Difference between revisions of "Aerie (Apath)"

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Aerie ''(Chinese: jade rabbit)'' is the name of the moon rabbit in Chinese mythology. The rabbit is associated with the moon in Korean, Japanese, and aztec myth. A combination of wisdom, innocence, playfulness, and devotion characterizes most mythical rabbits.  
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Aries are tiny fey, courtiers and emissaries of fey courts and gentry among smaller fey. Long confined only to the deepest fairy glades and to fairy itself, aeries are becoming more common as the barriers between planes weaken.  
  
== Description ==
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Less concerned with pranks and more with simply enjoying fun and beauty, aeries are creatures of conflicting drives. Generally stay-at-homes who enjoy the good life, they can be intensely curious when not overtaken by shyness or laziness.
Aerie, also known as usagi or rabbit-folk, are humanoids with the physical characteristics of rabbits, much like tengu have the features of crows. They are known for their generosity and devotion.
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Aeries have high opinions of themselves, and thrive on respect and influence. They are daring and think nothing of challenging opponents several times their own size. They view the world with a curiosity and true desire to learn, and this runs counter to their boisterousness; aeries will often find it convenient to remain hidden to observe the ways of others.
  
'''Physical Description:''' Rabbit-folk are short, about 4'10, with the distinctive ears and tails of rabbits. Most also have human-like hair, marked incisors, and long feet that walk on toes, but these trait is not universal. Beyond these common traits, yatu vary from human to very animal-like in appearance, some having skin, others fur, some having humanoid faces and others rabbit-like snouts or somewhere in between. Both animal-like and human-like rabbit-folk share the full color range of their human and animal parts, with very pale and and very dark colors both somewhat more common than in either rabbits or humans.
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Aeries prosper in any place of great natural beauty or that satisfies their curiosity. A few aeries even live in cities, usually as invisible observers. In areas dominated by evil they try to maintain small hidden havens of beauty. Aeries love to craft beautiful and intricate things, and can get mesmerized by artful devices. In fairy lands, aeries often take on a more active role, as mediators and spokesmen for other small fey and as courtiers in fairy courts.
  
'''Society:''' Aerie live in tight communities, usually under conditions humans would consider cramped. They have a great need of social interaction and physical contact, tough this can be restrained and codified in structured societies. Generally serious workers, most aerie are simple farmers, with a special talent for gardening and cultivating rare plants. Ordered and predictable, aerie are generally appreciated by neighbors and often end up in positions of responsibility if not leadership. Aerie society centers on the does, with bucks often in honored positions of little authority or loosely attached to families. Fidelity is not seen as a virtue among aerie, but adolescent males often attach themselves to an elder male who may or may not be their father.  
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'''Physical Description
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Aries are humanoid fey, about 8 inches in height (a full foot with wings included) and weigh 4 to 8 ounces. They are generally gnome-like in appearance, with gossamer wings that have a wingspan of just over a foot. Like gnomes their hair and skin comes in a variety of colors and often reflects their personality; a shy aerie is likely to have pale coloration, a passionate one bright, one interested in plants is likely to be green, and so on. The generally have graceful builds, but this is not universal, some aerie are shorter and chubbier, looking somewhat like tiny winged dwarfs.  
  
'''Relations:''' With a mix of tolerance and friendliness, aerie get along well with most other races. Their seriousness can annoy gnomes, while halflings sometimes resent their honesty. Elves look down fondly on aerie, while dwarfs like how aerie let themselves get drunk under the table. Even predatory creatures, like catfolk and gnolls, often appreciate aerie for their willingness to sacrifice, never realizing how dangerously well-organized a group of aerie can be until it is too late. Popular in most camps, aerie are not commonly leaders or politicians.
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'''Society:'''  
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Aeries often live in a a society devoted to the study and protection of some locale or phenomenon, called their ward. This can be anything from a quaint human village to a waterfall or even a storm cloud. Such groups of aeries are very devoted to the focus of the community, letting it inspire everything from clothes to living spaces and they might even change their physical appearance to more resemble their ward. If the focus is another type of creature, the aeries take on the mannerisms and views of their ward.
  
'''Alignment and Religion:''' Rabbit-folk are serious, devoted, and hard-working with a natural tendency towards lawful and good alignments. They can devote their loyalty to others even over alignment differences; a lawful aerie makes a good servant for a chaotic nobleman. Likewise, they show little alignment prejudice in matters of faith; they often worship patrons much more chaotic than themselves. Gods of the moon gain their special devotion and love.
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Aeries don't have families and young aeries are formed out of raw magic or from the ward of another aerie. It has been observed that a living ward of an aerie can be reincarnated as an aerie after death. Aeries still enjoy a flirt, and those living in complex courts might engage in lengthy courtships, complete with all the pride and prejudice of mortal love.
  
'''Adventurers:''' Their dutiful natures make aerie respond to calls of duty; the most common reason for a aerie to leave their societies is for service in response to an obligation. Such aerie, usually bucks, rarely return to their home and instead serve for life. If the cause for their call is lost, such as if a noble patron dies, they may become wanderers and adventurers. Others adventure in the service of their patron, being trusted to represent their interests far from home.
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'''Relations:'''  
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Aries often live in the societies of others, either as nobility among the smaller sprites or as courtiers and messengers among elves and larger fey. They are friendly to gnomes, in a patronizing way, regarding gnomes as lacking sophistication.
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Aeries are curious about other races when the occasion arises, and often study them and even mimic their behavior, but rarely reveal themselves except to a few individuals, often artists, children, beggars, or others whose reports on them are unlikely to be believed. Because of this, they remain elusive fairytale creatures and other races have no particular preferences or prejudices about them.
  
'''Male Names:'''
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'''Alignment and Religion:''' Aeries are proud but good-natured and tend toward chaotic good in alignment. Their loyalties and interests are personal rather than familial or patriotic. An aerie will think nothing of opposing another aerie if their interests collide, but such confrontations are rarely belligerent. Aeries in conflict would rather let their favorites quarrel and bet on the outcome than involve themselves directly, at least as long as their ward is sure to survive. If an aerie's ward is threatened, they will use every trick in their arsenal to protect it.
Bai, Eiji, Gen, Hanasuke, Hatsu, Hirohito, Hirooshi, Hisao, Ichiro, Jiro, Makoto, Saburo, Shiro, Xueqin, Yusheng.
 
  
'''Female Names:'''
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'''Adventurers:''' Aeries sometimes get attached to larger folk and follow them around, often adopting traits similar to their companion. Often seen as little more than familiars to their larger friend, some aeries thrive in being the mind behind the mask, but most demand respect and attention.
Aiko, Aki, Anzu, Chikako, Hanako, Haya, Huilang, Kaiya, Kikue, Linh, Mingyu, Nuwa, Tami, Tu, Umeko, Yanyu, Yu.
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'''Names
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Aeries often have names that describe them or that sound like titles. An aerie warrior who likes to ride goats might be called sir horn or clovenhoof, an arie with particularly bright colors might be named indigo or roseblush. Remember than aerie colors often match their interests
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Bark,
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Brave,
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Chiper,
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Chump,
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Clever,
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Grump,
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Nettle,
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Rose,
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Silver,
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Sly,
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Spray,
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Strong,
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Sunflower,
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Thorn.
  
 
== Standard Racial Traits ==
 
== Standard Racial Traits ==

Revision as of 14:55, 21 March 2017

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Unofficial rules compendium
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Aries are tiny fey, courtiers and emissaries of fey courts and gentry among smaller fey. Long confined only to the deepest fairy glades and to fairy itself, aeries are becoming more common as the barriers between planes weaken.

Less concerned with pranks and more with simply enjoying fun and beauty, aeries are creatures of conflicting drives. Generally stay-at-homes who enjoy the good life, they can be intensely curious when not overtaken by shyness or laziness. Aeries have high opinions of themselves, and thrive on respect and influence. They are daring and think nothing of challenging opponents several times their own size. They view the world with a curiosity and true desire to learn, and this runs counter to their boisterousness; aeries will often find it convenient to remain hidden to observe the ways of others.

Aeries prosper in any place of great natural beauty or that satisfies their curiosity. A few aeries even live in cities, usually as invisible observers. In areas dominated by evil they try to maintain small hidden havens of beauty. Aeries love to craft beautiful and intricate things, and can get mesmerized by artful devices. In fairy lands, aeries often take on a more active role, as mediators and spokesmen for other small fey and as courtiers in fairy courts.

Physical Description Aries are humanoid fey, about 8 inches in height (a full foot with wings included) and weigh 4 to 8 ounces. They are generally gnome-like in appearance, with gossamer wings that have a wingspan of just over a foot. Like gnomes their hair and skin comes in a variety of colors and often reflects their personality; a shy aerie is likely to have pale coloration, a passionate one bright, one interested in plants is likely to be green, and so on. The generally have graceful builds, but this is not universal, some aerie are shorter and chubbier, looking somewhat like tiny winged dwarfs.

Society: Aeries often live in a a society devoted to the study and protection of some locale or phenomenon, called their ward. This can be anything from a quaint human village to a waterfall or even a storm cloud. Such groups of aeries are very devoted to the focus of the community, letting it inspire everything from clothes to living spaces and they might even change their physical appearance to more resemble their ward. If the focus is another type of creature, the aeries take on the mannerisms and views of their ward.

Aeries don't have families and young aeries are formed out of raw magic or from the ward of another aerie. It has been observed that a living ward of an aerie can be reincarnated as an aerie after death. Aeries still enjoy a flirt, and those living in complex courts might engage in lengthy courtships, complete with all the pride and prejudice of mortal love.

Relations: Aries often live in the societies of others, either as nobility among the smaller sprites or as courtiers and messengers among elves and larger fey. They are friendly to gnomes, in a patronizing way, regarding gnomes as lacking sophistication. Aeries are curious about other races when the occasion arises, and often study them and even mimic their behavior, but rarely reveal themselves except to a few individuals, often artists, children, beggars, or others whose reports on them are unlikely to be believed. Because of this, they remain elusive fairytale creatures and other races have no particular preferences or prejudices about them.

Alignment and Religion: Aeries are proud but good-natured and tend toward chaotic good in alignment. Their loyalties and interests are personal rather than familial or patriotic. An aerie will think nothing of opposing another aerie if their interests collide, but such confrontations are rarely belligerent. Aeries in conflict would rather let their favorites quarrel and bet on the outcome than involve themselves directly, at least as long as their ward is sure to survive. If an aerie's ward is threatened, they will use every trick in their arsenal to protect it.

Adventurers: Aeries sometimes get attached to larger folk and follow them around, often adopting traits similar to their companion. Often seen as little more than familiars to their larger friend, some aeries thrive in being the mind behind the mask, but most demand respect and attention.

Names Aeries often have names that describe them or that sound like titles. An aerie warrior who likes to ride goats might be called sir horn or clovenhoof, an arie with particularly bright colors might be named indigo or roseblush. Remember than aerie colors often match their interests

Bark, Brave, Chiper, Chump, Clever, Grump, Nettle, Rose, Silver, Sly, Spray, Strong, Sunflower, Thorn.

Standard Racial Traits

  • Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, -2 Charisma.
  • Size: Rabbit-folk are Medium creatures and gain no special advantages or disadvantages from size.
  • Type: Aerie are humanoids with the aerie subtype.
  • Base Speed: 30 ft.
  • Languages: Aerie begin play speaking Common and Aerie. Aerie with high intelligence scores can choose from the following: Catfolk, Dwarf, Elven, Gnome, Halfling, Sylvan, and Tengu.
  • Random Starting Age: Base age 12 years
    Barbarian, Rogue, Sorcerer +1d4
    Bard, Fighter, Paladin, Ranger +1d6
    Cleric, Druid, Monk, Wizard +2d6.
  • Aging Effects: Middle Age 35. Old 60. Venerable 90. Max 90+3d20.
  • Height and Weight: Male Height 4'5 Weight 120 lbs. Modifier 2d4 Weight Multiplier x2 lbs.,
    Female Height 4'3 Weight 115 lbs. Modifier 2d4 Weight Multiplier x3 lbs.

Offense and Defensive Racial Traits

  • Parting Kick: When doing the withdraw action, a aerie can make a trip combat maneuver as a swift action before moving. The trip combat maneuver and withdraw action each triggers attacks of opportunity according to the normal rules for each action.

Movement Racial Traits

  • Sprinter: Aerie gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
  • Jumper Aerie are always considered to have a running start when making Acrobatics checks to jump.

Skill Racial Traits

  • Disarming Humility: Aerie are forthright and disarming, which wins them allies in the long run. They gain a +2 racial bonus on Diplomacy checks.

Senses Racial Traits

  • Limited Tremorsense: Through a combination of scent, hearing, and sensitive paws, aerie can sense the presence of creatures and objects in contact with the ground up to 30 ft. away, even if the creatures are invisible or have full concealment. Creatures with cover can still use Stealth against the Aerie by threading carefully.

Alternate Racial Traits

  • Hare These aerie has large ears and tall ears that add at least a foot to its total height. Hares have lowlight vision and gain a +2 bonus on Perception checks. This replaces limited tremorsense.
  • Burrowing The yatu has a burrow speed of 20 feet. This replaces sprinter and jumper.
  • Flee Forward The aerie gains a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground. This replaces parting kick.

Aerie in Greyhawk

Aerie are relatively common in Nippon and the Nippon Territories, and exist Zindia and the Celestial empire. Individual aerie may travel to other parts of the world in the service of an employer.

Advance Race Guide Design Points

+2 Parting Kick
+1 Sprinter
+2 Jumper
+2 Disarming Humility
+2 Tremorsense

9 points

Racial Trait Options

Aerie can choose among the following traits.

Bunny Hop Acrobatics is a class skill for you. When using the Acrobatics skill to jump, you halve DCs based on the length of the jump. This counts as assisted movement and does not stack with the benefits of assisted movement.

Burrower You can burrow through sand and soft earth at a speed of 5 ft., leaving a tunnel behind.

Forager Like your ancient forebears, you can subsist on many kinds of green plants. You gain a +4 trait bonus on Survival checks to find food.

Karumijutsu Acrobatics is a class skill for you. When using the Acrobatics skill to jump, you take only a +2 DC increase per foot you leap upwards, rather than the normal +4. This counts as assisted movement and does not stack with the benefits of assisted movement.

Stomper You can stomp the ground to create vibrations easily picked up with tremorsense, and can send messages to others with such senses up to ten times the range of their tremorsense. The Aerie language has special expressions transmitted this way; you can transmit fairly complex messages if both you and the listener knows the language.

External Links

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