Revised Races

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(Monstrous Races)
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|'''Ability Adjustments:'''||+2 Intelligence, +2 Charisma, -2 Wisdom
|'''Ability Adjustments:'''||+2 Intelligence, +2 Charisma, -2 Wisdom
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|'''Primary Features:'''||<u>Minor Shapechange (Su):</u> Changelings can alter their appearance at will as a full-round action, allowing them to change their physical characteristics as if using ''disguise self''. However, the changes are actual minor alterations to the changeling's body, allowing no saves for the effect, and you cannot alter your possessions this way. This ability lasts until you change shape again or die, and only True Seeing can see through the disguise. This grants you a +10 circumstance bonus to Disguise, which improves to +15 at level 7 and +20 at level 13. At level 10 this upgrades to standard action, and at level 16 it becomes swift instead.<br><u>Slippery Mind:</u> Whenever you are affected by an enchantment spell or ability with a saving throw and a duration (like a ''charm person'' spell) and fail the save, you get a second attempt 1 round later at the same DC. This works as the rogue special ability. In addition, you gain +2 to saves vs mind-affecting effect, which increases to +3 at level 6, +4 at level 12, and +5 at level 18.
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|'''Primary Features:'''||<u>Minor Shapechange (Su):</u> Changelings can alter their appearance at will as a full-round action, allowing them to change their physical characteristics as if using ''disguise self''. However, the changes are actual minor alterations to the changeling's body, allowing no saves for the effect, and they cannot alter the appearance of their possessions this way. The ability is permanent and lasts until the changeling changes shape again or dies, and True Seeing sees through the disguise. By default, this grants a +10 circumstance bonus to Disguise, which improves to +15 at level 7 and +20 at level 14.<br><u>Slippery Mind:</u> Whenever a changeling is affected by an enchantment spell or ability with a saving throw and a duration (like a ''charm person'' spell) and fail the save, he gets a second attempt 1 round later at the same DC. This works as the rogue special ability. In addition, he gains a +2 racial bonus to saves vs mind-affecting effects, which increases to +3 at level 6, +4 at level 12, and +5 at level 18.
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|'''Secondary Features:'''||<u>Fencer's Feint:</u> Changelings can feint as a move action (rather than a standard action), and creatures they succeed against become flat-footed for an entire round (rather than just one attack). If a changeling has the Improved Feint feat, that becomes a swift action instead of a move action.<br><u>Social Intuitition:</u> Changelings get a +2 racial bonus to Bluff, Diplomacy, and Sense Motive checks. This increases to a +4 bonus at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th level.
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|'''Secondary Features:'''||<u>Fencer's Feint:</u> Changelings can feint as a move action (rather than a standard action). If a changeling has the Improved Feint feat, that becomes a swift action instead of a move action.<br><u>Natural Linguist:</u> Changelings are masters of languages, making learning new languages easy for them. A changeling always has Speak Languages as a class skill.<br><u>Social Intuitition:</u> Changelings get a +2 racial bonus to Bluff, Diplomacy, and Sense Motive 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:'''||Common and any two other
|'''Automatic Languages:'''||Common and any two other
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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 10 + character level.<br><u>Weapon Proficiencies:</u> Drow automatically have weapon proficiency with hand crossbow, rapier, and whip.
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|'''Primary Features:'''||<u>Spell Resistance:</u> Drow are inherently resistant against spells. They have spell resistance equal to 10 + 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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|'''Secondary Features:'''||<u>Dark Talent:</u> All drow gain ''ghost sound'' as a 2/day SLA at 1st level. They gain ''darkness'' as a 2/day SLA at 5th level. They gain ''faerie fire'' as a 2/day SLA at 10th level. All three SLAs become 3/day at 15th level, and 4/day at 20th level. The caster levels for these SLAs are equal to your chracter level, and their save DCs (if any) are based on Charisma.<br><u>Underdark Skills:</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:</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>Underdark Skills:</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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|'''Favored Classes:'''||Cleric, dread necromancer, wizard
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|'''Favored Classes:'''||Dread necromancer, favored soul, warlock
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Revision as of 13:46, 22 February 2011

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