Pokazywanie postów oznaczonych etykietą Race. Pokaż wszystkie posty
Pokazywanie postów oznaczonych etykietą Race. Pokaż wszystkie posty

sobota, 15 stycznia 2011

Warforged

Warforged Racial Traits

  • +2 Constitution,  –2 Charisma: Warforged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
  • Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Warforged have a base speed of 30 feet.
  • Living Construct: Warforged are humanoids with the living construct subtype.
  • Slam: A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
  • Warforged Immunities: Warforged are immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
  • Impaired Healing: A warforged cannot heal damage naturally. As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
  • Unusual Anatomy:  The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
  • Self-sufficient:  A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
  • Plating: Warforged are covered with platings made from different materials. You must choose one type of plating on 1st level of character creation. The choice cannot be changed. This plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him.
  • Languages: Warforged begin play speaking Common.
     

Plating (choose one):

  • Composite Plating: light armor, armor bonus +2.
  • Mithril Plating: light armor, armor bonus +6, max Dex bonus +5, –2 penalty on all skill checks to which armor check penalties apply, arcane spell failure 15 %.
  • Adamantine Plating: heavy armor, DR 2/adamantine, speed 20 ft.; armor bonus +9, max Dex bonus +1, –5 penalty on all skill checks to which armor check penalties apply, arcane spell failure 35 %.
  • Ironwood Plating: light armor, DR 2/slashing, armor bonus +3, max Dex bonus +4, –3 penalty on all skill checks to which armor check penalties apply, arcane spell failure 20 %.
  • Unarmored Body: no armor, can wear normal armor and robes, base speed 40 feet due to light built and swiftness.

Changelings

Changeling Racial Traits

  • +2 to One Ability Score: Changeling characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Changelings are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Changelings have a base speed of 30 feet.
  • Shapechanger Blood: Changelings are humanoids with the shapechanger subtype.
  • Slippery Mind: Changelings receive a +2 racial bonus on saving throws against sleep and charm effects.
  • Empathy: Changelings receive a +2 racial bonus on Bluff, Intimidate, and Sense Motive checks.
  • Natural Linguist: Linguistics is always a class skill for changelings.
  • Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This ability is not an illusory effect, but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
  • Languages: Changelings begin play speaking Common. Changelings with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Giant, Gnome, Halfling, and Terran.

wtorek, 21 grudnia 2010

Shifters

Shifter Racial Traits

  • +2 Dexterity, –2 Charisma: Shifters are lithe and agile, but their fundamental bestial nature detracts from their social interaction.
  • Medium: Shifters are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Shifters have a base speed of 30 feet.
  • Low-Light Vision: Shifters can see twice as far as humans in conditions of dim light (see low-light vision).
  • Agile: Shifters receive a +2 racial bonus on Acrobatics and Climb skill checks.
  • Shifting: A shifter can tap into her lycanthropic heritage to gain short bursts of physical power. Once per day, a shifter can enter a state that is superficially similar to a barbarian’s rage. Each shifter has one of six shifter traits—characteristics that manifest themselves when a character is shifting. Each shifter trait provides a +2 bonus to one of the character’s physical ability scores (Strength, Dexterity, or Constitution) and grants some other advantage as well. Shifter traits are described in the following section. Shifting is a free action and lasts for a number of rounds equal to 3 + the shifter’s Con modifier. (If a shifter trait or other effect increases the character’s Con modifier, use the newly improved modifier.) A shifter can take feats to improve this ability. Every shifter feat a character takes in creases the duration of shifting by 1 round. For every two shifter feats a character takes, the number of times per day she can tap into the ability increases by one. So, a character with two shifter feats can shift two times per day (instead of the usual one), and each use of the ability lasts for a number of rounds equal to 5 (instead of 3) + the shifter’s Con modifier. Shifting, though related to and developed from lycanthropy, is neither an affliction nor a curse. It is not passed on by bite or claw attacks, and a shifter can’t be cured—shifting is a natural ability for the race.
  • Languages: Shifters begin play speaking Common. Shifters with high Intelligence scores can choose from the following: Elven, Gnome, Halfling, and Sylvan.


Shifting:

  • Beasthide (Su): While shifting, a beasthide shifter gains a +2 bonus to Constitution and natural armor that provides a +2 bonus to AC.
  • Longtooth (Su): While shifting, a longtooth shifter gains a +2 bonus to Strength and grows fangs that can be used as a natural weapon, dealing 1d6 points of damage (plus an additional +1 for every four character levels she has) with a successful bite attack. She cannot attack more than once per round with her bite, even if her base attack bonus is high enough to give her multiple attacks. She can use her bite as a secondary attack (taking a –5 penalty on her attack roll) while wielding a weapon.
  • Cliffwalk (Su): While shifting, a cliffwalk shifter gains a +2 bonus to Dexterity and has a climb speed of 20 feet.
  • Razorclaw (Su): While shifting, a razorclaw shifter gains a +2 bonus to Strength and grows claws that can be used as natural weapons. These claws deal 1d4 points of damage (plus an additional +1 for every four character levels she has) with each successful attack. She can attack with one claw as a standard action or with two claws as a full attack action (as a primary natural weapon). She can not attack more than once per round with a single claw, even if her base attack bonus is high enough to give her multiple attacks. She can attack with a claw as a light off-hand weapon while wielding a weapon in her primary hand, but all her attacks in that round take a –2 penalty.
  • Longstride (Su): While shifting, a longstride shifter gains a +2 bonus to Dexterity and a bonus of +10 feet to her base land speed.
  • Wildhunt (Su): While shifting, a wildhunt shifter gains a +2 bonus to Constitution and the scent ability. This ability allows the shifter to detect approaching enemies, sniff out hidden foes, and track by sense of smell. A wildhunt shifter can identify familiar odors just as a human does familiar sights. When not shifting, a wildhunt shifter gains a +2 bonus on Survival checks due to the lingering effects of the scent ability.