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Racial Abilities: What would you like to see?
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<blockquote data-quote="steeldragons" data-source="post: 5809572" data-attributes="member: 92511"><p><span style="font-size: 12px">Half-Elf</span></p><p><em>(Except where noted, All Half-Elf Bonuses begin @ +1 @ 1st level and increase every other level, as follows: +2 @ 3rd, +3 @ 5th, +4 @ 7th, +5 @ 9th)</em></p><p><u>Automatic/Given Traits</u></p><p>(PCs receive all of the following Traits regardless of Class and/or Theme)</p><p>Low-light vision 30'</p><p>Resistance (Bonus to saves against): Enchantment (Charm-based) effects <strong>OR</strong> Disease</p><p>Human Versatility: Gain 1 Skill of Player's choice. <strong>OR</strong> Elvin Senses: Danger sense (surprised 1-2 in 6); "Passive" detection of hidden doors within 10' (chance of 1 in 10), "Active searches receive a +1 bonus</p><p>Elvin Accuracy: Bonus to "To hit" with Missile and single-handed Melee weapons. </p><p><u>Selected/Optional/Cultural Traits:</u></p><p>(PC chooses 1 @ first level and may take up additional Options every 2nd level- 3rd/5th/7th)</p><p><strong>Natural Affinity:</strong> Bonus to AC within wooded/forest areas. Nature-trap detection "Passive" within 10' (1 in 6), "Active" searches +1. +1 to all checks involving tracking, animal/plant/fey lore and survival skills.</p><p><strong>Urban Affinity:</strong> Bonus to AC in urban environs. +1 to all checks involving interactions with Humans and information gathering. </p><p><strong>City Slicker:</strong> Bonus to interactions with all races. Bonus to "To Hit" and Damage with single-handed weapons. +1 to all checks involving tracking/tailing in an urban environment and local knowledge. </p><p><strong>Lone Wanderer:</strong> Bonus to "To Hit" and Damage with long or short bows and long or sword swords. Nature-trap detection "passive" searches (1-2 in 6 chance.), "active" searches +1. </p><p></p><p><span style="font-size: 12px">Half-Orc</span></p><p><em>(Except where noted, All Half-Orc Bonuses begin @ +1 @ 1st level and increase every third level, as follows: +2 @ 4th, +3 @ 7th, +4 @ 10th, +5 @ 15th)</em></p><p><u>Automatic/Given Traits</u></p><p>(PCs receive all of the following Traits regardless of Class and/or Theme)</p><p>Darkvision 30'</p><p>Resistance (Bonus to saves against): Disease <strong>and</strong> Poison</p><p>Human Versatility: Gain 1 Skill of Player's choice.</p><p>Orcish Strength: Bonus to Damage regardless of weapon. +1 to all Strength related checks and abilities. </p><p><u>Selected/Optional/Cultural Traits:</u></p><p>(PC chooses 1 @ first level and may take up additional Options every 2nd level- 3rd/5th/7th)</p><p><strong>Sly Spy:</strong> Bonus to "To Hit" with short swords and daggers. +1 to all checks involving trailing/tracking in an Urban, Natural or Underground environment and information gathering.</p><p><strong>Urban Affinity:</strong> Bonus to AC in urban environs. +1 to all checks involving interactions with Humans and information gathering. </p><p><strong>City Slicker:</strong> Bonus to "To Hit" and Damage with single-handed weapons. +1 to all checks involving tracking/tailing in an urban environment and local knowledge. </p><p><strong>Savage Champion:</strong> Bonus to "To Hit" and Damage with any melee weapon. +1 to interactions with Orcs and Goblinoids. </p><p></p><p><span style="font-size: 12px">Human</span></p><p><em>(Except where noted, All Human Bonuses begin @ +1 @ 1st level and increase every level, as follows: +2 @ 2nd, +3 @ 3rd, +4 @ 4th, maxing at +5 @ 5th)</em></p><p><u>Automatic/Given Traits</u></p><p>(PCs receive all of the following Traits regardless of Class and/or Theme)</p><p>Resistance (Bonus to saves against): Disease</p><p>Human Versatility: Gain 1 Skill of Player's choice.</p><p><u>Selected/Optional/Cultural Traits:</u></p><p>(PC chooses 1 @ first level and may take up additional Options every level)</p><p><strong>Nature Affinity:</strong> Bonus to AC in wooded/hilly/fields/outdoor environs. +1 to all checks involving interactions with Elves and Halflings. </p><p><strong>Urban Affinity:</strong> Bonus to AC in urban environs. +1 to all checks involving interactions with Humans and Dwarves and information gathering. </p><p><strong>Arcane Affinity:</strong> Bonus to all saves against magic effects. Bonus to checks regarding the identification, use and creation of (arcane) spells and magical items. +1 to interactions with Elves and Gnomes. </p><p><strong>Soul Affinity:</strong> Bonus to Will saves. Bonus to checks regarding the identification, use and creation of "divine" spells and magical items. +1 to interactions regardless of race.</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5809572, member: 92511"] [SIZE="3"]Half-Elf[/SIZE] [I](Except where noted, All Half-Elf Bonuses begin @ +1 @ 1st level and increase every other level, as follows: +2 @ 3rd, +3 @ 5th, +4 @ 7th, +5 @ 9th)[/I] [U]Automatic/Given Traits[/U] (PCs receive all of the following Traits regardless of Class and/or Theme) Low-light vision 30' Resistance (Bonus to saves against): Enchantment (Charm-based) effects [B]OR[/B] Disease Human Versatility: Gain 1 Skill of Player's choice. [B]OR[/B] Elvin Senses: Danger sense (surprised 1-2 in 6); "Passive" detection of hidden doors within 10' (chance of 1 in 10), "Active searches receive a +1 bonus Elvin Accuracy: Bonus to "To hit" with Missile and single-handed Melee weapons. [U]Selected/Optional/Cultural Traits:[/U] (PC chooses 1 @ first level and may take up additional Options every 2nd level- 3rd/5th/7th) [B]Natural Affinity:[/B] Bonus to AC within wooded/forest areas. Nature-trap detection "Passive" within 10' (1 in 6), "Active" searches +1. +1 to all checks involving tracking, animal/plant/fey lore and survival skills. [B]Urban Affinity:[/B] Bonus to AC in urban environs. +1 to all checks involving interactions with Humans and information gathering. [B]City Slicker:[/B] Bonus to interactions with all races. Bonus to "To Hit" and Damage with single-handed weapons. +1 to all checks involving tracking/tailing in an urban environment and local knowledge. [B]Lone Wanderer:[/B] Bonus to "To Hit" and Damage with long or short bows and long or sword swords. Nature-trap detection "passive" searches (1-2 in 6 chance.), "active" searches +1. [SIZE="3"]Half-Orc[/SIZE] [I](Except where noted, All Half-Orc Bonuses begin @ +1 @ 1st level and increase every third level, as follows: +2 @ 4th, +3 @ 7th, +4 @ 10th, +5 @ 15th)[/I] [U]Automatic/Given Traits[/U] (PCs receive all of the following Traits regardless of Class and/or Theme) Darkvision 30' Resistance (Bonus to saves against): Disease [B]and[/B] Poison Human Versatility: Gain 1 Skill of Player's choice. Orcish Strength: Bonus to Damage regardless of weapon. +1 to all Strength related checks and abilities. [U]Selected/Optional/Cultural Traits:[/U] (PC chooses 1 @ first level and may take up additional Options every 2nd level- 3rd/5th/7th) [B]Sly Spy:[/B] Bonus to "To Hit" with short swords and daggers. +1 to all checks involving trailing/tracking in an Urban, Natural or Underground environment and information gathering. [B]Urban Affinity:[/B] Bonus to AC in urban environs. +1 to all checks involving interactions with Humans and information gathering. [B]City Slicker:[/B] Bonus to "To Hit" and Damage with single-handed weapons. +1 to all checks involving tracking/tailing in an urban environment and local knowledge. [B]Savage Champion:[/B] Bonus to "To Hit" and Damage with any melee weapon. +1 to interactions with Orcs and Goblinoids. [SIZE="3"]Human[/SIZE] [I](Except where noted, All Human Bonuses begin @ +1 @ 1st level and increase every level, as follows: +2 @ 2nd, +3 @ 3rd, +4 @ 4th, maxing at +5 @ 5th)[/I] [U]Automatic/Given Traits[/U] (PCs receive all of the following Traits regardless of Class and/or Theme) Resistance (Bonus to saves against): Disease Human Versatility: Gain 1 Skill of Player's choice. [U]Selected/Optional/Cultural Traits:[/U] (PC chooses 1 @ first level and may take up additional Options every level) [B]Nature Affinity:[/B] Bonus to AC in wooded/hilly/fields/outdoor environs. +1 to all checks involving interactions with Elves and Halflings. [B]Urban Affinity:[/B] Bonus to AC in urban environs. +1 to all checks involving interactions with Humans and Dwarves and information gathering. [B]Arcane Affinity:[/B] Bonus to all saves against magic effects. Bonus to checks regarding the identification, use and creation of (arcane) spells and magical items. +1 to interactions with Elves and Gnomes. [B]Soul Affinity:[/B] Bonus to Will saves. Bonus to checks regarding the identification, use and creation of "divine" spells and magical items. +1 to interactions regardless of race. [/QUOTE]
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