Exodus Night




Exodus Night Races

Note: Some strength and weaknesses have changed. A. Claws, bites, and other natural weapons nullify the monk's 3 attack/round ability. The use of natural weapons is not the same as a bare-handed monk strike, which allows for the 3 attacks/round. Punches and kicks must be d2 or d3, unless the specific race allows for enhanced damage, such as the Ogre which receives 1d4 punches and 1d5 kicks.


Angel

Copyrighted © to Exodus Night prohibited for use by other individuals or parties A spirit of a human, most have beautiful wings and an aura about them. Their beliefs can be light as well as dark. They are not a true living body, which means they would not bear children. There is an orphanage in Exodus; this would be the only means of them having a child.

Strengths: Because of their spiritual nature, Angels gain a +5 bonus to the effect of priest spells if they are a Cleric or Paladin.

Weaknesses: Because angels are spiritual beings who rely on wisdom, they suffer from frail bodies. Angels do not receive the “High Stat Modifiers” that are associated with strength and constitution. For example, an angel a strength of 18 does NOT receive a +3 modifier for melee damage.

Aquatic Elf

Copyrighted © to Exodus Night prohibited for use by other individuals or parties They are able to breathe easily under water, have blue skin and are extremely well conditioned considering their environment. They are very strict in their convictions and rigid in their manners.

Strengths: Aquatic Elves have the natural elemental ability of water, and can cast spells at a power equal to -2 their level. This means a level 6 Aquatic Elf can cast a 4d5 water blast attack. As a hindrance, the caster must make a successful to hit roll, as if was attacking with a melee weapon. The attack can be soaked by magic soak or water-specific soak. This attack can be used every day, but only once for every level. For example, a level 6 aquatic elf can use this attack 6 times a day. Aquatic elves also automatically receive the swimming skill.

Disadvantages: Aquatic elves suffer -5% to hit and evade in Desert Terrain or other dry environments. As a result of their partial composition of water, Aquatic elves also receive X1.5 damage from lightning-based attacks.

Centaur

Copyrighted © to Exodus Night prohibited for use by other individuals or parties Half Horse half Human. They are a strong race, rather magnificent creatures.

Strength: Centaurs receive a +3 bonus to all kicks, due to their hooves. Centaurs are also masters of archery, and thus receive a +5% to hit bonus and a +2 damage modifier with bows.

Weaknesses: A Centaur cannot become a monk or learn martial arts as a skill. In addition, due to their large size, a Centaur that chooses to be a thief receives -4 to dexterity checks when attempting to steal

Daelites

Copyrighted © to Exodus Night prohibited for use by other individuals or parties This race has extreme knowledge in magic as well as healing which seems to be a natural gift. They take on a human appearance and can renew their bodies. Some may shape shift into wolves or ravens only, along with their appearance you will notice an almost white tone to their skin, with light green veins. They are not humans but take on a human body image. Combined with their magic skills they also delve in the arts as a bard.

The Daelite's typical way to procreate, is done magically and takes a long ritual that can take months to accomplish. They bond and make friends, but know little emotion of passion, but in very rare cases have been known to learn this emotion. If they do love and procreate, childbirth is extremely painful physically and mentally. The Daelite's life span is comparable to an elves. They usually stand for justice going in both directions the most righteous or the darkest whatever the situation may be, as long as it is just.

Strengths: Daelites are blessed with natural healing abilities and regenerate 2 health points every round until fully healed, assuming they have taken damage. They also receive a +5 to spells if they become a bard, mage, or sorcerer.

Weaknesses: Because their focus lies in the field of magic, Daelites suffer a bit on the physical side. All Daelites receive a -2 hindrance to constitution and strength. They can only wear armor of the leather, or a lesser, class. For example, Daelites cannot wear chain mail or full plate armor.

Dark Elf

Copyrighted © to Exodus Night prohibited for use by other individuals or parties The Royalty of the Elven Culture but very dark in nature. A bit shorter than humans and slimmer, their features are delicate and they speak in melodic tones. Dark elves can see in the dark with infravision, are skilled with a bow and long sword. Some elves have wings while others do not.

Strengths: Dark Elves gain a +5% to hit with Bows and Long swords, and any bonuses from invisibility are null due to their heat vision.

Weaknesses: Weak against illumination (light) spells. In sunlight, they suffer a -5% to hit and evade. They may also not wear any class of armor above chain mail.

Demon

Copyrighted © to Exodus Night prohibited for use by other individuals or parties They are creatures of the Underworld. They have drastically different power bases... Demons can vary greatly in size, shape, as well as color.

Strength: Demons are extremely in tune with their spiritual side, thus all demons of a clerical profession receive +5 to prayers. Their bare fists and feet are also of the unholy element.

Weaknesses: A demon MUST be of dark or neutral ethic and suffers an additional d10 unsoakable damage from holy weapons, spells, and prayers. A dark ethic demon who is struck with holy damage receives the X2 modifier AND the additional d10 unsoakable damage.

Demoness

Copyrighted © to Exodus Night prohibited for use by other individuals or parties A female Demon with slightly altered powers from the males of that race yet, the basic premise is the same. They are minions of the Underworld. Demoness most of the times appear as lovely women that feed off different violent emotions of humans. They are well known and rightly feared.

Strength: Demons are extremely in tune with their spiritual side, thus all demons of a clerical profession receive +5 to prayers. Their bare fists and feet are also of the unholy element.

Weaknesses: A demon MUST be of dark or neutral ethic and suffers an additional d10 unsoakable damage from holy weapons, spells, and prayers. A dark ethic demon who is struck with holy damage receives the X2 modifier AND the additional d10 unsoakable damage.

Drow

Copyrighted © to Exodus Night prohibited for use by other individuals or parties A dark skinned elf who has been forsaken the other elf tribes and is not acknowledged by the other elves. Needless to say there is a deep-rooted hatred between the drow and all other elves. Regardless what people might say, they are often confused with Dark Elves, and visa versa.

Strengths: Drows gain +5% to hit with ranged weapons and daggers (tantos, stilettos, etc.). They can also see perfectly in the dark, perhaps even better than in the daylight.

Weaknesses: Weak against illumination (light) spells. In sunlight or bright places, Drow suffers a -5% to hit and evade. They may not wear any class of armor above chain mail

Dwarf

Copyrighted © to Exodus Night prohibited for use by other individuals or parties Dwarves are a short, stocky, and extremely powerful race born from the Rock itself, it is said that their blood is heavy with Iron and Stone, causing them to weigh much more than their size would indicate. Status in the Dwarven society is their long beards including female dwarfs. They love stone, live in mountainous areas and they are excellent craftsman and architects, and are renowned to be the masters of the forge. Battle axes are their preferred weapon and they masters at forging plus their ability of Dark Sight allows them to navigate in total darkness provided they are surrounded by solid rock. Dwarves also have an innate magical ability to weaken non magic rock.

Strengths: They receive a +3 to Constitution. Dwarves are rugged folk used to working in mines and dealing with pockets of poisonous gas deep in the bowels of the earth. Dwarves get a +5% to hit with axes and blunt weaponry.

Weaknesses: Dwarves suffer a -3 to dexterity. They are also restricted from choosing a magic-wielding class as their profession.

Elemental

Copyrighted © to Exodus Night prohibited for use by other individuals or parties An Elemental is a being of life formed completely out of one of the four elements, them being Fire, Water, Earth and Air. They can conjure powers from those realms.

Strengths: Being masters of a certain element, they can use their own bodies as an advantage; such as a Fire Elemental throwing a ball of fire at enemies. The amount of times one can use this ability is equal to that character's level. The effect of the elemental ability is level d4. This damage is unsoakable except by element-specific soak, and is not halved in duels. However, it can only be used ½ level times in the arena.

Weaknesses: Elementals take X2 damage from items, spells, or prayers of their opposing element. An elemental MUST list his/her chosen element in his/her biography. Only one element can be selected.

Elf

Copyrighted © to Exodus Night prohibited for use by other individuals or parties One of Elven Heritage. A bit shorter than humans and slimmer, features are delicate and they speak in melodic tones, can see in the dark with infravision and are skilled with a bow and long sword. Some elves have wings while others do not.

Strengths: Elves gain +5% to hit with Bows and Long swords, while also gaining a +2 to Dexterity, and any bonuses from invisibility are null due to their heat vision.

Weaknesses: They are not able to wear any armor above the chain mail class, and they suffer -2 to Constitution.

Fonce`Diables

Copyrighted © to Exodus Night prohibited for use by other individuals or parties This breed of creature was formed of magic at the will of the dark god Darckvv. Lord Delor was the chosen man to bring this dark race into existence. On a night long ago he and one of Darckvv's high priests met in a dense jungle of the Nephari Island . It was there that the priest blessed Lord Delor with the benefits of becoming the first of the Fonce`Diables. The breed is extremely rare no doubt, because Alexander is the only one that created them until his death, and now his son rules his domain. Upon Alexander Delor's death his spirit was exumed and put into the statue of God Lensen's crown in the courtyard, and the fiery crown remains lit forever. His race will go on since his son Lord Ryence Delor took over his kingdom. Many are hidden on the Nephari Island and are beginning to show themselves in the world of Exodus Night.

Don't misconstrue this race with VTM games they can not procreate another by biting, others are looked on as food sources, and any feeding of blood is usually done in private. They can walk through walls and can fly; some are able to climb walls and ceilings. The Fonce can survive in the sunlight for twenty hours a month. The fangs of a Fonce only elongate just before feeding. They are unable to conceive children, like other undead races. Their victims may feel euphoric during a feeding, but when it is over the punctures heal instantly and there is no memory of the occurance.

Strengths: The Fonce have some heft advantages; including the ability to see perfectly in the dark, +2 Constitution, +2 Strength, and +2 Dexterity. Fonce can charm a person by eye contact with a +2 modifier. (The Fonce must roll charisma, and the victim must roll wisdom. The differences between the roll and the number required to pass are then compared, and the larger wins.) They can also turn into a bat or wolf on demand. They can summon d-level rats or other small vermin, and gain +5% to evade and +10% to hit due to their extreme speed. Fonce can regenerate health a 2hp/round, unless the damage is done by fire, sunlight, acid, or holy.

Weaknesses: Fonce are repelled by symbols of faith. Fonce can live up to 20 hours a month in sunlight, and take +d10 unsoakable damage from holy water, items, spells, and prayers. These creatures take a -1 to stat checks and a -5% hit/evade while standing on holy ground (Churches, graveyards, etc.) and cannot be healed by faith magic. Acid, fire, holy, and sunlight damage can only be healed by the magical properties of a diamond embedded in armor or weapons. Fonce cannot procreate by biting, and are restricted from becoming clerics, shamans, monks or paladins.

Forest Druid

Copyrighted © to Exodus Night prohibited for use by other individuals or parties Nature has been smitten by the fury of Shanten's rage. Now amiss in the lands from its recent pain, nature forms those of its own. From the midst of the Transian Forest walked these select children of nature. They call themselves the Forest Druids and they are a noble people. They all share a common set of mission. Keep the land and nature safe from the ones that befoul it, to maintain the balance between law and chaos and Good and evil. The Forest Druids worship Phonobele god of nature. All Forest Druids begin with a tattoo of a branch then a leaf and finally a complete oak tree tattoo as they climb in levels. It can be as small to fit on one's cheek or palm of their hand when complete. See Below for advantages and disadvantages:

Special Benefits:: 1-5 LVL 1st Lvl: one with tree/plant 1 time/per day per lvl 2nd lvl: one with rock/earth 1 time/per day per lvl 3rd lvl: Immune to herbal-based poisons 4th lvl: Leave No trail (when walking in natural surrounding) and easy movement 5th Lvl: Speak with any woodland being.

6-10 LVL 6th lvl: Become Plant/tree 1 time/per day per lvl above 6th 7th lvl: One with Elements (can become a specific element when in peaceful contact with that element) 1 time/ per day per every 2 lvls 8th LVL: Become Rock/Mineral 1 time/per day per lvl above 8th 9th lvl: Speak with animals 10th lvl: Animal Form (Can turn into any animal at will)

11-15 LVL 11th Lvl: Become Water (can turn into water) 1 per day/2 lvls above 11th 12th lvl: Become Fire (Can turn into fire) 1 per day/2 lvls above 12th 13th lvl: Become Earth (Can turn into earth-based product such product such as sand dirty, minerals or the like) 1 per day/2 lvls above 13th 14th LVL: Become Air (Can become air) 1 per day/2 lvls above 14th 15th LVL: No Aging, Speak with Elements, Speak with Plants.

16-20 LVL 16th LVL: Turn Into Water Elemental at will 17th LVL: Turn into Fire Elemental at will 18th Lvl: Turn into Earth Elemental at will 19th LVL: Turn Into Air Elemental at will 20th LVL: Immune to elemental based attacks.

Special Disadvantages: Need for freedom: Captivity can kill Forest Druids dealing them 1d20 points of dmg. Per day in captivity. Extra DMG from unnatural weapons: all dmg. from alchemy enhanced weapons or weapons with Necromantic magic upon it does full dig. for the weapon X3 upon a hit.

No heavy Armor: Studded leather is the heaviest. Must spend the first two Skills on Herbalism AND Healing these are not bonuses and DO take away from skills. Forest Druid Clerics, cannot turn or command undead Forest Druid Wizards and clerics. They cannot use any magic pertaining to undead Forest Druid Clerics cannot raise dead, but they can reincarnate them Forest druids are always recognized by a tattoo which is always on an open place of their body, and is that of some natural symbol.

Forest Druids must meditate for at least 1 hour/day in a natural environment or lose ALL special abilities they have attained until they make up for the lost time.

Garg

Copyrighted © to Exodus Night prohibited for use by other individuals or parties Usually a dark creature, monster like features and are of darkness in beliefs they can be dead or undead.

Strengths: Depending on the way role-played, Gargs have enhanced natural weapons that can be used at host's discretion. Example would be using the spikes on a hand, to deal 1d3 punch damage rather than the normal 1d2 bare fist.

Weaknesses: Gargs take a +1d10 unsoakable damage from holy based attacks, as well as a -3 to Charisma for being disfigured, and for the most part, ugly.

Ghost

Copyrighted © to Exodus Night prohibited for use by other individuals or parties A spirit of a once living human or race.

Strengths: Ghosts are immune to poison, disease, etc. They can turn ethereal for 1dLevel rounds until hit with a spell or some sort of elemental power. While in ethereal form physical weapons deal no damage. Ghosts can attack while in ethereal form, but only with their hands and feet; which are granted a +2 damage bonus.

Weaknesses: Because of their ethereal nature, ghosts do not receive the “High Stat Modifiers” that are associated with strength and constitution. For example, a ghost with strength of 18 does NOT receive a +3 modifier for melee damage. Magic and prayers have an added 1d10 (unsoakable) effect.

Gnome

Copyrighted © to Exodus Night prohibited for use by other individuals or parties Kin to dwarves but smaller in size. Most have white hair and tan skin with large noses. They are intelligent a bit lacking in wisdom and can also see in the dark.

Strengths: Gnomes gain a +2 to Intelligence. Gnomes have an enhanced sense of smell and can see perfectly in the dark. Because of their small size, these sometimes greedy creatures also go unnoticed; giving them a +1 to dexterity if, and only if, they choose thief as their profession.

Weaknesses: Gnomes cannot be mages, take a -1 on ability score for Charisma and a -1 to Wisdom.

Golem

Copyrighted © to Exodus Night prohibited for use by other individuals or parties A Golem is not alive nor does it have a mind of its own. They can be made from any number of materials including but not limited to flesh, wood, stone, gems and even plants.

Strengths: Golems gain a +4 to Constitution and +4 to Strength, and have enhanced natural weapons at host's discretion.

Weaknesses: Golems have no free will, so they cannot make decisions for themselves, thus making them suffer -5 to Intelligence and Wisdom. Golems also tend to be large, suffering a -3 dexterity. A golem is restricted to the fighter class.

Half Dragon

Copyrighted © to Exodus Night prohibited for use by other individuals or parties They can possibly have an elemental breath but it is much weaker than full size dragons. They can be seen in human or dragon form, although their size would not be as large as a full blood dragon.

Strengths: If Half-Dragons shift to dragon form, they get +5% soak due to hardened skin and 2d4 claws and 2d3 bites with a +2 strength bonus. They also get a Breath Weapon once/week that is 2XLvlD4 damage. For example, if a level 5 half-dragon uses its breath weapon, it would be 10d4 damage.

Weakness: Breath weapon (fire, ice, lightning, water, air, or earth. ONE element MUST be selected.) Can only be used in dragon form, and then only once/week. Also if in dragon form, they forfeit the ability to use any weapons such as swords, daggers, axes, etc. Note: Half Dragons take X2 damage from elements in opposition of their breath weapon. This modifier is only applied when the half-dragon is in its dragon form. It takes one round to change into a dragon and one round to return to a humanoid state; during these rounds, the half-dragon is susceptible to the X2 modifier.

Half Elf

Copyrighted © to Exodus Night prohibited for use by other individuals or parties One of Half Elven Heritage, the other half something else like Human, Orc, and whatever .

Strengths: Half-elves gain +2% to hit with Bows and Long swords, +1 to Dexterity, and any bonuses from invisibility is null due to their heat vision.

Weaknesses: Half-elves suffer a -2 on Charisma checks due to being of mixed blood, and may not wear Heavy Classed Armor. A half-elf can only be a mixture of elf and human.

Halfling

Copyrighted © to Exodus Night prohibited for use by other individuals or parties Shy, reclusive folk. Physically, they average around three feet high, half the height of a human (hence the name) and are therefore quite weak. They are surprisingly agile -- halflings quickness is deceptive. They are fond of good company and good drink, and are very affectionate. If they or his home (or food and drink!) is threatened, they will fight with a ferocity that would startle any but the most seasoned of adventurers. Halflings do not take well to magic. Halflings are pleasant company, and you will have a friend for life. They make excellent Thieves, due to their innate agility and stealth.

Strengths: Halflings gain a +2 to Dexterity. They also gain a +10% to hit when protecting their food and drink.

Weaknesses: Halflings may not become mages, or wield weapons higher than a 1d8 class. They also take a -2 to Strength

Human

Copyrighted © to Exodus Night prohibited for use by other individuals or parties Look in the mirror and it tells all.

Strengths/Weaknesses: None, they are average.

Imp

Copyrighted © to Exodus Night prohibited for use by other individuals or parties Small devil like creatures, leathery red skin and massive hair. They are led by Cakle king of all imps.

Strengths: Imps gain a +3 to Dexterity.

Weaknesses: Imps cannot become Clerics, and they suffer a -2 penalty to intelligence and wisdom checks. Imps also receive an extra 1d10 unsoakable damage from Holy based attacks.

Jabele

Copyrighted © to Exodus Night prohibited for use by other individuals or parties These little ones are small about the size of a five to six year old child in size. They are 3-4ft high and extremely curious little braggers. Mischief is their way of life; don't hold anything that shines, including invaluable gems, for it will disappear quickly. You will hear a proclamation of I did not do it or some outrageous reason why it is missing. Their hair is usually vivid in color and they wear vests and pants most of the times. They are fascinated with royalty, but also very intimidated around them.

Strengths: Jabeles receive a +3 to Thieving Attempts.

Weaknesses: They can't become mages, and are unable to use weapons higher than a 1d8 class.

Lich

Copyrighted © to Exodus Night prohibited for use by other individuals or parties A dead creature that ineptly takes on a fresh corpse body until it decays. Ever changing in appearance but their soul continues on inside a human form. They do not realize they have died since they remain with the living.

Strengths: Due to being the possessed undead, their touch alone deals 1d10 damage. Liches also gain a +4 to Strength, and are immune to poisons and diseases.

Weaknesses: Due to the condition of their corpse, they lose 5% to hit and evade, and also take -4 to Constitution. Since the lich are rather ugly and scary looking, they take a -2 to Charisma as well.

Lycanthe

Copyrighted © to Exodus Night prohibited for use by other individuals or parties Someone that has contracted the Lycanthropy disease. (Werewolf) They transform into human form and possess immense strength rejuvenating quickly. The full moon intensifies this transformation and their strength increases double fold at this time. This disease is not transmitted to another by a bite.

Strengths: Within wolf form, they gain +4 to Strength, and +5% to hit and evade. Even though they can only use natural weapons while a wolf, they are enhanced to 2d4 Claws, and 2d3 Bite.

Weaknesses: They have a certain weakness to silver weaponry when struck with it. Silver does +1d5 damage, mythril silver does +1d8. And enchanted mythril silver does +1d12 dmg to them. Also, Lycanthe must make a successful Con check per round if struck by silver, or become incapacitated for a round.

Maddox

Copyrighted © to Exodus Night prohibited for use by other individuals or parties Mini-Dragon, about 3 feet in length. Any color. They can have wings or have no wings. If have wings wing span 3 feet. Some have been seen as small as a pixie that one could hold in their hand.

Strengths: +1 to Dexterity, enhanced natural weapons (2d4 claws, 2d3 bite).

Weaknesses: No breath weapon.

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Copyrighted by Exodus Night all descriptions of races, United States of America. © Barbara Williams All material on this site and existing pages are strictly copyright with all rights reserved. Failure to abide will result in prosecution.