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Eberron: Rise of the Empire(OOC: Now recruiting second team)
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<blockquote data-quote="NarlethDrider" data-source="post: 2019682" data-attributes="member: 8257"><p>Dagruun Minotaur Racial Traits</p><p>+4 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma: Minotaurs are large and powerful, but not very agile. From youth, minotaurs focus on developing their muscles over their minds. Minotaur arrogance can be offensive to other races. </p><p>Medium: As Medium creatures, minotaurs have no special bonuses or penalties.</p><p>Minotaur base land speed is 30 feet. </p><p>Natural armor: Minotaurs have exceptionally tough hides, which gives them a +2 natural armor bonus to AC. </p><p>Natural Attack: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage (plus the minotaur's Strength modifier). If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 1/2 times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll). </p><p>+2 racial bonus on Intimidate and Use Rope checks. </p><p>Minotaurs may take the Scent special quality as a feat. (See the Glossary in the Monster Manual.) </p><p>Automatic Languages: Common, Minotaur, and Goblin. Bonus Language: Ogre. </p><p>Favored Class: Fighter</p><p></p><p>GNOLLS AS CHARACTERS</p><p>Gnoll characters possess the following racial traits.</p><p>Strength +4, Constitution +2, Intelligence –2, Charisma –2.</p><p>Size Medium.</p><p>A gnoll’s base land speed is 30 feet.</p><p>Darkvision out to 60 feet.</p><p>+1 natural armor bonus.</p><p>Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.</p><p>Favored Class: Ranger.</p><p></p><p>KOBOLD CHARACTERS</p><p>Kobold characters possess the following racial traits.</p><p>-4 Strength, +2 Dexterity,</p><p>Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4</p><p>bonus on Hide checks, –4 penalty on grapple checks, lifting and</p><p>carrying limits 3/4 those of Medium characters.</p><p>A kobold's base land speed is 30 feet.</p><p>Darkvision out to 60 feet.</p><p>Racial Skills: A kobold character has a +2 racial bonus on Craft</p><p>(trapmaking), Profession (miner), and Search checks.</p><p>+1 natural armor bonus.</p><p>Special Qualities (see above): Light sensitivity.</p><p>Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.</p><p>Favored Class: Sorcerer.</p><p></p><p>LIZARDFOLK AS CHARACTERS (standard)</p><p>Lizardfolk characters possess the following racial traits.</p><p>+2 Strength, +2 Constitution, -2 Intelligence.</p><p>Medium size.</p><p>A lizardfolk's base land speed is 30 feet.</p><p>Racial Skills: Lizardfolk have a +4 racial bonus on Balance, Jump,</p><p>and Swim checks.</p><p>Weapon and Armor Proficiency: A lizardfolk is automatically</p><p>proficient with simple weapons and shields.</p><p>+5 natural armor bonus.</p><p>Natural Weapons: 2 claws (1d4) and bite (1d4).</p><p>Special Qualities (see above): Hold breath.</p><p>Automatic Languages: Common, Draconic. Bonus Languages: Aquan,</p><p>Goblin, Gnoll, Orc.</p><p>Favored Class: Druid.</p><p></p><p>POISON DUSK LIZARDFOLK AS CHARACTERS</p><p>Poison Dusk characters possess the following racial traits.</p><p>+2 Dexterity, +2 Constitution, -2 Charisma.</p><p>Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4</p><p>bonus on Hide checks, –4 penalty on grapple checks, lifting and</p><p>carrying limits 3/4 those of Medium characters.</p><p>A Poison Dusk's base land speed is 30 feet.</p><p>Lowlight vision out to 60 feet</p><p>Racial Skills: Poison Dusk have a +4 racial bonus on Balance, Jump,</p><p>and Swim checks. A Poison Dusk lizardfolk can apply poison without</p><p>endangering itself. Its chameleon skin allows it a +5 racial bonus on</p><p>Stealth checks.</p><p>Weapon Familiarity: A Poison Dusk treat bolas & nets as martial</p><p>weapons rather than exotic weapons.</p><p>+3 natural armor bonus.</p><p>Natural Weapons: 2 claws (1d3) and bite (1d3).</p><p>Special Qualities (see above): Hold breath (4 x Constitution rounds).</p><p>Chameleon Skin.</p><p>Automatic Languages: Common, Draconic. Bonus Languages: Halfling,</p><p>Sylvan.</p><p>Favored Class: Ranger.</p><p></p><p>BLACKSCALE LIZARDFOLK AS CHARACTERS</p><p>Lizardfolk characters possess the following racial traits.</p><p>+6 Strength, +4 Constitution, -4 Intelligence, -4 Charisma.</p><p>Size: Large. Blackscale take a –1 size penalty to Defense and a –1</p><p>size penalty on attack rolls. They gain a +4 size bonus on grapple</p><p>checks and suffer a –4 size penalty on stealth checks</p><p>Extra Starting Hit Dice: A Blackscale gains 2 Hit Dice (2d8 hit</p><p>points). The Blackscale's Constitution modifier applies to each Hit</p><p>Die when determining hit points</p><p>A Blackscale's base land speed is 40 feet.</p><p>Darkvision out to 60 feet</p><p>Racial Skills: Blackscale have a +4 racial bonus on Balance, Jump,</p><p>and Swim checks.</p><p>Weapon and Armor Proficiency: A Blackscale is automatically</p><p>proficient with simple weapons and shields.</p><p>+7 natural armor bonus.</p><p>Natural Weapons: 2 claws (1d6) and bite (1d6).</p><p>Special Qualities (see above): Hold breath (4 x Constitution rounds).</p><p>Automatic Languages: Common, Draconic. Bonus Languages: Ogre, Orc.</p><p>—Favored Class: Barbarian.</p><p></p><p>SPIDERLING</p><p>+2 Dexterity, -2 Constitution, +2 Wisdom: Spiderlings</p><p>are agile and alert.</p><p>- Small: Spiderlings gain a +1 size bonus on attack rolls and Armor</p><p>Class, and they receive a +4 size bonus on Hide checks. They must</p><p>use smaller weapons then normal drow use and their lifting and</p><p>carrying capacities are three-quarters those of Medium-size</p><p>creatures. In addition, they suffer a -4 size penalty on grapple,</p><p>bull rush, and trip checks and attempts to resist such attacks.</p><p>- Spiderling base speed is 30 feet, with a climb speed of 20 feet. As</p><p>natural climbers, spiderlings have a +8 racial bonus on Climb checks</p><p>and can always take 10, even if distracted or threatened when</p><p>climbing.</p><p>- +1 racial attack bonus against flat-footed opponents. Spiderlings</p><p>are masters of ambush tactics.</p><p>- Multiple Legs: Spiderlings gain a +4 stability bonus to defend</p><p>against bull rush and trip attacks.</p><p>-• Monstrous Humanoid: Spiderlings are immune to spells that</p><p>particularly target humanoids (such as charm person and hold person).</p><p>- Spiderlings do not sleep or dream. Instead they meditate in a deep</p><p>trance for 4 hours a day. A spiderling resting in this fashion gains</p><p>the</p><p>same benefits a human does by sleeping for 8 hours.</p><p>-+2 natural armor bonus</p><p>- Darkvision (Ex): Spiderlings can see in nonmagical darkness up to a</p><p>range of 60 feet.</p><p>- +2 racial bonus on Listen, Hide, Jump, Move Silently, and Spot</p><p>checks.</p><p>- Halfling Blood (Ex): Spiderlings are considered to be halflings for the purposes of racially specific abilities and effects.</p><p>- Automatic Languages: Undercommon. Bonus Languages: Abyssal,</p><p>Common, Elven, Gnome, Goblin, Halfl ing, Infernal, and Orc.</p><p>- Favored Class: Rogue.</p></blockquote><p></p>
[QUOTE="NarlethDrider, post: 2019682, member: 8257"] Dagruun Minotaur Racial Traits +4 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma: Minotaurs are large and powerful, but not very agile. From youth, minotaurs focus on developing their muscles over their minds. Minotaur arrogance can be offensive to other races. Medium: As Medium creatures, minotaurs have no special bonuses or penalties. Minotaur base land speed is 30 feet. Natural armor: Minotaurs have exceptionally tough hides, which gives them a +2 natural armor bonus to AC. Natural Attack: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage (plus the minotaur's Strength modifier). If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 1/2 times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll). +2 racial bonus on Intimidate and Use Rope checks. Minotaurs may take the Scent special quality as a feat. (See the Glossary in the Monster Manual.) Automatic Languages: Common, Minotaur, and Goblin. Bonus Language: Ogre. Favored Class: Fighter GNOLLS AS CHARACTERS Gnoll characters possess the following racial traits. Strength +4, Constitution +2, Intelligence –2, Charisma –2. Size Medium. A gnoll’s base land speed is 30 feet. Darkvision out to 60 feet. +1 natural armor bonus. Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc. Favored Class: Ranger. KOBOLD CHARACTERS Kobold characters possess the following racial traits. -4 Strength, +2 Dexterity, Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. A kobold's base land speed is 30 feet. Darkvision out to 60 feet. Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. +1 natural armor bonus. Special Qualities (see above): Light sensitivity. Automatic Languages: Draconic. Bonus Languages: Common, Undercommon. Favored Class: Sorcerer. LIZARDFOLK AS CHARACTERS (standard) Lizardfolk characters possess the following racial traits. +2 Strength, +2 Constitution, -2 Intelligence. Medium size. A lizardfolk's base land speed is 30 feet. Racial Skills: Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields. +5 natural armor bonus. Natural Weapons: 2 claws (1d4) and bite (1d4). Special Qualities (see above): Hold breath. Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc. Favored Class: Druid. POISON DUSK LIZARDFOLK AS CHARACTERS Poison Dusk characters possess the following racial traits. +2 Dexterity, +2 Constitution, -2 Charisma. Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. A Poison Dusk's base land speed is 30 feet. Lowlight vision out to 60 feet Racial Skills: Poison Dusk have a +4 racial bonus on Balance, Jump, and Swim checks. A Poison Dusk lizardfolk can apply poison without endangering itself. Its chameleon skin allows it a +5 racial bonus on Stealth checks. Weapon Familiarity: A Poison Dusk treat bolas & nets as martial weapons rather than exotic weapons. +3 natural armor bonus. Natural Weapons: 2 claws (1d3) and bite (1d3). Special Qualities (see above): Hold breath (4 x Constitution rounds). Chameleon Skin. Automatic Languages: Common, Draconic. Bonus Languages: Halfling, Sylvan. Favored Class: Ranger. BLACKSCALE LIZARDFOLK AS CHARACTERS Lizardfolk characters possess the following racial traits. +6 Strength, +4 Constitution, -4 Intelligence, -4 Charisma. Size: Large. Blackscale take a –1 size penalty to Defense and a –1 size penalty on attack rolls. They gain a +4 size bonus on grapple checks and suffer a –4 size penalty on stealth checks Extra Starting Hit Dice: A Blackscale gains 2 Hit Dice (2d8 hit points). The Blackscale's Constitution modifier applies to each Hit Die when determining hit points A Blackscale's base land speed is 40 feet. Darkvision out to 60 feet Racial Skills: Blackscale have a +4 racial bonus on Balance, Jump, and Swim checks. Weapon and Armor Proficiency: A Blackscale is automatically proficient with simple weapons and shields. +7 natural armor bonus. Natural Weapons: 2 claws (1d6) and bite (1d6). Special Qualities (see above): Hold breath (4 x Constitution rounds). Automatic Languages: Common, Draconic. Bonus Languages: Ogre, Orc. —Favored Class: Barbarian. SPIDERLING +2 Dexterity, -2 Constitution, +2 Wisdom: Spiderlings are agile and alert. - Small: Spiderlings gain a +1 size bonus on attack rolls and Armor Class, and they receive a +4 size bonus on Hide checks. They must use smaller weapons then normal drow use and their lifting and carrying capacities are three-quarters those of Medium-size creatures. In addition, they suffer a -4 size penalty on grapple, bull rush, and trip checks and attempts to resist such attacks. - Spiderling base speed is 30 feet, with a climb speed of 20 feet. As natural climbers, spiderlings have a +8 racial bonus on Climb checks and can always take 10, even if distracted or threatened when climbing. - +1 racial attack bonus against flat-footed opponents. Spiderlings are masters of ambush tactics. - Multiple Legs: Spiderlings gain a +4 stability bonus to defend against bull rush and trip attacks. -• Monstrous Humanoid: Spiderlings are immune to spells that particularly target humanoids (such as charm person and hold person). - Spiderlings do not sleep or dream. Instead they meditate in a deep trance for 4 hours a day. A spiderling resting in this fashion gains the same benefits a human does by sleeping for 8 hours. -+2 natural armor bonus - Darkvision (Ex): Spiderlings can see in nonmagical darkness up to a range of 60 feet. - +2 racial bonus on Listen, Hide, Jump, Move Silently, and Spot checks. - Halfling Blood (Ex): Spiderlings are considered to be halflings for the purposes of racially specific abilities and effects. - Automatic Languages: Undercommon. Bonus Languages: Abyssal, Common, Elven, Gnome, Goblin, Halfl ing, Infernal, and Orc. - Favored Class: Rogue. [/QUOTE]
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