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Celirans [Was: prehensile tails and PC races]
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<blockquote data-quote="Shades of Green" data-source="post: 2606098" data-attributes="member: 3297"><p><strong><u>Semi-final version:</u></strong></p><p>* +2 Dexterity, -2 Strength: Celirans are agile and naturally adept at tasks that require manual dexterity, but their slick, flexible bodies lack the physical prowess of other, stockier races.</p><p>* Small-size: As small-sized creatures, Celirans gain a +1 bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use and their lifting and carrying limits are three-quarters of those of Medium-size characters.</p><p>* Celiran base speed is 20.</p><p>* Tree Dwelling: Celirans gain a +6 racial bonus to Climb and Balance, and they can always take 10 on Climb and Balance checks, even under duress. They also receive a +2 racial bonus to Jump, but may not take 10 with it when under duress.</p><p>* Prehensile Tail: A Celiran’s tail can be used for almost anything that an arm and hand could be used for, with the following exceptions. The tail's lack of fingers, combined with its slightly lesser coordination than a true hand, and its lack of a true arm's bony support renders the tail less than adequate for certain tasks. It cannot use a weapon or shield, though it can hold one such item idly and uselessly. The tail cannot perform the somatic components for spells or other abilities. It cannot play any instruments that require the use of more than one finger (the tail can effectively hold something and simultaneously function as one finger, for purposes of manipulation), nor can it use tools that require multiple fingers. A Celiran's tail does not count as a magic item slot for shoulder, arm, hand, or finger items, with the exception that the Extra Item Slot epic feat can be applied to it as such. It does count, of course, as a Tail slot for various Celiran (and Lizardmen) specific magical items.</p><p>* Celirans receive a +2 racial bonus to all Pick Pocket (Sleight of Hand if you're using 3.5E) checks.</p><p>* Tail Accommodation: A Celiran needs to wear armor or clothes that accommodate their tail, as it can't fit in typical clothes made for other humanoids their size. Celirans must spend 10% more on armor and clothes when buying or trading for such goods not tailor-made to fit Celirans in the first place. This assumes that the armor or clothing is made to allow the tail's freedom of movement while still covering it partially or fully. It takes a day of an armorer's work, costing 10% of the armor's value, to make armor that protects the tail and suitably fits a Celiran, without impeding use of the tail any more than the armor check penalty already does. This 10% cost increase applies even when the armor is made for Celirans in the first place.</p><p>* Automatic Languages: "Common" and Ceran (the modern dialect of Celiran).</p><p>* Bonus Languages: Draconic, Treant, Goblin, Orcish, Old Dwarven, and Elven (each of the three variants is considered a separate skill).</p><p>* Favored Class: At character creation, the player chooses between Rogue, Ranger or Shaman as his favored class. The choice is permanent and cannot be changed after character creation. A multiclass Celiran's favored class does not count when determining whether she suffers an XP penalty for multiclassing.</p></blockquote><p></p>
[QUOTE="Shades of Green, post: 2606098, member: 3297"] [B][U]Semi-final version:[/U][/B] * +2 Dexterity, -2 Strength: Celirans are agile and naturally adept at tasks that require manual dexterity, but their slick, flexible bodies lack the physical prowess of other, stockier races. * Small-size: As small-sized creatures, Celirans gain a +1 bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use and their lifting and carrying limits are three-quarters of those of Medium-size characters. * Celiran base speed is 20. * Tree Dwelling: Celirans gain a +6 racial bonus to Climb and Balance, and they can always take 10 on Climb and Balance checks, even under duress. They also receive a +2 racial bonus to Jump, but may not take 10 with it when under duress. * Prehensile Tail: A Celiran’s tail can be used for almost anything that an arm and hand could be used for, with the following exceptions. The tail's lack of fingers, combined with its slightly lesser coordination than a true hand, and its lack of a true arm's bony support renders the tail less than adequate for certain tasks. It cannot use a weapon or shield, though it can hold one such item idly and uselessly. The tail cannot perform the somatic components for spells or other abilities. It cannot play any instruments that require the use of more than one finger (the tail can effectively hold something and simultaneously function as one finger, for purposes of manipulation), nor can it use tools that require multiple fingers. A Celiran's tail does not count as a magic item slot for shoulder, arm, hand, or finger items, with the exception that the Extra Item Slot epic feat can be applied to it as such. It does count, of course, as a Tail slot for various Celiran (and Lizardmen) specific magical items. * Celirans receive a +2 racial bonus to all Pick Pocket (Sleight of Hand if you're using 3.5E) checks. * Tail Accommodation: A Celiran needs to wear armor or clothes that accommodate their tail, as it can't fit in typical clothes made for other humanoids their size. Celirans must spend 10% more on armor and clothes when buying or trading for such goods not tailor-made to fit Celirans in the first place. This assumes that the armor or clothing is made to allow the tail's freedom of movement while still covering it partially or fully. It takes a day of an armorer's work, costing 10% of the armor's value, to make armor that protects the tail and suitably fits a Celiran, without impeding use of the tail any more than the armor check penalty already does. This 10% cost increase applies even when the armor is made for Celirans in the first place. * Automatic Languages: "Common" and Ceran (the modern dialect of Celiran). * Bonus Languages: Draconic, Treant, Goblin, Orcish, Old Dwarven, and Elven (each of the three variants is considered a separate skill). * Favored Class: At character creation, the player chooses between Rogue, Ranger or Shaman as his favored class. The choice is permanent and cannot be changed after character creation. A multiclass Celiran's favored class does not count when determining whether she suffers an XP penalty for multiclassing. [/QUOTE]
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