Prime 20 Races

  • July 2020
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Races Human

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+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Humans have a base speed of 30 feet. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans are proficient in one additional skill at 1st level. This bonus skill counts as a class skill, regardless of the human’s class. Weapon Training: Humans are proficient with any one weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed. Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want. Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

Aasimar • Ability Scores: -2 Con, +2 Wis, +2 Cha. • Medium: Aasimar are Medium creatures, and have no bonuses or penalties due to their size. • Normal Speed: Aasimar have a base speed of 30 feet. • Light (Sp): An aasimar may use light as a spell-like ability once per day for every point of charisma modifier he possesses. • Darkvision: An aasimar gains darkvision out to 30 feet. • Rishi Blood: An aasimar gains a +2 bonus on saving throws against spells and powers with the Evil descriptor and spells from the Evil domain. • Resistance: An aasimar gains resistance 2 to 2 of the following energy types: acid, cold or electricity. • Languages: Celestial and Common. Bonus Languages: Abyssal, Draconic, Dwarf, Elven, Halfling, Infernal, Terran. • Favored Classes: Paladin, or knight, whichever the aasimar chooses at 1st level. The aasimar cannot change it's mind once it has picked.

Art by Jrinaldi (http://jrinaldi.deviantart.com)

Changeling • Ability Scores: +2 Charisma • Medium: Changelings are Medium creatures, and have no bonuses or penalties due to their size. • Normal Speed: Changelings have a base speed of 30 feet. • Open Eyes: A changleing has a +2 bonus on saves vs. Sleep and Charm effects. • Change Form (Ex): A changeling may change her form as a standard action. She may take upon the form of any humanoid shaped creature within her size category. Her equipment does not change with her. She gains a +10 on disguise checks to impersonate a humanoid or humanoid shaped creature. This ability does not give her any of the forms extraordinary, supernatural or spell-like abilities. A changeling may use this ability to change her gender, unless the changeling in question is pregnant. A changeling that is pregnant must stay in a female form, but may appear male except where... certain bits... are important... • Changeling Insight (Ex): A changeling gains a +2 bonus on Bluff, Diplomacy and Intimidate. • Natural Linguist: Linguistics (Int) is always a class skill for changelings. • Languages: Common. Bonus Languages: Any. • Favored Class: Rogue or bard is a changelings favorite class.

Art by Mad-Duck-Dandy (http://mad-duck-dandy.deviantart.com)

Dromites • Ability Scores: -2 Str, +2 Dex, +2 Cha. • Small: Dromitess are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks. • Slow Speed: Dromites have a base speed of 20 feet. • Energy Affinity: Dromites gain resistance 5 to one of the following energy types: cold, electricity, fire or sonic. They also gain Energy ray as a psi-like ability 1/day with the same energy type. • Chitin: A dromite’s chitin gives them a +1 bonus to natural armor. • Alertness: A dromite gains Alertness as a bonus feat. • Languages: Common, Terran. Bonus Languages: Maenad, Dwarf, Goblin, Gnome. • Favored Class: Wilder or Mentalist.

Art by Carolyn Jette (http://cyber-ghost.deviantart.com)

Drow Elf • Ability Scores: +2 Dex, -2 Con, +2 Cha. • Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size. • Normal Speed: Drow have a base speed of 30 feet. • Spell-like Abilities: Drow may use the following abilities once per day each: faerie fire, darkness, dancing lights. • Light Sensitivity: A drow in any light brighter than shadowy illumination gains a –1 on all attack rolls, damage rolls, and Reflex saves, as well as a –2 on her Armor Class. • Sleep Immunity: A drow is immune to magic sleep effects. • Keen Senses: Drow receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking. • Weapon Familiarity: Drow are proficient with hand crossbows, scimitars, rapiers and shuriken, and treat any weapon with the word “drow” in its name as a martial weapon. • Languages: Common, Undercommon and Elven. Bonus Languages: Goblin, Dwarf, Gnome, Orc, Drow Sign, Salt. • Favored Class: Wizard or prodigy (male) or Cleric or favored (female).

Art by Francis Tsai (http://francis001.deviantart.com)

Dwarf

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+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff. Medium: Dwarves are Medium creatures, and have no bonuses or penalties due to their size. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Darkvision 60 feet: Dwarves can see in the dark up to 60 feet. Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. In addition, they receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or f loors. They receive a check to notice such features whenever they pass within 10 feet of them, regardless of whether or not they are actively looking. Keen Senses: Dwarves receive a +2 bonus on taste- and touch-based Perception skill checks. Greed: Dwarves can make Appraise skill checks as if trained when attempting to determine the price of nonmagical goods that contain precious metals and gemstones. Hearty: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Weapon Familiarity: Dwarves are proficient with battleaxes, handaxes, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtype due to special training against these hated foes. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type. Stability: Dwarves receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose any of the following: Elemental, Giant, Gnome, Goblin, Orc, and Undercommon. Favored Class: The favored class of dwarves is fighter, samurai or cleric.

Art by Anna Christenson (http://freshpaint.deviantart.com)

Elf

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+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail. Medium: Elves are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Elves have a base speed of 30 feet. Low-Light Vision: Elves can see twice as far as humans in conditions of poor illumination. Keen Senses: Elves receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking. Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects. Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items. Unnatural Beauty: The attitude of those dealing with elves is improved by one step so long as their starting attitude is at least “indifferent.” This increase is subject to GM discretion and might not apply to all creatures. Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose any of the following: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Favored Class: The favored class of elves is wizard or ranger.

Art by Elvire (http://elvire.deviantart.com) Yes. Elves can have blue hair. You gotta have blue hair, man!”

Gnome

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+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. Small: Gnomes are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks. Slow Speed: Gnomes have a base speed of 20 feet. Low-Light Vision: Gnomes can see twice as far as humans in conditions of poor illumination. Keen Senses: Gnomes receive a +2 bonus on smell- and touch-based Perception checks. Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice. Illusion Resistant: Gnomes get a +2 racial saving throw bonus against illusion spells or effects. Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier. Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon. Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblin subtype due to special training against these hated foes. Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type. Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose any of the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Favored Class: The favored class of gnomes is bard or sorcerer.

Art by Felicia Cano (http://feliciacano.deviantart.com)

Goblin

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-2 Strength, +2 Dexterity, +2 Intelligence: Goblins are crafty and dextrous, but not very strong. This normally lets the stronger hobgoblins take control. Small: Goblinss are Small creatures, and gain a +1 size bonus to their Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks Fast: Goblins are fast for their size and have a base speed of 30 feet. Darkvision 60 feet: Goblins can see in the dark up to 60 feet. Skilled: Goblins get a +4 to Ride and Stealth checks (on top of the +4 for their size). Shifty Bastard: A goblin has a +1 to Defense against attacks of opportunity. Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose from the following languages: Common, Undercommon, Draconic, Dwarven, Gnome, Gnoll, Halfling, Orc, Salt. Favored Class: Goblins have ranger and rogue as their favored classes.

Art by Alan Lathwell (http://alanlathwell.deviantart.com)

Half-Drow • +2 to one ability score: Half-drow characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. • Medium: Half-elves are Medium creatures, and have no bonuses or penalties due to their size. • Normal Speed: Half-elves have a base speed of 30 feet. • Darkvision 60 feet: Half-drow can see in the dark up to 60 feet. • Keen Senses: Half-drow receive a +2 bonus on sight and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking. • Elven Immunities: Half-drow are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects. • Spell-like Abilities: Light and prestidigitation 1/day each. • Drow Blood: Half-elves count as drow for any effect related to race. • Languages: Half-drow begin play speaking Common and Undercommon. Half-drow with high Intelligence scores can choose any languages they want. • Favored Class: Half-drow can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

Art by Neil Nelson (http://thedarkestseason.deviantart.com)

Half-Elf

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+2 to one ability score: Half-elf characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Medium: Half-elves are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet. Low-Light Vision: Half-elves can see twice as far as humans in conditions of poor illumination. Keen Senses: Half-elves receive a +2 bonus on sight and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking. Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects. Adaptability: Half-elves select one skill at 1st level and always treat this skill as a class skill, although this ability does not make them trained in that skill. Elf Blood: Half-elves count as elves for any effect related to race. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want. Favored Class: Half-elves can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

Art by Kuni Hwoarang (http://hdb.deviantart.com)

Halfling • +2 Dexterity, +2 Intelligence, –2 Strength: Half lings are nimble and smart, but their small stature makes them weaker than other races. • Small: Half lings are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks. • Slow Speed: Half lings have a base speed of 20 feet. • Keen Senses: Half lings receive a +2 racial bonus on sound- and taste-based Perception skill checks. • Sure Footed: Half lings receive a +2 racial bonus on Acrobatics and Climb skill checks. • Half ling Luck: Half lings receive a +1 racial bonus on all saving throws. • Fearless: Half lings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by half ling luck. • Weapon Familiarity: Half lings are proficient with slings and treat any weapon with the word “half ling” in its name as a martial weapon. • Languages: Half lings begin play speaking Common and Half ling. Half lings with high Intelligence scores can choose any of the following: Abyssal, Dwarven, Elven, Gnome, and Goblin. • Favored Class: The favored class of half lings is rogue or bard.

Art by Timothy Pat (http://thadeoradicarlous.deviantart.com/ )

Half-Orc • +2 Strength, +2 Wisdom, –2 Intelligence: Half-orcs are physically strong and constantly on the lookout for danger, but their orc stock hinders their intelligence. • Medium: Half-orcs are Medium creatures, and have no bonuses or penalties due to their size. • Normal Speed: Half-orcs have a base speed of 30 feet. • Darkvision 60 feet: Half-orcs can see in the dark up to 60 feet. • Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon. • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. • Orc Blood: Half-orcs count as orcs for any effect related to race. • Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose any of the following: Draconic, Giant, Gnoll, Goblin, and Abyssal. • Favored Class: The favored class of half-orcs is barbarian or druid.

Art by Yrindale (http://yrindale.deviantart.com/ )

Hobgoblin • +2 Dexterity, +2 Constitution, -2 Charisma: In general, hobgoblins come off as rough, but they are tough and fast, allowing them to overcome nearly any battle situation. • Medium: Hobgoblins are Medium creatures, and have no bonuses or penalties due to their size. • Normal Speed: Half-elves have a base speed of 30 feet. • Darkvision 60 feet: Half-drow can see in the dark up to 60 feet. • Sneaky: Hobgoblins have a +4 to Stealth checks. • Brilliant Strategist: A hobgoblin can use one of the following once per encounter as a spell-like ability: expeditious retreat, resistance, or vigor. • Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Giant, Infernal, Orc. • Favored Class: Hobgoblins have either fighter or warlord as their favored class.

Maenad • Ability Scores: +2 Charisma. • Medium: Maenads are Medium creatures, and have no bonuses or penalties due to their size. • Normal Speed: Maenads have a base speed of 30 feet. • Naturally Psionic: All maenads have 2 power points and can take psionic feats. • Energy Shout: All maenads may use Energy Ray (Sonic) as a psi-like ability 1/day with a CR of their character level. • Outburst: Once per day for four rounds a maenad may have an outburst of pain and rage. During this outburst, they take a -2 penalty to Wisdom, but gain a +2 bonus to Strength. • Unnatural Beauty: The attitude of those dealing with maenads is improved by one step so long as their starting attitude is at least “indifferent.” This increase is subject to GM discretion and might not apply to all creatures. • Psionic Mastery: All maenads are partial to using psionic items, as their own crystalline systems resonate with the crystals in the items. A Maenad may take 10 on any Use Psionic Device Checks. • Languages: Common, Maenad. Bonus Languages: Any. • Favored Class: Wilder or ardent. (If you don't have these classes, substitute paladin and sorcerer).

Art by Chris Kuhlmann (http://chriskuhlmann.deviantart.com/ )

Shifter

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Ability Scores: +2 Dex, +2 Con, -2 Int Medium: Shifters are Medium creatures, and have no bonuses or penalties due to their size. Normal Speed: Shifters have a base speed of 30 feet. Low-Light Vision: Shifters can see twice as far as humans in conditions of poor illumination. Beastly Muscles: Shifters enjoy a +2 racial bonus to Acrobatics and Climb checks. Ancestral Mark: A shifter is one of two main varieties: Beastial or Saurian. Beastial shifters are descended from mammal, avian and fish lycanthropes (werewolves, werecats, weresharks, wereeagles, wereplatipi, etc.). Saurian shifters descend from dinosaur lycanthropes (wererexes, weretops, wereraptors) or reptile lycanthropes (weregators, weremeleons). This mark gives them a +2 on saves against the abilities of the creatures their ancestors turned into and chooses their shifting trait for them. Shifting Trait: A shifter has an ability to shift, to become slightly more like their ancestor from which their monstrous power descends. When they shift, they gain a +2 to one ability and one extra racial power. • Bestial:  Cliffwalk: +2 Dexterity and gains a climb speed of 20 feet.  Dreamsight: +2 Wisdom and gain Speak With Animals active while shifting. Also, any shifter with this trait has a +2 on Handle Animal and Wild Empathy checks  Gorebrute: +2 strength and gain a gore attack on a charge that deals 2d6. This gains a +1 per 4 levels.  Longstride: +2 Dexterity and +10 feet to speed while shifting.  Swiftwing: +2 Dexterity and gains a 20' fly speed (average maneuverability).  Truedive: +2 Constitution and gains a swim speed of 30 ft. Also, any shifter with this trait can always hold their breath for 5 x their Constitution score.  Wildhunt: +2 Constitution and gains Scent ability. Also always has a +2 bonus to survival checks • Saurian:  Broadwing: +2 Dexterity and can reduce falling damage by 40 feet.  Junglerunner: +2 Strength and base land speed goes up by 20 feet.  Raptorleap: +2 Strength and +4 on Acrobatics checks to jump and always treated as having a running start.  Widetail: +2 Constitution and one Tail Slap attack that does 1d6 points of damage with an additional +1 per 4 levels. • Any:  BeastHide: +2 Constitution and +2 to Natural Armor.  Longtooth: +2 Strength and a Bite attack that does 1d6 points of damage with an additional +1 per 4 levels.  Razorclaws: +2 Strength and gain 2 Claw attacks that do 1d4 + (1per 4 levels) points of damage. Languages: Common. Bonus Languages: Any. Favored Class: Ranger or druid.

Art by Kerem Biyet (http://kerembiyet.deviantart.com)

Warforged • Ability Scores: +2 Strength, +2 Constitution, -2 Charisma • Medium Size: Warforged are Medium sized creatures and have no bonuses or penalties due to size. • Normal Speed: Warforged have a base speed of 30 feet. • Construct Physiology: A warforged is immune to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickening, and energy drain. Warforged do not eat, sleep or breath. When they reach 0 hp, they are unconscious (as normal) but are totally stable. • Repairable: Warforged can also be healed with a Craft check taking 8 hours, healing the result of the check – 15hp. This Craft can be (armorsmithing, blacksmithing, gemcutting, or sculpting). A warforged can repair itself. Anyone can take 10 on this check but not take 20. This check must be made trained. • Construct Drawbacks: A warforged is only healed half as much by a Conjuration (Healing) spell. Warforged also do not naturally heal. • Armor Plating: Warforged get a +2 bonus to defense if they are unarmored. A warforged may spend a feat to replace this with better plating, and may also retrain this specific feat for any other armor plating feat by taking 2 weeks to rplace them (or allowing a Warforged Smith to do so). A warforged may only replace this feat with a nonarmor plating feat at level up (as normal). • Light Fortification: A warforged with his basic armor plating has a 25% chance of a critical hit becoming a normal hit. If a feat says it changes this, then it does. If not, then it stays a 25%. This fortification stacks with enhancements to the armor plating, but not from other equipment. • Slam: A warforged naturally has a 1d4 slam attack. • Languages: Common. Bonus Languages: None. A warforged with a high intelligence must learn languages from his teammates, one per level. • Favored Class: Fighter is the favored class of a warforged.

Art by Mike Krahulik (http://cwgabriel.deviantart.com http://www.penny-arcade.com)

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