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[Pathfinder] [OOC] DarkSun game
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<blockquote data-quote="Walking Dad" data-source="post: 4906791" data-attributes="member: 59043"><p>Pathfinder heroic 20 pts buy.</p><p></p><p>No starting equipment (you will start in medias res on a slave transport <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" />).</p><p></p><p>Full HP for first, haf Hit die +1 after ( d10 = 6)</p><p></p><p>And, all characters will start with a psionic bonus feat:</p><p></p><p> <span style="font-family: 'Arial'">Latent Power (feat)</span></p><p> <span style="font-family: 'Arial'">You gain 2 psionic power points, can now learn any psionic feat for which you meet the prerequisites, can expend your psionic focus, and can gain a single 1st-level power from any list.</span></p><p>Special: You can take this feat more than once. Choose a different power each time. PP stack.</p><p> </p><p></p><p>[sblock=Races]</p><p></p><p>Allowed player races:</p><p></p><p> Dwarf Racial Traits</p><p> <strong>+2 Constitution, +2 Wisdom, –2 Charisma</strong>: Dwarves are both tough and wise, but also a bit gruff.</p><p> <strong>Medium</strong>: Dwarves are Medium creatures and have no bonuses or penalties due to their size.</p><p> <strong>Slow and Steady</strong>: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.</p><p> <strong>Darkvision</strong>: Dwarves can see in the dark up to 60 feet.</p><p> <strong>Focus</strong>: +1 morale bonus on all checks directly related to their focus. This includes a skill bonus, an attack bonus, a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs.</p><p> <strong>Resistant</strong>: Dwarves receive a +2 racial bonus on saving throws against psionics, spells, and</p><p> spell-like abilities. They also get a +4 racial bonus to Fortitude savingthrows against poison.</p><p> <strong>Stability</strong>: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.</p><p> <strong>Languages</strong>: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Terran.</p><p> </p><p> </p><p> Elf Racial Traits</p><p> <strong>+2 Dexterity, +2 Intelligence, –2 Constitution</strong>: Elves are nimble, both in body and mind, but their form is frail.</p><p> <strong>Medium</strong>: Elves are Medium creatures and have no bonuses or penalties due to their size.</p><p> <strong>Normal Speed</strong>: Elves have a base speed of 30 feet.</p><p> <strong>Low-Light Vision</strong>: Elves can see twice as far as humans in conditions of dim light.</p><p> <strong>Elf-Running</strong>: Elves gain Endurance as bonus feat.</p><p> <strong>Elven Immunities</strong>: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.</p><p> <strong>Elven Magic</strong>: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.</p><p> <strong>Keen Senses</strong>: Elves receive a +2 racial bonus on Perception skill checks.</p><p> <strong>Weapon Familiarity</strong>: Elves are proficient with longbows (including composite longbows), falchions, rapiers, scimitars, and shortbows (including composite shortbows).</p><p> <strong>Languages</strong>: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Gith and Pterran.</p><p> </p><p> </p><p> Half-Elf Racial Traits</p><p> <strong>+2 to One Ability Score</strong>: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.</p><p> <strong>Medium</strong>: Half-elves are Medium creatures and have no bonuses or penalties due to their size.</p><p> <strong>Normal Speed</strong>: Half-elves have a base speed of 30 feet.</p><p> <strong>Low-Light Vision</strong>: Half-elves can see twice as far as humans in conditions of dim light.</p><p> <strong>Adaptability</strong>: Half-elves receive Skill Focus as a bonus feat at 1st level.</p><p> <strong>Elf Blood</strong>: Half-elves count as both elves and humans for any effect related to race.</p><p> <strong>Elven Immunities</strong>: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects.</p><p> <strong>Keen Senses</strong>: Half-elves receive a +2 racial bonus on Perception skill checks.</p><p> <strong>Multitalented</strong>: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes.</p><p> <strong>Languages</strong>: Half-elves begin play speaking Common. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).</p><p> </p><p> </p><p> <a href="http://www.d20srd.org/srd/psionic/psionicRaces.htm#halfGiants" target="_blank">Half-Giants</a> Racial Traits</p><p> Same, no LA and no favoured class, no stomp</p><p> Languages: Half-Giants begin play speaking Common. Half-Giants with high Intelligence scores can choose from the following: Dwarven and Giant</p><p> </p><p> </p><p> Halfling Racial Traits</p><p> <strong>+2 Dexterity, +2 Wisdom, –2 Strength</strong>: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.</p><p> <strong>Small</strong>: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.</p><p> <strong>Slow Speed</strong>: Halflings have a base speed of 20 feet.</p><p> <strong>Fearless</strong>: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.</p><p> <strong>Halfling Luck</strong>: Halflings receive a +1 racial bonus on all saving throws.</p><p> <strong>Keen Senses</strong>: Halflings receive a +2 racial bonus on Perception skill checks.</p><p> <strong>Sure-Footed: </strong>Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.</p><p> <strong>Weapon Familiarity</strong>: Halflings are proficient with slings.</p><p> <strong>Languages</strong>: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Aarakocran, Ancient Halfling, and Pterran.</p><p> </p><p> </p><p> Human Racial Traits</p><p> Same</p><p> </p><p> </p><p> Mul Racial Traits</p><p> <strong>+2 Constitution, +2 Strength, –2 Charisma</strong>: Combining the human height with the Dwarven musculature, muls end up stronger than either parent race, but their status as born–to–be slaves makes them insecure in their dealings with others.</p><p> <strong> Medium</strong>: Muls are Medium creatures and have no bonuses or penalties due to their size.</p><p> <strong>Darkvision</strong>: Muls can see in the dark up to 60 feet.</p><p> <strong>Dwarven Blood</strong>: Muls count as both dwarfs and humans for any effect related to race.</p><p> <strong>Extended Activity</strong>: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue</p><p> <strong>Hardy</strong>: Muls need only half as much rest to fatigue and exhaustion.</p><p> <strong>Ignore Pain</strong>: Muls have nonlethal Damage Resistance 1/–. They are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.</p><p> <strong>Languages</strong>: Muls begin play speaking Common. Muls with high Intelligence scores can choose from the following: Dwarven, Elven, Gith, and Giant.</p><p></p><p><img src="http://i61.photobucket.com/albums/h69/mutanttaliesin/Rikus.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p></p><p>Unfinished(!):</p><p>Aarakocra Racial Traits</p><p>•–2 Strength, +4 Dexterity, –2 Constitution: Aarakocra</p><p>have keen reflexes, but their lightweight bones are fragile.</p><p>• Monstrous Humanoid: Aarakocra are not subject to</p><p>spells or effects that affect humanoids only, such as charm</p><p>person or dominate person.</p><p>• Medium: As Medium creatures, aarakocra have no</p><p>special bonuses or penalties due to size.</p><p>• Low-light vision: Aarakocra can see twice as far as a</p><p>human in moonlight and similar conditions of poor</p><p>illumination, retaining the ability to distinguish color and</p><p>detail.</p><p>• Aarakocra base land speed is 20 feet, and can fly</p><p>with a movement rate of 90 feet (average</p><p>maneuverability).</p><p>• +4 racial bonus to Spot checks in daylight. Aarakocra</p><p>have excellent vision.</p><p>• Natural Armor: Aarakocra have +1 natural armor</p><p>bonus due to their bone chest plate that provides some</p><p>protection from blows.</p><p>• Natural Weaponry: An aarakocra can rake with its</p><p>claws for 1d3 points of damage, and use its secondary bite</p><p>attack for 1d2 points of damage.</p><p>• Claustrophobic: Aarakocra receive a –2 morale</p><p>penalty on all rolls when in an enclosed space. Being</p><p>underground or in enclosed buildings is extremely</p><p>distressing for them.</p><p>• Aerial Dive: Aarakocra can make dive attacks. A</p><p>dive attack works just like a charge, but the diving</p><p>creature must move a minimum of 30 feet. If attacking</p><p>with a lance, the aarakocra deals double damage on a</p><p>successful attack. Optionally, the aarakocra can make a</p><p>full attack with its natural weapons (two claws and one</p><p>bite) at the end of the charge, dealing normal damage.</p><p>• Automatic Languages: Auran and Common. Bonus</p><p>Languages: Elven, Gith, and Saurian. Aarakocra often</p><p>learn the languages of their allies and enemies.</p><p></p><p>Pterran Racial Traits</p><p>• +2 Strength, +2 Wisdom, –2 Dexterity,: Pterrans are</p><p>strong and have keen instincts for others’ motives,</p><p>but are a bit clumsy</p><p>• Humanoid (psionic, reptilian): Pterrans are</p><p>humanoid creatures with the psionic and reptilian</p><p>subtypes.</p><p>• Medium: As Medium creatures, pterrans have no</p><p>special bonuses or penalties due to size.</p><p>• Pterran base land speed is 30 feet.</p><p>• Poor Hearing: Pterrans have only slits for ears, and</p><p>their hearing sense is diminished. Pterrans suffer a –2</p><p>penalty to Listen checks.</p><p>• Natural Armor: Thri-kreen have a +2 natural armor</p><p>bonus to AC due to their naturally tough and resistant</p><p>scaly hide.</p><p>• Natural Weaponry: Pterrans can use their natural</p><p>weapons instead of fighting with crafted weapons if they</p><p>so choose. A pterran can rake with their primary claw</p><p>attack for 1d3 of damage for each claw. For more on</p><p>natural attacks, see MM section on natural weapons.</p><p>• Weapon Familiarity: The following weapon is</p><p>treated as martial rather than as an exotic weapon:</p><p>thanak. This weapon is more common among pterrans</p><p>than among other races.</p><p>• Automatic Languages: Saurian. Bonus Languages:</p><p>Common, Dwarven, Elven, Halfling, Giant, Gith, Kreen,</p><p>and Yuan–ti. Pterran know the languages of the few</p><p>intelligent creatures that live in the Hinterlands.</p><p></p><p>Thri-kreen Racial Traits</p><p>• +2 Dexterity, +2 Wisdom, —2 Charisma: Thri-kreen are fast</p><p>and perceptive, but their alien mindset makes it difficult</p><p>for them to relate to humanoids.</p><p>• Monstrous Humanoid: Thri-kreen are not subject to</p><p>spells or effects that affect humanoids only, such as charm</p><p>person or dominate person.</p><p>• Medium: Thri-kreen receive no advantages or</p><p>penalties due to size.</p><p>• Thri-kreen base land speed is 40 feet.</p><p>• Darkvision out to 60 feet.</p><p>• Sleep Immunity. Thri-kreen do not sleep, and are</p><p>immune to sleep spells and similar effects. Thri-kreen</p><p>spellcasters and manifesters still require 8 hours of rest</p><p>before preparing spells.</p><p>• Natural Armor: Thri-kreen have a +5 armor</p><p>bonus to AC due to their naturally tough and resistant</p><p>chitin. This bonus doesn't stack with the bonus provided by armor.</p><p>• Multiple Limbs: Thri-kreen have four arms, and thus</p><p>can take the Multiweapon Fighting feat instead</p><p>of the Two-Weapon Fighting feat. Thri-kreen can also take</p><p>the Multiattack feat. (These are not bonus feats).</p><p>• Natural Weapons: Thri-kreen may make bite and</p><p>claw attacks as a full round action. Their primary claw</p><p>attack does 1d4 points of damage for each of their four</p><p>claws. Their secondary bite attack, deals 1d4 points of</p><p>damage, and has a chance to poison (starting level 7). A thri-kreen can</p><p>attack with a weapon (or multiple weapons) at its normal</p><p>attack bonus, and make either a bite or claw attack as a</p><p>secondary attack.</p><p>• Leap (Ex): At 3rd level, a Kreen adds his HD to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 Power Point as a swift action, a Kreen gains a +20 bonus on Acrobatics checks made to jump for 1 round.</p><p>• Deflect Arrows: Thri-kreen gain Deflect Arrows as bonus feat at 7th level.</p><p>• Poison (Ex): Starting at level 7 a thri-kreen delivers its poison</p><p>with a successful bite attack. A Thri-kreen produces</p><p>enough poison for one bite per day. look at new pathfinder poison rules!</p><p>• Weapon Familiarity: To thri-kreen, the chatkcha and</p><p>gythka are treated as martial rather than exotic weapons.</p><p>These weapons are more common among thri-kreen</p><p>than among other races.</p><p>• Automatic Languages: Kreen. Bonus Languages:</p><p>Common, Dwarven, Elven, Entomic, Saurian, and Terran.</p><p></p><p>Thri-Kreen Poison:</p><p>Bite—injury; save Fort DC 11 + T-K con mod; frequency 1/round for 4 rounds; effect 1 Dex and paralyzed 1 min.; cure 1 save.</p><p></p><p>Altenative: No leap, poison and Deflect Arrows</p><p>1st racial level: gain leap</p><p>2nd " : gain poison and Deflect Arrows</p><p></p><p>HP, skills, bab, saves... as monstrous humanoid.</p><p></p><p>[/sblock]</p><p> [sblock=Classes]</p><p>PRD, but:</p><p></p><p>No Paladin or Monk, but Gladiator (athas.org), . Use athas.org bard. Revised skills and d8 HD.</p><p></p><p>EDIT:</p><p>Psion (d6) and Psychic Warrior:</p><p><a href="http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=736.html" target="_blank">Psion</a></p><p><a href="http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=756.html" target="_blank">Psychic Warrior</a></p><p><a href="http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=764.html" target="_blank">1st Level Psion/Wilder Powers</a> </p><p><a href="http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=785.html" target="_blank">2nd Level Psion/Wilder Powers</a> </p><p><a href="http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=795.html" target="_blank">Psionic Feats</a> </p><p></p><p>Only clerics of the (para) elements.</p><p></p><p>Wizards gain Bluff as class skill (Bluff can be used to disguise spellcasting)</p><p></p><p>No class has swim as class skill</p><p></p><p>Gladiator</p><p>Class Skills (4 + Int modifier per level, x4 at 1st level): Acrobatics, Bluff, Climb, Craft, Intimidate, Perception, Perform, Profession, Sense Motive.</p><p></p><p> <u>Familiars </u></p><p> Critic Lizard +2 Reflex</p><p> Floater +3 Sense Motive</p><p> Hurrum, speckled +3 Diplomacy</p><p> Jankx +3 auditory Perception</p><p> Kes’trekel +2 Fortitude</p><p> Mulworm +3 HP</p><p> Ramphor +3 visual Perception</p><p> Snake +3 Bluff</p><p> Z’tal +3 Intimidate</p><p> </p><p><img src="http://www.pathguy.com/athasian_familiars_s.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Walking Dad, post: 4906791, member: 59043"] Pathfinder heroic 20 pts buy. No starting equipment (you will start in medias res on a slave transport :devil:). Full HP for first, haf Hit die +1 after ( d10 = 6) And, all characters will start with a psionic bonus feat: [FONT=Arial]Latent Power (feat)[/FONT] [FONT=Arial]You gain 2 psionic power points, can now learn any psionic feat for which you meet the prerequisites, can expend your psionic focus, and can gain a single 1st-level power from any list.[/FONT] Special: You can take this feat more than once. Choose a different power each time. PP stack. [sblock=Races] Allowed player races: Dwarf Racial Traits [B]+2 Constitution, +2 Wisdom, –2 Charisma[/B]: Dwarves are both tough and wise, but also a bit gruff. [B]Medium[/B]: Dwarves are Medium creatures and have no bonuses or penalties due to their size. [B]Slow and Steady[/B]: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. [B]Darkvision[/B]: Dwarves can see in the dark up to 60 feet. [B]Focus[/B]: +1 morale bonus on all checks directly related to their focus. This includes a skill bonus, an attack bonus, a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs. [B]Resistant[/B]: Dwarves receive a +2 racial bonus on saving throws against psionics, spells, and spell-like abilities. They also get a +4 racial bonus to Fortitude savingthrows against poison. [B]Stability[/B]: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. [B]Languages[/B]: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Terran. Elf Racial Traits [B]+2 Dexterity, +2 Intelligence, –2 Constitution[/B]: Elves are nimble, both in body and mind, but their form is frail. [B]Medium[/B]: Elves are Medium creatures and have no bonuses or penalties due to their size. [B]Normal Speed[/B]: Elves have a base speed of 30 feet. [B]Low-Light Vision[/B]: Elves can see twice as far as humans in conditions of dim light. [B]Elf-Running[/B]: Elves gain Endurance as bonus feat. [B]Elven Immunities[/B]: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects. [B]Elven Magic[/B]: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. [B]Keen Senses[/B]: Elves receive a +2 racial bonus on Perception skill checks. [B]Weapon Familiarity[/B]: Elves are proficient with longbows (including composite longbows), falchions, rapiers, scimitars, and shortbows (including composite shortbows). [B]Languages[/B]: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Gith and Pterran. Half-Elf Racial Traits [B]+2 to One Ability Score[/B]: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. [B]Medium[/B]: Half-elves are Medium creatures and have no bonuses or penalties due to their size. [B]Normal Speed[/B]: Half-elves have a base speed of 30 feet. [B]Low-Light Vision[/B]: Half-elves can see twice as far as humans in conditions of dim light. [B]Adaptability[/B]: Half-elves receive Skill Focus as a bonus feat at 1st level. [B]Elf Blood[/B]: Half-elves count as both elves and humans for any effect related to race. [B]Elven Immunities[/B]: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against illusion spells and effects. [B]Keen Senses[/B]: Half-elves receive a +2 racial bonus on Perception skill checks. [B]Multitalented[/B]: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes. [B]Languages[/B]: Half-elves begin play speaking Common. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). [URL="http://www.d20srd.org/srd/psionic/psionicRaces.htm#halfGiants"]Half-Giants[/URL] Racial Traits Same, no LA and no favoured class, no stomp Languages: Half-Giants begin play speaking Common. Half-Giants with high Intelligence scores can choose from the following: Dwarven and Giant Halfling Racial Traits [B]+2 Dexterity, +2 Wisdom, –2 Strength[/B]: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. [B]Small[/B]: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks. [B]Slow Speed[/B]: Halflings have a base speed of 20 feet. [B]Fearless[/B]: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. [B]Halfling Luck[/B]: Halflings receive a +1 racial bonus on all saving throws. [B]Keen Senses[/B]: Halflings receive a +2 racial bonus on Perception skill checks. [B]Sure-Footed: [/B]Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks. [B]Weapon Familiarity[/B]: Halflings are proficient with slings. [B]Languages[/B]: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Aarakocran, Ancient Halfling, and Pterran. Human Racial Traits Same Mul Racial Traits [B]+2 Constitution, +2 Strength, –2 Charisma[/B]: Combining the human height with the Dwarven musculature, muls end up stronger than either parent race, but their status as born–to–be slaves makes them insecure in their dealings with others. [B] Medium[/B]: Muls are Medium creatures and have no bonuses or penalties due to their size. [B]Darkvision[/B]: Muls can see in the dark up to 60 feet. [B]Dwarven Blood[/B]: Muls count as both dwarfs and humans for any effect related to race. [B]Extended Activity[/B]: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue [B]Hardy[/B]: Muls need only half as much rest to fatigue and exhaustion. [B]Ignore Pain[/B]: Muls have nonlethal Damage Resistance 1/–. They are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races. [B]Languages[/B]: Muls begin play speaking Common. Muls with high Intelligence scores can choose from the following: Dwarven, Elven, Gith, and Giant. [IMG]http://i61.photobucket.com/albums/h69/mutanttaliesin/Rikus.jpg[/IMG] Unfinished(!): Aarakocra Racial Traits •–2 Strength, +4 Dexterity, –2 Constitution: Aarakocra have keen reflexes, but their lightweight bones are fragile. • Monstrous Humanoid: Aarakocra are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. • Medium: As Medium creatures, aarakocra have no special bonuses or penalties due to size. • Low-light vision: Aarakocra can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail. • Aarakocra base land speed is 20 feet, and can fly with a movement rate of 90 feet (average maneuverability). • +4 racial bonus to Spot checks in daylight. Aarakocra have excellent vision. • Natural Armor: Aarakocra have +1 natural armor bonus due to their bone chest plate that provides some protection from blows. • Natural Weaponry: An aarakocra can rake with its claws for 1d3 points of damage, and use its secondary bite attack for 1d2 points of damage. • Claustrophobic: Aarakocra receive a –2 morale penalty on all rolls when in an enclosed space. Being underground or in enclosed buildings is extremely distressing for them. • Aerial Dive: Aarakocra can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet. If attacking with a lance, the aarakocra deals double damage on a successful attack. Optionally, the aarakocra can make a full attack with its natural weapons (two claws and one bite) at the end of the charge, dealing normal damage. • Automatic Languages: Auran and Common. Bonus Languages: Elven, Gith, and Saurian. Aarakocra often learn the languages of their allies and enemies. Pterran Racial Traits • +2 Strength, +2 Wisdom, –2 Dexterity,: Pterrans are strong and have keen instincts for others’ motives, but are a bit clumsy • Humanoid (psionic, reptilian): Pterrans are humanoid creatures with the psionic and reptilian subtypes. • Medium: As Medium creatures, pterrans have no special bonuses or penalties due to size. • Pterran base land speed is 30 feet. • Poor Hearing: Pterrans have only slits for ears, and their hearing sense is diminished. Pterrans suffer a –2 penalty to Listen checks. • Natural Armor: Thri-kreen have a +2 natural armor bonus to AC due to their naturally tough and resistant scaly hide. • Natural Weaponry: Pterrans can use their natural weapons instead of fighting with crafted weapons if they so choose. A pterran can rake with their primary claw attack for 1d3 of damage for each claw. For more on natural attacks, see MM section on natural weapons. • Weapon Familiarity: The following weapon is treated as martial rather than as an exotic weapon: thanak. This weapon is more common among pterrans than among other races. • Automatic Languages: Saurian. Bonus Languages: Common, Dwarven, Elven, Halfling, Giant, Gith, Kreen, and Yuan–ti. Pterran know the languages of the few intelligent creatures that live in the Hinterlands. Thri-kreen Racial Traits • +2 Dexterity, +2 Wisdom, —2 Charisma: Thri-kreen are fast and perceptive, but their alien mindset makes it difficult for them to relate to humanoids. • Monstrous Humanoid: Thri-kreen are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. • Medium: Thri-kreen receive no advantages or penalties due to size. • Thri-kreen base land speed is 40 feet. • Darkvision out to 60 feet. • Sleep Immunity. Thri-kreen do not sleep, and are immune to sleep spells and similar effects. Thri-kreen spellcasters and manifesters still require 8 hours of rest before preparing spells. • Natural Armor: Thri-kreen have a +5 armor bonus to AC due to their naturally tough and resistant chitin. This bonus doesn't stack with the bonus provided by armor. • Multiple Limbs: Thri-kreen have four arms, and thus can take the Multiweapon Fighting feat instead of the Two-Weapon Fighting feat. Thri-kreen can also take the Multiattack feat. (These are not bonus feats). • Natural Weapons: Thri-kreen may make bite and claw attacks as a full round action. Their primary claw attack does 1d4 points of damage for each of their four claws. Their secondary bite attack, deals 1d4 points of damage, and has a chance to poison (starting level 7). A thri-kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack. • Leap (Ex): At 3rd level, a Kreen adds his HD to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 Power Point as a swift action, a Kreen gains a +20 bonus on Acrobatics checks made to jump for 1 round. • Deflect Arrows: Thri-kreen gain Deflect Arrows as bonus feat at 7th level. • Poison (Ex): Starting at level 7 a thri-kreen delivers its poison with a successful bite attack. A Thri-kreen produces enough poison for one bite per day. look at new pathfinder poison rules! • Weapon Familiarity: To thri-kreen, the chatkcha and gythka are treated as martial rather than exotic weapons. These weapons are more common among thri-kreen than among other races. • Automatic Languages: Kreen. Bonus Languages: Common, Dwarven, Elven, Entomic, Saurian, and Terran. Thri-Kreen Poison: Bite—injury; save Fort DC 11 + T-K con mod; frequency 1/round for 4 rounds; effect 1 Dex and paralyzed 1 min.; cure 1 save. Altenative: No leap, poison and Deflect Arrows 1st racial level: gain leap 2nd " : gain poison and Deflect Arrows HP, skills, bab, saves... as monstrous humanoid. [/sblock] [sblock=Classes] PRD, but: No Paladin or Monk, but Gladiator (athas.org), . Use athas.org bard. Revised skills and d8 HD. EDIT: Psion (d6) and Psychic Warrior: [URL="http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=736.html"]Psion[/URL] [URL="http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=756.html"]Psychic Warrior[/URL] [URL="http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=764.html"]1st Level Psion/Wilder Powers[/URL] [URL="http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=785.html"]2nd Level Psion/Wilder Powers[/URL] [URL="http://dreamscarredpress.com/dragonfly/ForumsPro/viewtopic/t=795.html"]Psionic Feats[/URL] Only clerics of the (para) elements. Wizards gain Bluff as class skill (Bluff can be used to disguise spellcasting) No class has swim as class skill Gladiator Class Skills (4 + Int modifier per level, x4 at 1st level): Acrobatics, Bluff, Climb, Craft, Intimidate, Perception, Perform, Profession, Sense Motive. [U]Familiars [/U] Critic Lizard +2 Reflex Floater +3 Sense Motive Hurrum, speckled +3 Diplomacy Jankx +3 auditory Perception Kes’trekel +2 Fortitude Mulworm +3 HP Ramphor +3 visual Perception Snake +3 Bluff Z’tal +3 Intimidate [IMG]http://www.pathguy.com/athasian_familiars_s.jpg[/IMG] [/sblock] [/QUOTE]
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