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Samurai sheepdog book of many things vol 33

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Relations: Years of conflict have made it hard for world souls to set aside old hatreds and form friendships with the races they believe wronged them in the past While it is easier for some, most will be hard pressed not to show at least some animosity toward their former enemies Alignment and Religion: True gods are a myth on Volwryn, believed to exist only by some elves Most races believe they gain their power from alien entities who act as lights against the darkness and evil in the world Others pray to animalistic demigods, or the elements for their gifts Alignment plays a large role in how magic, particularly the divine, can be used by a world soul Personalities can be as fluid as water at times, corruption is never far away, and redemption takes only the active decision to good In truth, only the druids of volwryn have found a true balance between alignments, and that makes it even harder when they too ultimately fall Adventurers: There comes a point for everybody in Volwryn where their life takes a turn and gives way to adventure Human squires train in a church courtyard from age 8, young minotaurs hunt pigs and thunder lizards as scouts, and newly risen reborn are handed swords, bows, or staves and pointed in the direction of the nearest battle with skinwalkers The result is a highly combative race, all of whom can be warriors in some fashion, and most of which can learn magic through arcane study or divine worship All of the racial traits presented here are for world soul races They share favored class bonuses, archetypes, and feats while also gaining access to those available to other members of their race Bronzemane Dwarf Racial Traits (11 RP) +4 Constitution, –2 Dexterity, –2 Wisdom: World soul dwarves have major clans, each with distinct traits of their own While all world soul dwarves gain +4 Constitution, bronzemane dwarves take a –2 penalty to Dexterity and Wisdom This alters the dwarf’s ability scores and replaces stonecunning Frost Resistance: Bronzemane dwarves have cold resistance This replaces defensive training Stoneform (Ex): Once per day, as a full-round action, a bronzemane dwarf can remove all bleed, curse, disease, mindaffecting, poison, and spell effects from himself He is fatigued for one minute after and takes a –2 penalty to his Constitution until he rests for at least hours At 6th level, the dwarf can use stoneform twice per day (the penalty doesn’t stack) At 11th level, he is no longer fatigued afterward This replaces hardy Weapon Familiarity: Bronzemane dwarves are proficient with all hammers and treat early firearms as martial weapons This alters the dwarf’s weapon familiarity racial trait 32 Alternate Racial Traits The following racial traits can be selected in place of the typical bronzemane dwarf racial traits Earthen: The progenitors of most dwarves, earthen are native outsiders with the earth subtype They have reflective, crystalline skin that grants them a +2 racial bonus to AC against rays Once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat In addition, an earthen sorcerer with the elemental (earth) bloodline treats its Charisma score as points higher for all sorcerer spells and class abilities Furthermore, an earthen able to cast earth domain spells casts its domain powers and spells at +1 caster level This trait does not give earthen early access to level-based powers; it only affects powers that they could already use without this trait This alters the bronzemane dwarf’s type and replaces stoneform Eláfi Minotaur Racial Traits (11 RP) +2 Strength, +2 Wisdom, –2 Intelligence: Eláfi, or elk-horns, are world soul minotaurs who revere the elk demigod of their homeworld They are as strong as other minotaurs, but are gifted with different natural abilities This alters the minotaur’s ability scores Blessing of Elk-Horn: Eláfi minotaurs gain low-light vision and DR 5/magic This replaces blessing of ancestral strength and darkvision Survivalist: Eláfi minotaurs gain Survival as a class skill An eláfi that has Survival as a class skill gains a +2 racial bonus on Survival checks This replaces naturalist Exiled Tiefling Racial Traits (13 RP) +2 Strength, +2 Charisma: Even before coming to Volwryn the exiled tieflings ran from their home to escape persecution and torture Now that they have reunited with more of their number, they stride boldly toward adventure, hoping to rid all realms of the evil that haunted them for so long This alters the tiefling’s ability scores and replaces fiendish sorcery Gift from the Stars (Sp): Exiled tieflings can cast cure moderate wounds once per day The tiefling’s caster level equals its character level This replaces the darkness spell-like ability Skilled: Exiled tieflings gain a +4 racial bonus on Appraise checks to determine the value of gems and a +2 racial bonus on Diplomacy checks This alters the skilled racial trait Star-Forged Tiefling Racial Traits While any character of appropriate alignment and level can become starforged, there are exiled tieflings who have embraced it entirely as a part of their heritage Exalted Resistance: Star-forged tieflings gain spell resistance equal to + their character level against spells and spell-like abilities with the [evil] descriptor, as well as any spells and spell-like abilities cast by evil outsiders This replaces fiendish resistance Stars’ Judgment: A star-forged tiefling with a 12 or higher Charisma gains the following spell-like ability (the caster level is equal to the tiefling’s character level): 1/day—stars’ judgment This replaces gift from the stars Star-Forged: Star-forged tieflings gain Star-Forged as a bonus feat at 1st level This replaces skilled Fiend-Touched Orc Racial Traits (12 RP) +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, –2 Intelligence: After accepting the gift of demonic power, the fiendtouched orcs invaded Volwryn in a bid to take it over for their slavers The combined might of the native humans, gnomes, and dwarves routed many of the orcs back through their gateways, while others were captured and forced into indentured servitude Eventually, the orcs would again free themselves and flee into the wilds where they have since reformed a semblance of tribes and attempted to make amends for their past on the world they now call home

Ngày đăng: 25/10/2022, 15:00