Difference between revisions of "4SRD:Race"

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(AETHEREAL MONK)
(AETHEREAL MONK)
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Languages: Common and Deep Speech.<br>  
 
Languages: Common and Deep Speech.<br>  
 
Skill Bonuses: +2 Acrobatics. +2 Athletics<br>  
 
Skill Bonuses: +2 Acrobatics. +2 Athletics<br>  
Danger Sense: You have a ·2 racial bonus to initiative checks.<br>  
+
'''Danger Sense''': You have a ·2 racial bonus to initiative checks.<br>  
Defended Mind: You have a +2 racial bonus to saving throws against effects that daze. dominate. or stun.<br>  
+
'''Defended Mind''': You have a +2 racial bonus to saving throws against effects that daze. dominate. or stun.<br>  
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action.<br>
+
'''Shifting Fortunes''': When you use your second wind, you can shift 3 squares as a free action.<br>
Spell-Like Abilities: You have the [[4SRD:Iron Mind|''Iron Mind'']] Aethereal monkish racial ability.<br>
+
'''Spell-Like Abilities''': You have the [[4SRD:Iron Mind|''Iron Mind'']] Aethereal monkish racial ability.<br>
 
You use the power of your mind to protect yourself.<br>
 
You use the power of your mind to protect yourself.<br>
 
(Immediate Interrupt, Personal)<br>
 
(Immediate Interrupt, Personal)<br>

Revision as of 16:34, 8 June 2012

4SRD > Races Racial Template: Gnomes
Also see the Gnome monster listing.

+2 Constitution, -2 Strength.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Listen checks.
+2 racial bonus on Craft (alchemy) checks.
Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.


ANGEL-TOUCHED

An Angel-touched is an Angel who chose to have his spirit born into and bound into mortal flesh. Their souls have been reincarnated for thousands of years to fight endlessly against evil. Angel-touched are wholly and fiercely committed to the cause of good, because they fear what they might become if they turn to evil: an Angel-touched whose soul becomes corrupted can be reincarnated as a demon.

+2 Wisdom; +2 Intelligence or Charisma.
Medium. Angel-touched base land speed is 30 feet.
Normal Vision.
Languages: Common and choice of two others.
Skill Bonuses: +2 History, +2 Religion
Angelic Glory: You have a +1 bonus to all defenses
against attacks made by bloodied creatures.
Celestial Resistance: You have resistance to necrotic damage and radiant damage equal to 5 + one-half your level.
Immortal Origin: Your spirit is native to the Astral Sea, so you are considered an immortal creature for the purpose of effects that relate to creature origin.
Spell-Like Abilities: You have the Ancient Memories Angel-touched racial ability.
The dreamlike memories of your previous lives lend insight to aid you.
(No Action, Personal)
Once per encounter, when you make an attack roll, a saving throw, a skill check, or an ability check and dislike the result, you can add 1d6 to the triggering roll.

AETHEREAL MONK

The Aethereal monks are descended from an ancient race once held In thrall by psionic overlords from the depths of the earth. After the bloody uprising that won these people their freedom, Ideological differences split them into two races: the Aethereal monks and the Aethereal pirates. The Aethereal monks rejected the cruel warmongering of the Aethereal pirates and withdrew to the Elemental Chaos and to remote locations in the world to follow a path of self-reflection, harnessing the power of the mind and the soul. Centuries later, the Aethereal monks remain in such locations, leading disciplined lives and observing their surroundings to determine their place in the universe.

+2 Wisdom; +2 Dexterity or Intelligence.
Medium.
Aethereal monkish base land speed is 30 feet.
Normal Vision.
Languages: Common and Deep Speech.
Skill Bonuses: +2 Acrobatics. +2 Athletics
Danger Sense: You have a ·2 racial bonus to initiative checks.
Defended Mind: You have a +2 racial bonus to saving throws against effects that daze. dominate. or stun.
Shifting Fortunes: When you use your second wind, you can shift 3 squares as a free action.
Spell-Like Abilities: You have the Iron Mind Aethereal monkish racial ability.
You use the power of your mind to protect yourself.
(Immediate Interrupt, Personal)
Once per encounter, when you are hit by an attack, you gain a +2 bonus to all defenses until the end of your next turn.

BIRDMAN

CRYSTALLINE

DOPPELGANGER

DARK ELF

DEEP GNOME

DRAGONKIN

DWARVES

GHOST

GIANTKIN

GNOLL

GNOME

+2 Intelligence; +2 Dexterity or Charisma.
Small: As a Small creature, a Gnome must use a Versatile Weapon in two hands and cannot wield a Two-handed Melee Weapon.
Gnome base land speed is 25 feet.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Languages: Common and Elven.
Spell-Like Abilities: Fey Origin: Your ancestors were native to Faerie, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Master Trickster: Once per encounter, you can use the wizard cantrip ghost sound as a minor action.
Reactive Stealth: If you have any cover or concealment when you make an initiative check, you can make a Stealth check.
Trickster’s Cunning: You have a +5 racial bonus to saving throws against illusions.
Vanish: You have the Vanish gnome racial power. Once per encounter, you turn invisible in response to harm. This is an illusion. (Immediate Reaction, Personal)
When you take damage, you become invisible until you attack or until the end of your next turn.

GOBLIN

HALF-DWARF

HALF-ELEMENTAL

HALF-ELF

HALF-ELF

HALF-VAMPIRE

HAMADRYAD

HUMAN

INSPIRED

KOBOLD

LYCANTHROPE

MANTID

MINOTAUR

PIXIE

PLANTMAN

REVENANT

SATYR

SHADOWFOLK

SHAPESHIFTER

TIN MAN

WOOD ELF