Difference between pages "Naga" and "Halfling Race & Physiology"

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[[File:Naga-takshaka-image.jpg|440px|left|thumb|Naga in ''Takshaka'' form]]
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[[File:Halfling-01-race.jpg|thumb|440px|]]
  
These semi-divine beings are known best on the Indian Subcontinent and throughout the Far East of tropical Asia, from the Brahmaputra valley to the Banda Islands. Inconsistent myths exist in both the Hindi and Buddhist traditions; naga were more common in the millennia before the incarnation of Krishna. Early in the time of Hammurabi, the creator deity Brahma banished the naga to the nether regions of [[Pandemonium (outer plane)|Pandemonium]], commanding these snake creatures to bite only the truly evil or else perish. Since that time, naga have reappeared among upon the [[Prime Material (inner plane)|Prime Material Plane]], often serving as advisors, itinerant holy persons and—particularly in the case of female nagas—as consorts who rule lands through a puppet king. This is possible because of the naga's natural [[shape-shifting]] ability.
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Spontaneously descended from [[Human Race & Physiology|human]] peoples in pre-Celtic Britain as many as [[Neolithic Period|14,000 years ago]], when Britain was still part of mainland Europe, the halflings scattered in small tribal groups throughout the west coastlands facing the Atlantic. Over the next three millennia, with the development of agricultural techniques, these people shifted and migrated progressively eastward following rivers into what became known as Doggerland. However, the halfling culture that formed there in what is now the North Sea was flooded between 6500 and 6200 BCE.
  
The naga will appear in three forms, none of which should be considered their "natural" or true form (for additional discussion of the naga's powers, see [[Naga#Advantages|Advantages]] below):
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Halfling peoples continued to move east, making alliances with the [[Gnome Race & Physiology|gnomes]] of Scandinavia and acting as friends. Today, halfling settlements — notably [[Shire of Dal|Dalshire]] overlooking Skagerrak, [[Shire of Ox|Oxshire]] overlooking the Gulf of Bothnia, [[Mayoralty of Breen|Breen]] on the Greenland Sea and the [[County of Archangel|Archangel]] on the White Sea.  Each of these lands are pleasant and peaceful, if somewhat out of the way.
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::::::::::::::::::::::::* '''Vasuki''': a large, rearing cobra snake, up to 9 ft. tall with a body 18 ft. long. Much thicker and heavier than a cobra, it weighs between 650 and 700 lbs. In Vasuki form the naga is able to snap at enemies with its huge cobra head with terrifying speed. This is the most dangerous form of naga.
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== Appearance ==
  
::::::::::::::::::::::::* '''Takshaka''': possessing humanoid upper-bodies with a large cobra head and a curling tail that supports the creature's swaying body and allows rapid movement in any direction. In this form, the naga is 7 ft. tall, weights about 325 lbs. and is able to wield weapons and command other snakes.
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Half as tall as a human, halfling have an average [[Height & Weight|height]] between 2 ft. 8 in. and 3 ft. tall. Not as stocky as [[Dwarf Race & Physiology|dwarves]], they still tend to be stout, with delicate ears. They do not grow but a wisp of beard, and almost wholly on their cheeks, but their lower legs and feet are considerably more hairy than that of a human. Their feet are unusually leathery, so that they are comfortable walking along a roadway or in fields in their bare feet — but this is not thick enough for adventuring in a true wilderness.
  
::::::::::::::::::::::::* '''Shesha''': with human appearance and anatomies, immune from detection spells of less than 5th level, such as [[Penetrate Disguise (spell)|penetrate disguise]].
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They have thick hair that ranges from ginger and russet brown, to jet black, wheaten and flat white — even platinum blonde. A white colour is considered more attractive among their people, where as ginger and brown are most common. Eye colour is various shades of brown, with cases of chartreuse green and silver grey occurring. Skin colours are bronze or honey coloured browns, with a very slight tinge of yellow.
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These three forms, Vasuki, Takshaka and Shesha, derive their descriptions from three great nagas that were birthed at the time of creation.
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== Advantages ==
  
Though most naga will display goodwill towards Earthly creatures, they are prone to act impetuously or forcefully. Many naga, though not all, are vindictive, murderous and zealously ambitious. Naga may exist as Shesha for decades without any witness being the wiser, as they are able to make themselves age at will.
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Player characters choosing this race gain a +1 dexterity and a -1 strength.
  
== Advantages ==
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Halflings are limited to only three classes, [[Druid (class)|druid]], [[Fighter (class)|fighter]] or [[Thief (class)|thief]]. Their height greatly limits their choice of weapons, so that most of their race prefer short swords, daggers, slings and [[Spear (weapon)|spears]]. They are very effective with a sling, receiving a +3 [[Roll to Hit|to hit]] with this weapon.
The naga is able to shape-change at will, from one form to another, though they will transform into a Vasuki form only during rituals, or if it means to kill its opponent without mercy. It is more likely in combat to transform into its Takshaka form; then, if winning a battle, it will offer quarter, rather than killing its opponent. If the naga is found in its Shesha form, it will avoid combat to the best of its ability, until circumstances force it to act otherwise.
 
  
In any form, nagas that have trained in spellcasting are able to rise to the 6th level as [[Cleric (class)|clerics]], [[Illusionist (class)|illusionists]] or [[Mage (class)|mages]]. For these naga, spells are performed as any other caster. Nagas usually choose non-threatening spells, often chosen to bring aid to those who suffer. The naga may cast spells while in any form. Most nagas do not possess spells.
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Their hardiness permits a +1 [[Saving Throws|saving throw]] against [[Poison (substance)|poison]], wands, staves, rods and magic spells for every 3½ points of [[Constitution (ability stat)|constitution]]. A halfling with a constitution of 12 would have a +3 saving throw against these attacks.
  
Nagas also possess abilities that are only available when in a particular form:
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Halflings also possess [[Infravision|infravision]], being able to see in the dark with relative clarity.
 
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::While in Vasuki form, they are deadly poisonous. The naga receives a +4 bonus to [[Initiative|initiative]] and if it hits, it will release enough [[Poison (substance)|poison]] into a victim to cause 10 damage per [[Combat Round|round]], for nine rounds (1–10 damage per round if a save is made). The poison type is ''quietus''. If the naga rolls a natural 20 during this attack, it will swallow any opponent up to half its weight (max. 325 lbs), causing [[Critical Hits & Fumbles|a critical hit]] AND an additional 2–12 damage as the victim's body is twisted into the naga's throat.
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See Also,<br>
 
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[[Aging]]<br>
::While in Takshaka form, the naga will receive two attacks per round with weapon.  The naga is proficient in six different weapons. Preferred weapons are the [[Ankus (weapon)|ankus]], the [[Khatvanga (weapon)|khatvanga]] (a club with skull), the [[Tulwar (weapon)|tulwar]], the [[Gada (weapon)|gada]] (a mace), the [[Kukri (weapon)|kukri]] (a thrown long dagger) and the [[Bow (weapon)|bow]]. While in this form, the naga cannot be attacked by reptiles of any form, and will be able to command snakes at will. If encountered in this form away from humans, most likely it will have 2–5 cobras in attendance.
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[[Bestiary]]<br>
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[[Character Race Options]]<br>
Contrary to myth, nagas do not spit.  They cannot constrict opponents and they cannot [[Charm Person (spell)|charm]] their opponents, except with spells. Nagas do swim very well, however, while either in Vasuki or Takshaka form.
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[[Player Characters]]
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See [[Bestiary]]
 
 
 
[[Category: Lacks Chart]]
 

Latest revision as of 05:35, 21 August 2020

Halfling-01-race.jpg

Spontaneously descended from human peoples in pre-Celtic Britain as many as 14,000 years ago, when Britain was still part of mainland Europe, the halflings scattered in small tribal groups throughout the west coastlands facing the Atlantic. Over the next three millennia, with the development of agricultural techniques, these people shifted and migrated progressively eastward following rivers into what became known as Doggerland. However, the halfling culture that formed there in what is now the North Sea was flooded between 6500 and 6200 BCE.

Halfling peoples continued to move east, making alliances with the gnomes of Scandinavia and acting as friends. Today, halfling settlements — notably Dalshire overlooking Skagerrak, Oxshire overlooking the Gulf of Bothnia, Breen on the Greenland Sea and the Archangel on the White Sea. Each of these lands are pleasant and peaceful, if somewhat out of the way.

Appearance

Half as tall as a human, halfling have an average height between 2 ft. 8 in. and 3 ft. tall. Not as stocky as dwarves, they still tend to be stout, with delicate ears. They do not grow but a wisp of beard, and almost wholly on their cheeks, but their lower legs and feet are considerably more hairy than that of a human. Their feet are unusually leathery, so that they are comfortable walking along a roadway or in fields in their bare feet — but this is not thick enough for adventuring in a true wilderness.

They have thick hair that ranges from ginger and russet brown, to jet black, wheaten and flat white — even platinum blonde. A white colour is considered more attractive among their people, where as ginger and brown are most common. Eye colour is various shades of brown, with cases of chartreuse green and silver grey occurring. Skin colours are bronze or honey coloured browns, with a very slight tinge of yellow.

Advantages

Player characters choosing this race gain a +1 dexterity and a -1 strength.

Halflings are limited to only three classes, druid, fighter or thief. Their height greatly limits their choice of weapons, so that most of their race prefer short swords, daggers, slings and spears. They are very effective with a sling, receiving a +3 to hit with this weapon.

Their hardiness permits a +1 saving throw against poison, wands, staves, rods and magic spells for every 3½ points of constitution. A halfling with a constitution of 12 would have a +3 saving throw against these attacks.

Halflings also possess infravision, being able to see in the dark with relative clarity.

See Also,
Aging
Bestiary
Character Race Options
Player Characters