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The Simian
ReMort Races of
All of the Simian races are curious and adaptable. Whilst they could
become good warriors, their powers require a focus in order to come to full
fruition. Those that follow the paths of Paladin and DeathKnight have
found such a focus and are awesome opponents and valuable allies. There is
a void within many of the Simian races and racial legends of unfulfilled
destiny. Those that cannot find a religious order that is worthy of their
sword, often find a master to assist them in their internal search for
meaning. Magic, unless in the service of the sword does not appeal to
these practical folk, but the mind is a power that comes naturally to
them. Many of these races have discovered natural psionic talents within
and those that train these natural talents are highly esteemed by all of the
Simian races.
They are diffident folk that do not feel a need to impress others.
Unlike many races in the Dream, they happily accept all and it is not unusual to
find settlements made up of various Simian races.
Available on reincarnation number 1Sookoona are a small, limber race.
The fun-loving Sookoona generally live in close-knit family-clans,
but at times will wander off alone for adventure or curiosity. The
Sookoona came into being in the dream from spider monkeys and still
feel a kinship with their less sentient brothers. Their wirey frames
and excellent agility make them deceptively good fighters and their
evolution through the chaos of the cataclysm has left them with a
mystical leaning. |
Affected by: pass door, fire shield |
Skills: steal, sneak, pick
lock |
| Str | Int | Wis | Dex | Con | Base | 23 | 25 | 21 | 26 | 24 | Max | 28 | 29 | 26 | 31 | 25 | |
Immune to: no
immunities. |
Resistant to:
disease |
Vulnerable to:
blunt | |
Available on reincarnation number 2The Raraka are a fierce, violent people
and have long been known for being tough fighters. Not much for
words, they nevertheless make loyal friends and deadly
enemies. They've been called baboons and gibbons but
'barbarian' is the usual word. There was legend that Darrack
once appeared in the dream as a Raraka. Whilst the natural
assumption on encountering their dark and brooding visage, is evil
intent, the truth is quite different. Each village requires a
pairing to be made before a Raraka leaves the confines of the
village. For every Raraka that takes the vows of honor and
service as a Paladin, there is a life-pair that follows the path of
a DeathKnight. They are committed to a concept of balance that only
they can fully inderstand. A life-pair might never meet again,
once the decision to leave is made. The knowledge that their
actions are counterbalanced by an alter-ego in this way, leads
to few personal restrictions on their actions. Of all the
simian races, these are the most
unpredictable. |
Affected by: sanctuary, haste, fire shield,
shock shield |
Skills: fast healing, second attack, hunt,
meditation |
| Str | Int | Wis | Dex | Con | Base | 39 | 31 | 31 | 38 | 34 | Max | 44 | 36 | 36 | 43 | 39 | |
Immune to:
fire |
Resistant to: cold, lightning |
Vulnerable to:
mental | |
Available on reincarnation number 3The Umalu are closely related to
chimpanzees and have a quick and agile mind. They generally
have a friendly disposition to those who choose to return the favor.
For those who don't... well, for all their small size, their immense
strength can be very surprising. Still, rather than fighting, they
have an intense curiosity about other people's things... especially
in having them. Those that fully develop their psionic powers
take great delight in confusing onlookers with amusing sleight of
hand tricks. The Umalu make fast, loyal friends and most are
staunch advocates of the dream and have historically stood against
the awakening supported by the children of Darrack. There are
of course, always exceptions. |
Affected by: detect invis, sanctuary, infrared,
haste, fire shield, ice shield, shock
shield |
Skills: steal, sneak, pick lock, hide, second
attack |
| Str | Int | Wis | Dex | Con | Base | 48 | 41 | 41 | 49 | 41 | Max | 53 | 46 | 46 | 54 | 46 | |
Immune to:
cold |
Resistant to: fire, lightning |
Vulnerable to:
blunt | |
Available on reincarnation number 4Orangutans are an old race. They are
closely related to humans but have, for the most part, kept to
themselves; living in mountainous regions or similar out-of-the-way
places. The lore they keep is old, and their quiet demeanor tends to
mask their fierceness. |
Affected by: detect invis, detect magic,
sanctuary, infrared, pass door, haste, fire shield, ice shield,
shock shield, acid shield |
Skills: steal, sneak, pick lock, hide, second
attack, fast healing |
| Str | Int | Wis | Dex | Con | Base | 59 | 51 | 57 | 58 | 59 | Max | 64 | 56 | 62 | 63 | 64 | |
Immune to:
cold |
Resistant to: fire, lightning |
Vulnerable to:
blunt | |
Available on reincarnation number 5Gorillas are from deep within primal
rainforests and are enforcers feared throughout the dream. They
don't care much for politics or people in general, but will
occasionally make a friend with someone not in their clan or family.
They generally have a dislike for humans, thinking them arrogant,
though they prefer to judge people equally. Meaning everyone's a
possible target! |
Affected by: detect invis, detect magic,
sanctuary, infrared, pass door, haste, fire shield, ice shield,
shock shield, acid shield |
Skills: second attack, fast healing, third
attack, hunt, meditation |
| Str | Int | Wis | Dex | Con | Base | 69 | 61 | 61 | 65 | 69 | Max | 74 | 66 | 66 | 70 | 74 | |
Immune to:
cold |
Resistant to: fire, lightning, disease |
Vulnerable to:
blunt | |
Available on reincarnation number 6Kekkekulanas are a race of simian humans
who long ago, were reversed in their evolution by an angry god.
They've learned to live well with other simians, though, and have
adapted well. They search for a God that they feel worthy of
their loyalty, remembering their ancient betrayal. Once their
loyalty is given, it is forever. The Kekkekulana aren't known
for making waves and generally prefer not to cause trouble. |
Affected by: detect invis, detect magic,
sanctuary, infrared, pass door, haste, gas shield, fire shield, ice
shield, shock shield, acid shield |
Skills: steal, sneak, pick lock, hide, second
attack, fast healing, hunt |
| Str | Int | Wis | Dex | Con | Base | 75 | 71 | 71 | 79 | 79 | Max | 80 | 76 | 76 | 84 | 64 | |
Immune to:
cold |
Resistant to: fire, lightning, poison,
disease |
Vulnerable to:
blunt | |
Available on reincarnation number 7The Oweluv are a mystery. No one knows
from whence come the Oweluv, whether natural or magically made. In
the earliest stories mentioning them, they were servants of an
ancient evil sorceress from the west, known simply as 'the Old One'
to the Oweluv. At some point, though, these winged simians who look
similar to Sookoona broke free of the Old One's bondage. Since then,
they've held on staunchly to their freedom and will destroy anyone
who tries to take it from them. |
Affected by: detect invis, detect magic,
sanctuary, infrared, flying, pass door, haste, gas shield, fire
shield, ice shield, shock shield, acid
shield |
Skills: steal, sneak, pick lock, hide, second
attack, fast healing, hunt, meditation |
| Str | Int | Wis | Dex | Con | Base | 81 | 88 | 85 | 89 | 85 | Max | 86 | 93 | 90 | 94 | 89 | |
Immune to:
cold |
Resistant to: fire, lightning, poison,
disease |
Vulnerable to:
blunt | |
Available on reincarnation number 8Oraha stand somewhat shorter than the
average human, and can walk on all fours or upright at will. While
not generally interested in knowledge and learning, they excel at
philosophy, religion and a deep, unique folk wisdom. The Oraha are a
peaceful race, but produce strong, tough fighters dedicated to the
cause they follow. |
Affected by: detect invis, detect magic,
sanctuary, infrared, flying, pass door, haste, gas shield, fire
shield, ice shield, shock shield, acid
shield |
Skills: steal, sneak, pick lock, hide, second
attack, fast healing, lore, hunt,
meditation |
| Str | Int | Wis | Dex | Con | Base | 97 | 94 | 97 | 97 | 93 | Max | 102 | 99 | 102 | 102 | 98 | |
Immune to:
cold |
Resistant to: fire, lightning, poison,
disease |
Vulnerable to:
blunt | |
Available on reincarnation number 9Kambula known to some as Australopithecus
or the Australopithecines, are a savage tribal group that are native
to both desert and rain forest regions. They are highly intelligent.
In the stygian mists of forgotten jungles, they live a life of
danger, from day to day and are made by it to be tough as nails.
Feared and misunderstood by some, their secret lore remains buried
deep in the jungles where they live and within their tribes. The
Kambula keep to themselves for the most part, but have been
legendary adventures since the time beyond
memory. |
Affected by: detect invis, detect magic,
sanctuary, infrared, prot evil, flying, pass door, haste, gas
shield, fire shield, ice shield, shock shield, acid shield |
Skills: steal, sneak, pick lock, hide, second
attack, fast healing, lore, hunt, meditation,
parry |
| Str | Int | Wis | Dex | Con | Base | 105 | 108 | 104 | 108 | 101 | Max | 110 | 113 | 109 | 118 | 106 | |
Immune to:
cold |
Resistant to: fire, lightning, poison,
disease |
Vulnerable to: no vulnerabilities. | |
Available on reincarnation number 10The Neanderthal are a large, strong and
hardy group who aspire to live peacefully, hunting and gathering.
Neanderthals aren't known for great agility, but their strength and
wisdom more than compensate for this lack. In times past, a feud
developed between Neanderthals and humans, and relations remain
shaky to this day. |
Affected by: detect invis, detect magic,
sanctuary, infrared, prot evil, prot good, flying, pass door, haste,
gas shield, fire shield, ice shield, shock shield, acid shield |
Skills: steal, sneak, pick lock, hide, second
attack, fast healing, lore, hunt, meditation,
parry |
| Str | Int | Wis | Dex | Con | Base | 118 | 118 | 114 | 111 | 118 | Max | 123 | 123 | 119 | 116 | 123 | |
Immune to:
cold |
Resistant to: magic, fire, lightning,
poison, disease |
Vulnerable to: no vulnerabilities. | |
Available on reincarnation number 11 |
Affected by: detect evil, detect invis, detect
magic, sanctuary, infrared, prot evil, prot good, flying, pass door,
haste, gas shield, fire shield, ice shield, shock shield, acid
shield, breath, water |
Skills: steal, sneak, pick lock, hide, second
attack, fast healing, lore, hunt, meditation, parry, kick |
| Str | Int | Wis | Dex | Con | Base | 129 | 125 | 124 | 124 | 128 | Max | 133 | 130 | 129 | 129 | 132 | |
Immune to:
cold |
Resistant to: magic, fire, lightning,
poison, disease |
Vulnerable to: no vulnerabilities. | |
Available on reincarnation number 12Piltdowners are the result of cruel,
evil experiments of an ancient, mad mage. He created them as a
mixture of various simian parts, creating Frankenstein-ish monsters
with the minds of demons meant to serve him. Unfortunately for him,
he didn't realize how strongly life can want independence, and his
creations turned on him. They began breeding and became a race of
their own. They tend to be angry, bitter people, turning their
extreme strength and intelligence against those they dislike. Many
of them have begun following the path of Darrack, hoping for a
better life, or none at all, after the
Awakening. |
Affected by: detect evil, detect invis, detect
magic, sanctuary, infrared, prot evil, prot good, sneak, flying,
pass door, haste, gas shield, fire shield, ice shield, shock shield,
acid shield, breath, water |
Skills: steal, sneak, pick lock, hide, second
attack, fast healing, lore, hunt, meditation, parry, kick, bash |
| Str | Int | Wis | Dex | Con | Base | 138 | 138 | 131 | 138 | 132 | Max | 143 | 143 | 136 | 143 | 137 | |
Immune to: cold,
disease |
Resistant to: magic, fire, lightning,
acid, poison |
Vulnerable to: no vulnerabilities. | |
Available on reincarnation number 13Entwaidemailah
are named after their deity, who's name means 'he who
walks with fire.' They are a tall, proud race, known for
their great manes that resembles that of lions. These primates
have kept a small, but strong number despite feuds with races of
larger numbers. The Entwaidemailah are very religious and their lore
immense. |
Affected by: detect evil, detect invis, detect
magic, sanctuary, infrared, prot evil, prot good, sneak, hide,
flying, pass door, haste, gas shield, fire shield, ice shield, shock
shield, acid shield, breath, water |
Skills: steal, sneak, pick lock, hide, second
attack, fast healing, lore, hunt, meditation, parry, kick, bash,
berserk |
| Str | Int | Wis | Dex | Con | Base | 149 | 144 | 149 | 144 | 149 | Max | 154 | 149 | 154 | 149 | 154 | |
Immune to: cold,
disease |
Resistant to: magic, fire, lightning,
acid, poison |
Vulnerable to: no vulnerabilities. | |
Available on reincarnation number 14The Kong are huge creatures that
resemble gorillas. They are as tall as the tallest of giants and
lack the attention that mages and clerics might require. Kongs are
generally solitary savage creatures, happily left to their solitude
by most, but occasionally, what can be said except that a Kong has
to go out and bash something. |
Affected by: detect evil, detect invis, detect
magic, sanctuary, infrared, prot evil, prot good, sneak, hide,
flying, pass door, haste, gas shield, fire shield, ice shield, shock
shield, acid shield, breath, water |
Skills: steal, sneak, pick lock, hide, second
attack, fast healing, lore, hunt, meditation, parry, kick, bash,
berserk, peek |
| Str | Int | Wis | Dex | Con | Base | 159 | 151 | 151 | 155 | 159 | Max | 164 | 156 | 156 | 160 | 164 | |
Immune to: cold,
disease |
Resistant to: magic, slashing, fire,
lightning, acid, poison |
Vulnerable to: no vulnerabilities. | |
KordellianAvailable on reincarnation number 15Kordellian are a highly evolved race,
known for their extremely high mental capabilities and, at times,
their arrogance. The magic ability of Kordellians is legendary, as
well as their agility, which they show off regularly at very
civilized athletic meets. No one is quite sure in which direction
their loyalty lies, but whoever might find them on their side is
promised both an excellent ally as well as a very interesting, if
frustrating experience. |
Affected by: detect evil, detect invis, detect
magic, sanctuary, infrared, prot evil, prot good, sneak, hide,
flying, pass door, haste, gas shield, fire shield, ice shield, shock
shield, acid shield, breath, water |
Skills: steal, sneak, pick lock, hide, second
attack, fast healing, lore, hunt, meditation, parry, kick, bash,
berserk, peek, haggle |
| Str | Int | Wis | Dex | Con | Base | 165 | 169 | 169 | 169 | 164 | Max | 170 | 174 | 174 | 174 | 169 | |
Immune to: cold, poison, disease |
Resistant to: charm, magic, slashing,
fire, lightning, acid |
Vulnerable to: no vulnerabilities. | |
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