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Races (Requests)

Post by Draxion on September 5th 2015, 1:34 am

Elf-orcs



  • +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence: Elf-orcs are strong and graceful but also frail and dim. An elf-orc is best suited to attack rather than defense.
  • Medium: As Medium creatures, elf-orcs have no special bonuses or penalties due to their size.
  • Elf-orc base land speed is 30ft.
  • Darkvision: Elf-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and elf-orcs can function just fine with no light at all.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantments or effects.
  • +1 racial bonus on Listen, Search, and Spot checks: An elf-orc does not have the elf’s ability to notice secret doors simply by passing them. Elf-orcs have keen senses, but not as keen as those of an elf.
  • +2 racial bonus on Bluff and Intimidate checks. A harsh life has taught the elf-orc to get what he wants through deception or fear.
  • Elven Blood: For all effects related to race, an elf-orc is considered an elf. Elf-orcs, for example, are just as vulnerable to special effects that affect elves as their ancestors are, and they can use magic items that are usable only by elves.
  • Orc Blood: For all effects related to race, an elf-orc is considered an orc. Elf-orcs, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs.
  • Automatic Languages: Common and Orc or Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Dwarven, Sylvan, Giant, and Abyssal. Smart elf-orcs tend to know the languages of the enemies or friends of their ancestors.
  • Favored Class: Hex Blade. A multiclass elf orc's Hex Blade class does not count when determining whether he takes an experience penalty. The savage nature of the elf-orc combined with their combat prowess, affinity for arcane spellcasting, and inability to fit in makes the elf-orc a natural Hex Blade.


Tiefling

Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.

Raicial Traits

  • +2 Dexterity, +2 Intelligence, –2 Charisma.
  • Medium size.
  • A tiefling’s base land speed is 30 feet.
  • Darkvisoin out to 60 feet.
  • Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
  • Racial Feats: A tiefling gains feats according to its class levels.
  • Special Attacks (see above): Darkness.
  • Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.
  • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
  • Favored Class: Rogue.
  • Level adjustment +1.


Kitsune

Both forms of kitsunes have the same appearances of a one or more tailed fox, up to a nine-tailed fox. Nine-tailed foxes often have their fur changed to brilliant white, night black, or shining gold. Yet while their base form is that of a fox, they are rarely ever found in such a state. Due to their shapeshifting powers, they can and often do take the form of any number of small or medium humanoids, sometimes with vulpine traits such as a "fox face", fangs, actual fox ears, or actual fox tail.


Raicial Traits


  • -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma
  • Fey (Shapechanger): While they may appear as animals, kitsune are spirits of the forest and are considered fey.
  • Small: As a Small creature, a Kitsune gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on hiding checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Kitsune base land speed is 40 feet. However, if they use their Change Shape ability they adopt the movement speed of the duplicated race.
  • Low-Light Vision: A kitsune can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Kitsunes have a primary natural bite attack which deals 1d4 + Strength and a half in damage.
  • Animal Body (Ex): The base form of the kitsune is not human shaped, but fox shaped. As such, they have no hands to manipulate items (though they have hand and arm slots as normal), are quadrupedal, and require barding instead of normal armor. When they use their change shape ability, any magical gear which they are wearing reshapes to fit their new form and they can use and wield items appropriate for their form. As a quadruped, they have stability, granting them a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • Change Shape (Su): Kitsunes have the ability to turn into any small or medium humanoid as if using the alter self spell, except the duration is unlimited. When in a different form, they assume the base land speed of the race and can use items and weapons with their newfound hands. Many kitsunes assume humanoid form all the time. Caster level is equal to hit dice.
  • Scent (Ex): Kitsunes have the scent ability.
  • Spell-Like Ability (Sp): silent image -Cha modifier/day (minimum 1). Caster level is equal to character level.
  • Kitsunes possess a +2 bonus on Bluff, Hide, and Move Silently checks.
  • Automatic Languages: Common and Sylvan.
  • Bonus Languages: Any (except Druidic).
  • Favored Class: Sorcerer


Dragonborn

Dragonborn resemble humanoid dragons. They’re covered in scaly hide, but they don’t have tails. They are tall and strongly built, often standing close to 6 1/2 feet in height and weighing 300 pounds or more -- females being of basically the same height and weight as males. Their hands and feet are strong, talonlike claws with four fingers and a thumb on each hand. A Dragonborn's head can feature a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.
A typical Dragonborn's scales can be scarlet, gold, rust, ocher, bronze, or brown. Rarely do an individual’s scales match the hue of a chromatic or metallic dragon, and scale color gives no indication of the type of breath weapon a Dragonborn uses. Some Dragonborn whose scales do match the colorations of a metallic dragon is sometimes mistaken for Draconians in societies where evil is more prominent. Most Dragonborn have very fine scales over most of their body, giving their skin a leathery texture, with regions of larger scales on the forearms, lower legs and feet, shoulders, Constitution ,and thighs.
Young Dragonborn grow faster than human children do. They walk hours after hatching, reach the size and development of a 10-year-old human child by the age of 3 and reach adulthood by 15. They live about as long as elves do.

Racial Traits


  • +4 strength -2 Constitution, Built for combat, these warriors are hardy combatants, but not as agile as other races. However, Dragonborn is also respectful and relatively easy to get along with when they're not raging or debating about their history.
  • Humanoid (Reptilian)
  • Medium-size: As medium-size creatures, Dragonborn has no special bonuses or penalties due to their size.
  • Dragonborn base land speed is 30 feet.
  • Low-Light Vision: A Dragonborn can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
  • Natural armor +2
  • Immunity to sleep and paralysis +breath of choice
  • +2 racial bonus to Intimidate and Knowledge (History) checks: Dragonborn are skilled at making themselves fearsome and are also deeply rooted in the glorious stories of days long past.
  • Dragonborn Fury (Ex): When a Dragonborn takes damage that would make them bloodied (50% or fewer hit points), they enter a rage that gives them a temporary +2 insight bonus to Strength until they are no longer bloodied or have not fought for at least 1 hour. Dragonborn cannot use skills or abilities that require patience or concentration (such as moving silently or casting a spell) while in this fury.
  • Dragon Breath (Su): When creating a Dragonborn, choose 1 energy type (acid, cold, electricity, fire, or sonic) and 1 type of breath weapon (15 ft. cone or 30 ft. Line ) as your breath weapon. These selections cannot be changed after they have been chosen. Once per encounter, as a standard action, a Dragonborn can use their breath weapon to deal 1d8 damage to all within the area of the breath (Reflex save for half: DC 10+1/2 Dragonborn HD+Constitution modifier). At 5th level the damage increases to 2d8, and increases by 1d8 every five levels thereafter.
  • Automatic Languages: Common and Draconic. Bonus Languages: Abyssal, Auran, Celestial, Goblin, Ignan, Orc.
  • Favored Class: Sorcerer or Paladin.


Half-drow

Half-Drow is usually slightly taller than pure drow because of their mixed heritage.

Racial Traits


  • Stat Adjustments: None.
  • Medium. Half-drow receive no bonuses due to size.
  • A half-drow's base speed is 30ft.
  • A half-drow gains +1 racial bonus to Spot, Listen, and Search skills. They lack the same keen senses as a normal drow.
  • A half-drow gains 60ft of darkvision from their drow heritage. This replaces the elven racial ability of lowlight vision.
  • Half-drow have a spell resistance of 5 + class levels, weaker than their drow counterparts.
  • Half-drow gain a +1 Will against enchantment spells and spell-like abilities.
  • A half-drow is immune to magical sleep effects.
  • Light Sensitivity: Half-drow is dazzled in bright sunlight or within the radius of a daylight spell.
  • Automatic Languages: Common, Undercommon, Elven Bonus Languages: Any
  • Favored Class: Any


Qunari

Qunari is taller and considered to be more physically robust than humans. They have the skin of varying metallic colors (such as gold, bronze, and silver), white hair, pointed ears, and vivid eyes with colors like violet, red, silver, or yellow.
Most Qunari have horns, The horn itself has no nerve endings and can be painlessly removed much like human nails or hair, they can still become irritated however so they have several types of balms. But once a horn is cut off, it will not grow back.

Racial Traits



  • +4 Strength, +2 Constitution, -4 Intelligence
  • Humanoid (Qunari)
  • Size: Medium
  • Base land speed is 30 feet
  • Scent
  • Bonus Feat: Track
  • +2 natural armor bonus. Qunari have thicker and stronger skin than most humans.
  • +3 to listen and spot.
  • Immense Build: The physical stature of Qunari lets them function in many ways as if they were one size category larger. For the purpose of weapons, special attacks, and prerequisites a Qunari is considered one size category larger if it is advantageous to them. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Weapon Proficiency: A Qunari is automatically proficient with the bastard sword.
  • Natural Weapon: Gore (1d6).
  • Natural Cunning (Ex): Although Qunari is not especially intelligent, they possess some of the natural intuition of their forebears. This gives them the ability to not get in lost in any dungeons.
  • Automatic Languages: Common. Bonus Languages: Any
  • Favored Class: Barbarian



Gnoll

Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds.


Racial Traits


  • +4 Strength, +2 Constitution, –2 Intelligence, –2 Charisma
  • Medium size.
  • Humanoid (Gnoll)
  • A gnoll’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +1 natural armor bonus.
  • Weapon and Armor Proficiency: A gnoll is automatically proficient with simple weapons, the battleaxe, the shortbow, light armor, and shields.
  • Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: Ranger


Half-Phoenix


Phoenix-kin has an angular face with crimson, scarlet or orange hair. Her eyes are of a golden, ruby, emerald or sapphire color. With slightly tinted skin the color of an orange, red, yellow hue. Taller than an average human, a Phoenix-kin

Racial Traits


  • +2 Str, +2 Int, -2 Wis, +2 Cha, -2 dex
  • Medium Size
  • Monsterous Humanoid (Fire)
  • Base land speed of 30 ft.
  • Flight (EX): gain the fly speed of 60 ft. with good maneuverability, provided they don't carry a medium sized load or not wearing heavy armor. The wing spans an average of 12 feet.
  • Natural weapons: Bite and Claw
  • Natural Armor +2
  • Fire resistance +5
  • Automatic Languages: Common and Sylvan. Bonus Languages: Any
  • Immunity to sleep and paralysis
  • Darkvision
  • Alignment: Neutral Good
  • Favored Class: Cleric



Lesser Medusa

Lesser medusa is weaker versions of the more common medusa, the reason why is unknown. Some believe lesser medusa are a crossbreed between a human and a medusa while others believe it is a birth defect. Lesser medusa is very similar to common medusa, but they tend to be slightly taller and weaker. Lesser medusa is often used as slaves and servants by a regular medusa, or sometimes as diplomats of medusa communities (since they lack petrification abilities).

Racial Traits


  • -2 Strength, +2 Dexterity, +2 Charisma: lesser medusa are quick and charismatic, but are frail and weak.
  • Monstrous Humanoid
  • Medium Size
  • Lesser medusa base land speed is 30 feet.
  • Darkvision 60 feet.
  • +1 natural armor.
  • +2 racial bonus on all saving throw against purification effects, immunity to medusa's prettifying gaze.
  • +4 racial bonus on Spot and Listen checks.
  • Gorgon Gaze (Su): As a standard action, a lesser medusa may freeze her enemies' muscles in place with a single gaze. A creature must make a Fortitude save or be dazed for 1 round. This ability can only be used every 1d4+1 rounds. The save DC is Charisma-based. Creatures immune to petrification effects are immune to this ability.
  • Automatic Languages: Undercommon.
  • Bonus Languages: Any (other than secret languages such as Druidic).
  • Favored Class: Sorcerer


Nymph

Racial Traits


  • +4 Dexterity, +4 Charisma, -4 Wisdom, -2 Strength
  • Humanoid (Fey)
  • Medium size
  • Nymphs base land speed is 30 feet
  • Unearthly Beauty (Su). : This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a Nymph must succeed on a DC 17 Fortitude save or be transfixed for 2d4 rounds. An enemy who is transfixed must focus entirely on who he is transfixed upon, and may not act harmfully against a Nymph unless the Nymph acts harmfully to them.This works like a transfixing spell.A nymph can suppress or resume this ability as a free action. Those who save against the Elven Nymph's dazzling beauty are immune to its effects for 24 hours. The save DC is Charisma-based.
  • Unearthly Grace (Su). : A Nymph adds her Charisma modifier as a bonus on all her saving throws. (The statistics block already reflects these bonuses).
  • Wood Weapon Skill. : A Nymph begins to play with proficiency in any 2 weapons made out of wood (such as quarterstaffs and bows). as well, a nymph takes +2 on any attack and damage rolls with any weapon she uses made of wood (including ironwood weapons).
  • Automatic Languages: Common, Sylvan, and the languages of the people of the closest humanoid land.
  • Favored Class: Sorcerer.



Genasi, Tirr


Racial Traits


  • Attributes: Genasi gain different attributes bonus depending on their elemental heritage

Element
Attributes
Fire Genasi+2 CHA, -2 WIS
Water Genasi+2 WIS, -2 CON
Air Genasi+2 DEX, -2 STR
Earth Genasi+2 CON, -2 CHA

  • Type: Outsider (Native and Water, Fire, Air or Earth)
  • Size: Medium
  • Speed: Base land speed for Genasi is 30 feet.
  • Shere: Genasi gain basic access to spheres aligned with their element. They do not gain any fiendish traits, and the magic is considered to be elemental and neutral. Fire Genasi gain the Fire Sphere, Water Genasi gain the Bubbles Sphere, Air Genasi gain the Air Sphere, and Earth Genasi gain the Stone Sphere. All magic cast from these spheres reflects elemental affinity, unlike usual fiendish spheres. (For Example, a Water Genasi's Flaming Sphere is actually a sphere of torrential water.)
  • Automatic Languages: Common, as well as Ignan, Aquan, Terran, or Auran, as appropriate. Bonus Languages: Any (except secret languages).
  • Favored Class: Genasi have different favored classes depending on element


ElementFavored Class
Fire GenasiFighter, Sorcerer
Water GenasiCleric, Monk
Air GenasiRanger, Bard
Earth GenasiBarbarian, Druid
Wolfblood

Raicial Traits


  • +2 Strength, +2 Dexterity, -2 Constitution, -2 Charisma
  • Fey (Shapechanger)
  • Small Size: As a Small creature, a Wolfblood gains a +1 size bonus to Armor Class, +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on hiding checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Wolfblood base land speed is 30 feet. However, if they use their Change Shape ability they adopt the movement speed of the duplicated race.
  • Low-Light Vision: A Wolfblood can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Wolfbloods have a primary natural bite attack which deals 1d6 + Strength and a half in damage.
  • Alter Self (Su): Wolfbloods have the ability to turn into any small or medium humanoid as if using the alter self spell except the duration is unlimited. When in a different form, they assume the base land speed of the race and can use items and weapons appropriate for that size.
  • Endurance (Ex): Due to the Wolfbloods having incredible stamina, they have the Endurance feat.
  • Scent (Ex): Wolfbloods have the scent ability.
  • Heightened Senses: A Wolfblood's sense of hearing is strong and they can hear much further than a normal human; therefore, they possess a +4 on Listen to checks, +6 when in Wolf Form.
  • Wolfbloods possess a +2 bonus on Spot and Move Silently checks.
  • Automatic Languages: Common and Sylvan. Bonus Languages: Any (except Druidic).
  • Favored Class: Druid


Fairy

Racial Traits


  • -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma: Fairies are fast and fun loving, but tend to be frailer than others.
  • Fey: Fairies receive a +2 racial bonus to all Knowledge (Nature) checks and can not be subject to spells or effects that affect humanoids only.
  • Medium: As medium creatures, Fairies have no special bonuses or penalties due to their size.
  • Fairies base land speed is 30 feet.
  • Darkvision out to 30 feet.
  • Bonus Feats: A Fairy character has Combat Reflexes and Skill Focus (any) as bonus feats.
  • Unearthly Grace(Su): A Fairy adds half her Charisma modifier (rounded up) as a bonus to all her saving throws and as a deflection bonus to her Armor Class.
  • Spell-like Ability: At will—Fly (Self only). Caster level is 7th.
  • Automatic Languages: Common and Sylvan. Bonus Languages: Elven, Draconic, Dwarven, and Gnome.
  • Favored Class: Bard.


Orc

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.
Females are slightly smaller.


Racial Traits

• +4 Strength, +2 Constitution, –2 Intelligence, –4 Charisma
• Humanoid (Orc).
• Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
• An orc’s base land speed is 30 feet.
• Brute Force: Orc uses their strength modifier for all their intimidation checks.
• Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
• Orcish Affinity: Diplomacy with other orc-like races gains a +4
• Automatic Languages: Common and Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
• Favored Class: Barbarian.

Succubus

Succubi in their natural form often average six feet in height and 125lb in weight. They bear similar shapes to humans, with notable exceptions of largish horns and long, slender tails that end in a heart-shaped projection, the tip of the heart pointing away from the tail. Said tail connects at the base of the spine, and is often a black or blackish color. Their eyes and hair often share the same color, which is shared again with their choice of clothing - which nearly always stretch the limits of remaining modest yet revealing. They also have large, bat-like wings that share the same black as the tail on the outside, and a darker variation of the hair and eye color. Most succubi prefer to hold them slightly stretched out for comfort's sake.


Racial Traits

• +4 Charisma, +2 Intelligence, −2 Constitution, −2 Strength
• Monstrous Humanoid (Demon): Once a demon, always a demon - the horns, tail, and wings of a succubus reduces the availability of suitable armor.
• Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
• Base land speed is 30 feet. Succubus air speed is 60ft, great maneuverability.
• Skills: Succubi have a +3 racial bonus on Listen and Spot checks.
• Heat resistance 5, Cold resistance 5
• Charm Monster (Sp): At fourth level, a succubus may use the spell Charm Monster up to twice per day. The DC to resist the effects of Charm Monster is 15 + the succubus' Charisma modifier and gains a +4 circumstance bonus if the target is male.
• Change Shape (Su): A succubus may change to resemble any Humanoid Medium or Small or medium creature, the time being unlimited. A succubus uses the alter self-spell when changing shape. They may change form up to three times per day, although changing back to the base form does not count towards this limit.
• Telepathy (Su): A succubus may use Telepathy (up to 100ft). She may only project thoughts in languages she can speak.
• Darkvision up to 60 ft.
• Flight: Thanks to their wings, succubi can take to the skies if and when the need arises. They have a flight speed of 60ft, with good maneuverability.
• Automatic Languages: Common, Abyssal. Bonus Languages: Any secret language.
• Favored Class: Dragonbound Rider.


Half-Jann

Half-jinni is most oft desert dwelling offshoots from nomadic or tribal cultures which come into frequent contact with earthbound genies (most often janni). They look almost exactly like humans, although they tend to be fair and slightly taller. Half-jinni is the result of a union between humans and one of these outsiders. They tend to be dignified and prideful and usually blend in pretty well with either their human and their jann cousins. Half-jinn is quite very rare, due to the fact that conception between the two races is rarely successful. With half-jinn, the jann is always the mother and the human the father.


Racial Traits

• +2 Charisma, +2 Intelligence, , -2 Strength
• Outsider (extraplanar)
• Medium-size
• Base land speed is 30 feet. Flying is 60ft, great maneuverability.
• Skills: Half-Jann has a +2 racial bonus on Listen, Spot, and Sense Motive checks.
• Fire resistance 5
• Beautiful Scent (Sp): Starting at level 4, beautiful is an exotic scent that lures creatures from the hair strands that some Jann's contain on their head. If a creature gets within 30 feet of the opposite sex of the Jann, they must make a will save (DC 10 + Cha + Level) or else be under the effect of the spell suggestion.
• Polymorph, animal (Sp): They have the ability to morph into one small or medium animal to their choice. This animal is the only one they are allowed to shift into and no others. It is their born animal. They can shift into it as a free action and the duration is unlimited.
• Telepathy (Su): A half-jann may use Telepathy (up to 100ft). She may only project thoughts in languages she can speak.
• Darkvision up to 60 ft.
• Automatic Languages: Common, Ingan. Bonus Languages: Any.
• Favored Class: Rogue


Fae

Fae are relatively reclusive. They would rather spend their time frolicking in woodland glades than cavorting with other races. They are the consummate trickster, often devising elaborate ruses to lead strangers away from their glades. They do love visitors though, even if it is just to have a target for their tricks. They also have a love of stories and magic... Bards are therefore almost always welcome in a glade. Monks are greatly cherished as visitors as well, due to their ingrained resilience to faerie glamor. Competitions are held to see who can trick the monk, with the winner crowned prince of glamor for the day. It should be noted though, then monks are generally not harmed in order to encourage their return.
They also posses an utterly alien sense of morals. They would completely erase a mortals memory, or put one to sleep for a year without thought to the consequences. Their chaotic behavior often stems from this lack of concern for consequences as Fae tend to understand the term in a different light than mortals. Likewise, harm to a mortal is often disregarded in the same manner. The saying "Its all fun and games until someone losses an arm... then its just hilarious" is very applicable here.
Fae rarely make good adventurers. Reclusiveness aside, they bore easily and find it hard to stick to a cause for very long. When they do go forth into the world, their strange beliefs and morals make it hard to determine what, exactly, their cause is. Although, many a faerie will go on an adventure just for the fun of doing so... with no cause what-so-ever. However, would-be invaders should beware, faeries will defend their homes and glades with a single-minded passion that could put a crusader to shame.

Fae come in a variety of shapes and sizes, much like any other race, but they tend to posses an unearthly beauty. They are generally just over a foot tall and weigh less than a small cat. Most have the typical insect-type wings... butterfly and dragonfly wings are common.
If they dress at all it tends to be made of natural materials... vines, leaves, bark, etc, although a few do fashion cloth out of the materials available.


Racial Traits

• -4 Str, +4 Dex, +3 Cha
• Monstrous (Fey)
• Tiny size: +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, –8 penalty on grapple checks, and lifting/carrying limits 1/2 those of Medium characters. As Tiny creatures, Fae have no natural reach and must enter an opponent's square to attack.
• A Fae's base land speed is 30 feet and its fly speed is 50 feet (good).
Low-light vision.
• Skills: Fae have a +2 racial bonus on Listen, Search, and Spot checks.
• Racial Feats: A fae receives Dodge as a bonus feat.
• Spell-Like Ability: 1/day- dancing lights At Will- detect magic. Caster level is equal to class levels. The save DCs are Charisma-based.
• Damage reduction 2/+1. At level 5, it goes to DR 5/+1, then at 10 DR 10/+2, 15; DR 15/+3, etc.
• Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
• Favored Class: Ranger.


Centaur

A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.


Racial Traits

• +2 Strength, +4 Dexterity, -2 Charisma, –2 Intelligence.
• Monstrous Humanoid
• Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
• Multiple Arms: Centaurs are born with either two or four arms.
• Multiweapon Fighting: Due to the centaurs ability to fight with four arms, they have the Multiweapon Fighting feat.
• Extra Hands: Due to the centaur having four arms, they get a +2 bonus when making skill checks on Balance, Climb, Disable Device, Open Lock, Swim, and Use Rope
• Space/Reach: 10 feet/5 feet.
• A centaur’s base land speed is 60 feet.
• Darkvision out to 60 feet.
• Natural Weapons: 2 hooves (1d6).
• Weapon Proficiency: A centaur is automatically proficient with all simple weapons, the longsword, and the longbow (including the composite longbow).
• Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
• Favored Class: Ranger.


Tymar Luthdin
Base Attack Bonus: +1 | Intiative: +6

Longspear: +6 (1d8+7 x3)
Dagger: +6 (1d4+5 19-20/x2)


DC: 17

Saving Throws: Fort: +5, Ref: +4, Will: +1
Vurdon
HP: 19/19

Bastard Sword: +7(1d10+2 19-20/x2)
Composite Longbow: +4 (1d6+2 x3)


DC: 19

Saving Throws: Fort: +5, Ref: +1, Will: +1

Battle
Draxion
Head Dungeon Master
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"Ultimate Dungeon Master"

Posts 42896
Gold 11191




D&D Character sheet
Name: Tymar Luthdin
Hit Points:
13/13  (13/13)
Experience:
0/1000  (0/1000)
http://www.draxionsgameden.com

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