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{{User:PId6/Avatar}} Part of [[Revised Races]]. ==Azure Template== {|border="3" align="center" style="text-align:left;" |+http://www.wizards.com/dnd/images/moi_gallery/91246.jpg |- |'''Description:'''||An azure creature is a creature that has a supernaturally strong bond with incarnum. |- |'''Restrictions:'''||Azure is an inherited template that can be applied to any living, corporeal creature with an Intelligence of 3 or higher that doesn't already have the incarnum subtype. |- |'''Type:'''||The base creature's type remains the same, but it gains the incarnum subtype. |- |'''Size:'''||The base creature's size remains the same. |- |'''Speed:'''||The base creature's speeds remain the same. |- |'''Special Senses:'''||The base creature does not gain or lose any special senses. |- |'''Ability Adjustments:'''||The base creature's ability scores are unchanged. |- |'''Primary Features:'''||The base creature retains all of its primary features. |- |'''Secondary Features:'''||The base creature loses its secondary features, and gains abilities as follows: <u>Essentia Pool:</u> At 1st level, an azure creature's essentia pool is permanently increased by 1. If he doesn't have an essentia pool, this trait grants him one with a single point of essentia. <u>Smite (Su):</u> Azure creatures are infused with certainty, granting them the ability to strike hard when their convictions are strongest. Once per day, an azure creature can declare an attack as a smite attack, granting him an insight bonus to attack equal to his Constitution modifier and an insight bonus to damage equal to his character level. He must declare the smite before he rolls attack; if it misses, this use of the ability is wasted. This may be used an additional time per day for every level he has divisible by 5 (so 2/day at 5th, 3/day at 10th, etc). |- |'''Automatic Languages:'''||The base creature neither gains nor loses any automatic languages. |- |'''Favored Classes:'''||The base creature retains its favored classes, and gains incarnate as a favored class. |} ==Drow== {|border="3" align="center" style="text-align:left;" |+http://www.wizards.com/dnd/images/roe_gallery/88226.jpg |- |'''Type:'''||Humanoid (drow, elf) |- |'''Size:'''||Medium |- |'''Speed:'''||30 ft land speed |- |'''Special Senses:'''||Low-light Vision, Darkvision 120 ft |- |'''Ability Adjustments:'''||+2 Dexterity, +2 Charisma, -2 Constitution |- |'''Primary Features:'''||<u>Spell Resistance:</u> Drow are inherently resistant against spells. They have spell resistance equal to 8 + character level.<br><u>Poison Use:</u> All drow can apply poison to their weapons without risk of poisoning themselves. This works as the assassin class feature.<br><u>Weapon Proficiencies:</u> Drow automatically have weapon proficiency with hand crossbow, rapier, and whip. |- |'''Secondary Features:'''||<u>Dark Talent (Sp):</u> All drow gain access to a pool of magic each day through which they may access spell-like abilities. At 1st level, a drow has 2 magic charges per day, which increases by one every level divisible by 3 (so 3/day at 3rd, 4/day at 6th, etc). He may spend a charge to use ''ghost sound'', ''darkness'', or ''faerie fire'' as a spell-like ability, with caster level equal to character level and save DCs (if any) based off of Charisma.<br><u>Superior Senses:</u> Drow get a +2 racial bonus to Listen and Spot checks. This increases to a +3 bonus at 4th level, +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level. |- |'''Automatic Languages:'''||Undercommon and Elven |- |'''Favored Classes:'''||Dread necromancer, favored soul, warlock |} ==Goblin== {|border="3" align="center" style="text-align:left;" |+http://i52.tinypic.com/2s9sy86.jpg |- |'''Type:'''||Humanoid (goblinoid) |- |'''Size:'''||Small |- |'''Speed:'''||30 ft land speed. Goblins are fairly quick on their feet for such small creatures. |- |'''Special Senses:'''||Darkvision 60 ft |- |'''Ability Adjustments:'''||+4 Dexterity, -2 Strength, -2 Charisma |- |'''Primary Features:'''||<u>Dirty Fighting:</u> Goblins hate fighting fair. At 1st level, a goblin gains a single goblin specialization of his choice, gaining abilities related to that combat style. Goblin specializations are as follows: *'''Sniping Assassin''': A goblin with this specialization learns to stay safely hidden and at a distance when he fights. ::At 1st level, he gains Poison Use, as the assassin class feature. ::At 5th level, he adds +30 ft to the range limit of his Sneak Attack (going from 30 ft to 60 ft, or more if he has other sources of increased Sneak Attack range). ::At 10th level, he reduces the penalty for Hiding while sniping by 5 (from -20 to -15), and he gets +2 to the save DCs of poisons he applies with his weapons. ::At 15th level, he gains +1d6 points of Sneak Attack damage on ranged attacks, as the rogue ability (this stacks with other sources of Sneak Attack). ::At 20th level, he can move at full speed without taking a penalty to Hide or Move Silently (he still takes the normal penalty when running or charging). *'''Sneaky Brawler''': A goblin with this specialization learns to fight dirty in close combat. ::At 1st level, he learns to feint as a move action rather than a standard action (this becomes a swift action if he has the Improved Feint feat), and he doesn't take the -4 penalty for feinting against nonhumanoids (and only -4 against creatures of animal intelligence). ::At 5th level, he gains +1d6 points of Sneak Attack damage on melee attacks, as the rogue ability (this stacks with other sources of Sneak Attack). ::At 10th level, he can feint as a swift rather than a move action (or free action once per round with Improved Feint), and he takes no penalty for feinting against creatures of animal intelligence. ::At 15th level, his melee Sneak Attack damage bonus improves by another +1d6 (to +2d6 total). ::At 20th level, if he successfully feints a creature, that creature loses its Dex to AC for the remainder of the round rather than just for one attack. *'''Worg Rider''': A goblin with this specialization learns to fight cowardly from the back of a worg or a similar creature. ::At 1st level, he gains Mounted Archery as a bonus feat, even if he doesn't qualify for its prerequisites. In addition, he can skirmish from the back of a mount. ::At 5th level, he gets +1d6 points of skirmish damage while mounted, as the scout class feature. This stacks with other sources of skirmish. ::At 10th level, he gets a +1 competence bonus to AC when skirmishing while mounted, which stacks with that from any other sources of skirmish he has. ::At 15th level, he gains Improved Mounted Archery as a bonus feat, even if he doesn't qualify for its prerequisites. ::At 20th level, his mount gains the same competence bonus to AC that he gains whenever he skirmishes (including additional AC bonus from other sources of skirmish). |- |'''Secondary Features:'''||<u>Skill Training:</u> A goblin gains bonuses to one or more skills, depending on specialization selection (as above). If he doesn't have the Dirty Fighting racial ability (such as because of templates), he can choose any of these specializations. *'''Sniping Assassin''': A goblin with this specialization gets a +4 racial bonus to Move Silently at 1st level. At 7th level, he gets a +2 racial bonus to Hide and an additional +1 racial bonus to Move Silently (to a total of +2 Hide and +5 Move Silently). These improve by another +2 Hide and +1 Move Silently at 13th level (total +4 Hide and +6 Move Silently) and 19th level (total +6 Hide and +7 Move Silently). *'''Sneaky Brawler''': A goblin with this specialization gets a +4 racial bonus to Bluff at 1st level. He gets an additional +3 racial bonus to Bluff checks at 7th level (to a total of +7) and 13th level (to a total of +10). At 19th level, he gains the ability to take 10 on Bluff check at any time. If he takes 10 on a Bluff check when he is otherwise able to anyway (either because he's not distracted or he gains the ability to take 10 at any time from another ability), he takes 12 instead. *'''Worg Rider''': A goblin with this specialization gets a +4 racial bonus to Ride at 1st level. He gets an additional +3 racial bonus to Ride checks at 7th level (to a total of +7) and 13th level (to a total of +10). At 19th level, he gains the ability to take 10 on Ride check at any time. If he takes 10 on a Ride check when he is otherwise able to anyway (either because he's not distracted or he gains the ability to take 10 at any time from another ability), he takes 12 instead. |- |'''Automatic Languages:'''||Common and Goblin |- |'''Favored Classes:'''||Rogue, scout, spellthief |} ==Orc== {|border="3" align="center" style="text-align:left;" |+http://www.wizards.com/dnd/images/rof_gallery/49736.jpg |- |'''Type:'''||Humanoid (orc) |- |'''Size:'''||Medium |- |'''Speed:'''||30 ft land speed |- |'''Special Senses:'''||Darkvision 60 ft |- |'''Ability Adjustments:'''||+4 Strength, -2 Intelligence, -2 Charisma |- |'''Primary Features:'''||<u>Powerful Build:</u> The physical stature of orcs lets them function in many ways as if they were one size category larger. Whenever it is advantageous for him, an orc is considered one size category larger for the purposes of special abilities and combat maneuvers that depend on size (like Swallow Whole and determining who he can grapple) as well as checks that are subject to a size modifier (like grapple checks, bull rush attempts, and trip attempts). In addition, he may use weapons designed for creatures of a size category larger without penalty, though his size and reach remain that of his actual size. This trait stacks with effects that would change his size category.<br><u>Light Sensitivity:</u> Orcs are sensitive to light, becoming dazzled in bright light or within the radius of a ''daylight'' spell. |- |'''Secondary Features:'''||<u>Axe Training:</u> Orcs are automatically proficient with the handaxe, battleaxe, greataxe, and orc double axe.<br><u>Swift Charger:</u> Orcs can charge quickly into the fray, gaining a +10 ft bonus to speed when charging. |- |'''Automatic Languages:'''||Common and Orc |- |'''Favored Classes:'''||Barbarian, fighter, warblade |} ==Raptorian== {|border="3" align="center" style="text-align:left;" |+http://www.wizards.com/dnd/images/row_gallery/86656.jpg |- |'''Type:'''||Humanoid (raptorian) |- |'''Size:'''||Medium |- |'''Speed:'''||30 ft land speed |- |'''Special Senses:'''||Low-light Vision |- |'''Ability Adjustments:'''||+2 Dexterity, +2 Wisdom, -2 Constitution |- |'''Primary Features:'''||<u>Gliding:</u> A raptorian can use his wings to glide at 40 ft speed with average maneuverability, negating fall damage from any height and allowing him 20 ft of forward movement per 5 ft of descent. Raptorians cannot hover while gliding regardless of their maneuverability, and they cannot glide if they're carrying medium or heavy loads or wearing medium or heavy armor. Unconscious or helpless raptorians in midair automatically unfurl their wings, allowing them to reduce fall damage to just 1d6 regardless of height.<br><u>Flight:</u> At character level 4, a raptorian gains access to a limited form of flight. They fly at 40 ft speed with average maneuverability, but they must not carry a medium or heavy load or wear medium or heavy armor while doing it. Raptorians may fly a total number of rounds a day equal to their character level + their Constitution modifier, and they may divide that duration up as they will. Many raptorians alternate between true flight and gliding in order to fly longer distances. A raptorian can spend two hours resting to restore his rounds of flight for the day. At character level 10, raptorians gain enough proficiency with flight that they no longer have this limitation, allowing them to fly at 40 ft (average) as easily as they walk or run. |- |'''Secondary Features:'''||<u>Pact of the Winds (Su):</u> Raptorians have ancient, long-standing pacts with gods of the wind, allowing them to get a +1 racial bonus to caster level on spells with the air descriptor. This bonus increases to +2 at character level 11.<br><u>Unerring Direction:</u> Raptorians have an uncanny ability to sense direction regardless of their surroundings, allowing them to know the direction of north without any visual cues, even underground.<br><u>Avian Eyes:</u> Raptorians get a +2 racial bonus to Spot checks. These bonuses increase to +4 at character level 6, +6 at character level 12, and +8 at character level 18. |- |'''Automatic Languages:'''||Common and Raptorian |- |'''Favored Classes:'''||Druid, scout, spirit shaman |}
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