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Half-Bugbear-Half-Dwarf
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<blockquote data-quote="Nyaricus" data-source="post: 2979520" data-attributes="member: 35678"><p>Okayer, here's my opinion:</p><p></p><p>[sblock=Bugbear Stats] * +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.</p><p> * Medium size.</p><p> * A bugbear’s base land speed is 30 feet.</p><p> * Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.</p><p> * Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.</p><p> * Racial Feats: A bugbear’s humanoid levels give it two feats.</p><p> * +3 natural armor bonus.</p><p> * +4 racial bonus on Move Silently checks.</p><p> * Special Qualities: Darkvision 60 ft., scent.</p><p> * Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.</p><p> * Favored Class: Rogue.</p><p> * Level adjustment +1.</p><p>[/sblock]</p><p></p><p>[sblock=Dwarf Traits] * +2 Constitution, -2 Charisma.</p><p> * Medium size.</p><p> * A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.</p><p> * Darkvision out to to 60 feet.</p><p> * Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.</p><p> * Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.</p><p> * Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).</p><p> * +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.</p><p> * +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.</p><p> * +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).</p><p> * +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).</p><p> * +2 racial bonus on Appraise checks that are related to stone or metal items.</p><p> * +2 racial bonus on Craft checks that are related to stone or metal.</p><p> * Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.</p><p> * Favored Class: Fighter.</p><p>[/sblock]</p><p></p><p>Now, combining these two together will be rather easy, IMO. Get rid of any sort of 'cultural aspect of the dwarven race (since this will favour the Bugbear side), take the average of their ability mods added togther, divided by two and rounded down, and mix and match as needed. Here's what I'd do:</p><p></p><ul> <li data-xf-list-type="ul"> +2 Str, +2 Con, -2 Cha.</li> <li data-xf-list-type="ul"> Medium Size</li> <li data-xf-list-type="ul"> either give him 30 base speed and the normal speed reduction while wearing armour, or 20 speed and no reduction in speed while wearing armour (your choice).</li> <li data-xf-list-type="ul"> +1 Natural Armour Bonus</li> <li data-xf-list-type="ul"> +2 on Move Silently checks</li> <li data-xf-list-type="ul"> Darkvision 60 feet</li> <li data-xf-list-type="ul"> Scent with 1/2 range</li> <li data-xf-list-type="ul"> Stability with +2 bonus</li> <li data-xf-list-type="ul"> Auto Languages: Common, Goblin and Dwarven. Bonus Languages: Giant, Orc, Draconic, Elven, Gnoll.</li> <li data-xf-list-type="ul"> Favoured Class: Rogue</li> <li data-xf-list-type="ul"> LA +1</li> </ul><p></p><p>I don't like the Humanoid levels, but if you *do* really want to include some, 1 level is what I'd do. It's suck though, with +0 BAB and a +2 ref save and a couple petty skill points; since he already has an LA, I just wouldn't bother.</p></blockquote><p></p>
[QUOTE="Nyaricus, post: 2979520, member: 35678"] Okayer, here's my opinion: [sblock=Bugbear Stats] * +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma. * Medium size. * A bugbear’s base land speed is 30 feet. * Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1. * Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot. * Racial Feats: A bugbear’s humanoid levels give it two feats. * +3 natural armor bonus. * +4 racial bonus on Move Silently checks. * Special Qualities: Darkvision 60 ft., scent. * Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc. * Favored Class: Rogue. * Level adjustment +1. [/sblock] [sblock=Dwarf Traits] * +2 Constitution, -2 Charisma. * Medium size. * A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. * Darkvision out to to 60 feet. * Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. * Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. * Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). * +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here. * +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here. * +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). * +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). * +2 racial bonus on Appraise checks that are related to stone or metal items. * +2 racial bonus on Craft checks that are related to stone or metal. * Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon. * Favored Class: Fighter. [/sblock] Now, combining these two together will be rather easy, IMO. Get rid of any sort of 'cultural aspect of the dwarven race (since this will favour the Bugbear side), take the average of their ability mods added togther, divided by two and rounded down, and mix and match as needed. Here's what I'd do: [list=Dwugborf] [*] +2 Str, +2 Con, -2 Cha. [*] Medium Size [*] either give him 30 base speed and the normal speed reduction while wearing armour, or 20 speed and no reduction in speed while wearing armour (your choice). [*] +1 Natural Armour Bonus [*] +2 on Move Silently checks [*] Darkvision 60 feet [*] Scent with 1/2 range [*] Stability with +2 bonus [*] Auto Languages: Common, Goblin and Dwarven. Bonus Languages: Giant, Orc, Draconic, Elven, Gnoll. [*] Favoured Class: Rogue [*] LA +1[/list] I don't like the Humanoid levels, but if you *do* really want to include some, 1 level is what I'd do. It's suck though, with +0 BAB and a +2 ref save and a couple petty skill points; since he already has an LA, I just wouldn't bother. [/QUOTE]
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