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Difference between revisions of "Races"

From Titan's Teeth

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* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.
 
* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.
 
* '''Stability:''' +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.}}
 
* '''Stability:''' +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.}}
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{{ColCard|[[Elf]]|3|W|'''Ability Score Racial Traits:''' +2 Dexterity, +2 Intelligence, -2 Constitution<br>
 +
'''Type:''' Humanoid (elf)<br>
 +
'''Size:''' Medium<br>
 +
'''Base Speed:''' 30 feet, but never modified by armor or encumbrance.
 +
* '''Elven Immunities:''' Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
 +
* '''Keen Senses:''' +2 racial bonus on Perception checks.
 +
* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.}}
  
 
{{ColCard|[[Halfling]]|3|W|'''Ability Score Racial Traits:''' +2 Dexterity, +2 Charisma, -2 Strength<br>
 
{{ColCard|[[Halfling]]|3|W|'''Ability Score Racial Traits:''' +2 Dexterity, +2 Charisma, -2 Strength<br>
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* '''Light Wielder:''' Aasimars gain the Light sphere for free.
 
* '''Light Wielder:''' Aasimars gain the Light sphere for free.
 
* Gain one random variant Aasimar ability and one random physical feature from [https://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar/#Variant_Abilities_and_Physical_Features here]}}
 
* Gain one random variant Aasimar ability and one random physical feature from [https://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar/#Variant_Abilities_and_Physical_Features here]}}
 
{{ColCard|[[Fetchling]]|3|W|Driven by the blood of the fey folk, usually from villages on the edges of civilization, they are lithe and graceful, at home in nature and resistant to the traditional magics of the fey.
 
 
'''Ability Score Racial Traits:''' +2 Dexterity, +2 Charisma, -2 Constitution<br>
 
'''Type:''' Humanoid (fey, native outsider)<br>
 
'''Size:''' Medium<br>
 
'''Base Speed:''' 30 feet
 
* '''Fey Resistance:''' Gains a +2 racial saving throw bonus against enchantment and illusion spells and effects.
 
* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.
 
* '''Keen Senses:''' +2 racial bonus on Perception checks.
 
* '''Veil of Nature:''' Gains a +4 racial bonus on Stealth checks in wild terrain, when not moving. }}
 
 
{{ColCard|[[Ifrit]]|3|W|
 
 
'''Ability Score Racial Traits:''' +2 Dexterity, +2 Charisma, -2 Wisdom<br>
 
'''Type:''' Humanoid (fire, native outsider)<br>
 
'''Size:''' Small<br>
 
'''Base Speed:''' 30 feet
 
* '''Fire Resistance:''' Ifrits have fire resistance 5.
 
* '''Inner Fire:''' Ifrits gain the Destruction sphere (with the Fire Blast Energy Focus drawback) for free.
 
* '''Outer Fire:''' Ifrits can sheath their bodies in fire, casting bright light in 20 feet radius and dealing 1d3 fire damage with unarmed attacks. This fire can light things on fire, including equipment carried or worn by an ifrit.}}
 
 
{{ColCard|[[Shade]]|3|W|From the mysterious shadow families of Tsamrist, they are blessed with an innate ability for stealth, as well as powers over shadows.
 
 
'''Ability Score Racial Traits:''' +2 Dexterity, +2 Charisma, -2 Constitution<br>
 
'''Type:''' Humanoid (shadow, native outsider)<br>
 
'''Size:''' Medium<br>
 
'''Base Speed:''' 30 feet
 
* '''Blindsight 5 ft.:''' In areas of darkness shades have blindsight out to 5 feet.
 
* '''Shadow Blending(Su):''' Attacks against a shade in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
 
* '''Shadow Resistance:''' Shades have cold resistance 5 and electricity resistance 5.
 
* '''Stealthy:''' +4 racial bonus on Stealth checks in area of dim light or darkness.}}
 
 
{{ColCard|[[Sylph]]|3|W|
 
 
'''Ability Score Racial Traits:''' +2 Dexterity, +2 Intelligence, -2 Strength<br>
 
'''Type:''' Humanoid (air, native outsider)<br>
 
'''Size:''' Medium<br>
 
'''Base Speed:''' 30 feet
 
* '''Gust:''' Sylphs gain the Destruction sphere (with the Air Blast Energy Focus drawback) for free.
 
* '''Stormborn:''' Sylphs have electricity resistance 5.
 
* '''Swift as the Wind:''' Sylphs gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. They also receive [[Run]] as a bonus feat and a +2 racial bonus on initiative checks.}}
 
  
 
{{ColCard|[[Sunborn]]|3|W|
 
{{ColCard|[[Sunborn]]|3|W|

Revision as of 01:34, 31 August 2019

Main > > Character Creation > Races

Dwarf

Ability Score Racial Traits: +2 Constitution, +2 Wisdom, -2 Dexterity
Type: Humanoid (dwarf)
Size: Medium
Base Speed: 20 feet, but never modified by armor or encumbrance.

  • Hardy: +4 racial bonus on Fortitude saving throws against disease and poison.
  • Heart of Stone: Spell resistance equal to 6 + their character level.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
  • Stability: +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Elf

Ability Score Racial Traits: +2 Dexterity, +2 Intelligence, -2 Constitution
Type: Humanoid (elf)
Size: Medium
Base Speed: 30 feet, but never modified by armor or encumbrance.

  • Elven Immunities: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: +2 racial bonus on Perception checks.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.

Halfling

Ability Score Racial Traits: +2 Dexterity, +2 Charisma, -2 Strength
Type: Humanoid (halfling)
Size: Small
Base Speed: 20 feet

  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
  • Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Human

Ability Score Racial Traits: +2 to One Ability Score
Type: Humanoid (human)
Size: Medium
Base Speed: 30 feet

  • Bonus Feat: Humans select one extra feat at 1st level.

Ratfolk

Ability Score Racial Traits: +2 Dexterity, +2 Intelligence, -2 Strength
Type: Humanoid (ratfolk)
Size: Small
Base Speed: 20 feet

  • Keen Senses: Ratfolk receive a +2 racial bonus on Perception checks.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
  • Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents (if the ratfolk possesses an ability to use other skills to influence rodents this bonus also apply to those skills).
  • Social: Ratfolk gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.