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* '''Traits''': |
* '''Traits''': |
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** '''Bonus Skill''': Gain Sneak or Convince. |
** '''Bonus Skill''': Gain Sneak or Convince. |
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** '''Attribute Modifiers''': +1 Charisma, -1 Constitution. |
** '''Attribute Modifiers''': +1 to your Charisma Modifier, but -1 to your Constitution Modifier. |
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** '''Harbinger’s Face''': Transform your appearance at will. |
** '''Harbinger’s Face''': Transform your appearance at will. |
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=== '''[[Dragonborn]]''' === |
=== '''[[Dragonborn]]''' === |
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''(Based on Lizardmen)'' |
''(Based on Lizardmen)'' |
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* '''Size:''' Medium |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** '''Survival Instincts''': Gain Stab and Survive. |
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** '''Attribute Adjustments''': Your Strength or Charisma modifier increases by +1, but your Dexterity or Charisma modifier decreases by -1. |
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** '''Natural Armor''': Your unarmored Armor Class is 13, and if you wear better armor, you get a +1 bonus to its AC. |
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** (Optional) '''Breath Weapon''': By spending a second Focus on your race, you gain a breath weapon: Once per scene, you can breathe fire, frost, or another noxious substance in a cone up to 15 feet long and wide at its end. All within must make an appropriate save or take 2d6 damage plus your character level. You gain immunity to the substance you exhale. |
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=== '''[[Dwarf]]''' === |
=== '''[[Dwarf]]''' === |
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* '''Size:''' Medium |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** '''Craftsmanship''': Gain Craft as a bonus skill. |
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** '''Tremorsense''': You have the dwarven surrounding-sense out to twenty feet, able to distinguish solid objects as if you were using your sense of sight. |
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** '''Magic Resistance''': You have a natural resistance to magic, gaining a +2 bonus on all saves against hostile magical effects. |
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** '''Efficient Needs''': You need only half the usual amount of food, water, and air and gain a +1 bonus to your hit point die at each level. |
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** (Optional) '''Negate Magic''': By spending a second Focus on your race, you unlock antimagical powers: Once per day, as an Instant action, you can negate an unwanted magical effect that would otherwise affect you. If you accept one System Strain point, you can use this ability to negate a magical effect within one hundred feet that you can see or sense. This ability applies only to spellcasting, minor standing enchantments, and creature-generated magic, and cannot negate Workings, magic items, or exceptionally potent rituals. |
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=== '''[[Drow]]''' === |
=== '''[[Drow]]''' === |
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=== '''[[Elf]]''' === |
=== '''[[Elf]]''' === |
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* '''Size:''' Medium |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** '''Past Memories''': Pick any skill as a bonus skill reflecting your past memories. You may reroll a failed skill check in this skill once per day. |
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** '''Keen Senses''': Gain Notice as a bonus skill and see clearly in dim light. |
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** (Optional) '''Long Lived Life''': By spending a second Focus on your race, unlock your full memory potential: Pick a mental attribute (INT/WIS/CHR); gain +1 to your ability modifier in it, up to a maximum of +3 as you draw on past memories. In addition, pick any skill as an additional bonus skill. |
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=== '''[[Genasi]]''' === |
=== '''[[Genasi]]''' === |
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(Based on Xenoblooded) |
(Based on Xenoblooded) |
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* '''Size:''' Medium |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** Choose one set of benefits to reflect your elemental heritage: |
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*** '''Fire Genasi''': You are immune to heat damage and can breathe and see through smoke without hindrance. |
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*** '''Water/Ice Genasi''': You can breathe water and see through it up to 120 feet regardless of light. You swim at double your normal speed. |
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*** '''Earth Genasi''': Gain a +1 to either your Strength or Dexterity modifiers, to a maximum of +3, and a -1 penalty to the modifier of the other attribute. |
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*** '''Air Genasi''': You are nourished by invisible radiations and need neither eat, sleep, nor breathe. You can see clearly even in the absence of any light. |
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=== '''[[Gnome]]''' === |
=== '''[[Gnome]]''' === |
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''(Based on Gnome)'' |
''(Based on Gnome)'' |
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* '''Size:''' Small |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** '''Skilled Hands''': Gain Sneak or Craft. |
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** '''Attribute Adjustments''': Your Dexterity modifier increases by +1, and your Strength or Wisdom modifier decreases by -1. |
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** '''Superior Vision''': You can see clearly in absolute darkness out to sixty feet. |
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=== '''Goliath''' === |
=== '''Goliath''' === |
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(Based on ''Halfman)'' |
(Based on ''Halfman)'' |
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* '''Size:''' Medium |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** '''Survivalist''': Gain Survive. |
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** '''Hardy Constitution''': Increase your Constitution modifier by +1, up to a maximum of +2. |
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** '''Environmental Resistance''': You are immune to natural extremes of heat and cold. |
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** '''Flexible Digestion''': You can digest any plant matter a normal ruminant could. |
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** '''Herd Mentality''': When in a scene or battle on your own, inflict a -2 penalty on all Mental saving throws. |
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=== '''Half-Elf''' === |
=== '''Half-Elf''' === |
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* '''Size:''' Medium |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** '''Dual Heritage''': Gain Connect and any one skill. |
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** '''Superior Vision''': You can see out to thirty feet in any light condition short of perfect darkness. |
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** '''(Optional) Elven Ancestry''': At your discretion, if you take after your elven parent, you may increase your Dexterity modifier by +1 but then also take a -1 to your Constitution modifier. |
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=== '''[[Halfling]]''' === |
=== '''[[Halfling]]''' === |
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* '''Size:''' Small |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** '''Nimble''': Gain Sneak. |
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** '''Small Stature''': Your Constitution or Dexterity modifier increases by +1. |
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** '''Weapon Limitation''': You are too small to effectively use two-handed melee weapons or large bows. |
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=== '''[[Harengon]]''' === |
=== '''[[Harengon]]''' === |
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* '''Speed''': 30 feet |
* '''Speed''': 30 feet |
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* '''Traits''': |
* '''Traits''': |
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** '''Bonus Skill''': Gain Exert |
** '''Bonus Skill''': Gain Exert. |
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** '''Accipiter Flight''': You have the ability to fly. |
** '''Accipiter Flight''': You have the ability to fly. |
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** '''Attribute Modifiers''': -1 Constitution, +1 Dexterity. |
** '''Attribute Modifiers''': -1 Constitution, +1 Dexterity. |
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** '''Mental Immunity''': Impervious to mind-affecting magic. |
** '''Mental Immunity''': Impervious to mind-affecting magic. |
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=== Manipulating Race??? === |
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== Races Not Allowed in [[The Fantasial Freeze]] == |
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''(Based on Chattel)'' |
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* '''Size:''' Medium |
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=== Orc === |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** '''Lifelong Manipulator''': You gain a +1 bonus to all social skill checks due to your lifelong need to manage and manipulate others. |
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** '''Frail''': Roll your Strength attribute as 1d4+2 instead of the standard method. |
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** '''Attribute Boost''': Increase either Constitution or Charisma modifier by +1, up to a maximum of +3. |
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** '''Mental Blocks''': You have a -2 hit penalty on all attack rolls. |
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=== Min/Max Race??? === |
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* '''Size:''' Medium |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** '''Attribute Penalty''': Choose one attribute; its modifier suffers a permanent -2 penalty, to a maximum of -3. |
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** '''Limited Potential''': Only one of your attribute scores can be above 13; reduce any others to no more than 13. |
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** '''Focused Efforts''': Gain two additional Foci of your choice to reflect your efforts to overcome your natural limits. |
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** '''Indomitable Spirit''': Gain a +2 bonus to all saving throws. |
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=== MacGuyver Race??? === |
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* '''Size:''' Medium |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** '''Specialized Training''': Pick any one non-combat, non-Magic skill as a bonus skill and gain the Specialist Focus in it. |
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** '''Functional Adaptation''': You are capable of carrying out your intended function even without normally necessary tools or instruments. |
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** '''Attribute Penalty''': Pick any one attribute; it suffers a -1 penalty to its modifier, to a minimum of -2. |
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** '''Functional Bonus''': Gain a +1 bonus to all skill checks related to your function. |
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=== Intimidating Race??? === |
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* '''Size:''' Medium |
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* '''Speed:''' 30 feet |
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* '''Traits:''' |
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** '''Combat Training''': Gain Stab and Punch. |
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** '''Combat Precision''': Gain a +1 bonus on all hit rolls. |
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** '''Attribute Penalty''': Choose two attributes from Intelligence, Wisdom, and Charisma; these attribute modifiers suffer a -1 penalty, down to a -2 maximum. |
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** '''Physical Power''': Increase either Strength, Dexterity, or Constitution by +1, up to a maximum of +3. |
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** '''Social Intimidation''': You have a -1 penalty on all social skill checks not related to intimidation. |
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== Races Not Allowed for Players in [[The Fantasial Freeze]] == |
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=== '''Orc''' === |
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* '''Size''': Medium |
* '''Size''': Medium |
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** '''Relentless''': Once per day, act for 1 round after hitting zero HP. |
** '''Relentless''': Once per day, act for 1 round after hitting zero HP. |
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=== Oni === |
=== '''Oni''' === |
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* '''Size''': Large |
* '''Size''': Large |
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** '''Mental Weakness''': Suffer a -2 penalty to all Mental saving throws. |
** '''Mental Weakness''': Suffer a -2 penalty to all Mental saving throws. |
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=== Revenant === |
=== '''Revenant''' === |
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* '''Size''': Medium |
* '''Size''': Medium |
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** '''Delayed Revival''': Revival after death takes decades or centuries, depending on the method of destruction. |
** '''Delayed Revival''': Revival after death takes decades or centuries, depending on the method of destruction. |
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=== Ghoul === |
=== '''Ghoul''' === |
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* '''Size''': Medium |
* '''Size''': Medium |
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** '''Ghoulish Hunger''': Must consume 1 pound of human flesh per month or risk mental breakdown. |
** '''Ghoulish Hunger''': Must consume 1 pound of human flesh per month or risk mental breakdown. |
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** '''Attribute Modifiers''': +1 Strength or Dexterity. |
** '''Attribute Modifiers''': +1 Strength or Dexterity. |
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=== '''Warforged''' === |
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* '''Creature Type:''' Construct |
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* '''Size:''' Medium |
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* '''Speed:''' 30 feet |
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'''Traits:''' |
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* '''Mechanical Resilience:''' You do not need to eat, drink, or breathe. You are immune to disease, poison damage, and the poisoned condition. |
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* '''Recharge Cycle:''' Instead of sleeping, you must spend 6 hours in an inactive state to recharge. During this time, you are conscious but immobile, and you remain aware of your surroundings. |
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* '''Emergency Stabilization:''' If reduced to 0 hit points, you can be stabilized by a creature proficient in Medicine or by someone who has been trained to repair you. Stabilization requires 1 hour of instruction from you, or prior specialized knowledge (such as the Healer feat or a class feature). |
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* '''Flawed Design:''' Choose one ability score and decrease its modifier by 1 (to a minimum of -2). |
Latest revision as of 23:52, 13 December 2024
In DDWN, the Origin or Race of the character is determined by picking up a specific Focus (Foci are the DDWN equivalent to 5e's Feats).
Below are all of the Racial Foci Currently Available in Quelmar DDWN Games
List of DDWN Racial Foci[edit | edit source]
Aasimar[edit | edit source]
(Based on Aristoi)
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skills: Gain Lead and one other non-Magic skill.
- Keen Judgment: +1 Wisdom modifier.
- Foresight in Battle: Use Wisdom for weapons instead of Strength or Dexterity.
Aarakocra[edit | edit source]
(Based on Tengu)
- Size: Medium
- Speed: 30 feet (fly 30 feet outdoors)
- Traits:
- Bonus Skill: Gain Stab.
- Flight: Fly outdoors at normal encumbrance. When indoors you cannot fight or perform complex actions while airborne. Flight is too exhausting to sustain for long-distance travel.
Changeling[edit | edit source]
(Based on Harbinger)
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Sneak or Convince.
- Attribute Modifiers: +1 to your Charisma Modifier, but -1 to your Constitution Modifier.
- Harbinger’s Face: Transform your appearance at will.
Choeru[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Convince or Connect.
- Charismatic Presence: +1 Charisma modifier and +1 to Reaction Rolls.
- Linguistic Adaptability: Gain fluency in languages after a week of exposure.
Dragonborn[edit | edit source]
(Based on Lizardmen)
- Size: Medium
- Speed: 30 feet
- Traits:
- Survival Instincts: Gain Stab and Survive.
- Attribute Adjustments: Your Strength or Charisma modifier increases by +1, but your Dexterity or Charisma modifier decreases by -1.
- Natural Armor: Your unarmored Armor Class is 13, and if you wear better armor, you get a +1 bonus to its AC.
- (Optional) Breath Weapon: By spending a second Focus on your race, you gain a breath weapon: Once per scene, you can breathe fire, frost, or another noxious substance in a cone up to 15 feet long and wide at its end. All within must make an appropriate save or take 2d6 damage plus your character level. You gain immunity to the substance you exhale.
Dwarf[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Craftsmanship: Gain Craft as a bonus skill.
- Tremorsense: You have the dwarven surrounding-sense out to twenty feet, able to distinguish solid objects as if you were using your sense of sight.
- Magic Resistance: You have a natural resistance to magic, gaining a +2 bonus on all saves against hostile magical effects.
- Efficient Needs: You need only half the usual amount of food, water, and air and gain a +1 bonus to your hit point die at each level.
- (Optional) Negate Magic: By spending a second Focus on your race, you unlock antimagical powers: Once per day, as an Instant action, you can negate an unwanted magical effect that would otherwise affect you. If you accept one System Strain point, you can use this ability to negate a magical effect within one hundred feet that you can see or sense. This ability applies only to spellcasting, minor standing enchantments, and creature-generated magic, and cannot negate Workings, magic items, or exceptionally potent rituals.
Drow[edit | edit source]
(Based on Deepfolk)
- Size: Medium
- Speed: 30 feet
- Traits:
- Enhanced Vision: See clearly in any light condition.
- Reduced Needs: Require half the food, water, and air of a baseline human.
- Durable: Raise one physical attribute (DEX/CON/STR) to 14 if it is lower.
- Sunlight Vulnerability: Exposure to sunlight causes spiritual harm. If more than a handsbreadth of skin is exposed, make a save each round to avoid +1 Strain.
Elf[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Past Memories: Pick any skill as a bonus skill reflecting your past memories. You may reroll a failed skill check in this skill once per day.
- Keen Senses: Gain Notice as a bonus skill and see clearly in dim light.
- (Optional) Long Lived Life: By spending a second Focus on your race, unlock your full memory potential: Pick a mental attribute (INT/WIS/CHR); gain +1 to your ability modifier in it, up to a maximum of +3 as you draw on past memories. In addition, pick any skill as an additional bonus skill.
Genasi[edit | edit source]
(Based on Xenoblooded)
- Size: Medium
- Speed: 30 feet
- Traits:
- Choose one set of benefits to reflect your elemental heritage:
- Fire Genasi: You are immune to heat damage and can breathe and see through smoke without hindrance.
- Water/Ice Genasi: You can breathe water and see through it up to 120 feet regardless of light. You swim at double your normal speed.
- Earth Genasi: Gain a +1 to either your Strength or Dexterity modifiers, to a maximum of +3, and a -1 penalty to the modifier of the other attribute.
- Air Genasi: You are nourished by invisible radiations and need neither eat, sleep, nor breathe. You can see clearly even in the absence of any light.
- Choose one set of benefits to reflect your elemental heritage:
Gnome[edit | edit source]
(Based on Gnome)
- Size: Small
- Speed: 30 feet
- Traits:
- Skilled Hands: Gain Sneak or Craft.
- Attribute Adjustments: Your Dexterity modifier increases by +1, and your Strength or Wisdom modifier decreases by -1.
- Superior Vision: You can see clearly in absolute darkness out to sixty feet.
Goliath[edit | edit source]
(Based on Halfman)
- Size: Medium
- Speed: 30 feet
- Traits:
- Survivalist: Gain Survive.
- Hardy Constitution: Increase your Constitution modifier by +1, up to a maximum of +2.
- Environmental Resistance: You are immune to natural extremes of heat and cold.
- Flexible Digestion: You can digest any plant matter a normal ruminant could.
- Herd Mentality: When in a scene or battle on your own, inflict a -2 penalty on all Mental saving throws.
Half-Elf[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Dual Heritage: Gain Connect and any one skill.
- Superior Vision: You can see out to thirty feet in any light condition short of perfect darkness.
- (Optional) Elven Ancestry: At your discretion, if you take after your elven parent, you may increase your Dexterity modifier by +1 but then also take a -1 to your Constitution modifier.
Halfling[edit | edit source]
- Size: Small
- Speed: 30 feet
- Traits:
- Nimble: Gain Sneak.
- Small Stature: Your Constitution or Dexterity modifier increases by +1.
- Weapon Limitation: You are too small to effectively use two-handed melee weapons or large bows.
Harengon[edit | edit source]
(Based on Usagi)
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Exert or Sneak.
- Lucky: Gain +1 to all saving throws. Automatically succeed on one Luck save per week.
- Attribute Modifiers: +1 Dexterity, BUT -1 Strength or Constitution.
- Rapid Movement: Once per scene, double your ground movement for 1 round.
Human[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Because you did not need to spend a Focus/Feat on another race, you can instead use that Focus on another power or ability.
Kitsune[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Notice or Convince.
- Attribute Modifiers: +1 Charisma.
- Elemental Sparks: Gain the Elemental Sparks Elementalist art. If you already have it, pick a bonus Elementalist art instead.
Shifter[edit | edit source]
(Based on Nahu)
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Sneak or Notice.
- Attribute Modifiers: +1 Dexterity or Charisma.
- Claws: Your claws function as daggers for melee combat, you can not be disarmed of them short of losing a limb.
- Enhanced Vision: See clearly in low-light conditions.
- Instinctive Aggression: Must make a Mental Save during combat if you wish to do subduel/nonlethal damage.
Tabaxi[edit | edit source]
(Based on Guer)
- Size: Medium
- Speed: 40 feet
- Traits:
- Bonus Skill: Gain Notice or Sneak.
- Attribute Modifiers: +1 Wisdom or Charisma.
- Enhanced Vision: See clearly in low-light conditions.
Tanuki[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Sneak.
- Climbing Prowess: Climb scalable surfaces at full speed.
- Shapeshifting: Once per day, transform as if using the Adopt the Simulacular Visage spell (without language-granting powers) for up to two hours per level.
Races Yet to be Implemented or Invented[edit | edit source]
Laborer Race???[edit | edit source]
(Based on Zakathi)
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Exert.
- Attribute Adjustment: Raise your constitution score to 14; if it is already 14+, raise it instead to 18.
- Increased Capacity: Maximum System Strain increases by 2.
- Labor Dependency: Must exert daily to recover resources. Failure to do so results in System Strain overnight.
Support Race???[edit | edit source]
(Based on Piren)
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Exert.
- Coordinated Action: Once per scene, give an ally a bonus Main Action for physical tasks. This benefit can be used only once per scene per ally.
Smart Sneaky Race???[edit | edit source]
(Based on Pichi)
- Size: Small
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Notice.
- Attribute Modifiers: +1 Wisdom or Dexterity, -1 Strength or Constitution.
- Blindsense: Exceptional low-light vision and tactile interaction in complete darkness.
Aquatic Race???[edit | edit source]
(Based on Manu)
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Exert or Survive.
- Attribute Modifiers: +1 Constitution or Strength, -1 Dexterity or Charisma.
- Aquatic Adaptations: Swim at full speed and hold breath for up to 15 minutes.
- Tough Hide: Reduce Shock damage by 1 point, to a minimum of 1.
Small Dextrous Flying Race???[edit | edit source]
(Based on Accipiter)
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Exert.
- Accipiter Flight: You have the ability to fly.
- Attribute Modifiers: -1 Constitution, +1 Dexterity.
Golem Race???[edit | edit source]
(Based on !Man)
- Size: Medium
- Speed: 30 feet
- Traits:
- Algorithmic Mimicry: Pick any skill except Magic as a bonus skill. Once per day, gain a +1 bonus on a skill check or a +2 bonus to hit as an Instant action.
- Mental Immunity: Impervious to mind-affecting magic.
Manipulating Race???[edit | edit source]
(Based on Chattel)
- Size: Medium
- Speed: 30 feet
- Traits:
- Lifelong Manipulator: You gain a +1 bonus to all social skill checks due to your lifelong need to manage and manipulate others.
- Frail: Roll your Strength attribute as 1d4+2 instead of the standard method.
- Attribute Boost: Increase either Constitution or Charisma modifier by +1, up to a maximum of +3.
- Mental Blocks: You have a -2 hit penalty on all attack rolls.
Min/Max Race???[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Attribute Penalty: Choose one attribute; its modifier suffers a permanent -2 penalty, to a maximum of -3.
- Limited Potential: Only one of your attribute scores can be above 13; reduce any others to no more than 13.
- Focused Efforts: Gain two additional Foci of your choice to reflect your efforts to overcome your natural limits.
- Indomitable Spirit: Gain a +2 bonus to all saving throws.
MacGuyver Race???[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Specialized Training: Pick any one non-combat, non-Magic skill as a bonus skill and gain the Specialist Focus in it.
- Functional Adaptation: You are capable of carrying out your intended function even without normally necessary tools or instruments.
- Attribute Penalty: Pick any one attribute; it suffers a -1 penalty to its modifier, to a minimum of -2.
- Functional Bonus: Gain a +1 bonus to all skill checks related to your function.
Intimidating Race???[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Combat Training: Gain Stab and Punch.
- Combat Precision: Gain a +1 bonus on all hit rolls.
- Attribute Penalty: Choose two attributes from Intelligence, Wisdom, and Charisma; these attribute modifiers suffer a -1 penalty, down to a -2 maximum.
- Physical Power: Increase either Strength, Dexterity, or Constitution by +1, up to a maximum of +3.
- Social Intimidation: You have a -1 penalty on all social skill checks not related to intimidation.
Races Not Allowed for Players in The Fantasial Freeze[edit | edit source]
Orc[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Survive.
- Attribute Modifiers: +1 Constitution.
- Poison Immunity: Immune to mundane poisons.
- Relentless: Once per day, act for 1 round after hitting zero HP.
Oni[edit | edit source]
- Size: Large
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Stab or Punch.
- Attribute Modifiers: +1 Strength, -1 Wisdom.
- Powerful Build: Count your Strength as 4 points higher for Encumbrance purposes.
- Mental Weakness: Suffer a -2 penalty to all Mental saving throws.
Revenant[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Undead Nature: Do not require food, drink, sleep, or air. Require eight hours of rest to recover HP, spells, or Effort.
- Resilient Form: Stabilize at zero hit points unless mangled. Immune to poison and disease.
- Delayed Revival: Revival after death takes decades or centuries, depending on the method of destruction.
Ghoul[edit | edit source]
- Size: Medium
- Speed: 30 feet
- Traits:
- Bonus Skill: Gain Sneak as a bonus skill.
- Ghoulish Hunger: Must consume 1 pound of human flesh per month or risk mental breakdown.
- Attribute Modifiers: +1 Strength or Dexterity.
Warforged[edit | edit source]
- Creature Type: Construct
- Size: Medium
- Speed: 30 feet
Traits:
- Mechanical Resilience: You do not need to eat, drink, or breathe. You are immune to disease, poison damage, and the poisoned condition.
- Recharge Cycle: Instead of sleeping, you must spend 6 hours in an inactive state to recharge. During this time, you are conscious but immobile, and you remain aware of your surroundings.
- Emergency Stabilization: If reduced to 0 hit points, you can be stabilized by a creature proficient in Medicine or by someone who has been trained to repair you. Stabilization requires 1 hour of instruction from you, or prior specialized knowledge (such as the Healer feat or a class feature).
- Flawed Design: Choose one ability score and decrease its modifier by 1 (to a minimum of -2).