Other Races: Difference between revisions

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'''Xeph Racial Traits'''
'''Xeph Racial Traits'''
*+2 Dexterity, -2 Strength.
*+2 Dexterity, -2 Strength.
*Medium.
*Medium size.
*Darkvision out to 60 feet.
*Darkvision out to 60 feet.
*+1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.
*+1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.
*Automatic Languages: Common. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Halfling, Sylvan.
*Automatic Languages: Common. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Halfling, Sylvan.
=Kenku=
Kenkus evolved from avians, although they no longer possess wings or the ability to fly. Soft, dark feathers cover a kenku's head and torso, although its scrawny arms and legs remain bare.
Selfish and secretive in their dealings, kenkus gather in large cities, lurk in dark alleys, and hoard purloined gold. They rarely travel alone, instead preferring to roam the streets in small gangs, all the while hatching plots to amass more wealth and power. Due to their penchant for shady ventures, they are often employed as thugs, thieves, spies, and assassins.
Beneath their unremarkable brown robes, kenkus conceal a variety of useful tools and weapons. Vicious but cowardly, kenkus usually flee or surrender the instant things start to go badly for them.
Kenkus hatch like birds and dwell in family aeries and nests, most of which are located in or near large cities. At age nine, a young adult kenku leaves the home-nest forever and strikes out on its own, usually falling in with small groups of like-minded kenkus. Adult kenkus remain with these groups for mutual protection and gain. A few strike out on their own or partner with other types of creatures who value the services a kenku can provide.
Kenku characters tend toward neutrality; although most kenkus are evil, neutral and neutral good kenkus also exist. Kenkus favor the rogue class and often pursue the assassin prestige class. Kenku clerics are rare, but those that exist typically worship Vecna, the god of secrets.
A kenku averages 5 feet in height. Because its bones are partly hollow, it weighs a mere 75 pounds.
'''Kenku Racial Traits'''
*+2 Dexterity, -2 Strength.
*Medium size.
*Low-light vision.
*Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can't normally speak. To duplicate a specific individual's voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.
*+2 racial bonus on Hide checks and Move Silently checks.
*Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Gnome, Goblin, Halfling.
*Favored Class: Rogue.
=Dromite=
Dromites might be mistaken for halflings at a distance, due to their diminutive stature. However, closer scrutiny reveals dromites to have hardened, chitin-encrusted skin, compound eyes like those of an insect, and two small antennae protruding from their brows. Called "bug-men" by the ignorant, dromites share far more traits with humans than they do with insects. One major difference between dromites and most other races is their androgynous physiology. Aside from their Grand Queen (female) and their Elected Consort (male), dromites are genderless and possess no sexual characteristics.
'''Dromite Racial Traits'''
*+2 Intelligence, -2 Strength
*Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
*Small size.
*Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.
*Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed - only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
*Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat.
*Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Spot checks.
*Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.
*Level Adjustment: +1.

Revision as of 02:17, 31 May 2023

Goblin

A goblin stands 3 to 3½ feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common.

Goblin Racial Traits

  • -2 Strength, +2 Dexterity, -2 Charisma.
  • 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 ¾ those of Medium characters.
  • Darkvision out to 60 feet.
  • +4 racial bonus on Move Silently and Ride checks.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Favored Class: Rogue.


Hobgoblin

Hobgoblins are larger cousins of goblins. Hobgoblins’ hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. Hobgoblins speak Goblin and Common. Most hobgoblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

Hobgoblin Racial Traits

  • +2 Dexterity, +2 Constitution.
  • Darkvision out to 60 feet.
  • +4 racial bonus on Move Silently checks.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
  • Favored Class: Fighter.
  • Level adjustment +1.


Meanad

Maenads typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible.

Meanad Racial Traits

  • Medium size.
  • Automatic Languages: Common, Maenad. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Goblin.
  • Level Adjustment: +0.


Orc

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Orc Racial Traits

  • +2 Strength, -2 Charisma.
  • Darkvision out to 60 feet.
  • Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
  • Favored Class: Barbarian.


Sea Elves

Two races of elves make their homes in the depths of the ocean: the Dargonesti (Deep Elves, or Quoowahb [KWOO-wab] in their native tongue) and the Dimernesti (Shoal Elves). The following traits are shared by both races, which are described in greater detail afterward.

Dargonesti Racial Traits

  • +2 Strength, +2 Dexterity, -2 Charisma.
  • Automatic Languages: Common and Elven. Bonus Languages: Aquan.
  • Favored Class: Fighter.
  • Level Adjustment +1.

Dimernesti Racial Traits

  • +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma.
  • Automatic Languages: Common and Elven. Bonus Languages: Aquan.
  • Favored Class: Barbarian.
  • Level Adjustment +1.


Xeph

Xephs are acknowledged for their skill in feats of agility, their uncontested ability at generating bursts of speed, their matchless knowledge of movement and distance, and their capacity for humor. Xephs are celebrated for the fabulous objects of subtle beauty they produce for trade. Their lands lie far to the east, contained within a great rift that hides a broad valley permanently plunged into darkness, except for several psionically illuminated forests. Despite the lack of sunlight in this environment, xephs thrive.

Xeph Racial Traits

  • +2 Dexterity, -2 Strength.
  • Medium size.
  • Darkvision out to 60 feet.
  • +1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.
  • Automatic Languages: Common. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Halfling, Sylvan.


Kenku

Kenkus evolved from avians, although they no longer possess wings or the ability to fly. Soft, dark feathers cover a kenku's head and torso, although its scrawny arms and legs remain bare.

Selfish and secretive in their dealings, kenkus gather in large cities, lurk in dark alleys, and hoard purloined gold. They rarely travel alone, instead preferring to roam the streets in small gangs, all the while hatching plots to amass more wealth and power. Due to their penchant for shady ventures, they are often employed as thugs, thieves, spies, and assassins.

Beneath their unremarkable brown robes, kenkus conceal a variety of useful tools and weapons. Vicious but cowardly, kenkus usually flee or surrender the instant things start to go badly for them.

Kenkus hatch like birds and dwell in family aeries and nests, most of which are located in or near large cities. At age nine, a young adult kenku leaves the home-nest forever and strikes out on its own, usually falling in with small groups of like-minded kenkus. Adult kenkus remain with these groups for mutual protection and gain. A few strike out on their own or partner with other types of creatures who value the services a kenku can provide.

Kenku characters tend toward neutrality; although most kenkus are evil, neutral and neutral good kenkus also exist. Kenkus favor the rogue class and often pursue the assassin prestige class. Kenku clerics are rare, but those that exist typically worship Vecna, the god of secrets.

A kenku averages 5 feet in height. Because its bones are partly hollow, it weighs a mere 75 pounds.

Kenku Racial Traits

  • +2 Dexterity, -2 Strength.
  • Medium size.
  • Low-light vision.
  • Mimicry (Ex): A kenku can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can't normally speak. To duplicate a specific individual's voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.
  • +2 racial bonus on Hide checks and Move Silently checks.
  • Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Gnome, Goblin, Halfling.
  • Favored Class: Rogue.


Dromite

Dromites might be mistaken for halflings at a distance, due to their diminutive stature. However, closer scrutiny reveals dromites to have hardened, chitin-encrusted skin, compound eyes like those of an insect, and two small antennae protruding from their brows. Called "bug-men" by the ignorant, dromites share far more traits with humans than they do with insects. One major difference between dromites and most other races is their androgynous physiology. Aside from their Grand Queen (female) and their Elected Consort (male), dromites are genderless and possess no sexual characteristics.

Dromite Racial Traits

  • +2 Intelligence, -2 Strength
  • Monstrous Humanoid: Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Small size.
  • Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.
  • Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed - only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
  • Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat.
  • Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Spot checks.
  • Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.
  • Level Adjustment: +1.