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FEAT AND SKILL особенности народа

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Feat and skill особенности народа typically grant bonuses on particular skills or grant bonus черты.

 

STANDARD TRAITS

Beguiling Liar (2 RP): Предпосылки: None; Преимущества: Members of this народ gain a +4 бонус народа on Блеф checks to convince an opponent that what they are saying is true when they tell a lie.

Camouflage (1 RP): Предпосылки: None; Преимущества: Choose a следопыт излюбленная местность type. Members of this народ gain a +4 бонус народа on Скрытность checks while within that terrain type.

Cave Dweller (1 RP): Предпосылки: None; Преимущества: Members of this народ gain a +1 bonus on Знание (подземелья) and Выживание checks made underground.

Craftsman (1 RP): Предпосылки: None; Преимущества: Member of this народ gain a +2 бонус народа on all Ремесло or Профессия checks to create objects from metal or stone.

Curiosity (4 RP): Предпосылки: None; Преимущества: Members of this народ are naturally inquisitive about the world around them. They gain a +4 bonus on Дипломатия checks to gather information, and Знание (история) and Знание (краеведение) become class skills for them. If they choose a class that has either of these Знание skills as class skills, they gain a +2 бонус народа on those skills instead.

Emissary (1 RP): Предпосылки: None; Преимущества: Once per day, members of this народ can roll twice when making a Блеф or Дипломатия check and take the better roll.

Flexible дополнительная черта (4 RP): Предпосылки: None; Преимущества: Members of this народ select one extra feat at 1st level.

Focused Study (4 RP): Предпосылки: None; Преимущества: At 1st, 8th, and 16th level, members of this народ gain Эксперт in a skill of their choice as a дополнительная черта.

Gift of полиглот (2 RP): Prerequisite: Standard or linguist language quality; Преимущества: Members of this народ gain a +1 бонус народа on Блеф and Дипломатия checks, and they learn one additional language every time they put a rank in the Языкознание skill.

Gifted Linguist (2 RP): Prerequisite: Standard or linguist language quality; Преимущества: Members of this народ gain a +4 бонус народа on Языкознание checks, and they learn one additional language every time they put a rank in the Языкознание skill.

Greed (1 RP): Предпосылки: None; Преимущества: Members of this народ gain a +2 bonus on Оценка checks to determine the price of nonmagical доброs that contain precious metals or gemstones.

Gregarious (1 RP): Prerequisite: The народ has at least a

+2 бонус народа to Харизма; Преимущества: When members of this народ successfully use Дипломатия to win over an individual, that creature takes a -2 penalty on attempts to resist any of the member’s Харизма-based skills for the next 24 hours.

Integrated (1 RP): Предпосылки: None; Преимущества: Members of this народ gain a +1 bonus on Блеф, Маскировка, and Знание (краеведение) checks.

Master Tinker (2 RP): Предпосылки: None; Преимущества: Members of this народ gain a +1 bonus on Механика and Знание (инженерное дело) checks. Members of this народ are also treated as proficient with any weapon they have personally crafted.

Nimble Faller (2 RP): Prerequisite: The народ has at least a +2 бонус народа to Ловкость; Преимущества: Members of this народ land on their футов even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their ЗБМ against сбивание с ног attempts.

Scavenger (2 RP): Предпосылки: None; Преимущества: Members of this народ gain a +2 бонус народа on Оценка and Внимание checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or опознание a potion by taste.

Shards of the Past (5 RP): Предпосылки: None; Преимущества: Members of this народ have past lives that grant them two particular skills. Each member of this народ picks two skills. The member of this народ gains a +2 бонус народа on both of these skills, and those skills are treated as class skills regardless of what class the member of this народ actually takes.

Silent Hunter (2 RP): Предпосылки: None; Преимущества: Members of this народ reduce the penalty for using Скрытность while moving by 5 and can make Скрытность checks while running at a -20 penalty (this number includes the penalty reduction from this trait).

Silver Tongued (3 RP): Предпосылки: None; Преимущества: Members of this народ gain a +2 bonus on Дипломатия and Блеф checks. In addition, when they use Дипломатия to shift a creature’s attitude, they can do so up to three steps up rather than just two.

Skill Bonus (2 RP): Предпосылки: None; Benefits: Pick a single skill. Members of this народ gain a +2 бонус народа on skill checks made with this skill. Alternatively, pick two related skills-each member of this народ gains a +1 бонус народа on these skills during character создание. Special: This trait can be taken up to three times. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of character’s choice).

Skill Training (1 RP): Предпосылки: None; Преимущества: Pick up to two skills. These skills are always considered class skills for members of this народ.

Skilled (4 RP): Предпосылки: None; Преимущества: Members of this народ gain an additional пункт в навыке at 1st level and one additional пункт в навыке whenever they gain a level.

Sneaky (5 RP): Предпосылки: None; Преимущества: Members of this народ gain a +4 бонус народа on Скрытность checks.

Sneaky rider (6 RP): Предпосылки: None; Преимущества: Members of this народ gain a +4 бонус народа on Верховая Езда and Скрытность checks. Sociable (1 RP): Предпосылки: None; Преимущества: When members of this народ attempt to change a creature’s attitude with a Дипломатия check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Stalker (1 RP): Предпосылки: None; Преимущества: Внимание and Скрытность are always class skills for members of this народ. Static дополнительная черта (2 RP): Предпосылки: None; Преимущества: Choose one feat with no prerequisites. All members of this народ gain this feat as a дополнительная черта at 1st level.

Stonecunning (1 RP): Предпосылки: None; Преимущества: Members of this народ receive a +2 bonus on Внимание checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 футов of them, whether or not they are actively looking.

Underground Sneak (5 RP): Prerequisite: народ is native to the Darklands; Преимущества: Members of this народ gain a +2 бонус народа on Ремесло (алхимик), Внимание, and Скрытность checks. The bonus on Скрытность checks increases to a +4 bonus while underground.

Urbanite (1 RP): Предпосылки: None; Преимущества: Members of this народ gain a +2 бонус народа on Дипломатия checks made to gather information and Проницательность checks made to get a hunch about a social situation.

вода Child (4 RP): Предпосылки: None; Преимущества: Members of this народ gain a +4 бонус народа on Плавание checks, can always take 10 while swimming, and may choose Aquan as a дополнительные языки.

 

ADVANCED TRAITS

Nimble Attacks (2 RP): Предпосылки: None; Преимущества: Members of this народ receive Weapon крошечныйsse as a дополнительная черта.

Quick Reactions (2 RP): Предпосылки: None; Преимущества: Members of this народ receive Улучшенная Инициатива as a дополнительная черта.

 

MAGICAL особенности народа

The following особенности народа augment a народы ability to use magic or grant псевдозаклинания.

 

STANDARD TRAITS

Arcane Focus (1 RP): Предпосылки: None; Преимущества: Members of this народ gain a +2 бонус народа on concentration checks made to cast arcane заклинания defensively.

Change Shape, Greater (6 RP): Prerequisite: аберрация, дракон, фея, гуманоид, or monstrous гуманоид type; Преимущества: Members of this народ gain the following supernatural ability: a member of this народ can assume the appearance of a небольшой or средний гуманоид as the иной облик заклинание, save that it does not adjust its характеристикиs.

Change Shape, Lesser (3 RP): Prerequisite: аберрация, дракон, фея, гуманоид, or monstrous гуманоид type; Преимущества: Members of this народ gain the following supernatural ability: A member of this народ can assume the appearance of a single form of a single гуманоид народ of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 бонус народа on Маскировка checks made to appear as the member of the народ whose appearance it assumes. Changing its shape is a основное действие. This trait otherwise functions as иной облик, save that the creature does not adjust its характеристикиs.

Deep Magic (3 RP): Prerequisite: Native of the Darklands; Преимущества: Members of this народ gain a +2 бонус народа on caster level checks made to overcome устойчивость к магии and a +2 бонус народа on dispel checks.

Dissolution’s Child (5 RP): Prerequisite: потустороннее существо (native) with ties to the тень Plane, фея type, нежить type, or half-нежить subtype; Преимущества: Members of this народ gain the following supernatural ability: Once per day, a member of this народ can change its appearance to look as if it were little more than a 4-foot-tall area of тень. Its physical form still exists and it is not бестелесность-only its appearance changes. This особенность народа works like невидимость, except the effect only lasts 1 round per level (maximum 5 rounds).

dreamspeaker (2 RP): Предпосылки: None; Преимущества: Members of this народ gain a +1 bonus to the saving throw DCs of заклинания of the прорицание school and заклинания that produce сон effects that they cast. In addition, members of this народ with a Харизма score of 15 or higher may use сновидение once per day as a псевдозаклинание (caster level is equal to the user’s character level).

Elemental Affinity (1 RP): Prerequisite: потустороннее существо (native) with ties to an elemental plane; Преимущества: If a member of the народ is a чародей with the elemental наследие corresponding to the elemental plane it has ties to (i.e., воздух, земля, огонь, or вода), it treats its Харизма score as 2 points higher for all чародей заклинания and class abilities. Furthermore, a member of this народ able to cast сфера заклинания that correspond to the elemental plane the народ has ties to casts its сфера powers and заклинания at +1 caster level. This trait does not give members of this народ early access to level-based powers; it only affects powers that they could already use without this trait.

Elemental призыватель (2 RP): Предпосылки: None; Преимущества: Choose one of the following elemental subtypes- воздух, земля, огонь, or вода. When вызов a creature with the chosen subtype with a summon заклинание, increase the duration of that заклинание by 2 rounds.

Elven Magic (3 RP): Prerequisite: Эльф subtype; Преимущества: Members of this народ gain a +2 bonus on caster level checks made to overcome устойчивость к магии. In addition, they also receive a +2 бонус народа on Колдовство checks made to опознание the properties of магические вещи.

Enclave Protector (2 RP): Предпосылки: None; Преимущества: Members of this народ add +1 to the caster level of any преграждение заклинания they cast. Members of this народ also gain the following псевдозаклинания: constant- необнаружимость; 1/day- фейское сияние, сокрытие предмета, убежище. The caster level for these effects is equal to the user’s character level.

Envoy (1 RP): Предпосылки: None; Преимущества: Members of this народ with an Интеллект score of 11 or higher gain the following псевдозаклинания: 1/day- понимание языков, обнаружение магии, обнаружение ядов, чтение магических текстов. The caster level for these effects is equal to the user’s character level.

Fell Magic (3 RP): Предпосылки: None; Преимущества: Members of this народ gain +1 to the СЛ of any испытания against некромантия заклинания that they cast. Members of this народ with a Мудрость score of 11 or higher also gain the following псевдозаклинания: 1/day- кровотечение, ледяное прикосновение, обнаружение ядов, утомляющее касание. The caster level for these effects is equal to the user’s character level. The СЛ for these псевдозаклинания is equal to 10 + the заклинание’s level + the user’s модификатор Мудрости.

Ferrous Growth (2 RP): Prerequisite: потустороннее существо (native) with ties to the Plane of земля; Преимущества: Once per day, a member of this народ can cause a атака касаниемed piece of iron or steel to grow into an object weighing up to 10 pounds, such as a sword, crowbar, or свет steel щит. This object remains in this form for 10 minutes or until сломан or destroyed, at which point it shrinks back to its original size and shape.

Fertile Soil (2 RP): Prerequisite: потустороннее существо (native) with ties to the Plane of земля, фея type, or растение type; Преимущества: чародей members of this народ with the verdant наследие treat their Харизма score as 2 points higher for all чародей заклинания and class abilities. жрецs who are members of this народ with the растение сфера use their сфера powers and заклинания at +1 caster level. This trait does not give members of this народ early access to level-based powers; it only affects powers that they could already use without this trait.

Fiendish Sorcery (1 RP): Prerequisite: потустороннее существо (native) with ties to Abaddon, the Abyss, or Hell; Преимущества: If a member of this народ is a чародей with the Abyssal or Infernal наследие, it treats its caster level as 1 higher when casting bonus заклинания and наследие powers. This trait does not give members of this народ early access to level-based powers; it only affects powers that they could already use without this trait.

Gnome Magic (2 RP): Prerequisite: Gnome subtype; Преимущества: Members of this народ gain a +1 bonus to the СЛ of any испытания against иллюзия заклинания that they cast. Members of this народ with a Харизма score of 11 or higher also gain the following псевдозаклинания: 1/ day- пляшущие огоньки, призрачный звукs, мелкие фокусы, разговор с животными. The caster level for these effects is equal to the user’s level. The СЛ for the псевдозаклинания is equal to 10 + the заклинание’s level + the user’s модификатор Харизмы.

Heavenborn (3 RP): Prerequisite: потустороннее существо (native) with ties to Elysium, Heaven, or Nirvana; Преимущества: Members of this народ gain a +2 bonus on Знание (планы) checks, and they cast заклинания with the добро or свет descriptor at +1 caster level.

Hypnotic (2 RP): Предпосылки: None; Преимущества: Members of this народ add +1 to the СЛ for all испытания against заклинания or effects they cast that inflict the завороженность condition. Once per day, when a creature rolls a saving throw against such an effect from a member of this народ, the member of the народ can сила that creature to reroll the saving throw and use the second result, even if it is worse.

Hypnotic Gaze (3 RP): Предпосылки: None; Преимущества: Members of this народ gain the following supernatural ability: Once per day, a member of this народ can attempt to hypnotize a single target as per the заклинание гипноз (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round.

Immortal Spark (7 RP): Prerequisite: потустороннее существо (native) with ties to Elysium, Heaven, or Nirvana; Преимущества: Members of this народ gain a +2 bonus on Знание (история) checks and испытания against смерть effects and can use низшая сопротивляемость возрасту (Pathfinder RPG Ultimate Magic 205) once per day as a псевдозаклинание.

свет bringer (2 RP): Предпосылки: None; Преимущества: Members of this народ are immune to свет-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any свет-based заклинания or effects they cast (including псевдозаклинание and сверхъестественные способности). If a member of this народ has an Интеллект of 10 or higher, it may use свет at Воля as a псевдозаклинание.

Magical Linguist (2 RP): Предпосылки: None; Преимущества: Members of this народ gain a +1 bonus to the СЛ of заклинания they cast that have the язык descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 бонус народа on испытания against such заклинания. Members of this народ with a Харизма score of 11 or higher also gain the following псевдозаклинания: 1/day- мистическая метка, понимание языков, сообщение, чтение магических текстов. The caster level for these псевдозаклинания is equal to the user’s character level.

Nereid Fascination (3 RP): Prerequisite: потустороннее существо (native) with ties to the Plane of вода or фея type; Преимущества: Members of this народ gain the following supernatural ability: Once per day, a member of this народ can create a 20-foot-radius взрыв that causes гуманоидs within the aura’s range to become завороженность with the user (as the бард’s fascinate Выступление Барда). Affected гуманоидs may resist this effect by making a successful испытание Воли (СЛ 10 + 1/2 the user’s character level + the user’s модификатор Харизмы).

Object of Desire (1 RP): Предпосылки: None; Преимущества: Members of this народ add +1 to their caster level when casting приворот (гуманоид) and приворот (чудовище).

Pyromaniac (3 RP): Предпосылки: None; Преимущества: Members of this народ are treated as +1 level higher when casting заклинания with the огонь descriptor, using granted powers of the огонь сфера, using наследие powers of the огонь elemental наследие, using the revelations of the оракул’s flame mystery, and determining the damage of алхимик bombs that deal огонь damage. This trait does not give members of this народ early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this народ has a Харизма score of 11 or higher, it also gains the following псевдозаклинания: 1/day- пляшущие огоньки, вспышка, мелкие фокусы, сотворить пламя. The caster level for these псевдозаклинания is equal to the user’s character level.

Samsaran Magic (2 RP): Prerequisite: Samsaran subtype; Преимущества: Members of this народ with a Харизма score of 11 or higher gain the following псевдозаклинания: 1/day- понимание языков, зрение некроманта, первая помощь. The caster level for these effects is equal to the user’s character level.

Seducer (2 RP): Prerequisite: The народ has at least a +2 бонус народа to Харизма; Преимущества: Members of this народ add +1 to the saving throw DCs for their заклинания and псевдозаклинания of the очарование school. In addition, members of this народ with a Мудрость score of 15 or higher may use приворот (гуманоид) once per day as a псевдозаклинание (caster level is equal to the user’s character level).

тень Caster (2 RP): Предпосылки: None; Преимущества: Members of this народ add +1 to the saving throw DCs for their заклинания and псевдозаклинания of the иллюзия (тень) subschool.

тень Magic (2 RP): Предпосылки: None; Преимущества: Members of this народ add +1 to the СЛ of any испытания against заклинания of the тень subschool that they cast. Members of this народ with a Харизма score of 11 or higher also gain the following псевдозаклинания: 1/ day- призрачный звук, бесследный шаг, чревовещание. The caster level for these псевдозаклинания is equal to the user’s character level.

Soul Seer (4 RP): Prerequisite: потустороннее существо (native); Преимущества: Members of this народ gain the use of зрение некроманта as a constant псевдозаклинание.

псевдозаклинание, Lesser (Variable, see Special): Предпосылки: None; Преимущества: Choose a 2nd-level or lower заклинание that does not attack a creature or deal damage. Members of this народ can use this заклинание as a псевдозаклинание once per day. The caster level of the заклинание is equal to the user’s character level. Special: This trait costs as many RP as the level of the заклинание chosen (minimum 1 RP). This trait can be taken up to three times. Each time you take an additional заклинание, adjust the RP cost of this trait appropriately.

Stoneseer (2 RP): Предпосылки: None; Преимущества: Members of this народ add +1 to the caster level of any заклинания with the земля descriptor they cast. Members of this народ also gain the following псевдозаклинания: constant- необнаружимость; 1/ day- волшебный камень, преображение камня, разговор с камнями. The caster level for these псевдозаклинания is equal to the user’s character level.

Stonesinger (1 RP): Предпосылки: None; Преимущества: Members of this народ are treated as 1 level higher when casting заклинания with the земля descriptor or using powers of the земля сфера, наследие powers of the земля elemental наследие, and revelations of the оракул’s stone mystery. This trait does not give members of this народ early access to level-based powers; it only affects powers they could already use without this trait.

Svirfneblin Magic (2 RP): Prerequisite: Gnome subtype; Преимущества: Members of this народ add +1 to the СЛ of any иллюзия заклинания they cast. They also gain the following псевдозаклинания: constant- необнаружимость; 1/day- слепота/глухота, расплывчатость, Маскировка self. The СЛ for the заклинания is equal to 10 + the заклинание’s level + the caster’s модификатор Харизмы.

Treacherous земля (2 RP): Prerequisite: потустороннее существо (native) with ties to the Plane of земля or фея type; Преимущества: Members of this народ gain the following supernatural ability: Once per day, a member of this народ can Воля the земля to rumble and shift, transforming a 10-foot-radius patch of земля, unworked stone, or sand into an area of difficult terrain centered on a square it can атака касанием. This lasts for a number of minutes equal to the user’s level, after which the ground returns to normal.

Weather Savvy (1 RP): Prerequisite: потустороннее существо (native) with ties to the Plane of воздух or фея type; Преимущества: Members of this народ are so in tune with the воздух and sky they can sense the sсветest change in atmospheric conditions. They can spend a действие полного хода to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for заклинания or supernatural effects that might alter the forecast.

 

ADVANCED TRAITS

Constant псевдозаклинание прорицание (3 RP): Предпосылки: None; Преимущества: Choose one of the following заклинания: обнаружение магии, обнаружение ядов, обнаружение тайных дверей, обнаружение нежити. Members of this народ can use this заклинание as a constant псевдозаклинание. The caster level of the псевдозаклинание is equal to the user’s character level.

тень Travel (5 RP): Prerequisite: потустороннее существо (native) with ties to the тень Plane; Преимущества: When a member of this народ reaches 9th level in any combination of classes, he gains the ability to use путь в тенях (self only) as a псевдозаклинание once per day, and at 13th level, he can use планарный переход (self only to the тень Plane or the Material Plane only) as a псевдозаклинание once per day. The caster level of these псевдозаклинания is equal to the user’s character level.

псевдозаклинание, Greater (Variable, see Special): Предпосылки: None; Преимущества: Choose a 3rd-level or 4th- level заклинание that does not attack a creature or deal damage. Members of this народ can use this заклинание as a псевдозаклинание once per day. The caster level of the заклинание is equal to the user’s character level. Special: This trait costs as many RP as the level of the заклинание chosen. This trait can be taken up to three times. Each time you take an additional заклинание, adjust the RP cost of this trait appropriately.

 

MONSTROUS TRAITS

псевдозаклинание, по желанию (Variable, see Special): Предпосылки: None; Преимущества: Choose a 3rd-level or lower заклинание that does not attack a creature or deal damage. Members of this народ can use this заклинание as an по желанию псевдозаклинание. The caster level of the заклинание is equal to the user’s character level. Special: This trait costs as many RP as twice the level of заклинание chosen (minimum 2). Up to five заклинания can be chosen when you take this trait. Each time you take an additional заклинание, adjust the RP cost of this trait appropriately.

 

MOVEMENT особенности народа

The following особенности народа augment a народы ability to move about the world.

 

STANDARD TRAITS

Лазание (2 RP): Предпосылки: None; Преимущества: Members of this народ have a Лазание быстрое of 20 футов, and gain the +8 бонус народа on Лазание checks that a Лазание быстрое normally grants.

Darklands Stalker (4 RP): Prerequisite: Native to the Darklands; Преимущества: Members of this народ can move unhindered through difficult terrain while underground.

In addition, members of this народ with a Ловкость score of 13 or higher gain Легкая Поступь as a дополнительная черта.

Быстроногий -Footed (3 RP): Prerequisite: The народ has at least a +2 бонус народа to Ловкость; Преимущества: Members of this народ receive Бегун as a дополнительная черта and a +2 бонус народа on initiative checks.

Gliding Wings (3 RP): Предпосылки: None; Преимущества: Members of this народ take no damage from falling (as if subject to a constant nonmagical плавное падение заклинание). While in midвоздух, members of this народ can move up to 5 футов in any horizontal direction for every 1 foot they fall, at a быстрое of 60 футов per round. A member of a народ with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the дальнобойное it can glide.

jumper (2 RP): Prerequisite: The народ has at least a +2 бонус народа to Ловкость; Преимущества: Members of this народ are always considered to have a running start when making Акробатика checks to прыжок.

mountaineer (1 RP): Предпосылки: None; Преимущества: Members of this народ are immune to altitude sickness and do not lose their Ловкость bonus to КБ when making Лазание checks or Акробатика checks to cross narrow or slippery surfaces.

Sprinter (1 RP): Prerequisite: Normal быстрое; Преимущества: Members of this народ gain a +10 foot бонус народа to their быстрое when using the charge, Бегун, or withdraw actions.

Swift as теньs (3 RP): Prerequisite: The народ has at least a +2 бонус народа to Ловкость; Преимущества: Members of this народ reduce the penalty for using Скрытность while moving at full быстрое by 5, and reduce the Скрытность check penalty for sniping by 10.

Плавание (2 RP): Предпосылки: None; Преимущества: Members of this народ have a Плавание быстрое of 30 футов and gain the +8 бонус народа on Плавание checks that a Плавание быстрое normally grants.

Terrain Stride (1 RP): Prerequisite: Normal быстрое; Преимущества: Choose a следопыт излюбленная местность type. Members of this народ can move through natural difficult terrain at their normal быстрое while within the chosen terrain.

Magically altered terrain affects them normally.

Vestigial Wings (2 RP): Предпосылки: None; Преимущества: Members of this народ have wings that do not provide the lift required for actual fсвет, but do have enough power to помощь fсвет attained by some other method, and grant a +4 бонус народа on Полет checks.

 

ADVANCED TRAITS

Burrow (3 RP): Prerequisite: Normal быстрое; Преимущества: Members of this народ gain a burrow быстрое of 20 футов. Special: This trait can be taken twice. The second time it is taken, the burrow быстрое increases to 30 футов.

Fast (1 RP): Prerequisite: Normal быстрое; Преимущества: Members of this народ gain a +10 foot bonus to their базовая скорость. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.

f свет (4 RP): Предпосылки: None; Преимущества: Members of this народ have a Полет быстрое of 30 футов with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the народы Полет быстрое increases by +10 футов, and the maneuverability improves by one step.

Powerful swimmer (1 RP): Prerequisite: Плавание особенность народа; Преимущества: Members of this народ receive a +10 foot bonus to their Плавание быстрое. Special: This trait can be taken twice. Its effects stack.

 

MONSTROUS TRAITS

Expert climber (4 RP): Prerequisite: Лазание особенность народа; Преимущества: Members of this народ can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, members of this народ are treated as being constantly under the effects of a nonmagical паучьи лапы заклинание, save that members of this народ cannot cling to smooth surfaces. This trait doubles the normal +8 бонус народа on Лазание checks normally granted to creatures with a Лазание быстрое (to a total +16 bonus).

 

OFFENSE особенности народа

The following особенности народа augment a народы fighting prowess.

 

STANDARD TRAITS

Bite (1 RP): Предпосылки: небольшой or крупныйr size; Преимущества: Members of this народ gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (Bestiary 302; 1d2 for небольшой народы, 1d3 for средний, etc.). The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.

Breath Weapon (1 RP): Предпосылки: аберрация, конструкция, дракон, гуманоид (reptilian), monstrous гуманоид, or потустороннее существо (native) with ties to an elemental plane; Преимущества: Choose one of the following energy types: кислота, холод, electricity, or огонь. If the creature is an потустороннее существо (native), it must have ties to an elemental plane, and it must pick an energy that corresponds to the plane it has ties to (кислота [земля], холод [вода], electricity [воздух], or огонь [огонь]). Then pick either a 15-foot конус or a 20-foot линия. Once per day, as a основное действие, members of this народ can make a supernatural breath weapon attack that deals 1d6 points of the damage type chosen in the area chosen. All creatures within the affected area must make a Реакция saving throw to avoid taking damage. The save СЛ against this breath weapon is 10 + 1/2 the user’s character level + the user’s модификатор Выносливости. Those who succeed at the save take no damage from the attack. Special: You can take this trait more than once. Each time you do so, the cost of this trait increases by 1 RP. When do, you can augment the breath weapon in the following ways (augmentations marked with an asterisk [*] can be taken more than once).

Extra Breath *: The member of this народ can use its breath weapon an additional time per day.

Increased Area: Increase the конус’s size to 30 футов or the линия to 50 футов.

Increased Damage *: Increase the damage by an additional d6.

Powerful Breath: Those who succeed at their испытания against the breath weapon take half damage.

Celestial Crusader (7 RP): Prerequisite: потустороннее существо (native) with ties to Elysium, Heaven, or Nirvana; Преимущества: Members of this народ gain a +1 интуитивный бонус on attack rolls and to КБ against зло потустороннее существоs and a +2 бонус народа to опознание зло потустороннее существоs or items or effects зло потустороннее существоs create with Знание (планы) or Колдовство; they may use these skills untrained for this purpose.

Elemental Assault (1 RP): Prerequisite: дракон type or потустороннее существо (native) with ties to an elemental plane; Преимущества: Pick one of the following energy types that corresponds to the plane the народ has ties to: кислота (земля), холод (вода), electricity (воздух), or огонь (огонь). Members of this народ gain the following supernatural ability: Once per day as a быстрое действие, a member of this народ can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to the elemental plane its народ has ties to. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a свободное действие.

Ferocity (4 RP): Предпосылки: None; Преимущества: Members of this народ gain the following экстраординарные способности: If the пункты здоровья of a member of this народ fall below 0 but it is not yet мертв, it can continue to fight. If it does, it is ошеломление, and loses 1 пункт здоровья each round. It still dies when its пункты здоровья reach a negative amount equal to its Выносливость score.

gatecraher (2 RP): Предпосылки: None; Преимущества: Members of this народ gain a +2 бонус народа on Сила checks to break objects and a +2 бонус народа on combat maneuver checks to разрушение.

Hatred (1 RP): Предпосылки: None; Преимущества: Choose two subtypes of гуманоидs or потустороннее существоs or one creature type other than гуманоид or потустороннее существо. Members of this народ gain a +1 бонус народа on attack rolls against creatures of these subtypes or this type.

Kneecapper (1 RP): Prerequisite: небольшой; Преимущества: Members of this народ gain a +4 бонус народа on combat maneuver checks to сбивание с ног an opponent.

Magehunter (4 RP): Предпосылки: None; Преимущества: Members of this народ gain a +2 бонус народа on Колдовство checks made to опознание a заклинание being cast and a +1 бонус народа on attack rolls against arcane заклинатели. Members of this народ only gain this bonus against creatures that use заклинания, not against those that only use псевдозаклинания.

Orc Ferocity (2 RP): Prerequisite: Orc subtype; Преимущества: Once per day, when a member of this народ is reduced to fewer than 0 пункты здоровья but is not killed, it can fight on for 1 more round as if едва жив. At the end of its next turn, unless brought to above 0 пункты здоровья, it immediately falls без сознания and begins to die.

яд Use (1 RP): Предпосылки: None; Преимущества: Members of this народ are skilled with яд and never risk accidentally отраваing themselves when applying it to weapons.

Relentless (1 RP): Предпосылки: None; Преимущества: Members of this народ gain a +2 bonus on combat maneuver checks made to таран or Вторжение an opponent. This bonus only applies while both the member of this народ and its opponent are standing on the ground.

Sky Sentinel (3 RP): Предпосылки: None; Преимущества: Members of this народ gain a +1 бонус народа on attack rolls, a +2 бонус уклонения to КБ, and a +2 bonus on Внимание checks against flying creatures. In addition, enemies on higher ground gain no attack roll bonus against members of this народ.

Slapping Tail (3 RP): Предпосылки: None; Преимущества: Members of this народ have a tail they can use to make внеочередных атак with a reach of 5 футов. The tail is a natural attack that deals 1d6 points of damage plus the user’s модификатор Силы if небольшой, 1d8 points of damage plus the user’s модификатор Силы if средний, or 1d10 points of damage plus 1-1/2 times the user’s модификатор Силы if крупный. Special: If a крупный creature has the reach trait, its tail also gains reach.

Stench Aura (4 RP): Prerequisite: Monstrous гуманоид type, reptilian subtype, or нежить type; Преимущества: Members of this народ secrete a terrible нюх as a 15-foot aura that nearly every other creature finds offensive. All living creatures (except those with the stench aura ability) within the aura must succeed at a Стойкость saving throw (СЛ 10 + 1/2 the user’s character level + the user’s модификатор Выносливости) or be дезориентация for 5 rounds. Creatures that succeed at the saving throw cannot be дезориентация by the same creature’s stench aura for 24 hours. A приостановка действия яда or нейтрализация яда заклинание or similar effect removes the effect from the дезориентация creature. This is a яд effect. Special: This trait can be taken up to two times. The second time it is taken, the size of the aura increases to 30 футов, and the duration of the effect increases to 10 rounds.

Sticky Tongue (2 RP): Prerequisite: средний or крупныйr size; Преимущества: Members of this народ can make melee attacks with their long, sticky полиглот. This is a secondary attack. A creature hit by this attack cannot move more than 10 футов away from the attacker and takes a -2 penalty to КБ as long as the tongue is attached (this penalty does not stack if multiple полиглот are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Сила check against the attacking creature as a основное действие or by dealing 2 points of damage to the tongue (КБ 11, damage does not reduce the sticky-tongued creature’s пункты здоровья). A member of this народ cannot move more than 10 футов away from a creature stuck to its tongue, but it can release its tongue from the target as a свободное действие. A member of this народ can only have one creature attached to its tongue at a time. Special: This trait can be taken up to two times. The second time it is taken, members of this народ gain the ability to pull a creature attached to their tongue 5 футов toward them as a быстрое действие.

Swarming (1 or 2 RP): Prerequisite: средний or небольшойer size; Преимущества: Members of this народ are used to living and fighting communally with other members of their народ. Up to two members of this народ can share the same square at the same time. If two members of this народ that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Special: If the народ is небольшой or небольшойer, this trait costs 1 RP. If the народ is средний, it costs 2 RP.

Terrifying Croak (2 RP): Предпосылки: None; Преимущества: Members of this народ gain the following supernatural ability: Once per hour as a основное действие, a member of this народ can emit a thunderous croak. Any creature not of its subtype (if гуманоид) or type (if another народ type) must make a successful испытание Воли (СЛ 10 + 1/2 the user’s character level + the user’s модификатор Харизмы) or become потрясение for 1d4 rounds. A target that successfully saves cannot be affected by the user’s terrifying croak for 24 hours. Creatures that are already потрясение become испуг for 1d4 rounds instead. This is a звук, mind- affecting effect.

Toxic (1 RP): Prerequisite: аберрация, дракон, растение, or нежить type, or grippli, half-нежить, reptilian, or vishkanya subtype; Преимущества: Members of this народ gain the following экстраординарные способности: A number of times per day equal to its модификатор Выносливости (minimum 1/day), a member of this народ can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a быстрое действие. When you take this trait, choose one of the following venoms.

Life-Stealing Venom: Injury; save Fort СЛ 10 + 1/2 the user’s Hit Dice + the user’s модификатор Выносливости; frequency 1/ round for 6 rounds; effect 1 Вын; cure 1 save.

Paralytic Venom: Injury; save Fort СЛ 10 + 1/2 the user’s Hit Dice + the user’s модификатор Выносливости; frequency 1/ round for 6 rounds; effect 1d2 Лвк; cure 1 save.

Weakening Venom: Injury; save Fort СЛ 10 + 1/2 the user’s Hit Dice + the user’s модификатор Выносливости; frequency 1/ round for 6 rounds; effect 1d2 Сил; cure 1 save.

Weapon Familiarity (1 RP): Предпосылки: None; Преимущества: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this народ are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon. Special: This trait can be taken up to two times. The second time it is taken, the народ becomes proficient with another two weapons or one weapon and a racial weapon group.

Wyrmscourged (3 RP): Предпосылки: None; Преимущества: Members of this народ gain a +1 бонус к броскам атаки and a +2 бонус уклонения to КБ and on испытания against the extraordinary, supernatural, and псевдозаклинания of драконs. In addition, they gain a +2 бонус народа on Знание (магия) checks to опознание драконs and can make such checks untrained.

 

ADVANCED TRAITS

Claws (2 RP): Предпосылки: None; Преимущества: Members of this народ receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (Bestiary 302).

Frenzy (2 RP): Предпосылки: None; Преимущества: Once per day, whenever a member of this народ takes damage, it flies into a frenzy for 1 minute, gaining a +2 бонус народа to Выносливость and Сила, but a -2 penalty to КБ.

Frightful Gaze (6 RP): Предпосылки: None; Преимущества: Members of this народ gain the following supernatural ability: Creatures within 30 футов of a member of this народ that meet its gaze must succeed at a испытание Воли (СЛ 10 + the 1/2 user’s character level + the user’s модификатор Харизмы) or stand паралич in ужас for 1 round. This is a разум ужас effect. A target that successfully saves cannot be affected by the user’s frightful gaze for 24 hours.

Natural Attack (1 RP): Предпосылки: None; Преимущества: Pick one of the following natural attacks: gore, hoof (if the народ has hooves), slam, talons, or wings (if the народ has fсвет). Members of this народ receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature’s size (Bestiary 302). Special: This trait can be taken multiple times. Each time, pick a different natural attack.

Reach (1 RP): Prerequisite: крупный size; Преимущества: Members of this народ have a reach of 10 футов.

Swordtrained (4 RP): Предпосылки: None; Преимущества: Members of this народ are trained from birth in swordplay, and as a result are automatically proficient with swordlike weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

Tripping Tail (3 RP): Prerequisite: Slapping tail trait; Преимущества: When a member of this народ hits with its slapping tail, it can make a сбивание с ног attack as a свободное действие that does not provoke внеочередных атак.

 

MONSTROUS TRAITS

Elemental Weapons (6 RP): Prerequisite: потустороннее существо (native) with ties to an elemental plane; Преимущества: Pick one of the following energy types that corresponds to the plane the народ has ties to: кислота (земля), холод (вода), electricity (воздух), or огонь (огонь). Members of this народ deal 1d6 points of energy damage of the selected type whenever they strike a foe with a natural attack, unarmed strike, or melee weapon.

Powerful Charge (2 RP): Prerequisite: Natural attack trait; Преимущества: Select one of the народы natural attacks. Whenever a member of this народ charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Сила bonus.

Rock метательное (3 RP): Prerequisite: крупный size; Преимущества: Members of this народ are accomplihed rock throwers and gain a +1 бонус народа on attack rolls with thrown rocks. A member of this народ can hurl rocks up to two categories небольшойer than its size. A “rock” is any крупный, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5. A thrown rock has a жидкостное оружие of 120 футов. The creature can hurl the rock up to five жидкостное оружиеs. Damage from a thrown rock is 2d6 plus 1-1/2 times the метательное creature’s Сила bonus.

 

SENSES особенности народа

All народы start with normal видение. The following traits augment their видение or otherwise enhance their senses.

 

QUADRUPEDS AND MAGIC ITEM SLOTS

Creating a народ with more than two legs adversely affects that народы ability to use standard футов slot магические вещи. The best way to deal with this is to create variant magic item versions of the various boots, shoes, and slippers that can be worn by this народ. Allow members of these народы to find ankle bнародlets of быстрое or horseshoes of паучьи лапы that act just like their traditional magic item counterparts, but fit the new народы form.

 

STANDARD TRAITS

Carrion Sense (1 RP): Предпосылки: None; Преимущества: Members of this народ have a natural ability to sniff out carrion. This functions like the нюх ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer пункты здоровья).

ночное зрение 60 Feet (2 RP): Предпосылки: None; Преимущества: Members of this народ can see in the dark up to 60 футов.

ночное зрение 120 Feet (3 RP): Предпосылки: None; Преимущества: Members of this народ can see in the dark up to 120 футов.

Deepsight (2 RP): Prerequisite: Amphibious особенность народа; Преимущества: Members of this народ are specially adapted to the светless depths of the oceans, but not to воздух-filled environments. They can see in the dark up to 120 футов while underвода, but do not gain this benefit out of вода.

сумеречное зрение (1 RP): Предпосылки: None; Преимущества: Members of this народ can see twice as far as a народ with normal видение in conditions of dim свет.

Minesight (2 RP): Предпосылки: None; Преимущества: Members of this народ have ночное зрение 90 футов; however, they are automatically растерянность in bright свет and take a -2 penalty on испытания against effects with the свет descriptor.

вода Sense (1 RP): Prerequisite: потустороннее существо (native) with ties to the Plane of вода or amphibious особенность народа; Преимущества: Members of this народ can sense vibrations in вода, granting them blindsense 30 футов against creatures that are touching the same body of вода.

 

ADVANCED TRAITS

нюх (4 RP): Предпосылки: None; Преимущества: Members of this народ gain the нюх ability (Bestiary 304).

See in тьма (4 RP): Предпосылки: None; Преимущества: Members of this народ can see perfectly in тьма of any kind, including that created by заклинания such as кромешная тьма.

 

MONSTROUS TRAITS

All-Around видение (4 RP): Предпосылки: None; Преимущества: Members of this народ have some way of seeing all around them, granting them a +4 бонус народа on Внимание checks and making them immune to flanking.

Blindsense 30 Feet (4 RP): Предпосылки: None; Преимущества: Using nonvisual senses such as acute smell or hearing, members of this народ notice things they cannot see. Members of this народ usually do not need to make Внимание checks to pinpoint the location of a creature within 30 футов, provided they have линия of effect to that creature. A creature that members of this народ cannot see still has total concealment against individuals with blindsense, and members of this народ still have the normal miss chance when attacking creatures th


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