O’dai
The O’dai are a group of spiritual beings that are from the Desert Isle on Tsuchi. They once were regular humans and dwarves, but after “The Pilgrimage”, they were transformed. The humans grew an extra set of arms and an intense strength. The dwarves grew a set of wings, enabling them to easily carry heavy objects to heights. Lore claims that the transformation was to help them build a defense for the Great Pyramid that overlooks their main city of Lour’thie. All of the O’dai are spiritual beings who follow the teachings of the Goddess of Redemption, Astharia. There is no such thing as an outcast, so the only reason that one of the O’dai would leave their homeland is if a vision was granted to them.
A sense of community is extremely important to the O’dai. More importantly, though is their concept of redemption. If any of them perceive that they have done something wrong, they set themselves to a task that will redeem them.
The O’dai can be: Fighters, Rangers, Paladins, Mages, Scroll Mages, Priests, or Bards. They cannot be rogues, druids, or play a chaotic class.
Over the years, they’ve developed into fearsome warriors. In their history, they have been invaded by war three times. Every time, they have pushed the enemies back. The final of those three, none were left standing.
Players that choose O’dai for their characters have 50 points to spend on racial abilities. These points can be spent to customize an O’dai from the general skill list below, or they can be use to purchase a sub race skill package. Only 5 points can be retained for use later in the character creation project.
Grent O’dai
(40 character points)These O’dai were once human and now have been given an extra set of arms and immense strength. They are generally slow runners, but receive aid from the Giant Scorpions they train as mounts.
Grent O’dai Special Abilities
Extra Hands
Prao O’dai
These O’dai were once dwarves and have now been given wings and intense stamina. They are quick to move through the air, but slow on ground.
Prao O’dai Special Abilities
Wings
O’dai abilities
A character with leftover character points may select additional racial abilities after taking one of the standard sub race packages. Or, if the player wishes to create his own customized character, they may pick and choose from a list of O’dai abilities listed below. Abilities cost either 5 or 10 character points; refer to descriptions below
Animal Sight (10)
: Some O’dai are attuned to the way of nature. These O’dai have the special ability to enable them to see through the eyes of an any beast within their sight range once a day.Aerial Bonus (5):
+2 to Dex, Con, and Wisdom. -3 Penalty to Str. (Cannot also choose Power Bonus with this)Axe Bonus (5):
+1 to Attack Rolls with hand or battle axes.Balance Bonus (10):
+1 to Balance Sub ability Score. This negates the requirement that dex sub abilities must be within 4 points of each other. They can be within 5.Class Special (10):
(Only usable with skill “Extra Hands”)Warrior
: Frenzy - Enables the fighter to increase attack rolls by 4 and dmg by 3x once per day. (Lasts 1d3 rounds)Caster
: Shield Wall - Enables the caster to put out all four hands and create a wall of Holy Energy. This lasts 1d4 rounds and prevents all dmg. (Note: shield is one sided, the back is still vulnerable). Usable once per dayBard:
Symphony - Enables the bard to play up to three different instruments at a time, doubling the effect of all “Boost” spells. Can be cast twice a day.Confer Heat Resistance (5):
Enables the O’dai to confer Special Heat Resistance on a fellow enabling the person to withstand up to 1000 degrees Fahrenheit for 10 minutes.Dive Attack (5):
Enables an aerial character to use a special dive attack, increasing damage done by 3x. Usable only with melee weapon.Extra Hands (5):
This is the basis of Grent O’dai. They have four hands. (Cannot choose “Wings” if you choose this)Fasting (5):
Enables the O’dai to go without food or water for at least a week without any penalty. Can last for up to two months, but after any amount of time after a week, the O’dai must spend three days eating or lose 1 point of constitution per day until proper food is consumed.Health Bonus ( 10):
+1 bonus to the character’s Health sub ability score. The character’s Health score may be up to 5 points higher than his Fitness sub ability score.Heat Resistance (5):
+1 bonus on saving throws vs. heat and fire based attacks, as the O’dai’s body is less susceptible to extreme heat.Hide (5):
The O’dai are very familiar with the workings of sand. When on sandy terrain, the O’dai can bury himself into the sand and be virtually untraceable.Hit Point Bonus (10):
The O’dai gains an additional Hit Point at every new level.Infravision (10):
Some of the O’dai retain the ability of their ancestors and so have 60’ infravision.Magic Resistance (10):
Increases all magical saving throws by 1.Muscle Bonus (10):
+1 bonus to the character’s Muscle sub ability score. The character’s Muscle score may be up to 5 points higher than his Stamina sub ability score.Poison Resistance (5):
Due to their constant workings with the desert, some of the O’dai have developed a resistance to Scorpion poison and gain a +2 bonus against all other poison effects.Power Bonus (5):
+4 to Str, +2 to Wisdom, and -3 Penalty to Dex. (Cannot also choose Aerial Bonus with this)Quicksilver Blood (10):
The special type of blood that the O’dai have enable them to heal twice as fast as other races.Short Sword Bonus (5):
+1 bonus to attack rolls made with short swordsSpear Bonus (5):
+1 bonus to attack rolls made with spears or tridents.Stamina Bonus (10):
+1 bonus to the character’s Stamina sub ability score. The character’s Stamina score may be up to 5 points higher than his Muscle sub ability score.Tough Hide (5):
Natural armor class becomes 8.Wing Class Special (10):
(Only usable with skill “Wings”)Fighter:
Tornado - allows the fighter to spin in the air and create a tornado. The tornado slows all non-aerial characters and doubles the Winged O’dai’s attack speed (can attack twice in one round and cuts all attack speeds in half). Lasts 1d6 rounds. Usable once/dayCaster:
Cyclone - allows the O’dai to spin in the air and create a cyclone that does 1d4 dmg/round for all creatures caught in it (expands to the ground). Last 1d8 rounds. Usable one/dayBard:
Song of the Breeze - Usable 2x/day this song expands the range of all spells cast by the bard by 3x. Lasts for 1d4 spells.Wings (5):
This is the basis of the Prao O’dai. They can fly with their wings. (Cannot choose “Extra Hands” if this is chosen)