Elerans

Elerans are known for their flexibility, ingenuity, and ambition. As a whole, most Elerans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Elerans have the widest range in gods and religion, lacking other races' ties to tradition and eager to turn to anyone offering them glory or protection.


Whur Berserkers are the Eleran's first line of defense. Noticeably larger than their fellow Elerans, the berserker tends to be a self-concerned adventurer with a violent streak and a long history of poor relations with his fellow party members, often resulting in bloodshed. Few fighters are as good at what he does however, and with a +1 Magical Grim Axe in hand, the berserker will gleefully wade into any battle, no matter the odds. Additionally, berserkers can throw themselves into a rage, becoming a tougher and stronger opponent.

HP - Luck:   100 - 50
Main Attack:   Grim Axe
Critical Strike:   Whirlwind Leap

Abilities:
Enrage



Dwarf Crossbowmen are the Eleran's basic ranged unit. These dwarves are the epitome of skill with the crossbow and the ultimate marksman, able to make almost any shot, no matter how difficult. Blunderbuss Crossbows fire acid bolts and are meticulously handcrafted from Perthornberry trees found only in the Blunderbuss Hills. The design has not changed over the generations and somehow remains shrouded in mystery despite its well-recognized appearance and unmistaking sound. Do not ask to inspect one.

HP - Luck:   100 - 75
Main Attack:   Acid Bolt
Critical Strike:   Flame Bolt






Shadow Thieves are a clan of mercenaries with a cunning ability to move around unnoticed. Their mastery of stealth and anonymity make for deadly opponents causing widespread panic and pandemonium for their unsuspecting victims. Known for their habitual gambling and reckless behavior (they refuse to wear any armor for instance as it would only interfere with their agendas), every thief has a doomed destiny. A botched attack (critical miss) will result in their swift death.

HP - Luck:   150 - 50
Main Attack:   Dagger of Nine Lives
Critical Miss:   Death
Special:   Invisible
Abilities:
Set Skull Traps




Shapeshifter Harlots are not named such because they have access to a great variety of forms, but rather because of their complete dedication to a single alternate form. The Shapeshifter harlot has willingly allowed herself to become infected with Lycanthropy, but due to intense study and training she has the ability to control her affliction. The harlot can transform her jawdropping beauty to that of a Bear, the most famous of the lycanthrope shape changers.

Extreme caution must be used when changing form. Shapeshifters are extremely vulnerable to attack while in transition.

HP - Luck:   150 - 200
Abilities:
Polymorph to Bear
Minor Globe of Invulnerability
Cloud of Obscurity
Mordenkane's Goo


The Shapeshifter in bear form is a melee powerhouse weighing more than 1,800 pounds and standing nearly 9 feet tall on its hind legs. Bears are well known to be ill-tempered and will often trample their opponents. The creature is swift for its size, and the thickness of its hide allows it to shrug off many blows. Bears rip prey with their claws and teeth.

HP - Luck:   250 - 0
Main Attack:   Bear Claws
Critical Strike:   Trample








Alcyone Wizards appear much younger in their years, perhaps in their mid-forties. They are tall, of medium build and wear a Van Dyck beard (a mustache with a goatee) with two prominent streaks. When traveling, Alcyone wizards often disguise themselves as poor elderly merchants. Alcyone wizards can be stubborn, sarcastic, arrogant, and described as difficult. Little is known of the origins of the Alcyones, other than they aided Firkraag in imprisoning Lordes beneath Castle Wyrmspear, which has earned them a great ally as well as a master tutor of magic.

HP - Luck:   100 - 200
Main Attack:   Magic Missile
Abilities:
Mirror Image
Tesla Storm
Oblivion
SpellStrike

T1 Planar - Rock Golems are colossi of granite and are the largest and most fearsome of stone golem created. Typically they are granted the job of guarding royal tombs, magical armories, and similar places of ancient power. Others are used to help carve out the mines deep underground and can be summoned to the surface in wartime. Stone Golems do not revoke their creator's control like Flesh and Clay Golems. Golems are tenacious in combat and extremely strong as well. Being mindless, they follow instructions explicitly and are incapable of any strategy or tactics.

HP - Luck:   600 - 0
Main Attack:   Granite Fists
Critical Strike:   Pulverize




T2 Planar - Gryphon Riders represent the Eleran's air force. This powerful majestic creature weighs about 500 pounds and has the characteristics of both a lion and an eagle. A pair of golden wings emerge from the creature's back and span 25 feet or more. A gyphon cannot speak, but understands Common. Although intelligent, a gyphon requires training before it can bear a rider in combat.

HP - Luck:   600 - 200
Main Attack:   Blessed Hammer
Critical Strike:   Thunder
Special:   Flying Unit






T3 Planar - Firkraag appears as a long sinewy dragon covered with deep ruby red scales and a playful expression. He is known to be a great conversationalist with a quick wit, but also a short fuse of a temper. Although he was never the most powerful dragon, his vast intellect has enabled him to outlive countless rivals often humiliating and degrading them for his own amusement. The dragon now finds himself in the company of lesser mortals and alignment with the Elerans. The exact reason is unclear, but most suspect the dragon is lured by the attention... or perhaps just incredibly bored.

HP - Luck:   1200 - 600
Main Attack:   Greater Fireball
Critical Strike:   Aghazim's Horror
Abilities:
Meteor Storm
Oblivion
SpellStrike