Legends in Isaldor
For the D&D 5e Variant, click here.
The Avarxi are one of the oldest races on Isaldor. They stand upwards of 6’ in height and even some bear a striking resemblance to bipedal basilisks. They are amphibious and have tails with fins on them. They are otherwise bipedal, with three fingers and a thumb on each hand. Their digitigrade legs are indicitive of their repto-amphibian heritage.
Their coloration is usually green or brown, but sometimes gray or black. Avarxi have adapted to become somewhat warm-blooded. It is unclear what god may have been responsible for their appearance, or if it was just evolution, but the Avarxi are a force to be reckoned with in their home, the swampland called the Darkmoor.
Avarxi also have a very peculiar trait among their people, which is their evolutionary adaptation. They are born with a second set of vestigial arms. At 4th level, these secondary arms that come out from the lower part of their shoulder blade become move-able. These arms have 10 points less strength than the other set of arms and may be used for grasping and handling noncombat objects. If an attribute point is spent raising the Avarxi’s strength score, these arms become able to hold and manipulate weapons of the small category. They may not be used with a flurry of blows or as part of a combat maneuver action. They receive a -2 to attack rolls with these secondary arms, which stacks with the standard off-hand penalty of two-weapon fighting. If another point is spent on strength, these arms lose the additional attack penalty and become medium size category arms that may be used to grasp light weapons and off-hand weapons. If another point of strength is spent beyond this, these arms may now be used as part of a flurry of blows, as well as for grappling opponents, or for free attacks granted from maintaining a grapple.
Male: Inggs, Sidraaxis, Sslorn, Hismod, Oziss
Female: Xasna, Ouida, Gila, Drogi, Xamecki
+2 Dex, +2 Strength, -2 Constitution, -2 Intelligence
Immune to Petrification
40’ Swim Speed, subcutaneous gill slits (water-breathing)
20’ Climb speed on vertical and inverted surfaces (ceilings)
1d6 Natural bite attack
30’ base land speed
+1 Natural Armor class for Thick Hide
+2 to climb, +2 to swim
Favored Weapons: All simple weapons, plus longbows, crossbows, falcatas, and spears.
Avarxi begin play speaking Common and Draconic, a high Intelligence gives the options of: Elvish, Sylvan, Aquan, Infernal, Geodian, and Ancient Shakraan
May not wear plate or full-plate armor
Endothermic: -4 to saves vs. cold, and -2 to saves vs. fire
Cannot have Ride as a class skill
-4 to Bluff and Sense Motive
Cannot have Handle Animal as a skill (unless favored class says so, specifically)
Fighter: Can re-roll one combat maneuver attempt per combat. Every time this favored class is chosen, the fighter only adds one point of strength to his secondary set of arms after the 8th level to a maximum of 10 points of strength gained at level 18. This strength may never exceed the base strength of the main arms.
Monk: Add one extra hit to flurry-of-blows after the 8th level at a -5 to hit if a point of strength was spent on increasing strength at the 4th level, and if unarmed, may apply claws as a bonus 1d4 slashing damage to the unarmed attack or in a single application to the overall flurry of blows. Whenever this favored class is chosen after the 4th level, a monk may either increase the strength score of their vestigial arms by one and increase the slashing damage dealt by their claws by one point per two times this favored class option is chosen. Their secondary arms’ strength may never exceed the base strength of the main arms.
Rogue: +4 Stealth from lithe movements, can apply poison to a weapon as a free action. Every time this favored class is chosen, the rogue may apply one use of a petrification poison to their weapon, DC 15 Fortitude save or become partially petrified, taking 1d2 Constitution damage and 1d2 Dexterity damage and increasing the target’s natural AC by one point.
Sorcerer: special Handle Animal as a class skill, Gain a +2 bonus to DC in swampy or aquatic terrain. Every time this favored class bonus is chosen, the sorcerer may add one point to the DC of their debuffs for ever 1/4 times this is chosen.
Barbarian: additional +4 to CMB while enraged, two free aspect natural attacks (bite, claw, rake, pounce, etc.) Every time this favored class is chosen, they will only attain a bonus round of rage per day.
Ranger: +4 stealth, no animal companion, gain an additional +2 bonus to attack rolls when flanking. Every time this favored class is chosen, the ranger may apply one use of a petrification poison to their weapon, DC 15 Fortitude save or become partially petrified, taking 1d2 Constitution damage and 1d2 Dexterity damage and increasing the target’s natural AC by one point.
Bog Shaman Sorceror