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Pross

History:​ 

the pross are a animal kin race born at the will of the goddess of rebith. there existence and appirences is determined by the rank or dhan they fall into. The lowest being common, than Driven, than noble. the GOAL OF MANY PROSS WHO FOLLOW THE PATH LEFT BEFORE THEM IS TO LIVE A LIFE OF GOOD SO THAT IN THE NEXT THEY MIGHT RAISE IN DHAN.


Culture: 

patrIARCHAL SOCIETY

 THAT HEEDS TO THE REGENCY OF THE LERIAN OF gRAND nOSTRIDAN. 

Personality:  

Physical Description:

THE APPIRENCE OF A PROSS DEPENDS ON THERE DHAN. THE RANKING BY WHICH THERE ACTIONS ARE JUDGED BY THE GOD AHDIEHA. when they die if they lived a live of honor they are promoted to the next dhan.

tHE FIRST IS COMMON. tHIS RANK IS FULL WITH SMALL MAMMALS. rats, rabbits, monkeys,weasels, otters, SQUIRRELS, ECT.

tHE sECOUND DHAN IS DRIVEN. THIS RANK IS POPULATED BY BEASTS OF VARRYING NOBILITY. dOGS, cATS, apes, pigs, bears, bulls, foxes, Ect.

 

the third dhan is the noble. only held by those who have proven themselves heroic, noble, or just. it is populated by powerful beasts. Lions, bulls, rhinos, gorillas, tigers, elephants, ect.


Languages: Common, Nostrian

Ahdieha's belssing


As the holy children of the god of rebirth when you create your pross you may select one of the following blessings that best reflect the animal you've chosen. THAN DECIDE YOUR DHAN BELOW. tHE RULE OF THUMB IS SMALL ANIMALS, 1ST MEDIUM 2ND, AND LARGE ANIMALS 3RD.

Savage attacks- Your wildness border on faral. You gain an additional damage dice on critical damage.
Small Sized- You are a smaller than average creature and instinct drives you to action. Your size becomes small and you gain +1 AC Natural armor
Acclimated- You ignore the penalties of being in the environment natural to your animal type.
Embrace the beast - You are no longer considered a humanoid your type is Beast instead. You also gain advantage on intimidate and  persuasion checks made on the animal of your type.

Keen hearing and smell- You gain advantage on Perception checks that rely on hearing and smell.

Dark Vision 60ft- You gain the ability to see in the dark up to 60ft, you vision is black and white.

Emphatic Healing- You may cast the Resistance Cantrip. You can also 1/day cast  Calm Emotions at 3rd level and Life Transference spell at 5th level.

First Dhan

Traits


Ability Score Increase​.  Your Dexterity score increases by 2, your Wisdom increases by 1
Age. Are born as fully formed children in the fountain of Ahdieha. And live about 75 years before there next resurrection.
Alignment. Most often Chaotic good.  trying to do good but not feeling obligated as they cant fall any lower in Dhan.
Size. Medium (But short)
Speed. 30ft (6 squares)
Bottom of the Food Chain- You gain Expertise in Stealth
Wild Weapons - You have a 1d10 Claw attack. (May also be a bite if appropriate for your animal)
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2nd dHAN

tRAITS


Ability Score Increase​.  Your Strength score increases by 2, your Wisdom increases by 1
Age. Are born as fully formed children in the fountain of Ahdieha. And live about 75 years before there next resurrection.
Alignment. Most often Netural good. As they are living the lives of someone waiting for a chance. some choose to seek there chance but many wait for something to come.
Size. Medium
Speed. 30ft (6 squares)
Wild Weapons - You have a 1d10 Claw attack. (May also be a bite if appropriate for your animal)
Driven perception - Always looking for your chance to prove yourself has sharpened your animal seances. You gain Advantage on Perception Involving one of the following seances. Sight, Smell, Or Hearing.
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THIRD DHAN Traits


Ability Score Increase​.  Your Constitution score increases by 2, your Wisdom increases by 1. you may also increase the attribute of your choice by 1.
Age. Are born as fully formed children in the fountain of Ahdieha. And live about 75 years before there next resurrection.
Alignment. Most often Lawful good. Paragons of Pross society they work hard to live up to there reputations.
Size. Medium
Speed. 30ft (6 squares)
Powerful Build- Considered one size category larger for carry, lift, push, and drag capacity 
Wild Weapons - You have a 1d10 Claw attack. (May also be a bite if appropriate for your animal)
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