Races Available

From Nizheroes

(Difference between revisions)
(Lizardfolk)
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* Quick Recovery - Humans recover 1.5 times their level (round down) hit points after a night's rest, instead of the normal 1x level.  Humans may convert 2 reserve points per minute of nonstrenuous activity, and may recover 5 nonlethal (instead of 4) for 1 reserve point.  When recovering Reserve points through rest, count a Human's constitution as 2 higher to determine the amount recovered.
* Quick Recovery - Humans recover 1.5 times their level (round down) hit points after a night's rest, instead of the normal 1x level.  Humans may convert 2 reserve points per minute of nonstrenuous activity, and may recover 5 nonlethal (instead of 4) for 1 reserve point.  When recovering Reserve points through rest, count a Human's constitution as 2 higher to determine the amount recovered.
* Versatility - Humans gain access to an additional skill group of their choice at character creation.
* Versatility - Humans gain access to an additional skill group of their choice at character creation.
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===Lizardfolk===
===Lizardfolk===
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** Nobles gain a +2 racial bonus to Intelligence, and may select one Feat Mastery (such as Venom Lore, or Weapon Finesse) to treat as 1 higher for purposes of determining feat availability (this specific mastery may not be further raised with the Prodigy trait).
** Nobles gain a +2 racial bonus to Intelligence, and may select one Feat Mastery (such as Venom Lore, or Weapon Finesse) to treat as 1 higher for purposes of determining feat availability (this specific mastery may not be further raised with the Prodigy trait).
** Warriors gain a +2 racial bonus to Strength, and their claws are a bit longer and can act as natural weapons.  They can make one natural attack per round, base damage 1d6, slashing and piercing, power.  If wielding a weapon, the warrior can make a secondary natural attack at a -5 to hit as part of a full attack action.
** Warriors gain a +2 racial bonus to Strength, and their claws are a bit longer and can act as natural weapons.  They can make one natural attack per round, base damage 1d6, slashing and piercing, power.  If wielding a weapon, the warrior can make a secondary natural attack at a -5 to hit as part of a full attack action.
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===Elves===
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The Fey are mischievous and amoral elemental-beings spawned whole cloth from the dreams of the Titans.  While not truly malicious, the Fey rarely see much need to hold back from fun, even at the expense of others.  They have long, pointed, swept back ears and eyes of a single solid color (often iridescent or otherwise atypically colored).  Their appearance is otherwise highly varied within the general humanoid spectrum, often influenced by their element.  Average Height (male/female) 5’8”/5’8”
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* Immortal - The nature of the Fey is different from most beings.  They cannot breed, but are immortal.  They neither gain nor lose any statistics from age, nor do they have age categories or maximum ages.  Likewise, while the Elves require sleep like other beings (to dream of their creator), they do not require food or drink to survive (though many enjoy eating and drinking for fun).
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* Elemental Affinity - Choose one of the Four core Elements (Air, Fire, Water, Earth) as the Affinity of your Elf.  The Elf is not harmed or inhibited by natural phenomenon of that type (natural fires, strong winds, rockslides, drowning, etc).  Instead, when immersed in a manifestation of that element strong enough to cause harm or trouble (such as during a storm, buried in dirt and stone, or standing in a fire), the Elf may convert 1 reserve point as a full-round action each turn.  Note that an Elf’s equipment may not be immune to some environmental effects even if the Elf is unharmed.
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* Wild Heart - Elves gain access to the Wilderness Lore skill group.  If their class already has access, such as Hunter, the Elf receives free training in the skill group.
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* Variable Nature - Elves receive a +2 racial bonus to an Ability score of the player’s choice, but also suffer a -2 racial penalty to an Ability of the player’s choice (these may not be the same Ability).  This choice is made at creation and cannot later be changed.

Revision as of 16:06, 25 January 2008

Contents

Races

The Following races are available for player characters.
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Humans

Humans are adaptable and vigorous. In whatever field they dedicate themselves, humans can prove quite capable. Unfortunately, more humans than any other race seek out the arcane for a quick route to power, despite any dangers. Average Height (male/female) 5'10"/5'6"

  • +1 Trained Skill at Level 1
  • 1 Additional Feat at Level 1, for a total of 3. A Human may trade this starting feat for an additional Trait, within the normal 2/2/1 limits.
  • Quick Recovery - Humans recover 1.5 times their level (round down) hit points after a night's rest, instead of the normal 1x level. Humans may convert 2 reserve points per minute of nonstrenuous activity, and may recover 5 nonlethal (instead of 4) for 1 reserve point. When recovering Reserve points through rest, count a Human's constitution as 2 higher to determine the amount recovered.
  • Versatility - Humans gain access to an additional skill group of their choice at character creation.


Lizardfolk

The People (‘Lizardfolk’ or ‘Serpent People’ as many humans call them) are, despite the given title, not true reptiles in that they are warm-blooded. There are in fact two different ‘castes’ of The People, noble and warrior. Nobles are generally smarter but their claws are too small to act as effective weapons, while the Warriors are more forceful and combat capable. Average Height (male/female) 6’0”/6’2”

  • +1 natural Damage Reduction from scales. This stacks with DR from armor and the Berserker class, though it does not assist Armigers in gaining Armor Tokens. Lizardfolk can use Armor feats to improve their natural defenses instead of worn armor if they choose, though they must purchase those feats separately from any that enhance worn armor.
  • Scent - see the MM
  • +2 racial bonus to Climb, thanks to claws.
  • Noble/Warrior - At creation, choose a caste-breed for your Lizardfolk, this decision cannot be changed in game.
    • Nobles gain a +2 racial bonus to Intelligence, and may select one Feat Mastery (such as Venom Lore, or Weapon Finesse) to treat as 1 higher for purposes of determining feat availability (this specific mastery may not be further raised with the Prodigy trait).
    • Warriors gain a +2 racial bonus to Strength, and their claws are a bit longer and can act as natural weapons. They can make one natural attack per round, base damage 1d6, slashing and piercing, power. If wielding a weapon, the warrior can make a secondary natural attack at a -5 to hit as part of a full attack action.


Elves

The Fey are mischievous and amoral elemental-beings spawned whole cloth from the dreams of the Titans. While not truly malicious, the Fey rarely see much need to hold back from fun, even at the expense of others. They have long, pointed, swept back ears and eyes of a single solid color (often iridescent or otherwise atypically colored). Their appearance is otherwise highly varied within the general humanoid spectrum, often influenced by their element. Average Height (male/female) 5’8”/5’8”

  • Immortal - The nature of the Fey is different from most beings. They cannot breed, but are immortal. They neither gain nor lose any statistics from age, nor do they have age categories or maximum ages. Likewise, while the Elves require sleep like other beings (to dream of their creator), they do not require food or drink to survive (though many enjoy eating and drinking for fun).
  • Elemental Affinity - Choose one of the Four core Elements (Air, Fire, Water, Earth) as the Affinity of your Elf. The Elf is not harmed or inhibited by natural phenomenon of that type (natural fires, strong winds, rockslides, drowning, etc). Instead, when immersed in a manifestation of that element strong enough to cause harm or trouble (such as during a storm, buried in dirt and stone, or standing in a fire), the Elf may convert 1 reserve point as a full-round action each turn. Note that an Elf’s equipment may not be immune to some environmental effects even if the Elf is unharmed.
  • Wild Heart - Elves gain access to the Wilderness Lore skill group. If their class already has access, such as Hunter, the Elf receives free training in the skill group.
  • Variable Nature - Elves receive a +2 racial bonus to an Ability score of the player’s choice, but also suffer a -2 racial penalty to an Ability of the player’s choice (these may not be the same Ability). This choice is made at creation and cannot later be changed.
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