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 Racial Guidlines

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Join date : 2011-03-07

PostSubject: Racial Guidlines   Wed Mar 09, 2011 1:51 pm

Roll 4d6, drop lowest. After allocating your scores, you get 2 points to place wherever you want, cuz Athasians be hard, yo.

DWARVES

Thick, stocky, and completely hairless. Single-minded, as related to their focus, they are very much the rocks of old and then some.

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
Focus: Dwarves get a +2 bonus to any d20 roll directly pertaining to their current focus. Dwarves who abandon their focus receive a -4 penalty to all d20 rolls until pursuit of the focus has been resumed, there upon receiving neither bonus nor penalty until the focus has been completed and a new focus, with full benefit, has been undertaken.
Heat Resistant: Dwarves receive a +2 bonus on saving throws related to heat.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

ELVES

Athasian elves are 7' tall, wiry, and shifty-eyed desert nomads. Nobody in Athas trusts anyone without great peril...and few find themselves surviving situations dire enough to necessitate trusting an elf.
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Running: If an elf spends three consecutive full round actions stretching and preparing for a run, the elf can maintain a jog (x2 movement) for a number of hours equal to half its constitution score.
Can't Bullshit a Bullshitter: Elves receive a +2 racial bonus on Perception and Bluff skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

HALF-ELVES

As standard pathfinder, except taller.

HALF-GIANTS

+10 Strength, -2 Dexterity, +4 Constitution, -4 Inteligence, -4 Charisma
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +1 CMB and CMD, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A half-giant's base land speed is 40 feet.
Low-light vision
Racial Hit Dice: A half-giant begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
Racial Skills: A half-giant’s giant levels give it skill points equal to 4 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
Racial Feats: A half-giant’s giant levels give it two feats.
Weapon and Armor Proficiency: A half-giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
Thick Hide: +5 natural armor bonus.
Level Adjustment +2

HALFLINGS

+2 Dexterity, +2 Wisdom, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin

HUMANS

As standard pathfinder.

MULS

A half-breed of a dwarven father and a human mother (who rarely survives) these mostly hairless humanoids are the backs upon which modern Athas has been built.
+2 to Strength and +2 to Constitution, -2 to Charisma: Mul characters are corded steel, and just as personable.
Medium: Muls are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Muls have a base speed of 30 feet.
Darkvision: Muls can see in the dark up to 60 feet (see darkvision.)
Intimidating: Muls receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Dwarf Blood: Muls count as both humans and dwarves for any effect related to race.
Mul Endurance: Muls need sleep only six continuous hours per 72 hour stretch.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
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