D20r:Types and Subtypes

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(Traits)
(Lifelike)
 
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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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===Giant===
===Giant===
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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]]).
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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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===Psionic===
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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.
===Racial===
===Racial===

Current revision as of 03:08, 9 November 2013

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