Revised Monstrous Races

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{|border="3" align="center" style="text-align:left;"
{|border="3" align="center" style="text-align:left;"
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|+http://www.wizards.com/dnd/images/moi_gallery/91246.jpg
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|+http://i54.tinypic.com/ml75gh.jpg
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|'''Description:'''||An azure creature is a creature that has a supernaturally strong bond with incarnum.
|'''Description:'''||An azure creature is a creature that has a supernaturally strong bond with incarnum.
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|'''Speed:'''||30 ft land speed
|'''Speed:'''||30 ft land speed
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|-
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|'''Special Senses:'''||Low-light Vision, Darkvision 120 ft
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|'''Special Senses:'''||Darkvision 90 ft
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|'''Ability Adjustments:'''||+2 Dexterity, +2 Charisma, -2 Constitution
|'''Ability Adjustments:'''||+2 Dexterity, +2 Charisma, -2 Constitution
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|'''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.
|'''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.
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|-
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|'''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.
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|'''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>Sleepless:</u> Like other elves, drow don't need to sleep. Instead, they must only trance for four hours each day to get the same benefit that a human gets from eight hours of sleep (including the ability to regain spell slots and similar over that time). In addition, drow are immune to magical sleep effects.<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.
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|'''Automatic Languages:'''||Undercommon and Elven
|'''Automatic Languages:'''||Undercommon and Elven
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*'''Sniping Assassin''': A goblin with this specialization learns to stay safely hidden and at a distance when he fights.  
*'''Sniping Assassin''': A goblin with this specialization learns to stay safely hidden and at a distance when he fights.  
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::At 1st level, he gains Poison Use, as the assassin class feature.
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::At 1st level, he gains Poison Use, as the assassin class feature, and he gets +2 to the save DCs of poisons he applies with his weapons.
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::At 5th level, he adds +30 ft to the range limit of his precision damage (going from 30 ft to 60 ft, or more if he has other sources of increased precision damage range).  
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::At 8th level, he adds +30 ft to the range limit of his precision damage (going from 30 ft to 60 ft, or more if he has other sources of increased precision damage range).  
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::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.
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::At 15th level, he reduces the penalty for Hiding while sniping by 10 (from -20 to -10).  
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::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).
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::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).
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*'''Sneaky Brawler''': A goblin with this specialization learns to fight dirty in close combat.  
*'''Sneaky Brawler''': A goblin with this specialization learns to fight dirty in close combat.  
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::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).  
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::At 1st level, he learns to feint as a swift action rather than a standard action (this becomes a free action once per round 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).  
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::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).
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::At 8th level, he gains +1d6 points of Sneak Attack damage on melee attacks, as the rogue ability (this stacks with other sources of Sneak Attack).  
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::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.  
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::At 15th 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. In addition, he no longer takes the penalty for feinting against creatures of animal intelligence.
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::At 15th level, his melee Sneak Attack damage bonus improves by another +1d6 (to +2d6 total).
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::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.
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*'''Worg Rider''': A goblin with this specialization learns to fight cowardly from the back of a worg or a similar creature.  
*'''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 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.  
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::At 5th level, he gets +1d6 points of skirmish damage while mounted, as the scout class feature. This stacks with other sources of skirmish.  
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::At 8th level, he gets +1 competence bonus to AC while skirmishing, as the scout ability, which stacks with any other competence bonuses to AC from skirmish abilities. In addition, his mount gains the same competence bonus to AC that he gains whenever he skirmishes, including additional AC bonus from other sources of skirmish. (For example, a goblin scout who normally has +3d6 damage/+3 AC skirmish gets +1 to the skirmish AC at 8th level, increasing it to +3d6 damage/+4 AC. Then, whenever he gains that +4 AC bonus from skirmishing, his mount also gains the same +4 competence bonus to AC at the same time he does.)
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::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.
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::At 15th level, he gains Improved Mounted Archery as a bonus feat, even if he doesn't qualify for its prerequisites.
::At 15th level, he gains Improved Mounted Archery as a bonus feat, even if he doesn't qualify for its prerequisites.
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::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.
|'''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.
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|'''Ability Adjustments:'''||+2 Dexterity, +2 Constitution, -2 Wisdom
|'''Ability Adjustments:'''||+2 Dexterity, +2 Constitution, -2 Wisdom
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|-
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|'''Primary Features:'''||<u>Legion Training:</u> Hobgoblins are trained to fight in a group. Whenever a hobgoblin of 1st level or higher stands adjacent to a humanoid or monstrous humanoid ally besides himself in combat, he gets a +1 morale bonus to attack, AC, and saves. This improves to a +2 bonus at 8th level, and a +3 bonus at 16th level. If the ally also has this racial feature, both creatures can get this bonus as long as they are within weapon reach of each other, even if they're not adjacent.
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|'''Primary Features:'''||<u>Legion's Morale:</u> Hobgoblins are trained to fight in a group. Whenever a hobgoblin of 1st level or higher stands adjacent to a humanoid or monstrous humanoid ally besides himself in combat, he gets a +1 morale bonus to attack, AC, and saves. This improves to a +2 bonus at 7th level, and a +3 bonus at 14th level. If the ally also has this racial feature, both creatures can get this bonus as long as they are within weapon reach of each other, even if they're not adjacent.<br><u>Shield Training:</u> Hobgoblins do not take the standard -2 attack penalty for using tower shields as long as they are proficient with them.
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|-
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|'''Secondary Features:'''||<u>Armor Proficiencies:</u> Hobgoblins automatically have proficiency with light armor, medium armor, and all shields (including tower shields).<br><u>Battlefield Ear:</u> Hobgoblins are used to listening to orders in the chaos of battle, gaining a +2 racial bonus to Listen checks. This improves to a +3 bonus at 5th level, +4 at 10th level, +5 at 15th level, and +6 at 20th level.
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|'''Secondary Features:'''||<u>Shield Proficiency:</u> Hobgoblins have proficiency with tower shields as long as they have proficiency with regular shields.<br><u>Battlefield Ear:</u> Hobgoblins are used to listening to orders in the chaos of battle, gaining a +2 racial bonus to Listen checks. This improves 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:'''||Common and Goblin
|'''Automatic Languages:'''||Common and Goblin
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|'''Favored Classes:'''||Hexblade, knight, duskblade
|'''Favored Classes:'''||Hexblade, knight, duskblade
|}
|}
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==Minotaur==
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{|border="3" align="center" style="text-align:left;"
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|+http://img31.imageshack.us/img31/4718/minotaurn.jpg
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|-
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|'''Type:'''||Monstrous Humanoid (minotaur)
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|-
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|'''Size:'''||Medium
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|-
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|'''Speed:'''||30 ft land speed
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|-
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|'''Special Senses:'''||Darkvision 60 ft
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|-
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|'''Ability Adjustments:'''||+4 Strength, -2 Dexterity, -2 Intelligence
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|-
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|'''Primary Features:'''||<u>Powerful Build:</u> The physical stature of minotaurs lets them function in many ways as if they were one size category larger. Whenever it is advantageous for him, a minotaur 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.
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|-
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|'''Secondary Features:'''||<u>Gore:</u> Minotaurs have dangerous horns on their heads, granting each of them a gore natural weapon (1d8 + Strength for a Medium creature).<br><u>Natural Cunning:</u> A minotaur has natural immunity to ''maze'' spells, and get a +8 racial bonus to Survival checks to avoid getting lost.
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|-
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|'''Automatic Languages:'''||Undercommon and Giant
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|-
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|'''Favored Classes:'''||Barbarian, fighter, totemist
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|}
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===The Minotaur Racial Class===
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'''Hit Die:''' d10
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'''Skill Points:''' 2 per level (x4 at 1st level)
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'''Class Skills:''' Balance, Climb, Intimidate, Jump, Knowledge (Dungeoneering), Listen, Search, Spot, Survival, and Swim
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{|border="3" align="center" style="text-align:center;"
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|+'''Minotaur Racial Class Progression'''
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|-
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!Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special
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|-
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|1st||1st||+1||+2||+2||+0||Abilities (+2 Str, +2 Con), Powerful Charge, Track by Scent
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|-
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|2nd||3rd||+2||+3||+3||+0||Abilities (+2 Str, +2 Con), Dominating Size, Tough Hide
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|}
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'''Proficiencies:''' Minotaurs gain proficiency with all simple weapons, all martial weapons, and nets.
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'''Abilities (Ex):''' Each time you take a level in minotaur, your ability scores increase as indicated on the table.
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'''Powerful Charge (Ex):''' At 1st level, whenever you make a gore attack at the end of a charge, you deal double your normal damage with that attack, including extra static bonuses to damage such as from Power Attack, though not including extra dice of damage such as from Sneak Attack. If further multipliers are applied to this hit as well, such as from a critical hit, treat this as an increase of +100% instead (so a critical hit on a powerful charge deals 300% normal weapon damage).
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'''Track by Scent (Ex):''' At 1st level, you gain Track as a bonus feat. In addition, you gain the scent special quality. You get a +8 racial bonus to Survival checks to track creatures and to Wisdom checks to track by smell.
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'''Dominating Size (Ex):''' At 2nd level, you grow larger than even your brethren, increasing your size by one size category. This changes your space and reach as befitting a tall creature of your size (10 ft natural size/reach for Large creatures). This ability replaces your Powerful Build racial feature. If you do not have the Powerful Build racial feature, you do not gain any benefit from this ability.
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'''Tough Hide (Ex):''' At 2nd level, you gain a +2 natural armor bonus. This stacks with other sources of natural armor you have from racial features. This bonus improves to +3 at character level 6, +4 at character level 12, and +5 at character level 18.
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|'''Ability Adjustments:'''||+4 Strength, -2 Intelligence, -2 Charisma
|'''Ability Adjustments:'''||+4 Strength, -2 Intelligence, -2 Charisma
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|-
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|'''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.
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|'''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.
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|-
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|'''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.
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|'''Secondary Features:'''||<u>Able Charger:</u> Whenever an orc charges, he gets a +10 ft bonus to speed for that charge. In addition, his AC penalty from charging is only -1 rather than -2. At 7th level, the AC penalty from charging goes away entirely.<br><u>Axe Training:</u> Orcs are automatically proficient with the handaxe, battleaxe, greataxe, and orc double axe.
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|'''Automatic Languages:'''||Common and Orc
|'''Automatic Languages:'''||Common and Orc
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|-
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|'''Favored Classes:'''||Druid, scout, spirit shaman
|'''Favored Classes:'''||Druid, scout, spirit shaman
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|}
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==Svirfneblin==
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{|border="3" align="center" style="text-align:left;"
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|+http://i56.tinypic.com/107593k.jpg
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|-
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|'''Type:'''||Humanoid (gnome, svirfneblin)
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|-
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|'''Size:'''||Small
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|-
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|'''Speed:'''||20 ft land speed
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|-
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|'''Special Senses:'''||Darkvision 90 ft
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|-
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|'''Ability Adjustments:'''||+2 Intelligence, +2 Wisdom, -2 Strength
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|-
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|'''Primary Features:'''||<u>Spell Resistance:</u> Svirfeneblin are inherently resistant against spells. They have spell resistance equal to 8 + character level.<br><u>Illusion Mastery:</u> Svirfeneblin get +1 to the save DCs of illusion spells and SLAs that they cast. This bonus stacks with those of Spell Focus and Greater Spell Focus.
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|-
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|'''Secondary Features:'''||<u>Dark Talent (Sp):</u> All svirfeneblin gain access to a pool of magic each day through which they may access spell-like abilities. At 1st level, a svirfeneblin 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 ''blur'', ''disguise self'', or ''silent image'' as a spell-like ability, with caster level equal to character level and save DCs (if any) are based on Charisma.<br><u>Illusion Sense:</u> Whenever svirfeneblin see an illusionary image effect (such as from ''silent image'', ''minor image'', etc), they automatically get a save to disbelieve that image without having to interact with it. They receive a +4 racial bonus to such saves.
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|-
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|'''Automatic Languages:'''||Undercommon and Gnome
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|-
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|'''Favored Classes:'''||Archivist, shadowcaster, swordsage
|}
|}

Current revision as of 05:43, 9 April 2011

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