Acrozatarim/New Races

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Genasi[edit]

All genasi possess Resistance (mundane cold, fire, lightning and thunder) 2.


Air Genasi

Bonus: +2 Dex OR +2 Cha

Power - Swift as the Winds
Once per battle, you may make an additional Move action during your turn. This action doesn't have to be used to actually move, but if it is then all of your movement during the turn can be flying if you wish; just be aware that you cease to fly at the end of your movement so make sure you're back on solid ground! If the Escalation Die is at 3 or higher, you gain an additional Standard action instead of Move action.
Champion Feat: You also benefit from a +2 bonus to Disengage checks and your AC vs. ranged attacks until the beginning of your next turn.


Earth Genasi

Bonus: +2 Con OR +2 Cha

Power - Bones of the Earth
Once per battle, as a quick action, you may gain Resistance (Physical) 14 until the beginning of your next turn. If the Escalation Die is at 3 or higher, you gain Resistance (Physical) 18 until the beginning of your next turn instead.
Champion Feat: You may also shake off one source of ongoing damage or one condition, ending it immediately.


Fire Genasi

Bonus: +2 Int OR +2 Cha

Power - Soul Ignition
Once per battle, as a quick action, you may surround yourself in a blazing corona of flame until the beginning of your next turn. Every time you hit an enemy with any kind of attack, and every time you are hit by an enemy with a melee attack, they suffer ongoing fire damage equal to twice your level. If the Escalation Die is at 3 or higher, damage is equal to three times your level instead.
Champion Feat: Enemies who end their turn next to you while Soul Ignition is active also suffer ongoing fire damage equal to twice your level.


Water Genasi

Bonus: +2 Wis OR +2 Cha

Power - Flowing Tide
Once per battle, you may pop free from a number of engaged enemies equal to the current Escalation Die value as a quick action.
Champion Feat: When you pop free, you may pick one enemy and drag them with you for the distance of one move action, and then re-engage them if you desire.


Gnoll[edit]

Bonus: +2 Str OR +2 Wis

Power - Primal Blood
Once per battle, when you stagger an enemy or reduce an enemy to 0 hit points, you may roll your recovery dice and gain temporary hit points equal to half the result. If the Escalation Die is at 3 or higher, you may also trigger this ability when you become staggered. As long as any of these temporary hit points remain, you treat all 1s rolled on damage dice for your attacks or spells as 2s instead.
Champion Feat: Gain the full value rolled on your recovery dice as temporary hit points, instead of half.


Verman[edit]

Vermen are a rat-man style race, albeit playing with a few of the usual tropes and cliches - they are fastidiously tidy and lovers of fine things, they are not fast breeding, and they are not hunched little creatures prone to mad schemes but rather the proud and scattered remnants of a fading species. I'm still hammering out all the details of their role in the setting, but suffice to say they're rare to meet and they see humans as a dirty, fast-spawning species. The power runs off the idea that they are extremely swift to react and move, and that they are damn hard to get the drop on.

Bonus: +2 Dex OR +2 Int

Power - Lightning Reflexes
Once per battle, you may make a normal (11+) save against an attack that hits you. If successful, you simply avoid the blow. You may, if you wish, do something appropriately smug like pluck the incoming arrow out of the air or catch the blade between your palms and twist it aside.
Champion Feat: During the first round of combat, you may use this power any number of times without expending it against enemies who have a higher Initiative than you do.


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