Bamorian Game Statistics

All Bamorians have the following standard abilities:

DAMOREL BAMORIAN RACIAL TRAITS
Based on page 214 in the Advanced Race Guide found at here.

Base Bamorian Stats: (14 RP)
Humanoid (0 RP)
Large (7 RP)
Gives you the giant subtype; provides +2 size bonus to Strength and a -2 size penalty to Dexterity. There is also a -1 size penalty to AC and attack rolls, a +1 bonus to combat maneuver checks and to combat maneuver defense, and a -4 size penalty on Stealth checks. Furthermore, you take up a space that is 10 feet by 10 feet, and have a reach of 5 feet. Basically the normal size pluses and minuses.
Base Speed: Normal Speed (0 RP)
Attributes:
Male: Flexible Ability Score Modifier (2 RP) Another +2 to Strength,+2 to Wisdom
Female: Standard Ability Score Modifier (2 RP) +2 to Wisdom, +2 Dexterity (0 net)
Standard Language Quality (0 RP)
Racial Traits:
Defense:
Natural Armor (2 RP) +1 natural armor bonus to Armor Class
Improved Natural Armor (1 RP) +1 natural armor bonus to Armor Class
Offense:
Hatred (1 RP): Ogres, +1 racial bonus on attack rolls against creatures of these subtypes or this type
Senses:
Sense of Direction (1 RP) They gain a +4 to all rolls for navigation and direction sense.

Damorel (+6 RP=20 RP)
Feats and Skills:
Skill Training (1 RP) Two skills always treated as Class Skills:
Male: Knowledge (Engineering) and Swim
Female: Diplomacy and Knowledge (Religion)
Craftsman (1 RP): +2 racial bonus on all Craft or Profession checks to create objects from two materials.
Male: wood or stone (they put this towards constructing buildings, docks, damns, and especially ships)
Female: fabrics and metals (they put this towards crafting rugs, clothing, jewelry, art objects, religious items, cooking utensils, weapons and armor)
Offense:Feats and Skills:
Weapon Familiarity (1 RP) Crossbows and Bamorian weapons.
Movement:
Swim, Lesser (1 RP): Members of this race have a swim speed of 20 feet and gain the +4 racial bonus on Swim checks that a swim speed normally grants.
Mountaineer (1 RP): Members of this race are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces (Note: this applies to building ledges, scaffolding and ship rigging as well).
Advanced:
Fast (1 RP): Members of this race gain a +10 foot bonus to their base speed.

Kalamor: (+6 RP=20 RP)
Feats and Skills:
Skill Training (1 RP) Two skills always treated as Class Skills: Climb and Survival.
Offense:
Weapon Familiarity (1 RP) Axes and Bamorian weapons.
Movement:
Mountaineer (1 RP): Members of this race are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Terrain Stride (1 RP): In the Terrain Type "Mountains", members of this race can move through natural difficult terrain at their normal speed. Magically altered terrain affects them normally.
Advanced:
Fast (1 RP): Members of this race gain a +10 foot bonus to their base speed.
Offense:
Males: Natural Attack (1 RP): Males of this race have horns large enough to use in combat. This Gore is a primary natural attack.
Magical Racial Traits:
Females: Stonesinger (1 RP): Females of this race are treated as 1 level higher when casting spells with the earth descriptor or using powers of the Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait
Total: 20 RP

Variation 3 - Sea (+6 RP=20 RP)
Feats and Skills:
Skill Training (1 RP) Two skills always treated as Class Skills:
Male: Knowledge (Engineering) and Swim
Female: Knowledge (Religion) and Swim
Craftsman (1 RP): +2 racial bonus on all Craft or Profession checks to create objects from two materials.
Male: wood or metal (they put this towards constructing docks, fishing poles, spears and especially ships)
Female: fabrics and metals (they put this towards sails, nets, fishing lures, clothing, jewelry, art objects, religious items, cooking utensils, weapons and armor)
Offense:
Weapon Familiarity (1 RP) Spears and Bamorian weapons.
Movement:
Swim (2 RP): Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
Advanced:
Hold Breath (1 RP): Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Ubradar: (+15 RP=29 RP)
Ability Scores:
Advanced Strength (5 RP): Members of this race receive a +4 racial bonus to Strength.
Feats and Skills:
Skill Training (1 RP) Two skills always treated as Class Skills: Climb and Survival
Craftsman (1 RP): +2 racial bonus on all Craft or Profession checks to create objects from two materials.
Male: wood or metal (they put this towards constructing weapons, hunting gear, skiffs, boats and buildings)
Female: fabrics and bone (they put this towards clothing, skins, nets, fishing lures, jewelry, art objects, religious items, cooking utensils, weapons and hide armor)
Offense:
Weapon Familiarity (2 RP) Axes, Spears, Swords and Bamorian weapons.
Offense:
Males: Natural Attack (1 RP): Males of this race have horns large enough to use in combat. This Gore is a primary natural attack.
Powerful Charge (2 RP): Whenever a member of this race charges, it deals twice the number of damage dice with its Gore attack plus 1-1/2 times its Strength bonus.
Movement:
Terrain Stride (1 RP): In the Terrain Type "Arctic", members of this race can move through natural difficult terrain at their normal speed. Magically altered terrain affects them normally.
Advanced:
Fast (1 RP): Members of this race gain a +10 foot bonus to their base speed.
Offense:
Natural Attack (1 RP): Gore primary natural attacks. The damage is based on the creature's size .

  • Large: All Bamorians are Large creatures and as receive a -1 size modifier to armor class and a +1 size modifier to hit.
  • Long-Stride: Bamorian have a base speed of 40 feet.
  • Natural Armor: All Bamorians have a natural armor class of 14 since they have such thick hides (13 adjusted for size).
  • Natural Weapon: All Bamorians have horns that may be used in combat. The specifics of their use is detailed in each sub-race.
  • Keen Senses: The Bamorians have a great sense of smell and hearing. This grants them a +2 to perception checks when using these senses. This also gives them a +2 to surprise rolls.

Each sub race of Bamorian also have their own special abilities:

Damorel:

  • Attribute Bonuses: Males +4 Strength, +2 Wisdom; Females +2 Strength, +4 Wisdom

Damorel are incredibly strong and stout. This is partly due to their size, but also has to do with their incredible bone structure and immense musculature. Females aren’t quite as strong as males, but what they lack in physical power they make up for in great wisdom and charisma.

  • Attribute Penalties: Males -4 Dexterity, -2 Charisma; Females -4 Dexterity

The Damorel men have very little use for grace and charm. They are craftsmen not scholars, and their great skill at boat building is one of their few great knowledges. Still they are well educated in the ways of business and trade. Because of their huge size and oddly cloven toes they tend not to be as nimble as other races, though they have a solid stance. Males of the race tend to be followers, rather than leaders. Those males who do lead, tend do so through enforcing strict laws and being stubborn about almost any issue. Women are far more charismatic and natural leaders, which is why they lead the families. They are just as nimble, though.

  • Direction Sense: Damorel have an uncanny sense of direction and always seem to know which way north is. This is only deterred when they are deep beneath the earth. This makes them excellent navigators. They gain a +4 to all rolls for navigation and direction sense.
  • Weapon Familiarity: Damorel do not have a wide variety of weapons, but most are trained to use either the axes, for building and battle, and crossbows, for hunting and defense of the city. All Damorel are proficient with Axes, Medium and Heavy Crossbows; and treat all Bamorian Weapons as Martial Weapons
  • Natural Weapons: Damorel horns are not good for attacking with, but if used they do 1d6 damage on a single gore (a standard attack). They may not charge with their horns as they do not protrude far enough forwards from their face to allow both to hit as one attack.
  • Racial Skills: All Damorel know at least the rudiments of Boatwright. This allows them to craft simple vessels at a lower skill rank and great ships of the sea at higher ranks. Profession (Boatwright) is a Racial Skill for Damorel.
  • Languages: Damorel learn their own language and the common language of duneiment. Bamorians begin play speaking Verosian and Mordrang. Damorel commonly know the languages of their allies and only a few of their enemies. Damorel with high intelligence scores can choose from the following: Baragog, Duervik, Gallanik, Gullarik, and Telani.

Kalamor:

  • Attribute Bonuses: Males +6 Strength, +4 Constitution; Females +4 Strength, +2 Constitution, +2 Wisdom

The Kalamor are even stronger and more stout than the Damorel.

  • Attribute Penalites: Males -4 Dexterity, -2 Intelligence, -2 Charisma; Females -4 dexterity, -2 Intelligence

The Kalamor are not greatly agile. They too are craftsmen not scholars, and none of their skills pertain to great knowledge. Because of their reclusive nature and more barbaric civilization they tend to be much less social than their brethren.

  • Resist Fear: The Kalamor know how to sense a true threat and can tell when someone is all show. Hence they gain a +3 to all fear saves.
  • Weapon Familiarity: Kalamor often face dangerous giants, dragons and other monstrosities in the mountains. Because of this they have a few specialized weapons they train in. All Kalamor are proficient with Axes and Great Sword, and treat all Bamorian Weapons as Martial Weapons.
  • Natural Weapons: Male Kalamor horns do 1d6 damage on a single gore (a standard attack). They may charge with their horns allowing both to hit as one attack (2d6). The standard charge rules apply, but the Kalamor may pick up a feat called Bamorian Charge which allows the Charge to count as both an attack and a bull rush. They may only charge medium or larger sized opponents with these horns. Female Kalamor horns aren't useful as a weapon.
  • Racial Skills: All Kalamor have skills at mountaineering. It is key to their survival and way of life. Thus Climb and Survival are considered racial skills
  • Languages: Kalamor learn their own language and the common language of duneimen. Kalamor begin play speaking Verosian and Mordrang. Kalamor commonly know the languages of the other races they encounter in their mountains. Kalamor with high intelligence scores can choose from the following: Baragog, Duervik, Gallanik, Gullarik, and Telani.

Ubradar:

  • Attribute Bonuses: Males: +6 Strength, +6 Constitution; Females +6 Strength, +4 Constitution, +2 Wisdom

The Ubradar are incredibly strong and stout, and they need this to survive in the harsh world from whence they come.

  • Attribute Penalties: Males: -4 Dexterity, -2 Intelligence, -4 Charisma ; Females -4 Dexterity, -2 Intelligence, -2 Charisma

The Ubradar have little use for grace and knowledge and even less use for manners and civility.

  • Weapon Familiarity: Ubradar live a world where one must fight to survive. From an early age all Ubradar are trained to use axes, swords and spears. All Ubradar are proficient with Axes, Spears and Great Swords, and treat all Bamorian Weapons as Martial Weapons.
  • Natural Weapons: Ubradar have great horns that make them less attractive to other Bamorians, even themselves. These horns inflict 1d8 on a single gore (a standard attack). They may charge with their horns allowing both to hit as one attack (2d8). The standard charge rules apply, but the Ubradar may pick up a feat called Bamorian Charge which allows the charge to count as both an attack and a bull rush. They may only charge medium or larger sized opponents with these horns. Ubradar horns have a critical range of 19-20/x2.
  • Racial Skills: All Ubradar have to survive in a sub-arctic environment. They have Intuit Direction and Survival as racial skills.
  • Languages: Ubradar learn their own language and the common language of duneimen. Ubradar begin play speaking Verosian and Mordrang. Ubradar commonly know the languages of their enemies and allies in their northern lands. Ubradar with high intelligence scores can choose from the following: Azurian, Baragog, Duervik, Gallanik, and Gullarik.
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