D20r:Types and Subtypes

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==Types==
==Types==
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===Humanoid===
===Humanoid===
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A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.
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A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a racial subtype.
Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.
Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.
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===Magical Humanoid===
===Magical Humanoid===
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Magical humanoids are similar to humanoids, but with fantastic, abnormal, or animalistic features. They often have magical abilities as well.
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Magical humanoids are similar to humanoids, but with fantastic, abnormal, or animalistic features. They often have magical abilities as well. Some magical humanoids also have racial subtypes.
====Features====
====Features====
A magical humanoid has the following features (unless otherwise noted in a creature's entry).
A magical humanoid has the following features (unless otherwise noted in a creature's entry).
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A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
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===Goblinoid===
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===Giant===
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Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.
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A creature with the giant subtype is oversized for its type. Giant creatures possess all traits and features of their base type, and are generally several times larger than their base creature counterparts, though not always. Some creatures use the Giant subtype to annotate their ancestry (such as the [[d20r:Half-Giant|Half-Giant race]]). Giants of Huge size or greater have access to the Crush special ability, described below:
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'''Crush (Ex):''' This special attack allows a flying or jumping giant creature of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the giant creature (though it can attempt normal overrun or grapple attacks against larger opponents).
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A crush attack affects as many creatures as can fit under the giant creature's body. Creatures in the affected area must succeed on a Reflex save (DC 10 + 1/2 the giant creature's Hit Dice + its Constitution modifier) or be pinned, automatically taking bludgeoning damage during the next round unless the giant creature moves off them. If the giant creature chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.
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A crush attack deals unarmed strike, slam, or grapple damage (whichever does the most damage) plus 1 and 1/2 times the giant creature's Strength bonus (round down).
===Incorporeal===
===Incorporeal===
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An incorporeal creature moves silently and cannot be heard with Awareness checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
An incorporeal creature moves silently and cannot be heard with Awareness checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Non-visual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.
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===Lifelike===
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The Lifelike subtype is applied generally to Constructs or Undead creatures to remove some of their type-based traits and make them more like Humanoids, Animals, and other living creatures.
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A Lifelike creature has the following traits:
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*If the base creature has type-based immunities, these are reduced to a resistance. A Lifelike creature does not possess the type-based immunities of its parent type or any subtypes it possesses: instead, it only gains a +4 racial bonus against any effect its parent type or subtypes (as applicable) would possess. If a type- or subtype-based immunity does not offer a save (such as in the case of critical hits), a Lifelike creature only has a 25% resistance to such effects.
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*Lifelike creatures heal at half normal rate and only receive half benefit from ''cure'' spells and other healing provided by magic.
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*A Lifelike creature is not destroyed at 0 HP or less, and instead functions identically to a living creature for determining point-of-death and resurrection.
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*A Construct Lifelike creature does not receive bonus Hit Points based on size.
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*Lifelike creatures only eat, sleep, or breathe if their parent types or subtypes also do so.
===Native===
===Native===
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be ''raised, reincarnated'', or ''resurrected'' just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name). Unlike true outsiders, native outsiders need to eat and sleep.
A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be ''raised, reincarnated'', or ''resurrected'' just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype's name). Unlike true outsiders, native outsiders need to eat and sleep.
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===Reptilian===
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===Psionic===
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These creatures are scaly and usually cold-blooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.
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Any creature with psionic powers has the psionic subtype. A psionic creature can be born with the subtype or can gain the subtype during its life.
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A creature meeting any one of the following criteria has the psionic subtype:
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* Creatures with a power point reserve, including characters who have levels in a character class that grants them a power point reserve or creatures who have the Wild Talent feat.
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* Creatures with psi-like abilities, including characters who have racial psi-like abilities.
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* Creatures that have spell-like abilities described as "psionics."
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'''Mindless Psionic Creatures'''
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A psionic mindless creature, although rare, is a force to be reckoned with.
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Because mindless creatures are immune to mind-affecting effects (including charms and compulsions), they are particularly threatening to other psionic creatures and characters (especially telepaths). Psionic mindless creatures can use mind-affecting powers on the living, even though they themselves are immune to such attacks. However, a mindless creature may have the psionic subtype if it meets the criteria described above, and thus be vulnerable to non-mind-affecting powers or effects that specifically affect psionic creatures. Intelligent constructs and plants share this advantage.
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===Racial===
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Humanoid races carry a subtype to help determine differing creatures from one another. Generally these subtypes are only used for prerequisites, but some abilities or items (such as an ''arrow of elf-slaying'' or the Favored Enemy feat) interact with these subtypes. If a subtype is not listed here or is not described in a later section, it can be assumed it is a racial subtype and follows the rules presented here. Some example racial subtypes are Reptilian, Goblinoid, Human, Dwarf, and Elf.
===Shapechanger===
===Shapechanger===
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Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a ''gust of wind'' spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a ''gust of wind'' spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
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'''Swarm Attack'''
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'''Swarm Attack:''' Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has "swarm" in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown in the table.
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Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has "swarm" in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown in the table.
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Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
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'''Distraction (Ex)'''
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'''Distraction (Ex):''' Any living creature vulnerable to a swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm's HD + swarm's Con modifier; the exact DC is given in a swarm's description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
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Any living creature vulnerable to a swarm's damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm's HD + swarm's Con modifier; the exact DC is given in a swarm's description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.
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===Undead===
===Undead===
Undead are the walking dead.
Undead are the walking dead.
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==Traits==
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====Traits====
An undead possesses the following traits (unless otherwise noted in a creature's entry).  
An undead possesses the following traits (unless otherwise noted in a creature's entry).  

Current revision as of 03:08, 9 November 2013

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