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Samurai sheepdog book of many things vol 29

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Base Base Weight Height Weight Modifier Modifier 2d10 x5 lbs m ft 10 in 120 lbs f ft in 85 lbs 2d10 x5 lbs Aging Effects Adult Middle Age 60 years 150 Old Venerable Maximum Age 200 250 +6d% years Relations: The tsura trade in great stories of discovery, bravery, and overcoming trials With the right tale, one could talk a city into casting a difficult spell or borrowing some of their powerful magic items There are those who have taken advantage of these friendly offers, and the tsura are quick to send their own warriors in search of any who steal their things Alignment and Religion: Tsuras’ alignments can be as varied as any race, and sometimes even moreso Since leaving Zaelin, the race has divided At times, cities are broken into dozens of small districts, each of which has different views of what is lawful or good, and all of whom are ready to lock up or shun anybody who doesn’t side with them Religiously, the tsura worship gods who share their viewpoint As a creator race from Zaelin, they have no obligation to worship a single entity, or any for that matter Adventurers: Tsura adventurers tend toward the more lightly armored classes, such as clerics, rangers, and rogues Of the spellcasting groups, Tsura conjurers are more common than evokers Male Names: Dessin, Hamo, Noah, Rafat, Thoh Female Names: Eskala, Katara, Misu, Tuih, Zorqa Tsura Racial Traits (12 RP) 28 +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, –2 Strength: Tsura are a quick, worldly race, but their physical strength compared to other races is lacking Medium: Tsura are Medium creatures and thus receive no bonuses or penalties due to their size Type: Tsura count as humans and undine for the purpose of effects that rely on type Base Speed: Tsura have a base speed of 30 feet on land They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill Low-Light Vision: Tsura can see twice as far as humans in conditions of dim light Fire Resistance: Tsura have fire resistance Amphibious: Tsura can breathe both air and water Naturally Slick: Tsura gain a +2 racial bonus to their Combat Maneuver Defense whenever an opponent tries to grapple them Societal: Tsura often have a trade or technique that makes them a useful part of their society They can choose one skill in which they gain Skill Focus as a bonus feat Languages: Tsura begin play speaking Common and Aquan Tsura with high Intelligence can also choose Auran, Draconic, Elven, or Gnome Alternate Racial Traits The following racial traits can be selected in place of the typical tsura racial traits Darkvision: Some tsura live deeper in the water than others, gaining darkvision out to 60 feet This replaces low-light vision and societal Ocean Tsura: Tsura who find solace in the cold seas gain the ability to cast hydraulic push once per day as a spell-like ability At 5th level, a tsura with a Charisma of 13 or higher can also cast aqueous orb once per day The tsura’s caster level is equal to her character level This replaces naturally slick Resistance: A tsura with this trait gains either acid or cold resistance This replaces fire resistance River Tsura: Tsura who enjoy the warmth of summer rivers gain the ability to cast touch of combustion once per day At 4th level, a tsura with a Charisma of 12 or higher can also cast scorching ray once per day The tsura’s caster level is equal to her character level This replaces naturally slick Water Affinity: Tsura sorcerers with the elemental (water) bloodline treat their Charisma score as points higher for all sorcerer spells and class abilities Tsura clerics with the Water domain cast their Water domain powers and spells at +1 caster level This replaces naturally slick Tsura Favored Class Bonuses The following options are available to all tsura characters who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward Classes with an asterisk ( * ) can be found in The Book of Many Things Volume Accelerist*: Add a +1 bonus on Acrobatics checks made to move through threatened squares Cleric: Add a +1 bonus on caster level checks to overcome the spell resistance of creatures with the aquatic or water subtype Generational Hero: Add one spell from the cleric spell list to the silver scales hero spell list This spell must be at least one level below the highest spell level the hero can cast Investigator: Gain a +1/4 bonus on all inspiration rolls Ranger: Choose a weapon from the following list: crossbow (any one), longspear, short spear, or trident Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4) This bonus does not stack with Critical Focus Ninja: Add +1/4 point to the ninja‘s ki pool Rogue: Gain +1/6 of a new rogue talent Shaman: Add feet to the range of a chosen shaman hex, to a maximum of an additional 30 feet for any single hex Sorcerer: Add a +1 bonus on caster level checks to cast spells underwater Swashbuckler: Gain a +1/3 bonus on all critical hit confirmation rolls made while using the precise strike deed (maximum bonus of +5) This bonus doesn’t stack with those gained through Critical Focus and similar effects Witch: The witch’s familiar gains resistance against acid, cold, or fire Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by (maximum for any one type) If the witch ever replaces this familiar, the new familiar has these resistances

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