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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)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists     2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.     3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.  
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
Random Luxor Siblings
% Rolled # Siblings
01-80 No siblings
81-95 1d2 adopted siblings
96-00 1d3-1 siblings
by @miz0mei on twitter
by @miz0mei on twitter
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.
Woolly: Some Luxor dwell in the colder parts of Vatenrelm, and have grown long fur coats. These Luxor gain a +2 on all saves against cold weather and spells with the cold descriptor. Woolly Luxors are tied only to the Water Materil. This trait replaces the Stubborn trait and alters the Luxors Materil.


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