Templain (3.5e Race)

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--Warden (talk) 03:16, 21 April 2014 (MDT)

Templain[edit]

To find the Templain Racial Paragon go [HERE[1]]

Personality[edit]

They tend to be devout to there religion and while most are friendly they always seem to be on guard around outsiders. They enjoy gambling and are usually gracious winners as well as gracious losers. Not particularly loyal they tend to drift aimless in there affections and hatreds making them quite unpredictable.

Physical Description[edit]

They are usually average height and average build for human. The have slightly pointed ears, slightly pointed fangs, slightly pointed nails and slightly long hair. They are pale and have white hair and white pupil-less eyes.

Relations[edit]

They view every other race as if they were a younger sibling. They treat them nicely but always have the prejudice that the other races are young and confused and will often laugh off there differences as if the other race was a pitiable and naive children.

Alignment[edit]

True neutral

Lands[edit]

They feel most comfortable on the Template Plane which has a very undefined land scape. Even there cities merge with the land and are varied between the few designs they have.

Culture and History[edit]

The Culture: The Templain believe that total balance is the best way to live as does the god they serve, Onusuno. Because of this they all carry around a 6-sided die that they roll to determine how they should act in situations. 1-(good) do what's right. 2-(evil) do what selfish 3-(lawful) do what's logical. 4-(chaotic) Do the unexpected. 5-(neutral) remain neutral. 6- use your own judgment or reroll. This system over all allows the Templain to maintain balanced lives. As they are being raised young Templain are exposed to as much as possible when it comes to skills. They train their minds to be quick but thorough and train their bodies to match their wit's. They are taught that to be good at anything is as big of a weakness as being bad at anything, that because you are talented you will let your other skills weaken as you rely on your one talent to solve your problems. Eventually they do specialize using the dice to pick their job (class) but they always maintain their basic training. One of the common phrases they say when something good happens to the is simply:"Onosuno has decided it is my turn for good fortune."

The History: In there history they had powerful ancestors that would chose one of the four paths and stic to it wholly and through this folly caused the planes to split it the event they call the Fragmenting. After the fragmenting they dedicated themselves to the 5th path which was neutrality and ever since they have lived in harmony and peace hidden away from the other planes. Only recently has one of there own deviated. This unkown contacted the material plane and plotted with a wizard to pull the planes back together. While this allowed the Template plane to be accessed from both sides for travel it also created the Inclusive zone where monsters who serve every path are born to jump through the planes and cause panic.

Language[edit]

They speak there own language called Neutrali. There racial abilities allow them to learn other languages fast.

Names[edit]

All their names are balanced and tend to be palindromes, spelled the same way backwards as forward. ex Lanal, Ayuya, Maram, Fisif. The last name is son of (fathers name) and (mothers name).

Racial Traits[edit]

  • Humanoid Outsider (native): They have no normal outsider abilities and can be treated as either Outsider, humanoid, or both. They age at half the rate on their home plane.
  • Medium: No penalties or bonuses for size.
  • Templain base land speed is 30 feet
  • Naturally linguistic:The Templain automatically have learn language as a class skill and start the game with one bonus language.
  • Naturally skilled: When paying for skills the Templain are treated as having all skills as class skills. They pay one skill point for any skill though the maximum skill ranks is still treated as if they are untrained in that skill. Example: A level one fighter pays two skill points to raise move silently skill to rank two which is his max possible rank because he is untrained. This also means that all skills are available to them. In addition to this the Templain get a +1 racial bonus to all skills and +1 additional skill point per level.
  • Natural Fighters: The Templain have a + 1 competence bonus to attack and damage rolls as well as a +1 competence bonus to AC and +1 competence bonus to initiative.
  • Natural resistance: The Templain have a +1 racial bonus to all saves.In addition Aging penalties are lowered by one at each step.
  • Basis training: The Templain are smart and thorough but not particularly inventive. The can never use exotic weapons. They can use swords, axes, clubs, knives, and pole arms. Any weapon that has a racial name can not be learned as well as any weapon not fitting in these categories.
  • Automatic Languages: Neutrali. Bonus Languages: Any they come across for starting the get any languages there companions have firs then can spend it on any one they want.
  • Favored Class: The first class level they take is there favored class.

Vital Statistics[edit]

Table: Templain Random Starting Ages
Adulthood Simple Moderate Complex
20 years +1d4+1 +1d6+2 + 2d6+4
Table: Templain Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
47 years 71 years 93 years + 4d10+13 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Templain Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5' 11" +1d6-3 140 lb. × (2d4) lb.
Female 5' 11" +1d4-2 140 lb. × (1d8) lb.



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