Post by jalim on Apr 25, 2018 23:56:58 GMT -5
Halfblood
Halfbloods are the result of a monster and one of the ‘proper’ races, consensual or otherwise, which many scholars are still rather puzzled about. While they are not common for a good amount of reasons, the ones that do exist often end up living on the fringes of both societies, often shunned, but sometimes in particular positions only if because they are an outsider with the ability to slide into both civilized and uncivilized cultures. Many of them live as wanderers and adventurers, but a good amount still settle down in a place they won’t be bothered.
Size: Small-Large
Weapons and Armor: Any. Natural weapon attacks as logical.
Halfbloods gain 4 favored points, in which they can place in any primary stat or skill. However, as the rule is with favored points, you can not place more than 1 point in each stat in question.
Halfbloods may start with a class list.
(10) Militant: +2 bonus to Leadership and Intimidate.
(10) Natural Armor: Gain +1 Natural armor AC.
(20, cost increases by 10 with each buy.) Improved Natural Armor: Gain +1 Natural Armor AC.
(30, cost increases by 20 with each buy.) Improved Natural Attack: Improves natural weapon attack by 1 step.
(20) Weapon Familiarity: You can group your weapons under weapon mastery in the following groups: Light weapons, Heavy weapons, Bows, Polearms.
(30) Low-Light Vision: Can see twice as well in low light conditions.
(30) Keen Senses: Receive a +2 bonus to awareness checks.
(10) Disciplined: Receive a +2 bonus against spells that would test Will.
(40) Scent: Gain the Scent ability, allowing you to track with your nose.
(40) Vicious Stomp: Whenever an opponent falls prone near you, you may attack them for free. This is always a unarmed attack.
Halfbloods are the result of a monster and one of the ‘proper’ races, consensual or otherwise, which many scholars are still rather puzzled about. While they are not common for a good amount of reasons, the ones that do exist often end up living on the fringes of both societies, often shunned, but sometimes in particular positions only if because they are an outsider with the ability to slide into both civilized and uncivilized cultures. Many of them live as wanderers and adventurers, but a good amount still settle down in a place they won’t be bothered.
Size: Small-Large
Weapons and Armor: Any. Natural weapon attacks as logical.
Halfbloods gain 4 favored points, in which they can place in any primary stat or skill. However, as the rule is with favored points, you can not place more than 1 point in each stat in question.
Halfbloods may start with a class list.
(10) Militant: +2 bonus to Leadership and Intimidate.
(10) Natural Armor: Gain +1 Natural armor AC.
(20, cost increases by 10 with each buy.) Improved Natural Armor: Gain +1 Natural Armor AC.
(30, cost increases by 20 with each buy.) Improved Natural Attack: Improves natural weapon attack by 1 step.
(20) Weapon Familiarity: You can group your weapons under weapon mastery in the following groups: Light weapons, Heavy weapons, Bows, Polearms.
(30) Low-Light Vision: Can see twice as well in low light conditions.
(30) Keen Senses: Receive a +2 bonus to awareness checks.
(10) Disciplined: Receive a +2 bonus against spells that would test Will.
(40) Scent: Gain the Scent ability, allowing you to track with your nose.
(40) Vicious Stomp: Whenever an opponent falls prone near you, you may attack them for free. This is always a unarmed attack.