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PostSubject: Standard Fantasy   Standard Fantasy Icon_minitimeWed Feb 24, 2010 12:51 pm

DWARVES

Standard Dwarf
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 8 17
Constitution10 19
Intelligence 9 18
Wisdom 9 18
Charisma 8 17

Hill Dwarf
Ability Starts At: Racial Maximum
Strength 10 18
Dexterity 8 17
Constitution10 18
Intelligence 9 18
Wisdom 9 18
Charisma 8 17

Mountain Dwarf
Ability Starts At: Racial Maximum
Strength 10 18
Dexterity 8 17
Constitution10 19
Intelligence 9 18
Wisdom 9 18
Charisma 7 16

Deep Dwarf
Ability Starts At: Racial Maximum
Strength 10 18
Dexterity 7 16
Constitution11 19
Intelligence 9 18
Wisdom 9 18
Charisma 7 15
Perks Available:

Axe Bonus (5): +1 to damage dealt with hand or battle axe. This may be purchased up to 5 times.

Brewing (5): A Dwarf that has purchased both Racial Brewing and the skill Brewing can create a special dwarven beer with the proper materials. Each beer is different.

Close to the Earth (5): Dwarves heal faster when underground. +2 Hit Point gain overnight instead of +1. This perk may be purchased up to 5 times.

Health Bonus (10): The dwarf gains +1 Hit Point for every Health "die" purchased. This may be purchased up to 5 times.

Crossbow bonus (5): Because dwarves favor crossbows, they gain a +1 attack bonus with any crossbow. Hurled weapons are limited in tunnels, and other bows require large pieces of wood which are not readily accessible.

Dense skin (10): If the dwarf is struck by a blunt weapon, the character suffers only half the damage the attack would normally inflict.

Detect poison (5): By sniffing food or drink, the dwarf can determine if it has been poisoned. The chance of success is 1–4 on 1d6.

Determine age (5): By examining a building or ruins, the dwarf stands an excellent chance of determining the approximate age of the structure. The chance of success is 1–5 on 1d6.

Determine stability (5): The character is an expert at determining if the ground is stable. By concentrating for one round, the character can determine if there will be a dangerous tremor, collapse, rockfall or slide when the character enters an area. The chance of success is 1–4 on 1d6.

Evaluate gems (5): A dwarf with this ability can determine within 10% the value of any given gem.

Expert haggler (5): This dwarf drives a hard bargain. Anything he purchases costs 10% less than the listed price.

Hit point bonus (10): The dwarf gains a one time bonus of 10 Hit points.

Illusion resistant (5): These dwarves gain a +2 bonus on attempts to disbelieve illusions.

Improved Stamina (10):

Infravision (10): Dwarves have infravision to 60 feet—the ability to see heat patterns given off by living warm-blooded creatures in the dark.

Infravision (Deep Dwarf): Infravision with a 90' range.

Infravision (Gray Dwarf): Infravision with a 120' range.

Mace bonus (5): +1 to damage rolls with the footman’s mace.

Meld into stone (10): Once a day a dwarf with this ability can meld into stone as a priest of the same level.

Melee combat (10): Dwarves have a +1 bonus to their damage rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a –4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.

Melee Combat Bonuses (Deep Dwarf): Attack bonus applies vs. drow, troglodytes, and orcs.

Melee Combat Bonuses (Gray Dwarf): No attack bonus applies, the character receives only the defensive benefits.

Mining Detection Abilities (10): A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

· Determine the approximate depth underground, 1–3 on 1d6.

· Detect any sliding or shifting walls or rooms, 1–4 on 1d6.

· Detect any grade or slope in the passage they are passing through, 1–5 on 1d6.

· Detect stonework traps, pits, and deadfalls, 1–3 on 1d6.

· Detect new construction in stonework., 1–5 on 1d6.


More muscles (10): +1 to the Muscle subability score. This allows a dwarven character to have more than a 4 point difference in the Strength subabilities.

Pick bonus (5): +1 to attack rolls with military picks.

Saving Throw Bonuses (5): Dwarves gain bonuses to saving throws . The dwarf gains a + 1 bonus to damage reduced from successful savings throws.

Short sword bonus (5): +1 to damage rolls with short swords.

Stealth (10): If the dwarf is not in metal armor, a –2 penalty is applied to opponent’s surprise rolls if the dwarf is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The dwarf is also difficult to surprise himself and receives a +2 bonus to his own surprise rolls.

Stone tell (10): Once a day a dwarf with this ability can use the stone tell ability, as a priest of the same level.

Warhammer bonus (5): +1 to damage rolls with the war hammer.


Last edited by ElderScribe on Sat Mar 13, 2010 4:07 pm; edited 10 times in total
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PostSubject: Re: Standard Fantasy   Standard Fantasy Icon_minitimeWed Feb 24, 2010 1:45 pm

ELVES
Standard Elf
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 10 19
Constitution9 18
Intelligence 9 18
Wisdom 9 18
Charisma 9 18

Aquatic Elf
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 10 19
Constitution9 18
Intelligence 8 17
Wisdom 9 18
Charisma 9 18

Grey Elf
Ability Starts At: Racial Maximum
Strength 8 17
Dexterity 9 19
Constitution8 16
Intelligence 11 20
Wisdom 9 18
Charisma 9 18

High Elf
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 10 19
Constitution8 17
Intelligence 9 18
Wisdom 9 18
Charisma 9 18

Sylvan Elf
Ability Starts At: Racial Maximum
Strength 10 19
Dexterity 10 19
Constitution8 17
Intelligence 9 18
Wisdom 9 18
Charisma 8 17

Perks Available:

Aim bonus (10)
1 to the Aim subability score. This negates the requirement that Dexterity subabilities must be within 4 points of each other. They can be within 5.

Balance bonus (10)
1 to the character’s Balance subability score. This negates the requirement that Dexterity subabilities must be within 4 points of each other. They can be within 5.


Bow bonus (5)
1 on attacks with long or short bows.

Cold resistance (5)
1 bonus on saving throws vs. cold- and ice-based attacks, as the elf’s body is less susceptible to extreme temperatures.


Companion (10)
The elf gains the companionship of a cooshee or an elven cat. See the Animal Master kit for more specifics on companion animals.


Confer water breathing (10)
Once a day, the elf can confer the ability to breathe water upon another individual or creature. This ability lasts one hour for every level of the elf conferring the ability. For example, a 6th level aquatic elf thief could confer water breathing on another for six hours.


Dagger bonus (5)
1 attack roll bonus with daggers.



Heat resistance (5)
1 bonus on saving throws vs. heat- and fire-based attacks, as the elf’s body is less susceptible to extreme temperatures.


Infravision (10)
60' infravision range.


Infravision (Dark Elf)
Infravision with a 120' range.

Infravision (Moon Elf): 90' infravision range.


Javelin bonus (5)
1 attack roll bonus when using a javelin.


Less sleep (5)
The elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.


Magic identification (10)
A 5% chance per experience level of identifying the general purpose and function of any magical item, reflecting their interest in the arcane. This is as per the bard ability—see The Player’s Handbook for more information.


Reason bonus (10)
1 to the Reason subability, due to gray elves’ devotion to developing their intellects.

Regenerate (Moon Elf) (10): Moon elves regenerate 1hp/hour while the moon or night sky is in view.


Resistance (10)
90 percent resistant to sleep and charm-related spells.


Secret doors (5)
Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.


Speak with plants (10)
Once a day, the elf can use the speak with plants
ability, as a priest of the same level.


Spear bonus (5)
1 attack roll bonus when using a spear.



Spell Abilities (15)
Once a day the elf can cast faerie fire, dancing lights, and darkness as a priest or wizard of the same level. When the character reaches 4th level, he can add, levitate, detect magic, and know alignment.

Spell Abilities (Moon Elf) (15): There are four basic phases of lunar cycles: no moonlight, low moonlight, medium moonlight, and full moonlight. At each new phase the elf gains a new ability in addition to the abilities gained from lower light levels. (For gameplay a phase lasts 7 days).

no moonlight
heal 2hp/lev other once/day
low moonlight
night guardian
this spell summons ½ level of bat-like energy emanations
(min of 1 max of 5) that will each protect the elf from 1 normal missile attack. 1/day
medium moonlight
light beam
this spell allows the elf to switch places with another living creature that is
within 50'/lev of the elf 1/day
full moonlight
flight
30min/lev 2/day


A moon elf elder (lev 20) has all benefits of each phase regardless of current circumstances and can do each 3/day.


Stealth (10)
When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a –4 penalty, a –2 if the elf has to open a door.


Sword bonus (5)
1 on attack rolls using a short sword or a long sword.

Trident bonus (5)
1 on attack rolls when using a trident.


Water breathing (10)
The elf can breathe under water for 1 hour per experience level per day.



Water breathing (Aquatic Elf)
A full-blooded aquatic elf can breathe under water indefinitely.


Last edited by ElderScribe on Sat Mar 13, 2010 3:13 pm; edited 1 time in total
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PostSubject: Re: Standard Fantasy   Standard Fantasy Icon_minitimeWed Feb 24, 2010 1:48 pm

HALF-ELVES

Hill Dwarf
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 9 19
Constitution9 18
Intelligence 9 19
Wisdom 9 18
Charisma 9 19

Bow bonus (5)
+1 to attack rolls with any bows other than crossbows.



Cold resistance (5)
+1 bonus on saving throws vs. cold- and ice-based attacks, as the elf’s body is less susceptible to extreme temperatures.



Detect secret doors (5)
because of their acute senses, half-elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10' of a concealed door allows an elf a one-in-six chance (a 1 on 1d6) to notice it. If actively searching, an elf’s chances improve to a two-in-six chance (1 or 2 on 1d6) to find secret doors, and a three-in-six (1, 2, or 3 on 1d6) to notice a concealed door.



Health bonus (10)
+1 bonus to the character’s Health subability score; the score can be up to 5 points higher than the character’s Fitness score.



Heat resistance (5)
+1 bonus on saving throws vs. heat- and fire-based attacks, as the elf’s body is less susceptible to extreme temperatures.




Infravision (10)
Infravision with a range of 60'.



Less sleep (5)
The half-elf requires only four hours worth of sleep to be rested. This is especially valuable to spellcasters.



Resistance (5)
30% resistance to sleep and charm spells.



Stealth (10)
When the half-elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a –4 penalty, a –2 if he has to open a door.



Sword bonus (5)
+1 to attacks with long swords or short swords.


Last edited by ElderScribe on Sat Mar 13, 2010 3:23 pm; edited 1 time in total
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PostSubject: Re: Standard Fantasy   Standard Fantasy Icon_minitimeWed Feb 24, 2010 1:51 pm

GNOMES

Standard Gnome
Ability Starts At: Racial Maximum
Strength 8 17
Dexterity 9 18
Constitution11 20
Intelligence 9 18
Wisdom 8 17
Charisma 9 18

Rock Gnome
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 9 18
Constitution9 18
Intelligence 10 19
Wisdom 8 17
Charisma 9 18

Tinker Gnome
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 9 18
Constitution9 18
Intelligence 11 20
Wisdom 7 12
Charisma 9 18

Forest Gnome
Ability Starts At: Racial Maximum
Strength 9 17
Dexterity 10 19
Constitution9 18
Intelligence 8 17
Wisdom 9 18
Charisma 9 18

Perks Available:

Animal friendship (10)
Once a day a gnome gains an animal friendship
spell ability, as the priest spell, with respect to burrowing animals.

Dagger bonus (5)
+1 to attack rolls with daggers.


Dart bonus (5)
+1 to attack rolls with darts, their preferred missile weapon.


Defensive bonus (5)
+1 to Armor Class when in their native underground environment.

Engineering bonus (5)
If the gnome has the engineering proficiency, he gains a +2 bonus to the proficiency score.


Forest movement (10)
The ability to pass without trace through their native woodland as the druidic ability.


Freeze (10)
The ability to “freeze” in place in their underground environment. This gives them a 60% chance not to be noticed by passersby.


Hide (10)
The ability to hide in woods with a chance equal to a thief of the same level’s hide in shadows ability.


Infravision (10)
60' infravision range.



Infravision (Deep Gnome)
Infravision with a 120' range.


Melee Combat bonus (10)
+1 bonus on their attack rolls vs. kobolds and goblins—the gnomes’ traditional rivals for space and resources. Also, gnolls, bugbears, ogres, half-ogres, ogre magi, trolls, giants, and titans suffer a –4 penalty on their attack rolls vs. gnomes.



Melee Combat Bonuses (Deep Gnome)

Svirfneblin only gain defensive adjustments; they have no attack roll bonuses versus particular enemies.




Melee Combat Bonuses (Forest Gnome)
Forest gnomes may apply their defensive adjustment when fighting any man-sized or larger creatures; their racial enemies are orcs, lizard men, troglodytes, or any creature which they have directly observed damaging woodlands.


Mining Detection Abilities (10)
A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

· Determine the approximate depth underground, 1–4 on 1d6.

· Determine approximate direction underground, 1–3 on 1d6.

· Detect any grade or slope in the passage they are passing through, 1–5 on 1d6.

· Detect unsafe walls, ceilings, or floors, 1–7 on 1d10.


Potion identification (5)
A gnome with this ability has a percentage chance equal to his Wisdom score of identifying a potion by appearance and scent.


Reason bonus (10)

+1 bonus to the Reason subability.


Saving Throw Bonus (5)
like dwarves, gnomes are resistant to most magic. This grants them a bonus to all saving throws. This bonus is determined by the character’s Constitution score. For every 3 1/2 points of Constitution, the gnome receives a +1 bonus to Damage Reduction on successful saving throws. These bonuses are summarized on the chart below.

Score Damage Reduced
4–6 +1
7–10 +2
11–13 +3
14–17 +4
18–20 +5



Short sword bonus (5)
+1 to attack rolls with short swords.


Sling bonus (5)
+1 bonus “to hit” when using a sling.


Stealth (10)

If the gnome is not in metal armor, a –4 penalty is applied to opponent’s surprise rolls if the gnome is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The gnome is also difficult to surprise himself and receives a +2 bonus to his own surprise rolls.


Last edited by ElderScribe on Sat Mar 13, 2010 4:04 pm; edited 2 times in total
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PostSubject: Re: Standard Fantasy   Standard Fantasy Icon_minitimeWed Feb 24, 2010 1:56 pm

HALFLING

Standard Halfling
Ability Starts At: Racial Maximum
Strength 8 17
Dexterity 10 19
Constitution9 18
Intelligence 9 18
Wisdom 8 17
Charisma 9 18

Hair Foot
Ability Starts At: Racial Maximum
Strength 8 17
Dexterity 10 19
Constitution9 18
Intelligence 9 18
Wisdom 9 18
Charisma 9 18

Stout Halfling
Ability Starts At: Racial Maximum
Strength 8 17
Dexterity 9 19
Constitution10 19
Intelligence 9 18
Wisdom 9 18
Charisma 9 18

Tallfellow Halfling
Ability Starts At: Racial Maximum
Strength 8 17
Dexterity 10 19
Constitution9 18
Intelligence 9 18
Wisdom 9 19
Charisma 9 18

Kender Halflings
Ability Starts At: Racial Maximum
Strength 8 16
Dexterity 10 19
Constitution9 18
Intelligence 9 18
Wisdom 8 16
Charisma 10 18

Furchin
Ability Starts At: Racial Maximum
Strength 8 17
Dexterity 10 19
Constitution10 19
Intelligence 9 18
Wisdom 8 17
Charisma 9 18


Perks Available:

Aim bonus (10)
+1 to the halfling’s Aim subability score.

Attack bonus (5)
+1 attack bonus with hurled weapons and slings.

Balance bonus (10)
+1 to the Balance subability. This allows the character to have up to a difference of 5 in the Dexterity subability scores.

Detect evil (5)
Halflings are very perceptive. Once a day a halfling with this ability can detect evil in creatures or individuals. This ability does not function on items or locations.

Detect secret doors (5)
The halfling can detect secret and concealed doors, as an elf

Health bonus (10)
+1 to the halfling’s Health subability score.

Hide (10)
the ability to hide in woods with a chance equal to a thief of the same level’s hide in shadows ability.

Infravision (5)
Infravision with a 30' range, which indicates some stout blood in the character’s lineage.

Infravision (Stout Halflings)
Infravision with a 60' range.

Mining Detection Abilities (5)
A character with this skill is familiar with mining, tunneling and stonework. By concentrating for one round the character can:

· Determine approximate direction underground, 1–3 on 1d6.

· Detect any grade or slope in the passage they are passing through, 1–3 on 1d4.


Reaction bonus (5)
+1 to reaction rolls due to other races’ acceptance of halflings.

Saving Throw Bonuses (10)
Halflings have a high resistance to magical spells and poison. This natural block grants halfling characters a bonus to all saving throws. This bonus is determined by the character’s Constitution/Health score. For every 3 1/2 points of Health, the character receives a +1 bonus to damage Reduced from successful saving throws. These bonuses are summarized below. Halflings—unlike dwarves and gnomes—are not hindered when using magical items.

Score Damage Reduction
4–6 +1
7–10 +2
11–13 +3
14–17 +4
18–20 +5



Stealth (10)
Like elves, halflings gain a bonus to surprise opponents, but only if the halfling is not wearing metal armor. The halfling can move so quietly that opponents suffer a –4 penalty to their surprise rolls. If the halfling must open a door or move aside some other obstruction, this penalty is reduced to –2.



Taunt (5)
Once a day the halfling can taunt someone, as per the 1st level wizard spell.
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PostSubject: Re: Standard Fantasy   Standard Fantasy Icon_minitime

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