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[OOC] Dungeon Adv. Path: Life's Bazaar
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<blockquote data-quote="Old Fezziwig" data-source="post: 664002" data-attributes="member: 59"><p>Hi, Douane. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Good to see that you're interested. We're still in the planning stages over here, so things are up in the air, but in the meantime, I thought I'd throw something up for folks to look at (thought of it when you said "or ranger"). The first is my dwarf subrace, the second is my kobold.</p><p></p><p>Best,</p><p>tKL</p><p></p><p>-----------------------------</p><p><strong>Swamp Dwarves</strong> are the descendants of the ancient hill dwarf tribes that previously lived in the broken lands north of the Chasm. Forced to evacuate their ancient homes during the failed Fourth Pelorian Crusade, they settled in the Great Western Swamp, between the Sink and the southern edge of the Caerrhenians. Over the five centuries since their migration, the swamp dwarves have tamed the swamp as much as possible for a non-native people.</p><p></p><p>* +2 Con, -2 Cha. Living in the swamps has maintained the famous hardiness of the old hill dwarf clans but has done little to improve their surly demeanor.</p><p>* Medium-size, 20 ft. base speed.</p><p>* Darkvision 60 ft.</p><p>* Swampcunning: +2 racial bonus to any checks to notice quicksand, bogsinks, sudden changes in depth of water, and other environmental hazards in swamps and marshes. Coming within 10 ft. of anything unusual within this environment is enough to grant the dwarf a Search check. He may also use the Search skill to find traps, natural hazards or man-made snares, as a rogue.</p><p>* +2 racial bonus on saving throws against poisons and diseases. Living in the swamp for so long has inured the dwarf to many of the contagions carried by the various types of vermin that call the terrain home. Also, their ancestral resistance to poison has remained intact.</p><p>* +1 racial bonus to attack rolls against lizardfolk and gnolls. With the move out of the broken lands, it became necessary for the swamp dwarves to readapt their training to new foes.</p><p>* +2 racial bonus to Craft checks related to building boats and rafts for use in the swamp. This bonus also applies to any Profession (Sailor) checks the dwarf may need to make. Swamp dwarves are intimately familiar with operating small crafts to navigate some of the less hospitable areas of the Great Western Swamp.</p><p>* +2 racial bonus to Swim checks. Years of life in a swamp have tended to nullify the ancient dwarven apprehensions about water and swimming.</p><p>* Automatic Languages: Dwarven, Common. Bonus languages: Gnoll, Goblin, Orc, Terran, Elf, Draconic (Lizardfolk dialects specifically).</p><p>* Favored Class: Ranger.</p><p></p><p><strong>Canis Kobolds</strong> are said to be the result of a wizard mating goblins and gnolls, but the canis rarely possess the malicious characteristics associated with their biological cousins. In fact, most canis kobolds will take great offense just at the suggestion of this relation. Generally speaking, canis kobolds look like small, bipedal dogs with red or brown fur and bright, intelligent eyes. Fond of company and society, the Canis tend to live in human and elven cities.</p><p></p><p>*-4 Str, +2 Dex. Although their small size makes them rather elusive and nimble, they tend to be substantially weaker than other races.</p><p>*Small-size, base speed 30 ft. Because of their small size, canis receive a +1 natural bonus to AC.</p><p>*Low-light vision 60 ft.</p><p>*+1 racial bonus to saving throws. Canis kobolds are almost obscenely lucky.</p><p>*+2 racial bonus to Bluff checks. Because of their strong resemblance to domestic hounds and seemingly guile-less demeanor, most people are favorably disposed to believing a canis, even at times when they shouldn’t be.</p><p>*+2 racial bonus to Sense Motive checks. Their canine ancestry allows the canis kobolds to figure out the truth behind someone’s intentions via scent. Literally, something may just plain “smell wrong.” Things that may hide scents generally negate this ability.</p><p>* Scent (Ex). Canis kobolds possess an exceedingly acute sense of smell, detecting opponents within 30 ft. by scent (60 ft. upwind, 15 ft. downwind, 60/120/30 ft. for strong scents like smoke and garbage, 90/180/45 ft. for overwhelming smells like skunk musk). Scent reveals presence, not location, as a general rule.</p><p>* Automatic Languages: Gnoll, Common. Bonus Languages: Elf, Dwarf, Goblin, Gnome, Orc, Sylvan.</p><p>* Favored class: Rogue.</p></blockquote><p></p>
[QUOTE="Old Fezziwig, post: 664002, member: 59"] Hi, Douane. :) Good to see that you're interested. We're still in the planning stages over here, so things are up in the air, but in the meantime, I thought I'd throw something up for folks to look at (thought of it when you said "or ranger"). The first is my dwarf subrace, the second is my kobold. Best, tKL ----------------------------- [b]Swamp Dwarves[/b] are the descendants of the ancient hill dwarf tribes that previously lived in the broken lands north of the Chasm. Forced to evacuate their ancient homes during the failed Fourth Pelorian Crusade, they settled in the Great Western Swamp, between the Sink and the southern edge of the Caerrhenians. Over the five centuries since their migration, the swamp dwarves have tamed the swamp as much as possible for a non-native people. * +2 Con, -2 Cha. Living in the swamps has maintained the famous hardiness of the old hill dwarf clans but has done little to improve their surly demeanor. * Medium-size, 20 ft. base speed. * Darkvision 60 ft. * Swampcunning: +2 racial bonus to any checks to notice quicksand, bogsinks, sudden changes in depth of water, and other environmental hazards in swamps and marshes. Coming within 10 ft. of anything unusual within this environment is enough to grant the dwarf a Search check. He may also use the Search skill to find traps, natural hazards or man-made snares, as a rogue. * +2 racial bonus on saving throws against poisons and diseases. Living in the swamp for so long has inured the dwarf to many of the contagions carried by the various types of vermin that call the terrain home. Also, their ancestral resistance to poison has remained intact. * +1 racial bonus to attack rolls against lizardfolk and gnolls. With the move out of the broken lands, it became necessary for the swamp dwarves to readapt their training to new foes. * +2 racial bonus to Craft checks related to building boats and rafts for use in the swamp. This bonus also applies to any Profession (Sailor) checks the dwarf may need to make. Swamp dwarves are intimately familiar with operating small crafts to navigate some of the less hospitable areas of the Great Western Swamp. * +2 racial bonus to Swim checks. Years of life in a swamp have tended to nullify the ancient dwarven apprehensions about water and swimming. * Automatic Languages: Dwarven, Common. Bonus languages: Gnoll, Goblin, Orc, Terran, Elf, Draconic (Lizardfolk dialects specifically). * Favored Class: Ranger. [b]Canis Kobolds[/b] are said to be the result of a wizard mating goblins and gnolls, but the canis rarely possess the malicious characteristics associated with their biological cousins. In fact, most canis kobolds will take great offense just at the suggestion of this relation. Generally speaking, canis kobolds look like small, bipedal dogs with red or brown fur and bright, intelligent eyes. Fond of company and society, the Canis tend to live in human and elven cities. *-4 Str, +2 Dex. Although their small size makes them rather elusive and nimble, they tend to be substantially weaker than other races. *Small-size, base speed 30 ft. Because of their small size, canis receive a +1 natural bonus to AC. *Low-light vision 60 ft. *+1 racial bonus to saving throws. Canis kobolds are almost obscenely lucky. *+2 racial bonus to Bluff checks. Because of their strong resemblance to domestic hounds and seemingly guile-less demeanor, most people are favorably disposed to believing a canis, even at times when they shouldn’t be. *+2 racial bonus to Sense Motive checks. Their canine ancestry allows the canis kobolds to figure out the truth behind someone’s intentions via scent. Literally, something may just plain “smell wrong.” Things that may hide scents generally negate this ability. * Scent (Ex). Canis kobolds possess an exceedingly acute sense of smell, detecting opponents within 30 ft. by scent (60 ft. upwind, 15 ft. downwind, 60/120/30 ft. for strong scents like smoke and garbage, 90/180/45 ft. for overwhelming smells like skunk musk). Scent reveals presence, not location, as a general rule. * Automatic Languages: Gnoll, Common. Bonus Languages: Elf, Dwarf, Goblin, Gnome, Orc, Sylvan. * Favored class: Rogue. [/QUOTE]
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