Character Building

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(Half-Genie)
(Half-Ghul)
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==Half-Ghul==
==Half-Ghul==
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Abilities & Racial Features
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Strength +6, Constitution +2, Intelligence +2, Wisdom +2, Charisma +2.<br>
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'''Outsider (Native):''' Half-ghuls are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. They also can be raised, reincarnated, or resurrected just as other living creatures can be, & they need to eat & sleep.<br>
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'''Medium Size:''' As Medium creatures, half-ghuls have no special bonuses or penalties due to their size.<br>
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Half-ghul base land speed is 30 feet.<br>
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'''Ghul Blood:''' For all effects related to race, a half-ghul is considered a ghul.<br>
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'''Elemental Resistance (Su):''' A half-ghul is resistant to all damage from cold & fire energy (including non-magical forms of cold/fire damage); they ignore the first 5 points of damage from those types each round.<br>
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'''Natural Weapon (Ex):''' 2 Claws (1d6 + Str); slashing damage.<br>
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'''Racial Skills:''' A half-ghul character has a +4 racial bonus on Bluff, Disguise, & Intimidate checks.<br>
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'''Spell-Like Abilities (Sp):'''<br>
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o '''At Will:''' ''detect magic, obscuring mist, touch of fatigue'' (DC14)<br>
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o 3/Day: ''darkness, sleep'' (DC15)<br>
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o 1/Day: ''gust of wind'' (DC15)<br>
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  Caster level 8th. The save DCs are Charisma-based.<br>
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'''Resilience (Ex):''' Half-ghuls start with 12 additional hit points.
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'''Automatic Languages:''' Common & Ghul. Bonus Languages: Archaic & Gnoll.
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'''Favored Class:''' Fighter.
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'''Level Adjustment:''' +2.
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==Kobold==
==Kobold==
Abilities & Racial Features
Abilities & Racial Features

Revision as of 17:26, 25 May 2010

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