The Pale (Merika Supplement)

From D&D Wiki

Jump to: navigation, search

It is easy to see why these reclusive folks have earned their common name, their flesh is milk-white and their eyes a disconcerting red. They tend to be slight compared to humans. Their bodies are nearly hairless and males find it impossible to grow facial hair.

their features are considered exotic and attractive by some though their smiles illustrate their inhumanity too well for many folk as their jaws are lined with many small, sharp teeth.

The underground culture of the Pale values knowledge and its pursuit above all things. Morality is foreign to them when learning is concerned. They have a very insular society that consists mostly of a single massive underground city and a few satellite settlements. Their people are ruled by a council of elders who gain their positions through a combination of peer esteem and ruthlessness and hold their positions through peer review (and the ability to avoid assassination). Men and women hold equal power in their society, as cerebral accomplishments are their method of measurement.

The Pale view death much differently than most folk. Necromancy is viewed as the purest form of magical pursuit and the study of this fel art has reached a pervasive level within the underground world of the pale. Within the twilight halls of their underworld only the poor die of old age. Those wealthy and successful enough extend their lives through unnatural means.

In times past they Pale have had very little to do with the surface races, but the recent rattling of sabers by the Imperium have driven them into an uneasy alliance with the Republic.


The Pale Racial Traits[edit]

+2 to Dexterity, +2 to Intelligence, -2 to Strength. The Pale are nimble and canny, but they tend to be thin and petite.

Medium: The Pale are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: The Pale have a base speed of 30 feet.

Low Light Vision: The Pale can see twice as far as men in low light conditions.

Blood in the Water: The Pale can't help but press an advantage when in combat. Any time an opponent is afflicted with a negative status effect (such as dazed, shaken, fatigued, or sickened) the Pale gains a +1 to hit and damage and adds 1 to save DC's for spells cast against the opponent.

Life Sight: The Pale have blindsight out to 20' but can only see living creatures. They can also recognize undead in normal lighting conditions within this same range.

Honey and Vinegar: The Pale receive a +2 bonus to Bluff and Intimidate.

Culture of Death: The Pale receive a +4 to saves versus necromantic effects.

Consume the Quick: The Pale can literally consume life force along with flesh. As a full round action the character may regain hit points equal to 1d6+1 per character level by consuming flesh. This flesh must be living or recently dead and must come from a sentient being.

Albinism: The Pale are adapted to low-light conditions and lack pigment in their skin. They are light sensitive and must wear protective clothing in direct sunlight or suffer ill effects.


Table: The Pale Random Starting Ages
Adulthood Simple Moderate Complex
18 years +2d4 +2d6 +2d10
Table: The Pale Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
95 years 125 years 170 years +2d20 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: The Pale Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 4” +2d8 90 lb. × (2d4) lb.
Female 4’ 0” +2d8 75 lb. × (2d4) lb.



Back to Main Page3.5e HomebrewCampaign SettingsMerika

Home of user-generated,
homebrew pages!


Advertisements: