Difference between revisions of "CC 3.7 Races"
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Ages 16-75 | Ages 16-75 | ||
− | Speed: | + | Speed: 30ft |
+ | Size: Medium | ||
Quick to master: 1 bonus feat, +4 skill points at first level, +1 skill point per level after 1st. | Quick to master: 1 bonus feat, +4 skill points at first level, +1 skill point per level after 1st. |
Revision as of 09:12, 25 May 2009
Humans
Ages 16-75
Speed: 30ft Size: Medium
Quick to master: 1 bonus feat, +4 skill points at first level, +1 skill point per level after 1st.
Cosmopolitan: +2 racial bonus to diplomacy
Racial Polyglot: may learn any language present in an area except secret languages.
Elves
Age 25-275
+2 Dexterity. -2 Constitution.
Speed: 30ftSize: Medium
Sleeplessness: Immune to all sleep effects. +2 racial saves vs enchantment.
Elven Weapon Familiarity: proficiency with the elven racial weapons group.
Keen Senses: +2 racial bonus on Listen, Search and Spot.
Dwarves
Age 20-300
+2 Constitution. -2 Dexterity.
Speed: 20ftSize: Medium
Darkvision 60ft
Sturdy: A Dwarf is capable of moving his normal maximum speed when wearing armour or encumbered due to weight. other restrictions to his movement still apply and a dwarf must still be able to lift the load she is carrying. Dwarves are also counted as "unusually stable".
Stonecuning: A Dwarf gains a +4 racial bonus to appraise, craft and knowledge checks when dealing with stonework. A Dwarf always knows how deep she is underground and is always able to retrace his steps in underground settings. Dwarves still get lost in forests or other rural settings.
Dwarven Weapon Familiarity: Proficiency with the dwarven racial weapons group.
+2 Racial Saves vs poison and spells.
Halflings
Age 16-140
+2 Dexterity. -2 Strength.
Speed: 20ftSize: Small
Small: +1 attack, +1 Armour Class, +4 to hide, Lift and carry capacities are 3/4 normal.
Lucky: +1 luck to all saves
Good Aim: +1 luck to hit with slings and thrown weapons
Fearless: +2 racial bonus on saves vs fear
+2 Racial bonus to Listen, Climb, Jump, Move Silently
Gnomes
Age 18-120
-2 Strength, -2 Wisdom, +2 Intelligence, +2 Charisma
Speed: 20ftSize: Small
Small: +1 attack, +1 Armour Class, +4 to hide, Lift and carry capacities are 3/4 normal.
spell like abilities: Gnomes gain the following spell like abilities (DC10 + charisma mod + spell level) Dancing lights, Ghost sound, Prestidigitation and a special speak with burrowing animals which lasts one minute.
Illusion Focus: +1 to the DC's of any illusion spell and +2 to saves vs illusion.
Weapon Familiarity: Gnomes treat the hooked hammer as a simple weapon rather than an exotic.
+2 racial bonus to listen, spot and knowledge arcana.
Low light vision
Minotaurs
Age 17-80
+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence
Speed: 30ftSize: Medium
Oversized build: A Minotaur may wield weapons one size category too large without penalty.
Blessing of the Labrys: Minotaurs are immune to maze spells and effects. A Minotaur will never be "lost" except in extreme circumstances.
+1 Natural Armour
+2 Racial bonus on Search and Survival
Darkvision 60ft
Gore: a Minotaur has a powerful gore attack which deals 2d6 damage with full strength bonus. This is a natural attack.
Mossos
Age 14-65
+2 Wisdom, -2 Intelligence
Speed: 30ftSize: Medium
Weapon Familiarity: a Mossos receives improved unarmed strike as a bonus feat at first level.
Improved lung capacity: a Mossos may hold it's breath for 5x longer than normal.
+2 Natural Armour
+4 racial bonus to swim and balance. A Mossos may always take 10 on swim.