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Samurai sheepdog book of many things vol 19

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Alternate Racial Traits The following racial traits can be selected in place of the typical minotaurs racial traits Blessing of the Sun’s Comfort: A minotaur with a Wisdom score of 11 or higher can cast goodberry once per day Its caster level is its character level When eaten, the berries created by this spell also remove one of the following conditions, to a maximum of one such condition per creature in a 24-hour period: Fatigued, shaken, or sickened This replaces blessing of ancestral strength Dungeoneer: Some minotaurs prefer caves and structures over plains and nature They receive a +2 racial bonus on Knowledge (dungeoneering) checks and can make those checks untrained This replaces naturalist Improved Bull Rush: Blessed by a demigod, some of the minotaurs of Volwryn gain Improved Bull Rush as a bonus feat at 1st level This replaces cunning Nature Resistance (Ex): A minotaur with nature resistance gains a +2 racial bonus on saving throws against poisons and effects that would entangle them They also have acid and electricity resistance This replaces cunning Powerful Stomp (Ex): Minotaurs will sometimes have strength enough in their legs to stomp the ground, creating a thunder clap capable of making their enemies falter momentarily As a standard action, the minotaur stomps the ground, dazing each creature within feet of it for round A successful Reflex save (DC 10 + half the minotaur’s character level + its Strength modifier) negates the effect After the minotaur has used this ability, it must wait 1d4+1 rounds before doing so again This replaces blessing of ancestral strength Toughness: The minotaurs of Volwryn are heartier than their cousins They gain Toughness as a bonus feat at 1st level This replaces sprinter Minotaur Favored Class Bonuses Minotaur Racial Traits (11 RP) 18 +2 Strength, +2 Wisdom, –2 Dexterity: Minotaurs are strong, capable, and well liked, but not as quick to react as some races Medium: Minotaurs are Medium creatures and thus receive no bonuses or penalties due to their size Base Movement: Minotaurs have a base speed of 30 feet Darkvision: Minotaurs can see in the dark up to 60 feet Blessing of Ancestral Strength: A minotaur with a Wisdom score of 11 or higher can cast lead blades times per day, but only targeting one weapon in its possession with each cast The minotaur’s caster level is its character level Cunning: Minotaurs gain a +2 racial bonus on saving throws against mind-affecting effects, and effects that would physically trap them, such as forcecage or imprison They also get a +2 racial bonus to Intelligence checks to make their way through labyrinths or maze effects Naturalist: Minotaurs receive a +2 racial bonus on Knowledge (nature) checks and can make those checks untrained Sprinter: Minotaurs gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions Languages: Minotaurs begin play speaking Common and Giant Minotaurs with high Intelligence scores can choose Aklo, Draconic, Dwarven, Elven, Gnomish, Orc, or Sylvan The following options are available to all minotaurs 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 Barbarian: The barbarian gains 1/6 of a barbarian power Bard: The bard can inspire courage for additional round each day Cleric: Add +1 to the amount of damage the cleric deals to undead creatures with channel energy Druid: Gain energy resistance against acid, cold, electricity, or fire Each time the druid selects this reward, increase her resistance to one of these energy types by (maximum 10 for any one type) Dúlra: Gain a +1/5 enhancement bonus to Strength when using fae entreaty to cast bull’s strength Fighter: Choose the bull rush or overrun combat maneuver Add +1/3 to the fighter’s CMB when attempting this maneuver (maximum bonus of +4) Hunter: The hunter’s animal companion gains a +1/4 luck bonus on saving throws If the hunter replaces her animal companion, the new animal companion gains this bonus Monk: Add +1 to the monk’s CMD when resisting a grapple and +1/3 to the number of stunning attack attempts per day Paladin: Add +1 to the amount of damage the paladin deals with smite evil, but only when the paladin uses that ability on an undead creature Nature Warden: Add +1/4 to the warden’s natural armor bonus when using guardian form

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