Revised Races

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|'''Primary Features:'''||<u>Fight Underfoot:</u> Due to specialized training, gnomes gain Dodge as a bonus feat at 1st level. A gnome of 4th level or higher gets an additional +2 dodge bonus to AC against attacks made by his dodge target if that creature is of a larger size category than he is. This increases to +3 at 8th level, +4 at 12th level, +5 at 16th level, and +6 at 20th level.
|'''Primary Features:'''||<u>Fight Underfoot:</u> Due to specialized training, gnomes gain Dodge as a bonus feat at 1st level. A gnome of 4th level or higher gets an additional +2 dodge bonus to AC against attacks made by his dodge target if that creature is of a larger size category than he is. This increases to +3 at 8th level, +4 at 12th level, +5 at 16th level, and +6 at 20th level.
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|'''Secondary Features:'''||<u>Magical Talent:</u> At 1st level, a gnome chooses ''dancing lights'', ''ghost sound'', ''prestidigitation'', or ''summon instrument'' to have as a spell-like ability that they may use at will. The caster level is equal to your character level, and the save DC is equal to 10 + 1/2 character level + Charisma modifier. If Summon Instrument is chosen, only one instance of the spell-like ability may be active at one time (so summoning a second instrument dispels the first).<br><u>Illusion Sense:</u> Whenever gnomes 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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|'''Secondary Features:'''||<u>Magical Talent (Sp):</u> At 1st level, a gnome chooses ''dancing lights'', ''ghost sound'', ''prestidigitation'', or ''summon instrument'' to have as a spell-like ability that they may use at will. The caster level is equal to your character level, and the save DC is equal to 10 + 1/2 character level + Charisma modifier. If Summon Instrument is chosen, only one instance of the spell-like ability may be active at one time (so summoning a second instrument dispels the first).<br><u>Illusion Sense:</u> Whenever gnomes 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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|'''Automatic Languages:'''||Common and Gnome
|'''Automatic Languages:'''||Common and Gnome
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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.
|'''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 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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|'''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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|'''Automatic Languages:'''||Undercommon and Elven
|'''Automatic Languages:'''||Undercommon and Elven
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:''Blue Dragon (Sunscorch)'':
:''Blue Dragon (Sunscorch)'':
::<u>Electricity Resistance:</u> A sunscorch creature gains electricity resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
::<u>Electricity Resistance:</u> A sunscorch creature gains electricity resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
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::<u>Ventriloquist:</u> A sunscorch creature gains ''ventriloquism'' as an at will spell-like ability at 1st level. The caster level is equal to character level and the save DC is based on Charisma.
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::<u>Ventriloquist (Sp):</u> A sunscorch creature gains ''ventriloquism'' as an at will spell-like ability at 1st level. The caster level is equal to character level and the save DC is based on Charisma.
:''Brass Dragon (Sandscale)'':
:''Brass Dragon (Sandscale)'':
::<u>Fire Resistance:</u> A sandscale creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
::<u>Fire Resistance:</u> A sandscale creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
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:''Deep Dragon (Deepwyrm)'':
:''Deep Dragon (Deepwyrm)'':
::<u>Charm Resistance:</u> A deepwyrm creature gains +2 on saves vs charm effects. This improved to +4 at level 6, +6 at level 12, and +8 at level 18.
::<u>Charm Resistance:</u> A deepwyrm creature gains +2 on saves vs charm effects. This improved to +4 at level 6, +6 at level 12, and +8 at level 18.
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::<u>True Sight;</u> A deepwyrm creature can improve its vision. It gains ''detect magic'' as a 3/day SLA at 1st level. It gains ''see invisibility'' as a 3/day SLA at 7th level. ''Detect magic'' becomes an at will SLA at 14th level. All caster levels are equal to character level and save DCs are based on Charisma.
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::<u>True Sight (Sp):</u> A deepwyrm creature can improve its vision. It gains ''detect magic'' as a 3/day SLA at 1st level. It gains ''see invisibility'' as a 3/day SLA at 7th level. ''Detect magic'' becomes an at will SLA at 14th level. All caster levels are equal to character level and save DCs are based on Charisma.
:''Gold Dragon (Glimmerskin)'':
:''Gold Dragon (Glimmerskin)'':
::<u>Fire Resistance:</u> A glimmerskin creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
::<u>Fire Resistance:</u> A glimmerskin creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
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::<u>Fortunate:</u> Once per day, when rolling a saving throw, a glimmerskin creature can choose to get a +5 luck bonus to that save. This improves to 2/day at 7th level and 3/day at 13th level, and 4/day at 19th level.
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::<u>Fortunate (Su):</u> Once per day, when rolling a saving throw, a glimmerskin creature can choose to get a +5 luck bonus to that save. This improves to 2/day at 7th level and 3/day at 13th level, and 4/day at 19th level.
:''Green Dragon (Forestlord)'':
:''Green Dragon (Forestlord)'':
::<u>Acid Resistance:</u> A forestlord creature gains acid resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
::<u>Acid Resistance:</u> A forestlord creature gains acid resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
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::<u>Persuasive:</u> A forestlord creature gains ''suggestion'' as a 1/day spell-like ability at 3rd level. The caster level is equal to character level and the save DC is based on Charisma. This becomes 2/day at 7th level, 3/day at 13th level, and 4/day at 19th level.
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::<u>Persuasive (Sp):</u> A forestlord creature gains ''suggestion'' as a 1/day spell-like ability at 3rd level. The caster level is equal to character level and the save DC is based on Charisma. This becomes 2/day at 7th level, 3/day at 13th level, and 4/day at 19th level.
:''Red Dragon (Fireblood)'':
:''Red Dragon (Fireblood)'':
::<u>Fire Resistance:</u> A fireblood creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
::<u>Fire Resistance:</u> A fireblood creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
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::<u>Wreath in Flame:</u> Once per encounter, as a swift action, a fireblood creature can set its weapon aflame, causing it to deal 1d6 extra fire damage on melee attacks for 1 round. This improves to 2d6 damage at 4th level, 3d6 at 12th level, and 4d6 at 20th level. The duration increases to 2 rounds at 8th level and 3 rounds at 16th level.
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::<u>Wreath in Flame (Su):</u> Once per encounter, as a swift action, a fireblood creature can set its weapon aflame, causing it to deal 1d6 extra fire damage on melee attacks for 1 round. This improves to 2d6 damage at 4th level, 3d6 at 12th level, and 4d6 at 20th level. The duration increases to 2 rounds at 8th level and 3 rounds at 16th level.
:''Silver Dragon (Silverbrow)'':
:''Silver Dragon (Silverbrow)'':
::<u>Cold Resistance:</u> A silverbrow creature gains cold resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
::<u>Cold Resistance:</u> A silverbrow creature gains cold resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
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::<u>Wind Mastery;</u> A silverbrow creature has limited control over the wind. It gains ''feather fall'' as a 3/day SLA at 1st level. It gains ''fog cloud'' as a 2/day SLA at 7th level. It gains ''fly'' as a 1/day SLA at 14th level. All caster levels are equal to character level and save DCs are based on Charisma.
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::<u>Wind Mastery (Sp):</u> A silverbrow creature has limited control over the wind. It gains ''feather fall'' as a 3/day SLA at 1st level. It gains ''fog cloud'' as a 2/day SLA at 7th level. It gains ''fly'' as a 1/day SLA at 14th level. All caster levels are equal to character level and save DCs are based on Charisma.
:''White Dragon (Frostblood)'':
:''White Dragon (Frostblood)'':
::<u>Cold Resistance:</u> A frostblood creature gains cold resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
::<u>Cold Resistance:</u> A frostblood creature gains cold resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
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::<u>Wreath in Frost:</u> Once per encounter, as a swift action, a frostblood creature can set its weapon aflame, causing it to deal 1d6 extra cold damage on melee attacks for 1 round. This improves to 2d6 damage at 4th level, 3d6 at 12th level, and 4d6 at 20th level. The duration increases to 2 rounds at 8th level and 3 rounds at 16th level.
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::<u>Wreath in Frost (Su):</u> Once per encounter, as a swift action, a frostblood creature can set its weapon aflame, causing it to deal 1d6 extra cold damage on melee attacks for 1 round. This improves to 2d6 damage at 4th level, 3d6 at 12th level, and 4d6 at 20th level. The duration increases to 2 rounds at 8th level and 3 rounds at 16th level.
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|'''Automatic Languages:'''||The base creature neither gains nor loses any automatic languages.
|'''Automatic Languages:'''||The base creature neither gains nor loses any automatic languages.

Revision as of 14:47, 22 February 2011

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