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Маркономикон » Spelljammer: Туманность феникса » Исходники » Расы
Расы
Маркон_Феникс Дата: Среда, 15.12.2010, 10:40 | Сообщение # 1
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Chattur

This small mammal exhibits traits of both primates and rodents.

Chatturs are tiny humanoids that exhibit trait of small monkeys and rodents. They are slender and quick. They have very dexterous front paws that are equipped with claw like claw-tipped fingers and an opposable thumb. They have a wide face and wide eyes that stare with an innocent look that many humans find appealing. They also have a mask like that of a raccoon on their face that has given them the name of "Space Bandits".
Combat

Chatturs do not like to fight and will do so only in defense of their nests, kin, or friends. Most will use their natural attacks and attempt to trip and bind the enemy with ropes.

Some of the larger chatturs (size Small) have learned how to use Small weapons. About 20% of the troop can use short swords and hand crossbows to fight.

Skills: Chattur use Dexterity instead of Strength to modify Climb checks.
Chattur Society

Chatturs tend to live in small groups and live as scavengers in cites and ships-often with out the knowledge of those that live and work there. Chatturs do not gather in large groups. The groups tend to fill its niche never over populating an area. When a group hits the point where the population is comfortable, young adult pairs will head out to begin a new group. The groups center around one leader male or female. All jobs in a group are shared by both sexes. They live by scavenging and are so good at sneaking about they can live on a ship for years without being discovered. They adapt to new climate and food with ease. They speak Sylvan, and occasionally also know Common.

Their main enemy is the Wryback. And when one is known to be in the area the will set traps for it and kill it.
Chatturs as Characters

Chattur leaders tend to be rogues or fighter/rogues.

Chattur characters possess the following racial traits.

* -4 Strength, +4 Dexterity, -4 Intelligence.
* Tiny Size: +2 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Hide checks, -8 penalty on grapple checks, lifting and carrying limits 1/2 those of Medium characters.
* A chattur's base land speed is 30 feet.
* Low-light vision.
* +4 racial bonus on Move Silently checks.
* +2 racial bonus on Listen and Spot checks.
* Use Dexterity instead of Strength to modify Climb checks.
* Automatic Languages: Chattur. Bonus Languages: Common, Sylvan.
* Favored Class: Rogue.

The chattur warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 15.12.2010, 10:43 | Сообщение # 2
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Dowhar

This humanoid looks like a four foot tall penguin dressed in a garish mishmash of clashing clothes.

Dohwar wings are useless for flight, and are only marginally useful as manipulators. The shamelessly hunt down any opportunity to turn a profit, and consider the Arcane to be their greatest competition. They have few social skills, and are obnoxious, brash, money-grubbing, and persistent. Their standard way to do business is by pairing up against a prospective customer and talking them into submission.

Dowhars speak their own language and Common.
Combat

Dohwar are not good fighters as a race. They rely mostly on mercenaries—especially giff—to handle anything that requires muscle.

Since mercenaries cannot always be depended on, the dohwar train Protectors—dohwar warriors. * Due to the weak natural bite attack, Protectors wield the "weega", a sword blade that fits over their beak. (Treat the weega as a short sword that requires an Exotic Weapon Proficiency to use.) Protectors are the only dohwar that wear armor, though they don't carry shields. Elite Protectors, called Dohwar Deathsquealers, ride space swine into battle.

Clumsy Manipulators (Ex): Dohwar flippers are bad at performing any actions requiring manual dexterity, including weapon use. They receive a -4 penalty on any action that requires the use of their hands. They do not suffer this penalty when making armed or unarmed bite attacks.

Exotic Metabolism (Ex): A dohwar's strange metabolism makes him immune to alcohol. Sugar, on the other hand, is highly intoxicating. An apple is as intoxicating to a dohwar as a strong beer is to a human. Honey or sugary sweets have the effects of strong spirits.

Spell-Like Abilities: 3/day—detect thoughts (DC 11). Caster level 10th. The save DCs are Charisma-based.

Skills: ** Dohwar receive a +4 racial bonus to Bluff checks.
Dohwar Society

Common dohwar are salesmen. There is one merchant (2nd-3rd level expert), often accompanied by a Protector, for every four salesmen encountered; and one manager (3rd-4th level expert or expert/wizard) for every 20. Cartels often have 2-5 executive board members and a president.

Dohwar have few social skills, and have no interest in learning. They are obnoxious, brash, persistent, money-grubbing merchants. Their standard tactic for business is to pair up and talk a prospective customer into submission.
Dohwar as Characters

Dohwar are relentless merchants, and their leaders tend to be rogues or wizard/rogues or cleric/rogues. Most non-Protector dohwar are expert with a focus on merchant skills. A dohwar cleric has access to two of the following domains: Healing, Luck, Protection, and Trickery. Most dohwar spellcasters are wizards or clerics. Dohwar spellcasters perfer spells that are defensive, divinatory, negotiation-enhancing, concealing, and especially healing.

* -4 Strength, +2 Constitution.
* 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 dohwar's base land speed is 10 feet, and their swim speed is 20 feet.
* +4 racial bonus on Bluff checks.
* Special Abilities: Clumsy, Exotic Metabolism, Spell-Like Abilities (see above.)
* Weapon Familiarity: Dohwar treat the weega (a head-mounted short sword) as a martial weapon, rather than an exotic weapon.
* Automatic Languages: Common, Dohwar. Bonus Languages: Dwarven, Elven, Goblin, Orc.
* Favored Class: Rogue.

The dohwar warrior (called a "Protector" by the dohwar) presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
In the Spheres

Dohwar wares are many and varied. Anything from the Player's Handbook can show up in a dohwar ship's hold—even things like wagons and small boats. They carry spell components, books, scrolls, potions, and gnomish inventions.

The dohwar are too few in number to have a strong, disrupting effect on commerce in wildspace.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 15.12.2010, 10:44 | Сообщение # 3
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Dracon(Посмотреть Дракотавра)

The creature looks like a 7-foot tall lizard centaur, with large flat feet and long tail. Its dragon-like head is rimmed with horns.

The dracons are a centaur-like race, with the lower body of a brontosaur, a humanoid torso, and a dragon-like head. Their hands have six claw-tipped digits (five fingers and a thumb). Dracons speak the language of dragons.
Combat

Dracons have stylized dueling codes they use among themselves when conflict erupts, but do not offer them to non-dracons.

Dracons use swords in combat, but also carry halberds for formal duels and as a ceremonial tool. In addition to their natural weapons, dracons are adept in holds and wrestling.
Dracon Society

Dracons follow a strong herd instinct—a lone dracon is a rarity. The leader of a dracon herd is called a kaba. Kaba are chosen based on a complicated system of kinship relations. The kaba is assisted by the high priest, or shalla. The shalla is often a cleric, and there will be one for every 30 dracons in the herd.
Dracons as Characters

Almost all exceptional dracon are fighters. Dracon clerics worship their own draconic pantheon which is led by the Ub-Kalla, or Full Leader. A dracon cleric has access to two of the following domains: Good, Healing, Knowledge, Protection, or Sun (favored weapon: halberd). Most dracon spellcasters are clerics.

Dracon characters possess the following racial traits.

* +8 Strength, +4 Constitution, +2 Intelligence, +2 Wisdom.
* Large Size. -1 penalty to Armor Class, -4 penalty to Hide checks, +4 bonus on grapple ckecks, lifting and carrying limits triple those of Medium bipedal characters.
* Quadruped.
* Space/Reach: 10 feet/5 feet.
* A dracon's base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A dracon begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
* Racial Skills: A dracon's monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). It's class skills are Bluff, Craft (blacksmithing), Listen, Search, Sense Motive and Spot.
* Racial Feats: A dracon's monstrous humanoid levels give it three feats.
* Weapon and Armor Proficiency: A dracon is proficient with the rapier, halberd and all simple weapons. A dracon is also proficient with all light and medium armors, as well as with shields.
* +4 natural armor bonus.
* Natural Weapons: 2 claws (1d6).
* Automatic Languages: Common, Draconic. Bonus Languages: Elven, Dwarven, Orc, Goblin, Giant.
* Favored Class: Fighter.
* Level adjustment: +3.

In The Spheres

Dracon are newcomers to local wildspace. Their homeworld is a dry, arid planet covered with plains of fast-frowing grasses and desert. It also has large, shallow seas and at least one moon. Beyond this, not much is known.

Dracon mythology talks of a spider-like Dark God, their enemy and tempter. There is a strong resemblance between this Dark God and the neogi, and the dracon hate these foul creatures in particular.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 15.12.2010, 10:45 | Сообщение # 4
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Giff (Посмотреть в драгон мэгазин)

This creature is thick-skinned and hippopotami-headed. It stands almost nine feet tall, and appears to be powerfully muscled.

The Giff are a race of powerfully muscled mercenaries. They are civilized, though due to their nature, Wizards are scarce among their race. Giff hire on with various groups throughout the universe as mercenaries, bodyguards, enforcers, and general legbreakers.

The Giff is a humanoid, with stocky, flat, cylindrical legs and a humanoid torso, arms, and fingers. Its chest is broad and supports a hippopotamus head with a natural helmet of flexible, chitinous plates. Giff come in colors ranging from black to gray to gold, and many have colorful tattoos that leave their bodies a patchwork record of past victories. Giff speak Giant and Common.
Combat

The Giff pride themselves on their weapon skills, and any Giff will have a number of swords, daggers, maces, and similar tools on hand to deal with troublemakers. A Giff's true love in weaponry is the gun. Though the flash, noise and damage is what most impress them, their large bulky bodies make the guns awkward to use.

Head Butt (Ex): An unarmed giff can use its head in attacking. The top of the giff's head and snout are plated with thick, chitinous plates, flexible enough to permit motion, but giving the creature a natural helmet. When making a charge attack, the Giff may use the plates on its head to do a head butt. This attack does 1d6+6 points of damage.

Skills: * Due to their menacing appearance and reputation, giff base Intimdate checks on their Strength, not Charisma.
Giff as Characters

Almost all exceptional giff are fighters. Giff cannot take a class that can cast spells.

Giff characters possess the following racial traits.

* +12 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom.
* Large Size. -1 penalty to Armor Class, -4 penalty to Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
* Space/Reach: 10 feet/10 feet.
* A giff's base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A giff begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
* Racial Skills: A giff's monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Craft (armorsmithing) and Intimidate. Giff use their Strength bonus instead of Charisma for Intimidate.
* Racial Feats: A giff's monstrous humanoid levels give it two feats.
* Weapon Proficiency: A giff is proficient with all simple and martial weapons.
* +5 natural armor bonus.
* Special Attacks (see above): Head Butt.
* Automatic Languages: Common, Giant. Bonus Languages: Elven, Dwarven, Orc, Goblin.
* Favored Class: Fighter.
* Level adjustment +3.

In The Spheres

Giff platoons can be hired by those looking for their muscle. The Arcane do a small business in Giff mercenaries, but usually local contractors perform the task.

On board ship, the Giff have their own quarters, and will often request to bring on their own large weapons. They favor greek fire projectors and bombards for ground work, and will happily blaze away at opponents, regardless of the tactical situation. The Giff require the ships of others because they rarely have spellcasting abilities of their own.

The Giff homeworld is the stuff of legend—as no living Giff has seen it. Some tales say that the homeworld was destroyed by the Giff, who were rescued by the Arcane. Others say that the Giff sold their planet and their lives to the Arcane in exchange for Spelljamming helms that most of them could not use. Still others say that the Giff homeworld is just beyond the range of one's ship, in a land where such warrior races are common, and the losers are exiled to the known worlds.

Whatever the truth, the Giff describe their homeworld in legendary terms—a thick, verdant jungle, covered with swamps, mangrove trees, and fruit plants. The few mountains are rich in metals, caches of weapons, and gunpowder.



"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 15.12.2010, 10:46 | Сообщение # 5
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Grommam

The humanoid has a long-armed and heavy upper-body musculature. Its five foot tall body is covered with copper-red fur except for its face, hands and feet.

Grommams are five foot tall, gorilla-like apes. Their armspans can reach up to nine feet across. Males weigh 350-500 lbs., but females weigh half as much because of their lighter builds.

Grommams prefer loose, kimono-style clothes decorated in bright colors.
Combat

Grommams use almost any weapon that a human can, and some also enjoy wrestling and similar martial arts. Their preferred armor is chainmail, but they tend to use multiple weapons instead of carrying a shield.

Grommam receive a +2 racial bonus to grapple checks due to their long arms and strong upper body.

Ambidexterity (Ex): Grommams use both hands as their primary hand. When wielding two weapons, if either is considered light, the penalties for two-weapon fighting are reduced by 2 each. Also, both attacks use full Strength bonus (if any) to damage.

Reach (Ex): The grommam's long arms give it a natural reach much larger than other Medium creatures. Treat a grommam character as having a reach equal to a creature one size larger. Grommams can still attack adjacent foes, unless using a reach weapon.

Skills: * Grommams have a +8 racial bonus on Climb checks.

Feats: ** Grommams can take the Two-Weapon Fighting feat even if they do not meet the requirements, due to their Ambidexterity.
Grommam Society

Grommams are a close-knit, religious people. They are grounds dwellers, though some grommams make their homes up in the trees. In the family, males tend to do the heavy labor, while the eldest wife makes the household decisions.
Grommams as Characters

Grommam decision-makers are female clerics. Males tend to be fighters or rogues. Grommam clerics worship the many demigods that live among their people. A grommam cleric has access to two of the following domains: Good, Law, and Protection.

Grommam characters possess the following racial traits.

* +4 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom (male) or -2 Strength, -2 Dexterity, +2 Intelligence, +2 Wisdom (female).
* Size Medium.
* A grommam's base land speed is 20 feet.
* A grommam has a climb speed of 40 feet.
* +8 racial bonus on Climb checks.
* +2 racial bonus on grapple checks.
* Special Qualities (see above): Ambidexterity, Reach.
* Automatic Languages: Common and Grommish. Bonus Languages: Elven, Sylvan, Dwarven.
* Favored Class: Fighter (male) or cleric (female).
* Level adjustment +2.

The male grommam warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 15.12.2010, 10:48 | Сообщение # 6
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Hadozee

This humanoid stands over six and a half feet tall, is covered with reddish-brown hair, and has a simian face. Between its arms and legs hang large flaps of skin.

The Hadozee, also called "deck apes", are tall, tailless apelike humanoids. Their bodies are covered with hair, ranging from orange to brown, including a shaggy main surrounding their head. The mouth of a hadozee is a protruding muzzle with several long fangs.

Hadozee stand between 6-1/2 and 7 feet tall, and tend to weigh between 200 and 225 pounds—most of that long, lean muscle. They have broad flaps of skins which hang from the creature's arms and legs, allowing them to glide short distances. This only works when they raise their arms up over their head, stretching the skin taut. They are also very nimble, able to climb trees, ropes, and other surfaces.
Combat

Though normally peaceful, hadozee make excellent warriors. They favor cutlasses, long swords, spears, and halberds; with quarterstaffs and clubs common in less civilized areas. They also prefer thrown ranged weapons to projectile ranged weapons because of their gliding flaps, even though the flaps don't apply any penalty. Hadozee cannot use shields due to their wing flaps, so they prefer bucklers.

Extra Manipulators (Ex): Hadozee have very dexterous feet which can function as an alternate pair of hands. They can even use their big toes as opposable thumbs. This allows hadozee to use items with any appendage.

Glide (Ex): A hadozee can use its arms-flaps to glide, negating damage from a fall of any height and allow it to travel 20 feet horizontally for every 5 feet of descent. A hadozee glides at a speed of 40 feet (average maneuverability).

Skills: * Hadozees have a +4 racial bonus on Balance and Climb checks. Hadozee do not lose their Dexterity bonus to AC while climbing and can climb unimpeded while holding something in one hand or foot. All hadozee have to Profession (spacehand) as a class skill whatever their actual class.
Hadozee Society

Hadozee are known as a hard-working race. Despite their rude and coarse behavior, hadozee are sought after as mercenary crews by spacefaring races, especially the elves. Groups of 20-30 hadozee of both sexes will together sign up with a single captain, training and traveling together.

The hadozee homeworld is warm, with a climate similar to that of most human worlds. Though they prefer warm weather, they can dress for colder climes.
Hadozees as Characters

Spacers to the core, most hadozee encountered away from their homeworld have never been—and will never go—to their ancestral home. They've taken up the role of sailors and mercenaries.

Hadozee characters possess the following racial traits.

* +2 Dexteriy, -2 Charisma.
* Size Medium.
* A hadozee's base land speed is 30 feet.
* Special Qualities (see above): Extra Manipulators, Glide.
* +4 racial bonus on Climb and Tumble checks. Hadozees have a +4 racial bonus on Balance and Climb checks. Hadozee do not lose their Dexterity bonus to AC while climbing and can climb unimpeded while holding something in one hand or foot. All hadozee have to Profession (spacehand) as a class skill whatever their actual class.
* Bonus Feat: Dodge.
* Automatic Languages: Common and Sylvan. Bonus Languages: Dwarven, Elven, Halfling.
* Favored Class: Rogue.

The hadozee warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 15.12.2010, 10:50 | Сообщение # 7
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Rastipede

The creature's lower half is six feet long and eight-legged. Its upper body is humanoid in shape, with a head—adorned with large, compound eyes and a pair of long, whiplike antennae—and two arms. Its entire body is covered by a hard, chitinous exoskeleton.

Rastipedes are best known across the spheres as traders and merchants. They commonly employ crews and hire ships to transport goods back and forth across wildspace, usually turning a profit with every voyage. They are hardworking in all their dealings.

Rastipedes speak Rastipede, Common, Dwarven, and Elven.
Combat

Rastipedes are inherently peaceful and avoid combat whenever possible—their great movement rate allows them to avoid many unpleasant encounters. However, they are not cowardly. They can, and do, use the full range of weapons usable by humans. They attempt to keep enemies at range, preferring custom made longbows. When combat gets to melee range, their hard chitinous armor allows them to make attacks with their claws.

Ambidexterity (Ex): Rastipedes use both hands as their primary hand. When wielding two weapons, if either is considered light, the penalties for two-weapon fighting are reduced by 2 each. Also, neither both attacks use full Strength bonus (if any) to damage.

Spelljamming Talent (Su): When operating a spelljammer helm that is based on the pilot's spellcasting level, a rastipede adds its Int bonus (or +5, whichever is lower) to its spellcasting level for the purpose of determining the ship's Tactical Rating (TR).

Skills: An additional two points were spent on the rastipedes Speak Language skill, which they consider a class skill regardless of class. * Rastipedes receive a +2 racial bonus on Appraise and Diplomacy checks. They also receive a +2 racial bonus on Escape Artist checks because their bodies are fully double-jointed.

Feats: ** Rastipedes can take the Two-Weapon Fighting feat even if they do not meet the requirements, due to their Ambidexterity.
Rastipede Society

Rastipedes are born from eggs laid by the queen. Their secluded, underground nests contain 100-600 individuals, half of which can't fight. Members of a nest grow up with a strong sense of duty to the rest of the community, and take part in educating the young in mathematics and Rastipede literature, which is quite extensive.

Rastipedes often spend their first decade of life underground, away from the sun. It is after this time that some choose go leave the nest for adventure.
Rastipedes as Characters

Rastipede characters possess the following racial traits.

* +2 Constitution, +2 Intelligence.
* Size Medium.
* Quadrupeds have 1 1/2 times the carrying capacity of Medium characters.
* A rastipedes base land speed is 40 feet.
* Darkvision out to 60 feet.
* Racial Hit Dice: A rastipede begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, Will +3.
* Racial Skills: A rastipede's monstrous humanoid levels give it skill points equal to 6 x (2 + Int modifier, minimum 1). Its class skills are Appraise, Bluff, Diplomacy, Escape Artist, Knowledge (history), Sense Motive, and Speak Language. Rastipedes have a +2 racial bonus on Appraise, Diplomacy and Escape Artist checks.
* Racial Feats: A rastipede's monstrous humanoid levels give it two feats.
* Weapon Proficiency: A rastipede is proficient with all bows and all simple weapons.
* +7 natural armor bonus.
* Natural Attacks: 2 claws (1d4).
* Special Qualities (see above): Ambidexterity, Spelljamming Talent, Scent.
* Automatic Languages: Common, Rastipede. Bonus Languages: Any.
* Favored Class: Wizard.
* Level adjustment +3.

In the Spheres

With their primary interest being trade, it was natural for rastipedes to become the favored henchmen of the arcane (mercane). Most characters seeking an arcane will find themselves dealing with a rastipede go-between.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Среда, 15.12.2010, 10:52 | Сообщение # 8
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Scro

At first glance, this humanoid looks like a primitive human with gray skin and coarse hair, but it stands proud and erect. It has a pig-like face with prominent lower canines that resemble a boar's tusks.

The scro are a highly militaristic and violent race that has only recently appeared in Wildspace. Though still rare, wildspace travelers will unfortunately see much more of them if present trends continue.

Scro resemble big, fully armed and armored orcs. They stand tall and straight compared to normal orcs, but still share their pig-like snouts. They often sharpen and decorate their large canine teeth with gems and gold. Their skin color ranges from gray to burnt orange to moss green—sometimes even jet black or albino.

A scro's uniform is spiked studded leather, but they also wear other armor to battle. The armor is always jet black, and is well maintained, just like their numerous weapons. They carry no flags or standards, but each scro wears an insignia as a patch on their shoulder or the left side of their chest.
Combat

Scro live for combat. They are well disciplined, their bloodthirsty nature tempered with pragmatism and cunning. They fight with any weapon on hand, but scro are also experts at unarmed combat and can deliver a terrible bite if all else fails. War priests also sometimes use poison to coat their armor spikes.

Unlike normal orcs, direct sunlight does not affect scro combat ability.

Skills: * Due to their size and reputation, scro use their Strength modifier for Intimidate checks.
Scro Society

Scro society is regimented, following a complex system of laws and customs that call for loyalty and obedience. Leaders are respected and obeyed. On their homeworld, the scro live in spartan cities of 10,000 to 100,000 scro. The population is divided into 24 tribes, each led by an Almighty Leader. The entire planet is rules by the Ultimate High Overlord who is guarded by 24 captains, one from each tribe.

The scro aren't interested in conquering the universe—their holy mission is to drive all non-scro races out of wildspace.
Scro as Characters

Scro leaders tend to be fighters. Scro clerics and war priests worship Dukagsh. A scro cleric or war priest has access to two of the following domains: Evil, Protection, Strength, or War (favored weapon: any axe). Most scro spellcasters are cleric/wizards or scro war priests. Scro war priests favor spells that deal damage and protect their troops.

Scro possess the following racial traits.

* +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
* A scro's base speed is 30 feet.
* Darkvision out to 60 feet.
* Scro use their Str modifier for their Intimidate skill instead of Cha.
* Natural Weapons: Bite (1d3).
* Orc Blood: For all effects related to race, a scro is considered an orc. Scro, for example, are just as vulnerable to special effects that affect orcs as their orc ancestors are, and they can use magic items that are only usable by orcs.
* Automatic Languages: Orc, Elven. Bonus Languages: Common, Goblin, Giant, Draconic.
* Favored Class: Fighter.
* Level adjustment +1.

The scro warrior presented here had the following ability scores before racial adjustment: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Half-scro as Characters

Scro can cross-breed with other races just as orcs can. Treat half-scro characters as normal half-orcs. Half-orcs raised in scro society have Fighter instead of Barbarian as their favored class.
Scro War Priest

Rebuke Undead (Su): A war priest of Dukagsh can rebuke undead 4/day.
In the Spheres

In the centuries that followed the First Unhuman Wars, the followers of Dukagsh sequestered themselves in a distant sphere to rebuild their power. Scro have been a legend ever since, rarely seen at the edges of the Known Spheres. They make use of strange, new ships designed for an eventual war against the Elven Fleet.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
Маркон_Феникс Дата: Пятница, 18.02.2011, 16:00 | Сообщение # 9
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Xixchil

Xixchil, 1st-Level Warrior
Medium Aberration
Hit Dice: 1d8+2 (6 hp)
Initiative: +1 (Dex)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1 / +2
Attack: Forelimb blade +2 melee (1d6+1), or attached weapon +2 melee (by weapon+1), or bite +2 melee (1d4+1 plus poison)
Full Attack: 2 forelimb blades +2 melee (1d6+1), or attached weapons +2 melee (by weapon+1), or bite +2 melee (1d4+1 plus poison)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Poison
Special Qualities: Darkvision 60 ft.
Saves: Fort +4, Ref +1, Will -1
Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 4
Skills: Heal +3*, Spot +1
Feats: Dodge
Environment: Any
Organization: Solitary or surgery (2-5)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Often neutral
Advancement: By character class
Level Adjustment: +2

This six-limbed insectiod has a body structure similar to that of a praying mantis.

Xixchil are five foot tall bipeds with four arms. One set is a pair of hook-like blades, the other is a set of smaller, delicate blades for detail work. They have no hand-like manipulators. Their exoskeleton is often upgraded through surgical modification, and may contain gems and precious metals. Their overriding philosophy of "survival of the fittest" leads xixchil to improve themselves through these modifications. Xixchil speak Common and their own language.
Combat

Xixchil attack with their primary forelimbs or with any weapons they may have attached in their place. (These weapons are identical in function to those listed in the Player's Handbook, but cannot be disarmed.) Xixchil also often harden their exoskeletons with precious metals and gems, giving them a higher natural armor bonus. This natural armor bonus can go as high as +9. (See Xixchil Body Manipulation for more information on these modifications.)

Poison (Ex): A xixchil's basic poison is meant to incapacitate its opponent. Injury, Fortitude DC 11, initial damage 1d4 Dex and no secondary effects. The save DC is Constitution-based.

Xixchil can produce a person-specific poison and deliver it with their bite. To tailor the poison, a xixchil must first succeed with a bite attack. On the following round, the DC to resist the poison by the individual it was tailored for goes up by 4 (to DC 15). Injury, Fortitude DC 15, initial and secondary damage 1d4 Con. The save DC is Constitution-based.

Xixchil can also use this ability to produce a tailored anesthetic. A xixchil can produce three plus their Con bonus doses of either tailored poison or anesthetic per day.

Skills: * Xixchil treat Heal as a class skill regardless of their class.
Xixchil as Characters

Most xixchil with class levels are rogues or wizards.

Xixchil characters possess the following racial traits.

* +2 Dexterity, +2 Constitution, -4 Charisma.
* Medium size.
* A xixchil's base land speed is 30 feet.
* Darkvision out to 60 ft.
* Racial Skills: Xixchil receive Heal as a class skill regardless of their class.
* +4 natural armor.
* Natural Weapons: 2 forelimb blades (1d6).
* Special Attacks (see above): Poison.
* Automatic Languages: Common, Xixchil. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc.
* Favored Class: Rogue.
* Level adjustment +2.

The xixchil warrior presented here had the following ability scores before racial adjustment: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
In the Spheres

Xixchil are body modification specialists, and are renowned for their surgical ability. Space hands also seek them out for intricate tattoos they create.


"Мы живем в наилучшем из возможных миров, поэтому дайте мне «Кент» в левую руку, стакан—в правую и слушайте мелодию, полную гармонии, о медленном вращении Вселенной!"© Turnik
"Нас обьеденяет это пристрастие, мы наркоманы сидящие на игле одобрения и признания. Мы готовы на все, лишь бы нас похлопали по плечу, и подарили золотые часы или прокричали - Гип-гип, мать его, ура!..."(С)Мистер Грин "Револьвер"
 
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