Aniikinis
2017-08-08, 08:59 AM
Sky-borne human
Sky-borne human Rancher (1st level commoner)
Medium Humanoid
Hit Dice: 1d6 +2 (8)
Initiative: +1
Speed: 30 feet, 50 feet fly (good)
Armor Class: 11 (+1 Dex), touch 11, fl at-footed 10
Base Attack/Grapple: +1/+1
Attack: Club +1
Full Attack: Club +1
Damage: Club 1d6
Space/Reach: 5 ft./5 ft.
Special Qualities: Claustrophobia.
Saves: Fort -1, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 8, Int 11, Wis 10, Cha 11
Skills: Profession (Rancher) +4
Feats: Toughness
Environment: Plains
Organization: Solitary or family
Challenge Rating: 1/2
Treasure: 1/4 normal
Alignment: Usually Neutral
Level Adjustment: +0
Advancement: By character class
A ranch hand glides down from above his flock and asks in a gruff tone if you want trouble.
Sky-borne humans are so much like their land-bound counterparts, that if you couldn't see the wings upon their back you'd simply believe it was just another normal human. Sky-borne humans share the same kind of diversity as their land locked brethren and any colour combination found among humans is found among them, however the plumage on their wings is often the same colour as their hair or a complimenting colour if not.
Sky-borne humans speak common and auran.
Special Quality: Claustrophobia
Sky-borne humans are adapted to the wide open skies and feel so completely detached from their element when in enclosed spaces that they seem less jovial and more on edge than usual. When a sky-borne human is within an enclosed space of 10 feet in height and 15 feet at the narrowest width, they take a -1 morale penalty to all attack, damage, save, and skill rolls and an additional -2 penalty against fear effects. The additional penalty to fear effects is added in after all other modifiers. This penalty is further compounded by the following environmental features(each of the following stacks with the previous morale penalties and with each other):
-1 for each 5' less than 15' of the narrowest width of the room
-1 for each light level lower than normal
-1 for each level of depth within the dungeon (each descent increases the depth by one)
-1 for each surprise round against the party
-2 if the area is humid and/or damp
If the morale penalty (not including the additional -2 against fear effects) plus any bonuses accrued either through class levels, feats, spells, items, etc. reaches a negative number equal to double the level/HD of the sky-borne human, the character is treated as though shaken, but does not accrue any additional penalties from the condition. Once the modifier reaches three times the level/HD of the character, they are treated as though frightened, without accruing additional penalties from the condition, and will attempt to persuade their party members return to the open spaces outside. If they are forced to continue in this state and the penalty reaches a total of four times the level/HD of the character, they will be considered
panicked without the additional penalties associated with the condition, and will do whatever they can to escape the confines of the source of their claustrophobia. Should they be forced to continue to endure the strain until the penalty is equal to five times the level/HD of the character, they must make a will save with a DC of 1 every minute of exposure, with the DC rising by 1 after each successive save. Should the character fail the save they will begin hyperventilating and, if they fail another save, will be rendered unconscious by the strain. If they are awoken while still within the confines of the source of the claustrophobia, they must make the previous save again or take one point of constitution damage and fall unconscious again. Should the character suffer this a number of times (DM's discretion) the character may have a heart attack brought on by extreme stress and repeated trauma.
The only way to reduce the penalty is through the addition of morale bonuses, but these merely lessen the penalty, not remove it. The only way to remove the penalty completely is to exit the source of the claustrophobia and have the character take to the skies for five minutes per point of penalty(not counting the additional -2 penalty for fear effects).
SKY-BORNE HUMAN CHARACTERS
sky-borne human characters possess the following racial traits.
+2 Dex and -2 Con (+2 App)
Medium Humanoid
5 foot space and 5 foot reach
Sky-borne humans have a base land speed of 30 feet and a fly speed of 50 feet (Good)
Sky-borne humans have the Claustrophobia Special Quality
Automatic Languages: Common and Auran . Bonus Languages: Any
Favored Class: Any
Level adjustment +0
Sky-borne human Rancher (1st level commoner)
Medium Humanoid
Hit Dice: 1d6 +2 (8)
Initiative: +1
Speed: 30 feet, 50 feet fly (good)
Armor Class: 11 (+1 Dex), touch 11, fl at-footed 10
Base Attack/Grapple: +1/+1
Attack: Club +1
Full Attack: Club +1
Damage: Club 1d6
Space/Reach: 5 ft./5 ft.
Special Qualities: Claustrophobia.
Saves: Fort -1, Ref +1, Will +0
Abilities: Str 10, Dex 13, Con 8, Int 11, Wis 10, Cha 11
Skills: Profession (Rancher) +4
Feats: Toughness
Environment: Plains
Organization: Solitary or family
Challenge Rating: 1/2
Treasure: 1/4 normal
Alignment: Usually Neutral
Level Adjustment: +0
Advancement: By character class
A ranch hand glides down from above his flock and asks in a gruff tone if you want trouble.
Sky-borne humans are so much like their land-bound counterparts, that if you couldn't see the wings upon their back you'd simply believe it was just another normal human. Sky-borne humans share the same kind of diversity as their land locked brethren and any colour combination found among humans is found among them, however the plumage on their wings is often the same colour as their hair or a complimenting colour if not.
Sky-borne humans speak common and auran.
Special Quality: Claustrophobia
Sky-borne humans are adapted to the wide open skies and feel so completely detached from their element when in enclosed spaces that they seem less jovial and more on edge than usual. When a sky-borne human is within an enclosed space of 10 feet in height and 15 feet at the narrowest width, they take a -1 morale penalty to all attack, damage, save, and skill rolls and an additional -2 penalty against fear effects. The additional penalty to fear effects is added in after all other modifiers. This penalty is further compounded by the following environmental features(each of the following stacks with the previous morale penalties and with each other):
-1 for each 5' less than 15' of the narrowest width of the room
-1 for each light level lower than normal
-1 for each level of depth within the dungeon (each descent increases the depth by one)
-1 for each surprise round against the party
-2 if the area is humid and/or damp
If the morale penalty (not including the additional -2 against fear effects) plus any bonuses accrued either through class levels, feats, spells, items, etc. reaches a negative number equal to double the level/HD of the sky-borne human, the character is treated as though shaken, but does not accrue any additional penalties from the condition. Once the modifier reaches three times the level/HD of the character, they are treated as though frightened, without accruing additional penalties from the condition, and will attempt to persuade their party members return to the open spaces outside. If they are forced to continue in this state and the penalty reaches a total of four times the level/HD of the character, they will be considered
panicked without the additional penalties associated with the condition, and will do whatever they can to escape the confines of the source of their claustrophobia. Should they be forced to continue to endure the strain until the penalty is equal to five times the level/HD of the character, they must make a will save with a DC of 1 every minute of exposure, with the DC rising by 1 after each successive save. Should the character fail the save they will begin hyperventilating and, if they fail another save, will be rendered unconscious by the strain. If they are awoken while still within the confines of the source of the claustrophobia, they must make the previous save again or take one point of constitution damage and fall unconscious again. Should the character suffer this a number of times (DM's discretion) the character may have a heart attack brought on by extreme stress and repeated trauma.
The only way to reduce the penalty is through the addition of morale bonuses, but these merely lessen the penalty, not remove it. The only way to remove the penalty completely is to exit the source of the claustrophobia and have the character take to the skies for five minutes per point of penalty(not counting the additional -2 penalty for fear effects).
SKY-BORNE HUMAN CHARACTERS
sky-borne human characters possess the following racial traits.
+2 Dex and -2 Con (+2 App)
Medium Humanoid
5 foot space and 5 foot reach
Sky-borne humans have a base land speed of 30 feet and a fly speed of 50 feet (Good)
Sky-borne humans have the Claustrophobia Special Quality
Automatic Languages: Common and Auran . Bonus Languages: Any
Favored Class: Any
Level adjustment +0