Aspect (3.5e Race)
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Aspects are a strange, usually friendly race who prefer to use naturally made weapons and have a taste for good stories and the flesh of wildfowl.
All Aspects appearances' reflect the environment they hail from. They have brown or black eyes unless otherwise influenced by their childhood home.
Other races don't understand them, causing them to act rashly.
Any. An Aspect clan in an unfamiliar location will simply adapt to their environment and form a new subrace to claim the region. With the exception of children raised by hermits, this is highly rare in current times.
Any, particularly those favouring, or at least respecting, the ways of nature.
Aspects speak their own native tongue, simply known as Aspect; and Common. They have a bonus language of either Draconic, Elven, Gnoll or Sylvan, usually gleaned from the closest settlement to where they grew up.
Aspect names don't have traditional gendering, though some names are considered masculine and some feminine, they're all considered within their own cultural biases. Names are either overheard and directly borrowed from the closest settlement, to add generational variety by the more "creative" parents, or taken from Aspect words for the local flora and fauna.
- +2 Dexterity, +2 Strength; −2 Charisma
- Medium: As Medium creatures, Aspects have no special bonuses or penalties due to their size.
- Aspect base land speed is 30 feet.
- Low-Light Vision
- +2 racial bonus to Tumble and Balance checks because of their agility and general love of showing off
- +2 racial bonus on hit checks against flying creatures because of Aspect society's love of wildfowl hunting
- +2 racial bonus on bluff checks thanks to Aspects' propensity for storytelling
- Automatic Languages: Common and Aspect Bonus Languages: Any (other than secret languages, such as Druidic); Draconic, Elvish, Gnoll, and Sylvan are the most frequent additional language due to the large population of speakers for Aspects to seek out. See the Speak Language skill.
- Favored Class: Rangerr. When determining whether a multiclass Aspect takes an experience point penalty, their highest-level class does not count.
|Middle Age1||Old2||Venerable3||Maximum Age|
|35 years||50 years||70 years||+2d12 years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4' 10"||+2d10||120 lb.||× (2d4) lb.|
|Female||4' 5"||+2d10||85 lb.||× (2d4) lb.|
Forest Aspects are the most common kind of aspect, and are commonly called 'friendly orcs' because of their gruff appearance. They usually stand about 5 to 6 feet tall, but the females are much larger than the males and may grow up to 7 or even 8 feet, given a good year of growing. The average lifespan of a forest aspect is about the same as a human's. Forest aspects have skin ranging in color from light brown to dark green, and some turn orange and yellow in the fall. They grow thick, black hair and often have dandruff problems. They prefer to live in the trees and fight with clubs and wooden arrows.
The shortest aspects (usually standing about 5 feet tall), plains aspects are a usually a tannish yellow in skin color and completely bald. The men may grow facial hair, but it is thin and lightly colored. Plains aspects are known for their skill in training riding mounts of all types, and their great abilities in cooking. They prefer to use rock and stone weapons, sharpening flint throwing axes with which to hunt the great giant plains quail.
Oceanic Aspects live on lost, long forgotten islands and are the most festive-and most agressive- of all the Aspects. Their skin ranges in color from seafoam grey to sea blue to light green, and their eyes are usually blue or a sandy color. They tend to grow wavy blue, black, or purple hair, but like to cut it short. Their lower canines sometimes extend slightly above their lip (though they don't have an underbite) and they like to paint their face with island fruit juices. They exchange the +2 bonus on attacks versus flying creeatures for a +2 bonus on attacks vs. swimming enemies, for they hold great shark hunts and often encounter Kraken. They like to war with other islanders, especially the more savage ones, and eat their fallen enemies, but quickly befriend the survivors of shipwrecks. They prefer weapons made of seashell coated in conch poison.
Conch Poison: Fortitude save DC 17; Primary damage 1D3 Dexterity after 2 rounds and every 2 rounds thereafter. An enemy with 0 Dexterity is paralyzed until cured. The cure is simple, just take some seawater, urine, and something very absorbent and press it tight against the wound as a full round action. If the victim is already paralyzed, a DC 15 Healing Check is required.