Luxor (Luc-zor)
A bipedal race resembling elephants, the long-lived Luxor are renowned for their wisdom. Shrewd diplomats, a Luxor would always rather talk than fight, but when push comes to shove, their mighty strength is enough to make their foes quickly reconsider their positions.
Basic Information
Anatomy
Luxors are very large humanoid elephants, often towering over seven feet tall. They have four fingered hands, and the flat, oval-shaped feet of elephants. Their trunk provides them with a keen sense of smell, and are capable of lifting and manipulating smaller objects.
Genetics and Reproduction
Luxor birth rates are low, and gestation of a young luxor is a lengthy period, often lasting almost two years.
Growth Rate & Stages
Luxor youth age very slowly, reaching adulthood at 60 years of age.
Dietary Needs and Habits
Luxors' are vegetarians, most surviving on various fruits and grains.
Additional Information
Social Structure
Luxor society is completely aged based, with the oldest members of society holding the most power.
Uses, Products & Exploitation
Luxor tusks are highly prized for their ivory, and thus are often hunted by nefarious (and often foolish) hunters.
Facial characteristics
Luxors have large trunks that they use for a variety of purposes, from smelling objects, to drinking water, to making loud trumpets to scare away enemies.
Geographic Origin and Distribution
Most luxors live in secluded tropical villages or plains on the Ito Coastline, but long haired variants are known to be found on remote islands in Vatenrelm.
Average Intelligence
Luxors are extremely patient creatures, and they have excellent memories. They are capable of recalling events clearly, even if they happened years ago. This memory often leads them to have great mental fortitude, and can often shake off attempts to control their mind with magic.
Perception and Sensory Capabilities
All luxor can see in low-light conditions, and some luxors have an intense sense of smell. capable of following faint scents.
Civilization and Culture
Naming Traditions
Male Names: Bayul, Berov, Brooj, Chedumov, Dobrun, Droozh, Ganedor, Heruj, Ilromov, Kel, Lephar, Nikoom, Ondros, Radomov, Svetel, Tamuj, Throom, Varian, Vasool
Female Names: Aij, Boja, Dancu, Dooja, Elyuja, Fanoor, Ghalma, Irij, Jasoo, Katrun, Lyooda, Mayja, Radu, Shuja, Soofya, Totoor, Verij, Vesmova, Yoolna, Zarij, Zoorja
Beauty Ideals
Males take great pride in the length of their tusks, while females pride themselves on decorating their trunks or ears.
Gender Ideals
Male luxors are usually considered warriors and defenders of the tribe, while female luxors take on more leadership and administration roles in the society.
Courtship Ideals
Luxors will often engage in verbal debates over mates, each side attempting to verbally prove their superiority; such debates can go on for hours at a time, occasionally devolving into heated triumphs of bellowing rage.
Relationship Ideals
Luxors often have a mentor-apprenticeship relationships with the tribe, as youths are often paired with older experienced masters to learn their trade.
Major Language Groups and Dialects
Most luxors speak Luxan and either Armmar Common or Vlatya Common, but can also be found speaking Aboleth, Aquan, Celstial, Giant, Rhoceni, Ratosk, and Sylvan.
Common Etiquette Rules
Luxors are fans of social etiquette, and thus will often speak carefully and at length. It is considered rude to try to rush a luxor, and they will often simply ignore attempts to hurry them along.
Common Dress Code
Luxors often wear large, flowing robes, that can easily regulate their heat, due to the tropical area they usually dwell in. They often can't wear any sort of headgear or footwear, due to the size of their extremities.
Culture and Cultural Heritage
Luxors are peaceful, long lived, but very rare creatures. They are very level headed and are steadfast in their decisions. Once a Luxor makes up its mind, almost nothing can change it. As such, they are sought out as diplomats or councilors.
Common Customs, Traditions and Rituals
Luxors enjoy singing or humming greatly, but also like to meditate in silence to listen to the natural world. While very difficult to anger due to their stubborn patience, if someone manages to truly enrage a Luxor they are in for a terrifying sight, ear flaps slapping menacingly and their trumpeting roaring like thunder.
Common Taboos
Most luxors dislike utilizing violence to solve their problems, preferring to use words and logic to deescalate situations. Those that are particularly violent are often banished from their villages and into remote hills.
Common Myths and Legends
Most luxor worship their Primal Beastman, Ganesha, the Lord of the Luxor. Some hidden and more heretical luxor worship the Great Old One, Chaugner Faugn.
Interspecies Relations and Assumptions
Luxors are peace-loving creatures, preferring to talk things out rather than resort to violence. However, their stubborn nature can often come of as a sense of superiority, which can strain relationships with more fluid races. They are amicable towards the Rhoceni, as they are similar in stature and values, but disagree on the fact that rhocenis tend to solve all of their problems with force.
Racial Table - Luxor: Hit Dice: D10; Class Skills: Craft, Intimidate, Perception, Survival, Swim; Skill Ranks Per Level: 4 + Intelligence modifier; Weapon Proficiency: Simple, plus natural weapons; Armor Proficiency: Heavy
Level | BAB | Fort | Reflex | Will | Abilities |
---|---|---|---|---|---|
1st | +1 | +0 | +2 | +2 | Animal Minded, Natural Armor, Stubborn |
2nd | +2 | +0 | +3 | +3 | Overpowering |
3rd | +3 | +1 | +3 | +3 | Natural Armor Increase, Water Burst |
4th | +4 | +1 | +4 | +4 | Stomp, +1 Strength, +1 Wisdom |
5th | +5 | +1 | +4 | +4 | Natural Armor Increase, Perfect Memory |
Random Starting Ages
Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
---|---|---|---|
60 years | +2d12 years (62 - 84) | +3d12 years (63 - 96) | +4d12 years (64 - 108) |
Random Height and Weight
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 6 ft. 5 in. | +1d12 in. (6 ft. 6 in. - 7 ft. 5 in.) | 400 lbs. | +(1d10x5 lbs.) (410 - 500 lbs.) |
Female | 6 ft. 3 in. | +1d12 in. (6 ft. 4 in. - 7 ft. 3 in.) | 400 lbs. | +(1d10x5 lbs.) (410 - 500 lbs.) |
Luxor Aging Table
Middle Age (-1 to Str, Dex and Con, +1 to Int, Wis, and Cha) | Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) | Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis and Cha) | Maximum Age (GM secretly decides maximum age |
---|---|---|---|
125 years | 187 years | 250 years | 250 + 2d20 years (252 - 290 years) |
Random Luxor Homelands
% Rolled | Homeland | Trait Gained |
---|---|---|
01-50 | Secluded Luxor Village | Suspicious |
51-60 | Plains | Savanna Child |
61-70 | Mountains | Highlander |
71-80 | Tundra | Resilient |
81-90 | Non-luxor Town or Village | Adopted or Influence |
91-00 | Unusual | (Roll on Unusual Homeland Table) |
Random Luxor Families
% Rolled | Parental Status |
---|---|
01-25 | Both of your parents are alive |
26-49 | Only Father is alive |
50-75 | Only Mother is alive |
76-00 | Both of your parents are dead |
% Rolled | # Siblings |
---|---|
01-80 | No siblings |
81-95 | 1d2 adopted siblings |
96-00 | 1d3-1 siblings |
art by @miz0mei on twitter
Lifespan
252 - 290 years
Average Height
6 ft. 3 in. - 7 ft. 5 in.
Average Weight
410 - 500 lbs.
Average Physique
Luxors are large and bulky, carrying great strength, but are quite slow as a result.
Body Tint, Colouring and Marking
Most luxors are grey skinned, but some rarer tribes have a more whiter skin tone.
Geographic Distribution
Luxor
Type
Monstrous Humanoid (Luxor)
Ability Score Modifier
+2 Strength, +2 Wisdom, -2 Dexterity. Luxors are strong and wise, but their bulk makes them very slow.
Size
medium
Speed
Luxors have a base speed of 20 feet, but their speed is never reduced by armor or encumbrance.
Language
Luxors begin play speaking Common (Ammar or Vlatya) and Luxan. Luxors with high intelligence may choose from the following languages: Aboleth, Aquan, Celestial, Giant, Rhoceni, Ratosk, or Sylvan.
- Materil: Luxors can be tied to either the Love or Water Materil, and can become either Loveteachers or Watershifters.
- Low-light Vision: Luxors can see twice as far as humans in low-light conditions.
- Animal Minded: A luxor gains a +2 racial bonus on Handle Animal and wild empathy checks towards elephant-like creatures. This bonus increases by 1 for every two hit dice beyond the 1st the luxor possesses.
- Natural Armor: A luxor gains a +1 natural armor bonus to AC. This bonus increases by 1 at 3rd and 5th racial levels.
- Stubborn: Luxors are incredibly stubborn at times. They gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a luxor fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the luxor has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
- Overpowering: At 2nd racial level, a luxor gains either Improved Bull Rush or Improved Overrun as a bonus feat.
- Water Burst (Ex): Starting at 3rd level, a number of times per day equal to their Constitution modifier, a luxor can duplicate the effects of the hydraulic push as a extraordinary ability, with the exception that they add their highest physical score to their caster lever instead of their mental score. They using their total hit dice as their caster level. At 5th racial level, they can instead duplicate hydraulic torrent.
- Stomp: At 4th racial level, whenever a luxor succeeds a bull rush or overrun combat maneuver check against a creature smaller than it, it deals 1d8 + 1-½ times its strength modifier to that creature. That creature can attempt a reflex check (DC = 10 + ½ the luxors hit dice + the luxors Strength modifier) to half the damage.
- Perfect Memory: Starting at 5th racial level, a luxor perfects its memory, becoming immune to any effects that would modify or change its memories. Whenever a luxor fails a roll, they may store that attempt in their perfect memory. They may store a number of memories equal to ½ their hit dice. Whenever they attempt a roll against something stored in their memory, they roll twice on that roll and take either result. This ability cares about the type of thing attempted, not against the type of roll (ex, a luxor that fails an attack roll against a dragon and stores the memory gains the bonus on future attack rolls against dragons, not on all attack rolls; a luxor that fails a Climb check to climb a building gains the bonus on climbing buildings, not on all future Climb checks).
Alternate Racial Traits
- Greater Tusks: Some luxors have larger tusks that can be utilized in combat. They gain a primary gore natural attack that deals 1d6 points of damage. This trait replaces the Animal Minded trait.
- Hulk: Some luxors tower over the others and reach massive sizes. These luxors are Large sized, gaining a +4 Strength, a +2 Wisdom, and a -4 Dexterity instead of their normal scores. Large creatures take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 size bonus on combat maneuver checks and to their CMD, and a -4 penalty on Stealth checks. This trait replaces the Animal Minded and Stubborn traits, and alters the luxors size and starting ability scores.
- Prehensile Trunk: Some Luxor have a much greater range of manipulation with their trunk, acting as a smaller hand. The trunk is not able to wield a weapon, but the Luxor can use it for simple tasks, such as retrieving a stowed item as a swift action. This trait replaces the Stubborn trait.
- Smeller: Some luxors can utilize their trunks to track smells. A luxor with this trait gains the scent ability. This trait replaces the Animal Minded and the Stubborn traits.
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