Yagura:SRD:Character Descriptions

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Race Descriptions

Character Size

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

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

Age

Starting Age

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.

Simple

Barbarian, rogue, sorcerer, soulknife, wilder.

Moderate

Bard, fighter, paladin, psychic warrior, ranger.

Complex

Cleric, druid, monk, psion, wizard.

Aging Effects

With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see each race's aging effects table). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.

When a character reaches venerable age, secretly roll his or her maximum age, which is the number from the Venerable column on the race's aging effects table plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year.

The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

Height and Weight

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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