Difference between revisions of "Races"
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'''Type:''' Humanoid (human)<br> | '''Type:''' Humanoid (human)<br> | ||
'''Size:''' Medium<br> | '''Size:''' Medium<br> | ||
− | '''Base Speed:''' 30 feet | + | '''Base Speed:''' 30 feet<br> |
* '''Bonus Feat:''' Humans select one extra feat at 1st level.}} | * '''Bonus Feat:''' Humans select one extra feat at 1st level.}} | ||
{{#gmsection: | {{#gmsection: | ||
− | {{ColCard|[[Aasimar]]|3|W|Some of the paladin families of Kalisa are descended from angels, giving them an air of charisma and supernatural powers.}} | + | {{ColCard|[[Aasimar]]|3|W|Some of the paladin families of Kalisa are descended from angels, giving them an air of charisma and supernatural powers. |
− | {{ColCard|[[Dverg]]|Descended from mountain spirits of earth, usually found in isolated mountain villages, they are hardy with an affinity for stone and metal.}} | + | |
− | {{ColCard|[[Fetchling]]|Driven by the blood of the fey folk, usually from villages on the edges of civilization, they are lithe and graceful with | + | '''Ability Score Racial Traits:''' +2 Wisdom and +2 Charisma<br> |
− | {{ColCard|[[Ifrit]]|}} | + | '''Type:''' Humanoid (celestial, native outsider)<br> |
− | {{ColCard|[[Shade]]|From the mysterious shadow families of Tsamrist, they are blessed with an innate ability for stealth, as well as powers over shadows.}} | + | '''Size:''' Medium<br> |
− | {{ColCard|[[Sylph]]|}} | + | '''Base Speed:''' 30 feet<br> |
− | {{ColCard|[[Sunborn]]|}} | + | * '''Celestial Resistance:''' Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5. |
− | {{ColCard|[[Tiefling]]|The result of interactions with demons, though distrusted and hunted in most places, they are blessed with strength, cunning and supernatural powers.}} | + | * '''Light Wielder:''' Aasimars gain the Light sphere for free.}} |
− | {{ColCard|[[Undine]]|}} | + | |
− | {{ColCard|[[Warforged]]|}} | + | {{ColCard|[[Dverg]]|3|W|Descended from mountain spirits of earth, usually found in isolated mountain villages, they are hardy with an affinity for stone and metal. |
+ | |||
+ | '''Ability Score Racial Traits:''' +2 Constitution, +2 Wisdom, -2 Dexterity<br> | ||
+ | '''Type:''' Humanoid (earth, native outsider)<br> | ||
+ | '''Size:''' Medium<br> | ||
+ | '''Base Speed:''' 20 feet, but never modified by armor or encumbrance. | ||
+ | * '''Craftsman:''' +2 racial bonus on all Craft and Profession checks on stone and metal items. | ||
+ | * '''Hardy:''' +4 racial bonus on Fortitude saving throws against disease and poison. | ||
+ | * '''Stability:''' +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. | ||
+ | * '''Stonecunning:''' +2 racial bonus on active Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. | ||
+ | * '''Tremorsense 20 ft.:''' Is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground (including walls, trees, furniture, etc).}} | ||
+ | |||
+ | {{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| | ||
+ | |||
+ | '''Ability Score Racial Traits:''' +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom<br> | ||
+ | '''Type:''' Humanoid (human)<br> | ||
+ | '''Size:''' Medium<br> | ||
+ | '''Base Speed:''' 30 feet | ||
+ | * '''Ageless:''' Sunborn do not age from magic or natural effects. | ||
+ | * '''Ancient:''' Sunborn gain a +4 racial bonus to Knowledge(history) checks. | ||
+ | * '''Deathless Spirit:''' Sunborn gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. | ||
+ | * '''Fearless:''' Sunborn have fear resistance 5. | ||
+ | * '''Old Acquaintances:''' When a sunborn encounters a person of importance whom they believe they might have had dealings with in the past, they may roll a d10. On a 1 the person is hostile towards the sunborn, on 2-4 the person is unfriendly, on 5-7 they have in fact not met, and on 8-10 the person is friendly. Keep in mind that the sunborn is unlikely to have had many dealings with anyone younger than 50, and even people of 100 years of age are kinda young to the sunborn.}} | ||
+ | |||
+ | {{ColCard|[[Tiefling]]|3|W|The result of interactions with demons, though distrusted and hunted in most places, they are blessed with strength, cunning and supernatural powers.}} | ||
+ | |||
+ | {{ColCard|[[Undine]]|3|W|}} | ||
+ | |||
+ | {{ColCard|[[Warforged]]|3|W|}} | ||
}} | }} |
Revision as of 22:19, 4 July 2019
Back to Character Creation Overview
Human
The descendants of the Third Empire have rebounded from that old catastrophe, and their lands stretch from the shores of the Dragon Sea to the World's Spine.
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.