Aurads are elegant, aristocratic beings with multi-hued skin and avian plumage in place of hair. They are tall, fine-boned and fine-featured, with languid movements like the opening of a peacock's tail. They consider themselves the epitome of civilized taste, and prefer aesthetic pleasures to ethical ones. They usually live in enclaves within other races’ cities, where they are traders and craftsmen – but always under the guise of the artist or connoisseur.
Aurads begin play with a +1 bonus to their Charisma (18 maximum). They are light-loving creatures and take a -1 penalty to attacks in when not in bright light. Aurads can flare their plumage to dazzle onlookers, who must succeed at a saving throw or take a -1 penalty to attacks for one round. Despite their haughty disposition, they are cunning businesscreatures, with a 4 in 6 chance of evaluating the correct worth of an item at a glance.
Aurads can advance as Fighters (4th level), Magic-Users (7th level; 8th with 18+ Intelligence), or Thieves (unlimited). If the Illusionist class is used, aurads can advance as Illusionists just as they can Magic-Users, but to one additional level.
Aurad: HD 1d6; AC 7; Atk 1 weapon(1d6); Move 12; Save 18; AL L; CL/XP B/10; Special: dazzle, -1 attack in dim light.
1d6 Random Aurad Adventurers
- An artist (1d6: 1-music; 2-sculpture; 3-painting; 4-poetry; 5-dramatist; 6-interpretive dance) looking for inspiration.
- A collector of rare works searching for lost masterpieces.
- A “rebel” aurad looking to live the “real” life of a “primitive”.
- A performance artist whose preferred medium is melee combat.
- A information artist (ie spy, agent, herald, rumor-collector).
- An elderly aurad that has grown bored and is looking for a little excitement before she dies.