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Samurai sheepdog book of many things vol 35

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Medium: Orcs are Medium creatures and thus receive no bonuses or penalties due to their size Type: Fiend-touched orcs are humanoids with the orc subtype They also count as demons for the purpose of effects such as smite evil or a ranger’s favored enemies Taint of Evil: Regardless of its actual alignment, a fiend-touched orc appears evil and can be affected by spells and abilities that target evil creatures (such as smite evil and protection from evil) Base Speed: Fiend-touched orcs have a base speed of 30 feet Darkvision: An orc can see perfectly in the dark up to 60 feet Demon Rage (Sp): As a swift action, a fiend-touched orc can ignite its demonic power, letting it act as though affected by a rage spell for a number of rounds per day equal to its character level (minimum 2) The rage effect’s duration need not be consecutive rounds Stun Resistance: Fiend-touched orcs gain a +2 racial bonus on saves against being stunned When stunned for at least rounds, the orc reduces the duration by round Primal Bond: As a standard action, a fiend-touched orc can use two rounds of demon rage to cast rage, as the spell Once cast, the spell’s effect can be maintained each round as a free action by using additional rounds of demon rage The orc’s caster level is equal to its character level Languages: Orcs begin play speaking Common and Orc Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon See the Linguistics skill page for more information about these languages Forest Trollkin Racial Traits (13 RP) 34 +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, –2 Charisma: An offshoot of one of Volwryn’s first sentient races, forest trollkin are adept combatants able to weave in and out of battle They are masterful shamans and priests, but their attitude toward non-trolls has been known to make interactions difficult Medium: Trollkin are Medium creatures and thus receive no bonuses or penalties due to their size Type: Forest trollkin are humanoids with the trollkin subtype Base Speed: Forest trollkin have a base speed of 30 feet Low-Light Vision: Trollkin can see twice as far as humans in conditions of dim light Woodland Stride: Forest trollkin can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed without taking damage or suffering any other impairment Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them Trollkin Haste (Sp): As a swift action, a forest trollkin can quicken its pulse, letting it act as though affected by a haste spell for a number of rounds per day equal to its character level The haste effect’s duration need not be consecutive rounds Limited Fast Healing: Given time to concentrate, trollkin can heal faster than other creatures When able to rest for at least minute, or when reduced to or fewer hit points, a trollkin gains fast healing The trollkin can heal up to hit points per level per day with this ability, after which it ceases to function A trollkin that takes fire or acid damage cannot activate this ability for hour Acid and Fire Vulnerability: Trollkin take 50% additional damage from acid and fire Languages: Trollkin begin play speaking Common and Giant Forest Trollkin with high Intelligence can also choose Dwarven, Elven, Goblin, and Orc Alternate Racial Traits The following racial traits can be selected in place of the typical forest trollkin racial traits Poison Adept: Some among the trollkin are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons In addition, a trollkin can apply a special poison, as the spell, to its weapon once per day A creature struck by the trollkin’s weapon must save vs the effects of the spell This is a Wisdom-based ability that replaces trollkin haste Treekin: Some trollkin prefered to live in the trees that grew on their homeworld They gain a climb speed of 20 ft., which grants them a +8 racial bonus on Climb checks This replaces woodland stride Trollkin Rage (Sp): As a swift action, a forest trollkin can quicken its pulse, letting it act as though affected by a rage spell for a number of rounds per day equal to its character level The rage effect’s duration need not be consecutive rounds This replaces trollkin haste High Elf Racial Traits (10 RP) Expert archers and scouts, high elves keep to the outlands surrounding their capital cities, guarding their people from incursion With a strong, militaristic background, these elves make staunch allies despite their rustic ways Composite Bowyer: High elves are proficient with all bows A high elf that wields a composite bow can substitute its Dexterity bonus (if any) for the Strength rating This replaces weapon familiarity Fleet-Footed: High elves gain Run as a bonus feat and a +2 racial bonus on initiative checks This replaces elven magic Natural Hunter: High elves with an 11 or higher Wisdom gain the following spell-like abilities (the elf’s caster level is equal to its character level) 1/day—camouflage, detect poison, know direction, purify food and water This replaces elven immunities Ironfire Dwarf Racial Traits (11 RP) +4 Constitution, –2 Dexterity, –2 Charisma: World soul dwarves have major clans, each with distinct traits of their own While all world soul dwarves gain +4 Constitution, ironfire dwarves take a –2 penalty to Dexterity and Charisma This alters the dwarf’s ability scores and replaces stonecunning Damage Reduction: Ironfire dwarves have DR 5/magic This replaces greed, hatred, and weapon familiarity Ironfire Blood (Ex): Once per day, as a full-round action, an ironfire dwarf can ignite the fire in his blood, granting him a +2 natural armor bonus and a +4 alchemical bonus to his choice of Strength or Dexterity for minute per character level While this is in effect, the dwarf takes a –2 penalty to Intelligence if he increased his Strength or a –2 penalty to Wisdom if he increased his Dexterity This counts as the mutagen alchemist ability and does not stack with that ability or similar effects This replaces hardy Fire Resistance: Ironfire dwarves have fire resistance This replaces defensive training Káfsi Minotaur Racial Traits (11 RP) +2 Strength, +2 Charisma, –2 Wisdom: Káfsi, or eternalflames, are world soul minotaurs who worship an ancient god of fire They are as strong as other minotaurs, but are gifted with different natural abilities This alters the minotaur’s ability scores

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