scarmiglionne4
2012-12-13, 02:35 AM
RACES
Beastfolk
Racial Traits
*
+2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma
Monstrous Humanoid, Shapechanger
Medium-size
Beastfolk base land speed is 30 feet
Low-light Vision
+2 on Survival and Perception checks
Keen Scent: Scent is an automatic racial Feat.
Clawed Hands: Hands are natural weapons dealing 1d4 lethal damage.
Wolf Form: Once per day a Beastfolk can take wolf form. This ability functions like the alternate form special ability (see the Monster Manual), except as noted here. Each time you use Wolf Form, you regain lost hit points as if you had rested for a night. Effect lasts for 1 hour per character level, or until he changes back. Changing form (to wolf or back) is a standard action.
Any gear worn or carried by the Beastfolk melds into the new form and becomes non-functional. When the Beastfolk reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Beastfolk's feet.
On a night when the moon is either full or new a Beastfolk uncontrollably changes shape into a wolf and cannot change back until dawn. They can still speak in this form and retain their minds. They retain their ability scores modified by the following table. The wolf form is like that of a druid’s animal companion if it were a wolf.
BEASTFOLK WOLF FORM
{table=head]Level | Natural<br />Armor | Str/Dex | Special
1st-2nd |
+0 |
+0 |
3rd-5th |
+2 |
+1 | Evasion
6th-8th |
+4 |
+2 |
9th-10th |
+6 |
+3 | Multiattack[/table]
Use the base statistics for a wolf as given in the Monster Manual, but make the following changes.
Class Level: The characters level or HD.
Base Attack and Saves do not change except where ability score bonus provides bonus to Dexterity and by default Reflex saves.
Natural Armor Adj.: The number noted here is an improvement to the Wolf’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the Beastfolk’s Strength and Dexterity scores.
Evasion (Ex): If the Beastfolk in wolf-form is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Multiattack: A Beastfolk in wolf-form gains Multiattack as a bonus feat. It also gains a second bite attack albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an Beastfolk in wolf-form takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Except for the above noted differences, when a Beastfolk is in this form, he is an ordinary wolf.
Automatic Languages: Common, Garo. Bonus Languages: Dwarven, Elven, Feline, Urkh.
Favored Class: Barbarian or Ranger.
Humans
As written except instead of getting 4 extra skill points at first level they automatically get the skill their tribe specializes in as a class skill at max ranks per level.
Fyrvod
Craft: Weaponsmithing or Craft: Blacksmithing. The tribe of Fyrvod is the only tribe that knows how to make steel. Even so, the necessary material is scarce and any item made of steel in Fyrvod is of masterwork quality. They specialize in the Broadblade (Masterwork Longsword with two-handed grip and 2d4 damage)
Rungnoa
A choice of either Craft: Armorsmithing, Craft: Leatherworking, Profession: Tanner, Profession: Herder, Ride, or Handle Animal. The Rungnoans are master tanners and armorsmiths. They make fine leather and rams-horn helms and studded leather. They raise large rams for their wool and hides. They also train eagles for hunting and large flightless bird creatures for riding.
Sodoluga
Craft: Weaponsmithing, Craft: Bowmaking, or Ride. Due to their incredible strength they are skilled in making bows specially made for exceptional strength. They also make battleaxes of bronze that rival those crafted by dwarves. It is said that they raise dragons and large feathered serpents that they ride on their slave-raids.
Senincra
Craft: Weaponsmithing or Profession: Hunting. The dark-skinned Senincrians are known for their skills as hunters and their special clubs made from wood only found in the southern savannahs and jadestone. Senincrians do not get to choose a bonus feat for being human. They automatically start with Exotic Weapon Proficiency: Senincrian War Club.
Cithia
Heal. Only Hippokentaurides rival the amazons of Cithia in their skills as healers. They claim a goddess came to one of their ancestors and taught them herbal knowledge for healing. It is even said they can heal snake bites and the sting of scorpions.
Their warriors fight with a variety of bronze short sword called the Xiphos. In the hands of a Cithian Amazon, this weapon functions much like a rapier in that it has an increased threat range of 18-20.
Orjyn/Shukwa
These places are made up of people who were either outcasts among their tribesman, or tired of tribal chieftain rules and traditions. These humans are as written in the PHB.
Half-Ogre
Racial Traits
• +4 Strength, –2 Dexterity, +2 Constitution, –4 Intelligence, –2 Charisma.
• Giant’s Grip: The Half-Ogre is treated as having the Monkey Grip feat. This means he can grip large and two-handed weapons in one hand with a -2 penalty to the attack roll. He can similarly grip huge weapons in two hands with a -2 penalty to attack rolls.
• Giant Frame: The half-ogre's giant ancestry is evident in their muscle mass and the size of their hands and core. Since they are so nearly large they gain +2 to grapple checks and -2 to Stealth checks.any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a half-ogre.
• Giant: Half-Ogres are creatures of the giant type.
• Medium-Sized: Half-Ogres are anywhere between 7’6” and 8’ tall and weigh on average anywhere from 400 to 500 pounds.
• Half-Ogre base land speed is 30 feet.
• Automatic Languages: Giant and Common. Bonus Languages: Draconic, and Urkh. Smart Half-Ogres (which are rare) learn the languages of their allies or rivals.
• Favored Class: Barbarian.
Hippokentaur
A Hippokentaur is as big as a light horse, but taller and slightly heavier. A Hippokentaur is about 7 feet tall and weighs about 2,100 pounds. They are savage, drunken womanizers. They place little value in knowledge and wisdom.
They are, however, excellent hunters and archers. Anyone they choose to befriend will they remain loyal to through untold hardship and they are honest to a fault in all areas except where females are concerned.
Racial Traits
+2 Strength, +2 Dexterity +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
Monstrous Humanoid
Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Stealth checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
Space/Reach: 10 feet/5 feet.
A hippokentaur’s base land speed is 50 feet.
Natural Weapons: 2 hooves (1d4).
Weapon Proficiency: A hippokentaur is automatically proficient with the shortbow and the longbow (including the composite shortbow and longbow).
Sagittarius: As long as they are unarmored and wear no shields they are treated as having the Precise Shot feat when wielding a short bow, longbow, composite shortbow, or composite longbow.
• Monstrous Frame: any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a hippokentaur.
Automatic Languages: Nephelian (which is Sylvan), and Elven. Bonus Languages: Common, Halfling.
Favored Class: Ranger.
Hippokentaurides
A Hippokentauride is as big as a light horse, but slightly taller. They are the female counterpart to the hippokentaur. A Hippokentauride is about 6 feet tall and weighs about 1,800 pounds.
They are wise and forward-thinking. They are expert healers and herbalists and masters of the quarterstaff. They have difficulty trusting others, especially males due to the treatment by the males of their tribe.
Once their trust is gained, however, one could not ask for a more faithful companion.
Racial Traits
-2 Strength, +2 Dexterity, +2 Wisdom, -2 Intelligence.
Monstrous Humanoid
Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
Space/Reach: 10 feet/5 feet.
A hippokentauride’s base land speed is 50 feet.
Natural Weapons: 2 hooves (1d4).
Weapon Proficiency: A hippokentauride is automatically proficient with the shortbow and the quarterstaff.
Double-Weapon Fighting: as long as a hippokentauride is unarmored and wears no shield she is treated as having the Two-Weapon Fighting Feat for double-weapons only.
• Monstrous Frame: any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a centaur.
Automatic Languages: Nephelian (Sylvan), Elven. Bonus Languages: Common, Halfling.
Favored Class: Shaman.
Pantherfolk
Racial Traits
* +4 Dexterity, -4 Intelligence
* Humanoid (Feline)
* Pantherfolk base land speed is 40 feet.
* Low-Light Vision (Ex): Pantherfolk can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
* Clawed Hands: Hands are natural weapons dealing 1d4 lethal damage.
* +2 racial bonus on Perception and Stealth checks.
* Automatic Languages: Feline and Common. Bonus Languages: Draconic, Halfling, Nephelian (Sylvan). Pantherfolk speak Common and a language called Feline. Brighter Pantherfolk often learn the languages of Beastmen and Halflings.
* Favored Class: Ranger
Beastfolk
Racial Traits
*
+2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma
Monstrous Humanoid, Shapechanger
Medium-size
Beastfolk base land speed is 30 feet
Low-light Vision
+2 on Survival and Perception checks
Keen Scent: Scent is an automatic racial Feat.
Clawed Hands: Hands are natural weapons dealing 1d4 lethal damage.
Wolf Form: Once per day a Beastfolk can take wolf form. This ability functions like the alternate form special ability (see the Monster Manual), except as noted here. Each time you use Wolf Form, you regain lost hit points as if you had rested for a night. Effect lasts for 1 hour per character level, or until he changes back. Changing form (to wolf or back) is a standard action.
Any gear worn or carried by the Beastfolk melds into the new form and becomes non-functional. When the Beastfolk reverts to his true form, any objects previously melded into the new form reappear in the same location on his body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the Beastfolk's feet.
On a night when the moon is either full or new a Beastfolk uncontrollably changes shape into a wolf and cannot change back until dawn. They can still speak in this form and retain their minds. They retain their ability scores modified by the following table. The wolf form is like that of a druid’s animal companion if it were a wolf.
BEASTFOLK WOLF FORM
{table=head]Level | Natural<br />Armor | Str/Dex | Special
1st-2nd |
+0 |
+0 |
3rd-5th |
+2 |
+1 | Evasion
6th-8th |
+4 |
+2 |
9th-10th |
+6 |
+3 | Multiattack[/table]
Use the base statistics for a wolf as given in the Monster Manual, but make the following changes.
Class Level: The characters level or HD.
Base Attack and Saves do not change except where ability score bonus provides bonus to Dexterity and by default Reflex saves.
Natural Armor Adj.: The number noted here is an improvement to the Wolf’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the Beastfolk’s Strength and Dexterity scores.
Evasion (Ex): If the Beastfolk in wolf-form is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Multiattack: A Beastfolk in wolf-form gains Multiattack as a bonus feat. It also gains a second bite attack albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an Beastfolk in wolf-form takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Except for the above noted differences, when a Beastfolk is in this form, he is an ordinary wolf.
Automatic Languages: Common, Garo. Bonus Languages: Dwarven, Elven, Feline, Urkh.
Favored Class: Barbarian or Ranger.
Humans
As written except instead of getting 4 extra skill points at first level they automatically get the skill their tribe specializes in as a class skill at max ranks per level.
Fyrvod
Craft: Weaponsmithing or Craft: Blacksmithing. The tribe of Fyrvod is the only tribe that knows how to make steel. Even so, the necessary material is scarce and any item made of steel in Fyrvod is of masterwork quality. They specialize in the Broadblade (Masterwork Longsword with two-handed grip and 2d4 damage)
Rungnoa
A choice of either Craft: Armorsmithing, Craft: Leatherworking, Profession: Tanner, Profession: Herder, Ride, or Handle Animal. The Rungnoans are master tanners and armorsmiths. They make fine leather and rams-horn helms and studded leather. They raise large rams for their wool and hides. They also train eagles for hunting and large flightless bird creatures for riding.
Sodoluga
Craft: Weaponsmithing, Craft: Bowmaking, or Ride. Due to their incredible strength they are skilled in making bows specially made for exceptional strength. They also make battleaxes of bronze that rival those crafted by dwarves. It is said that they raise dragons and large feathered serpents that they ride on their slave-raids.
Senincra
Craft: Weaponsmithing or Profession: Hunting. The dark-skinned Senincrians are known for their skills as hunters and their special clubs made from wood only found in the southern savannahs and jadestone. Senincrians do not get to choose a bonus feat for being human. They automatically start with Exotic Weapon Proficiency: Senincrian War Club.
Cithia
Heal. Only Hippokentaurides rival the amazons of Cithia in their skills as healers. They claim a goddess came to one of their ancestors and taught them herbal knowledge for healing. It is even said they can heal snake bites and the sting of scorpions.
Their warriors fight with a variety of bronze short sword called the Xiphos. In the hands of a Cithian Amazon, this weapon functions much like a rapier in that it has an increased threat range of 18-20.
Orjyn/Shukwa
These places are made up of people who were either outcasts among their tribesman, or tired of tribal chieftain rules and traditions. These humans are as written in the PHB.
Half-Ogre
Racial Traits
• +4 Strength, –2 Dexterity, +2 Constitution, –4 Intelligence, –2 Charisma.
• Giant’s Grip: The Half-Ogre is treated as having the Monkey Grip feat. This means he can grip large and two-handed weapons in one hand with a -2 penalty to the attack roll. He can similarly grip huge weapons in two hands with a -2 penalty to attack rolls.
• Giant Frame: The half-ogre's giant ancestry is evident in their muscle mass and the size of their hands and core. Since they are so nearly large they gain +2 to grapple checks and -2 to Stealth checks.any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a half-ogre.
• Giant: Half-Ogres are creatures of the giant type.
• Medium-Sized: Half-Ogres are anywhere between 7’6” and 8’ tall and weigh on average anywhere from 400 to 500 pounds.
• Half-Ogre base land speed is 30 feet.
• Automatic Languages: Giant and Common. Bonus Languages: Draconic, and Urkh. Smart Half-Ogres (which are rare) learn the languages of their allies or rivals.
• Favored Class: Barbarian.
Hippokentaur
A Hippokentaur is as big as a light horse, but taller and slightly heavier. A Hippokentaur is about 7 feet tall and weighs about 2,100 pounds. They are savage, drunken womanizers. They place little value in knowledge and wisdom.
They are, however, excellent hunters and archers. Anyone they choose to befriend will they remain loyal to through untold hardship and they are honest to a fault in all areas except where females are concerned.
Racial Traits
+2 Strength, +2 Dexterity +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
Monstrous Humanoid
Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Stealth checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
Space/Reach: 10 feet/5 feet.
A hippokentaur’s base land speed is 50 feet.
Natural Weapons: 2 hooves (1d4).
Weapon Proficiency: A hippokentaur is automatically proficient with the shortbow and the longbow (including the composite shortbow and longbow).
Sagittarius: As long as they are unarmored and wear no shields they are treated as having the Precise Shot feat when wielding a short bow, longbow, composite shortbow, or composite longbow.
• Monstrous Frame: any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a hippokentaur.
Automatic Languages: Nephelian (which is Sylvan), and Elven. Bonus Languages: Common, Halfling.
Favored Class: Ranger.
Hippokentaurides
A Hippokentauride is as big as a light horse, but slightly taller. They are the female counterpart to the hippokentaur. A Hippokentauride is about 6 feet tall and weighs about 1,800 pounds.
They are wise and forward-thinking. They are expert healers and herbalists and masters of the quarterstaff. They have difficulty trusting others, especially males due to the treatment by the males of their tribe.
Once their trust is gained, however, one could not ask for a more faithful companion.
Racial Traits
-2 Strength, +2 Dexterity, +2 Wisdom, -2 Intelligence.
Monstrous Humanoid
Large Quadruped: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, +4 bonus on ability checks made to resist being bull rushed, overran, or tripped, lifting and carrying limits three times those of Medium bipedal characters.
Space/Reach: 10 feet/5 feet.
A hippokentauride’s base land speed is 50 feet.
Natural Weapons: 2 hooves (1d4).
Weapon Proficiency: A hippokentauride is automatically proficient with the shortbow and the quarterstaff.
Double-Weapon Fighting: as long as a hippokentauride is unarmored and wears no shield she is treated as having the Two-Weapon Fighting Feat for double-weapons only.
• Monstrous Frame: any armor or any shield costs three times its normal amount to purchase and one week to craft because it must be custom-made for a centaur.
Automatic Languages: Nephelian (Sylvan), Elven. Bonus Languages: Common, Halfling.
Favored Class: Shaman.
Pantherfolk
Racial Traits
* +4 Dexterity, -4 Intelligence
* Humanoid (Feline)
* Pantherfolk base land speed is 40 feet.
* Low-Light Vision (Ex): Pantherfolk can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions
* Clawed Hands: Hands are natural weapons dealing 1d4 lethal damage.
* +2 racial bonus on Perception and Stealth checks.
* Automatic Languages: Feline and Common. Bonus Languages: Draconic, Halfling, Nephelian (Sylvan). Pantherfolk speak Common and a language called Feline. Brighter Pantherfolk often learn the languages of Beastmen and Halflings.
* Favored Class: Ranger