Yagura:SRD:Character Descriptions

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Character Size[edit]

Table: Creature Size and Scale
Size
Category
Height or
Length1
Weight2 Space3 Natural Reach3 Carrying Capacity Mulitplier
Tall Long Biped Quadruped4
Fine 6 in. or less 1/8 lb. or less 4 in. 4 in. 2 in. ×1/16 ×2/16
Diminutive 6 in.–1 ft. 1/8 lb.–1 lb. 8 in. 8 in. 4 in. ×1/8 ×3/16
Tiny 1 ft.–2 ft. 1 lb.–8 lb. 1-1/4 ft. 1-1/4 ft. 8 in. ×1/4 ×3/8
Small 2 ft.–4 ft. 8 lb.–60 lb. 2-1/2 ft. 2-1/2 ft. 1-1/4 ft. ×1/2 ×3/4
Medium 4 ft.–8 ft. 60 lb.–500 lb. 5 ft. 5 ft. 2-1/2 ft. ×1 ×1-1/2
Large 8 ft.–16 ft. 500 lb.–2 tons 10 ft. 10 ft. 5 ft. ×2 ×3
Huge 16 ft.–32 ft. 2 tons–16 tons 20 ft. 20 ft. 10 ft. ×4 ×6
Gargantuan 32 ft.–64 ft. 16 tons–125 tons 40 ft. 40 ft. 20 ft. ×8 ×12
Colossal 64 ft. or more 125 tons or more 80 ft. 80 ft. 40 ft. ×16 ×24
  1. Biped's height, quadruped's body length (nose to base of tail)
  2. Assumes that the creature is roughly as dense as a regular animal. A creature made of stone will weigh considerably more. A gaseous creature will weigh much less.
  3. These values are typical for creatures of the indicated size. Some exceptions exist.
  4. This column includes creatures with 4 or more load bearing appendages.

A Small character generally moves about two-thirds as fast as a Medium character.

A character must use weapons for creatures of his size.

Table: Scaling Combat Bonuses

Attacker Is Attack Modifier Damage Modifier1, 2 Special Attack
Modifier3
Special Conditions
Five sizes smaller +16 -16 4 -64 You must enter the creature's space to attack it. Limb damage only.5
Four sizes smaller +8 -8 4 -32 You must enter the creature's space to attack it. Limb damage only.5
Three sizes smaller +4 -4 4 -16 You must enter the creature's space to attack it. Limb damage only.5
Two sizes smaller +2 -2 -8 You must enter the creature's space to attack it.
One size smaller +1 -1 -4
Same size - - -
One size larger -1 +1d6 (+2) +4
Two sizes larger -2 +2d6 (+4) +8
Three sizes larger -4 6 +4d6 (+8) +16 You are considered to have Improved Grab against your target. You can throw most targets as if they had a range increment equal to your space size.
Four sizes larger -8 6 +8d6 (+16) +32 Attacks with melee weapons are resolved as touch attacks. You are considered to have Improved Grab and Trample against your target. You can throw most targets as if they had a range increment equal to double your space size.
Five sizes larger -16 6 +16d6 (+32) +64 Attacks with melee or ranged weapons are resolved as touch attacks. You are considered to have Improved Grab, Trample, and Swallow Whole against your target. You can throw most targets as if they had a range increment equal to four times your space size.
  1. Damage modifier is applied once for the weapon, and then once more for each bonus die rolled that does not come from precision damage. A bonus die from the flaming property thus qualifies, while sneak attack does not.
  2. Two-handed weapons add the damage bonus listed in parenthesis in addition to the base damage. One-handed weapons wielded with two hands do not receive this benefit.
  3. This modifier applies to the bull rush, grapple, overrun, and trip special attacks.
  4. Unlike normal damage rolls, the minimum damage for these rolls is 0.
  5. Damage dealt to creature is applied to a limb that you can reach and not their normal hit point total (which may make the limb useless), unless you can reach the creature's vital areas. If you deal damage to the vital area of a much larger creature with a melee attack (because you climbed, flew, swam, or otherwise reached the vital area) you are considered two sizes larger for the purposes of your attack.
  6. Unlike normal attack rolls, a roll of 20 is not an automatic hit.

Race and Languages[edit]

All characters know how to speak Common. Some races also speak a racial language, as appropriate. Further ability in language depends on skills.

Vital Statistics[edit]

Age[edit]

Starting Age[edit]

You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class. Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the race's random starting ages table corresponding to the character’s class.

Alternatively, refer to the race's random starting ages table and roll dice to determine how old your character is.

Aging Effects[edit]

Table: Aging Effect
Age Bonus Penalty
Young Adult None None
Middle Aged Experienced Worn Out
Old Wise Worn Out
Venerable A Life of Experience, Wise Fragile, Worn Out

Experienced (Ex): You had your share of experience. You gain a +2 bonus to one skill of your choice.

Worn Out (Ex): You are no longer as lively as you once were. You take a -2 penalty on fortitude saves against effects that would make you fatigued or exhausted.

Wise (Ex): While you are no longer as resilient as you once were, you had plenty of time to think about your actions and experience. You gain a +1 bonus on all intelligence-based skills and ability checks.

A Life of Experience (Ex): You have a whole life of experience behind you that grants you a +1 skill point per level (applied retroactively).

Fragile (Ex): You are very fragile. You gain one less hit point per level and take a -2 penalty on fortitude saves.

Getting Older[edit]

As you get older you replace your bonuses and penalties with the ones from the next age category on the chart (when is based on your race). However a character has 3 different ages, unless tampered with, all three ages are always equal (but really you cannot expect an adventurer not to tamper with something). Your bonuses and penalties are not determined by your overall (true) age but by both your mental and physical age.

True Age: Your true age is basically the number of years you lived since born. Your true age has no effect on your character, it is only there to serve as a measurement for the other two ages.

Physical Age: The Age of your body, it affects age penalty. As your physical age reaches the next age category you lose your previous penalty and gain the new age category's penalty.

Mental Age: The age of the mind, it affects age bonuses. As your mental age reaches the next age category you lose your previous bonus and gain the new age category's bonus.

Max Age[edit]

A venerable creature must make a fortitude save (DC 10 + racial max age modifier divided by the number of years into venerable age) at the end of each year. If the creature fails as many saves as his or her constitution modifier, he or she falls ill and will die within the year. A greater restoration spell removes the illness and saves the creature, but another failed fortitude save against venerable death will cause the illness to return.

A character that died of old age may be brought back from death at old age (although only with resurrection and true resurrection spells), although he or she is always one saving throw from dying again.

Magically Aged[edit]

Should an effect cause you to age significantly faster and you end up one or more age categories further than you were, you gain all penalties from your new age category, but you retain the bonuses of your prior age category. Your mental age remains equal to your true age.

Partial Rejuvenation[edit]

More common are effects that cause you to get younger. It's usually beneficial, so you retain bonuses from your former age category but gain the penalties of your new age category. As far as this rule is concerned you cannot be rejuvenated beyond young adult. Your mental age remains equal to your true age.

Unless a number is specified, rejuvenation by one or more categories restores your physical age to halfway between the new category's starting age and the next category's starting age. (A human that was rejuvenated to a young adult's physical age would become 25 by example).

True Rejuvenation[edit]

You become younger in body and mind, a rare effect often caused by artifacts and magical places. You lose both your current age bonus and penalty and gain your new age category bonus and penalty. Your mental and physical age change to your new age.

Height and Weight[edit]

The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.


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