, and are
taught mainly green philosophy and at least one non-native
language. Those that show aptitude are also given basic
schooling in magic and/or combat techniques to defend the
grove.
Large (tall) creature: As a Large creature, a green
suffers a -1 size penalty to Armor Class, a -1 size
penalty on attack rolls, and a -4 size penalty on Hide
checks. It uses larger weapons than humans use,
and its lifting and carrying limits are twice those of a
Medium character. Green have a 10-foot reach but take
up a 5-foot space
Green base land speed is 40 feet.
+2 natural armor bonus to Armor Class.
Plant creature type: As plant creatures, green are
immune to mind-affecting effects, poison, sleep effects,
paralysis, polymorph, and stunning. They are not
subject to critical hits. Spells and spell-like effects that
target plants affect green characters. Green cannot use
potions, although salves and oils applied to the skin
may still work if there are no restrictions against use by
plant creatures. The wildshape druidic class ability will
work for the green.
Green seldom remain long in humanoid communities due to
the differences in philosophy, culture, and physiology. Other
races that enter a green grove in peace are welcomed and
treated with courtesy and respect, although accommodation
for non-green life necessities such as food or clothing may
be dificult to acquire.
Unusual Body Type: Because of their uncommon
physiology, green seldom ind clothing or armor that
will it them (although they usually go unclothed).
Typically, they must have such items made. Because
they are a large, non-humanoid race, such items cost
four times as much as normal, and are twice as heavy.
Religion
The green most often worship Sheloss, the goddess of
fertility, whom they perceive as the Earth Mother that
created their race. A few green will worship other deities
that relect certain aspects of nature. Green deities and
religion are detailed in Chapter 3 of this guide.
Knowledge (nature) is always a class skill for a green
character. In addition, green receive a +2 racial bonus
to Knowledge (nature) skill checks.
Language
The green have their own non-verbal language that has no
written equivalent. They communicate in a series of creaks,
groans, and rustlings generated by their tree-like bodies.
It is impossible for other races to comprehend or learn this
unique form of communication without magical aid.
Weapon Familiarity: Green may treat hornstaffs as
martial weapons rather than exotic weapons (see
Chapter 6 for details on the hornstaff).
Healing Limitations: Green cannot heal lethal damage
like other races. As plant creatures, they must have
both soil to temporarily take root in and sunlight to
absorb in order to heal naturally. If only soil or sunlight
is available, a green heals at half the normal rate.
If neither soil nor sunlight is available, green cannot
heal naturally at all. To qualify as having rested with
sunlight, at least 4 hours of the rest period must be
in the direct rays of the sun. Nonlethal damage heals
normally, even without soil or sunlight.
Names
A green sapling is given a name by the community,
although it is unpronounceable by other races (it’s hard to
pronounce a series of creaks and rustles). To communicate
with other races, the seedling may choose an “outsider”
name for itself. The name is most often one word, non-
gender speciic and related to nature.
Automatic Languages: Green and Sylvan. Bonus
Languages: Any. Green deal with forest-dwelling
creatures more than any others, thus they learn to
communicate with their nearest neighbors. They are
capable of learning any language, however. Only the
green are capable of speaking in their natural tongue,
which is actually a series of creaks, groans, and
rustlings.
Green Outsider Names : Silverleaf, Sunservant, Barkleg,
Grovetender, Flowerfriend
Adventurers
The green love the land and if they choose to pursue the
path of adventure it is usually in the cause of protecting the
natural low of life. Many have a curiosity about the young
races and start adventuring as a way to understand how
these unusual creatures live.
Preferred Class: Druid or ranger (chosen at character
creation). A multiclass green’s druid or ranger class
does not count when determining whether it takes an
experience point penalty. Communing with and tending
to nature are part and parcel of every green’s life.
Level Equivalent: +2
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