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artisans and laborers, but exceptional goblins join the   RACIAL TRAITS
             khesh'dar ("silent folk"), learning the skills of rogues,
             monks, or rangers. The khesh'dar spread agents across   If you're playing a goblinoid, your racial traits are deter­
             the Five Nations, and one can never know when a city   mined by whether you're a bugbear, goblin, or hobgoblin.
             goblin might turn out to be an assassin.         BUGBEAR TRAITS
              As an adventurer from a Dhakaani clan, consider why
             are you working with the other player characters? Are   Your bugbear character has the following racial traits.
                                                                Ability Score I n crease. Your Strength score in­
            you a scout gathering information? Are you searching
            for allies to defeat a rival clan, or to support your own   creases by 2, and your Dexterity score increases by l.
            unlikely bid for the Imperial throne? Are you an exile?   Age. Bugbears reach adulthood at age 16 and live up
             If so, do you hope to regain your position, or have you   to 80 years.
            abandoned your ties to the Dhakaani?                Alignment. Bugbears live on the fringes of society
                                                              even in Darguun, where they value self-sufficiency and
             GOBLINOID NAME S                                 violence. They are generally chaotic, organizing in loose
                                                              tribes under charismatic and powerful leaders.
            Goblinoid names often feature drawn-out vowel sounds   Size. Your size is Medium. To set your height and
            (represented by doubled letters), as seen in the names of   weight randomly, start with rolling a size modifier:
            both their ancient empire (Dhakaan) and their newborn
            country (Darguun). Goblins, hobgoblins, and bugbears   Size modifier = 2dl 2
            use the same names and naming conventions, despite   Height = 6 feet + your size modifier in  inches
            their tribal differences.                           Weight in pounds = 200 +  (2d6 x your size modifier)
            Male Names: Aruget, Chetiin, Daavn, Dabrak, Dagii,   S p eed. Your base walking speed is 30 feet.
              Drevduul, Duulan, Fenic, Gudruun, Haluun, Haruuc,   Darkvision. You can see in dim light within 60 feet
              Jhazaal, Kallaad, Krakuul, Krootad, Mazaan, Munta,   of you as if it were bright light, and in darkness as if it
              Nasaar, Rakari, Reksiit, Tariic, Taruuzh, Thuun,   were dim light. You can't discern color in darkness, only
              Vanii, Vanon, Wuudaraj                          shades of gray.
            Female Names: Aaspar, Aguus, Belaluur, Denaal,      Long-Limbed. When you make a melee attack on your
              Draraar, Duusha, Ekhaas, Eluun, Graal, Gaduul, Ha­  turn, your reach for it is 5 feet greater than normal.
              shak, Jheluum, Kelaal, Mulaan, Nasree, Raleen, Razu,
              Rekseen, Senen, Shedroor, Tajiin, Tuneer, Valii, Wuun


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