rferries
2017-10-13, 08:56 AM
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Moonfolk
Ability Score Modifiers: +2 Charisma, +2 Dexterity, -2 Constitution. Moonfolk are graceful and ethereal, sometimes to the point of frailty.
Size: Moonfolk are Medium creatures and have no bonuses or penalties due to their size.
Type: Moonfolk are fey creatures.
Speed: Moonfolk have a base speed of 30 feet.
Black Magic Affinity (Ex): A Moonfolk casts enchantment spells, necromancy spells and spells with the [Darkness] or [Evil] descriptors at caster level +1.
Low-Light Vision (Ex): A Moonfolk has low-light vision.
Martial Proficiencies (Ex): A Moonfolk is proficient with all all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). A Moonfolk ignores the arcane spell failure from wearing light armour.
Spells (Ex): A Moonfolk casts spells as a 6th-level sorcerer.
Undead Empathy (Su): This power works like the druid’s wild empathy class feature, except that a Moonfolk has a +6 racial bonus on the check and may only use it to influence mindless undead. A Moonfolk also gains a +6 racial bonus on Diplomacy checks against intelligent undead.
Racial Hit Dice: A Moonfolk begins with six levels of fey, which provides 6d6 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
Racial Skills: A Moonfolk’s fey levels give it skill points equal to 9 × (6 + Int modifier, minimum 1). Its class skills are Balance, Concentration, Climb, Craft (alchemy), Decipher Script, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (the planes), Move Silently, Ride, Sense Motive, Spellcraft, Swim, Tumble, and Use Magic Device.
Racial Feats: A Moonfolk’s fey levels give it three feats.
Languages: Moonfolk begin play speaking Common and Undercommon. Moonfolk with high Intelligence scores can choose from the following: Abyssal, Celestial, Draconic, Dwarven, Elven, Infernal, and Sylvan.
Favoured Class: Sorcerer.
Level Adjustment: +1
Racial Feats
Fey Armour
Like the fey of the wilderness, you fear only the touch of cold iron.
Prerequisites
Fey type, character level 2nd.
Benefits
You gain damage reduction/cold iron equal to one-half your character level. This damage reduction stacks with any other damage reduction you possess, provided that damage reduction is overcome by cold iron.
Special
A fighter may select Fey Armour as one of his bonus fighter feats.
Martial Moonfolk
You have trained to use your spells even while clad in armour.
Prerequisites
Moonfolk, Battle Caster.
Benefits
While wearing armor or using a shield with which you are proficient, you can cast arcane spells without incurring the normal arcane spell failure chance.
Special
A fighter may select Martial Moonfolk as one of his bonus fighter feats.
Unearthly Grace
You are as graceful as any fey.
Prerequisites
Fey type, Cha 12.
Benefits
You gain the unearthly grace special quality, as a nymph. Add your Charisma modifier as an untyped bonus to all your saving throws and as a deflection bonus to your Armour Class.
http://media.wizards.com/images/magic/daily/stf/ewdfghjmfklsdhfdjfd.jpg
Moonfolk
Ability Score Modifiers: +2 Charisma, +2 Dexterity, -2 Constitution. Moonfolk are graceful and ethereal, sometimes to the point of frailty.
Size: Moonfolk are Medium creatures and have no bonuses or penalties due to their size.
Type: Moonfolk are fey creatures.
Speed: Moonfolk have a base speed of 30 feet.
Black Magic Affinity (Ex): A Moonfolk casts enchantment spells, necromancy spells and spells with the [Darkness] or [Evil] descriptors at caster level +1.
Low-Light Vision (Ex): A Moonfolk has low-light vision.
Martial Proficiencies (Ex): A Moonfolk is proficient with all all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields). A Moonfolk ignores the arcane spell failure from wearing light armour.
Spells (Ex): A Moonfolk casts spells as a 6th-level sorcerer.
Undead Empathy (Su): This power works like the druid’s wild empathy class feature, except that a Moonfolk has a +6 racial bonus on the check and may only use it to influence mindless undead. A Moonfolk also gains a +6 racial bonus on Diplomacy checks against intelligent undead.
Racial Hit Dice: A Moonfolk begins with six levels of fey, which provides 6d6 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
Racial Skills: A Moonfolk’s fey levels give it skill points equal to 9 × (6 + Int modifier, minimum 1). Its class skills are Balance, Concentration, Climb, Craft (alchemy), Decipher Script, Escape Artist, Heal, Hide, Intimidate, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Knowledge (the planes), Move Silently, Ride, Sense Motive, Spellcraft, Swim, Tumble, and Use Magic Device.
Racial Feats: A Moonfolk’s fey levels give it three feats.
Languages: Moonfolk begin play speaking Common and Undercommon. Moonfolk with high Intelligence scores can choose from the following: Abyssal, Celestial, Draconic, Dwarven, Elven, Infernal, and Sylvan.
Favoured Class: Sorcerer.
Level Adjustment: +1
Racial Feats
Fey Armour
Like the fey of the wilderness, you fear only the touch of cold iron.
Prerequisites
Fey type, character level 2nd.
Benefits
You gain damage reduction/cold iron equal to one-half your character level. This damage reduction stacks with any other damage reduction you possess, provided that damage reduction is overcome by cold iron.
Special
A fighter may select Fey Armour as one of his bonus fighter feats.
Martial Moonfolk
You have trained to use your spells even while clad in armour.
Prerequisites
Moonfolk, Battle Caster.
Benefits
While wearing armor or using a shield with which you are proficient, you can cast arcane spells without incurring the normal arcane spell failure chance.
Special
A fighter may select Martial Moonfolk as one of his bonus fighter feats.
Unearthly Grace
You are as graceful as any fey.
Prerequisites
Fey type, Cha 12.
Benefits
You gain the unearthly grace special quality, as a nymph. Add your Charisma modifier as an untyped bonus to all your saving throws and as a deflection bonus to your Armour Class.