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PostSubject: Non Standard Fantasy   Non Standard Fantasy Icon_minitimeWed Feb 24, 2010 2:09 pm

Alaghi
Hill Dwarf
Ability Starts At: Racial Maximum
Strength 11 20
Dexterity 9 18
Constitution9 19
Intelligence 9 18
Wisdom 9 19
Charisma 8 17

Hide in natural settings(5)
The creature can hide in natural settings, just as a thief can hide in shadows. The base success chance is 35%, plus 5% per level. If a flat percentage score appears next to this ability, use this score instead; for example, a satyr’s abilities include c(90%), which means that a satyr has this ability with a 90% success chance.

Move Silently(10)
The creature can move silently, as the thief ability, with a base success of 40%, +5% per level.

Giant Paw(10): 2 Handed weapons may be wielded in one hand.

Heavy Handed(15): Alaghi has an attack, unarmed punch that does 2d6 damage plus any strength modifiers.


Last edited by ElderScribe on Sat Mar 13, 2010 5:43 pm; edited 2 times in total
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PostSubject: Re: Non Standard Fantasy   Non Standard Fantasy Icon_minitimeWed Feb 24, 2010 3:14 pm

Centaur

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


Charge Attack (15)
The creature is capable of making a charge attack, inflicting double damage with an impaling weapon such as a spear, javelin, or lance.

Spear Bonus (5)
Centaur gains +1 damage with spears.

Halberd bonus (5)
Centaur gains +1 damage with halberds.

Bow Bonus (5)
Centaur gains +1 damage with bows.


Last edited by ElderScribe on Sat Mar 13, 2010 4:26 pm; edited 1 time in total
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PostSubject: Re: Non Standard Fantasy   Non Standard Fantasy Icon_minitimeWed Feb 24, 2010 3:17 pm

Half Ogre
Half Ogre
Ability Starts At: Racial Maximum
Strength 11 20
Dexterity 9 18
Constitution10 19
Intelligence 8 17
Wisdom 8 16
Charisma 7 12

Damage bonus (5)
+1 to damage rolls with one melee weapon. This can stack up to 3 times.

Hit point bonus (10)
Purchasing Hit points costs 2 points. This effect does not apply at character creation, only after entered into game.

Infravision (5)
Infravision with a 30' range.

Poison resistance (5)
May reroll a savings throw against poison if the first attempt failed.

Tough hide (5)
Half-ogres have a naturally thick hide. This gives them a -1 damage reduction per hit. This will stack 3 times.


Last edited by ElderScribe on Sat Mar 13, 2010 4:33 pm; edited 1 time in total
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PostSubject: Re: Non Standard Fantasy   Non Standard Fantasy Icon_minitimeThu Feb 25, 2010 2:18 am

ORC

Orc
Ability Starts At: Racial Maximum
Strength 10 19
Dexterity 10 19
Constitution10 19
Intelligence 8 17
Wisdom 8 17
Charisma 7 14

Detect new construction (5)
The creature has natural skills for mining, and can spot new or unusual construction with the percentage score noted. This is similar to the dwarven or gnome abilities as described earlier in this chapter.

Detect sloping passages (5)
The creature can note subtle grades or slopes in underground passageways and chambers with the percentage score noted.

Infravision (5)
The character possesses infravision (the ability to see in the dark) to a range of 60 feet.

Toughness (10)
Reduces damage by 1 per turn. Stacks up to 3 times.


Last edited by ElderScribe on Sat Mar 13, 2010 4:38 pm; edited 2 times in total
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PostSubject: Re: Non Standard Fantasy   Non Standard Fantasy Icon_minitimeThu Feb 25, 2010 2:25 am

Half-Orc

Half Orc
Ability Starts At: Racial Maximum
Strength 10 19
Dexterity 10 19
Constitution9 19
Intelligence 9 18
Wisdom 9 18
Charisma 7 15

Active sense of smell (5)
The character’s sense of smell is sensitive enough to give a +1 bonus to surprise rolls.

Acute taste (5)
The character’s sense of taste is so sensitive he gains a +2 bonus to saving throws vs. imbibed poisons.

Damage bonus (5)
+1 damage bonus with one weapon of the player’s choice.

Infravision (10)
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:

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

· Detect new construction in stonework., 1–2 on 1d6.

Toughness (10)
A half orc is tough and reduces 1 point of damage taken per turn. This will stack up to 3 times.


Last edited by ElderScribe on Sat Mar 13, 2010 4:54 pm; edited 1 time in total
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PostSubject: Re: Non Standard Fantasy   Non Standard Fantasy Icon_minitimeThu Feb 25, 2010 2:31 am

Satyr

Satyr
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 10 19
Constitution9 18
Intelligence 8 17
Wisdom 8 17
Charisma 10 20

Create magical pipes (15)
Satyrs can create pan pipes that can cast charm, sleep, or cause fear effects within a 60 foot radius. The character MUST declare which effect the pipes will be made for. To gain this ability, the satyr must be an apprentice of music/instrument trait when first created, and then also have apprentice level Profession of Craft Instrument. The pipes themselves are easily crafted and have no magical properties; it’s the satyr’s unearthly skill that creates the magical effects. This skill may be purchased multiple times for different effects and may stack up to 5 times on each.

Hard to surprise (5)
The monstrous character’s keen senses make it very difficult to surprise him. The character receives a +2 bonus to all surprise checks.

Hide in natural settings (10)
The creature can hide in natural settings, just as a thief can hide in shadows. The base success chance is 35%, plus 5% per level. If a flat percentage score appears next to this ability, use this score instead; for example, a satyr’s abilities include c(90%), which means that a satyr has this ability with a 90% success chance.
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PostSubject: Re: Non Standard Fantasy   Non Standard Fantasy Icon_minitimeSat Mar 13, 2010 5:46 pm

Drow

Drow
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 10 20
Constitution8 17
Intelligence 10 19
Wisdom 9 18
Charisma 8 16

Drows follow the elven perks but can purchase things labeled drow.
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PostSubject: Re: Non Standard Fantasy   Non Standard Fantasy Icon_minitimeSat Mar 13, 2010 5:49 pm

Duergar (Deep)

Duergar Dwarf
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 9 17
Constitution10 18
Intelligence 8 16
Wisdom 9 18
Charisma 7 15

Duergar follow dwarf skill progression but may purchase skills labeled Deep.


Last edited by ElderScribe on Sat Mar 13, 2010 5:52 pm; edited 1 time in total
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PostSubject: Re: Non Standard Fantasy   Non Standard Fantasy Icon_minitimeSat Mar 13, 2010 5:52 pm

Svirfneblin (Deep) Gnome

Svirfneblin Gnome
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 10 19
Constitution10 18
Intelligence 8 17
Wisdom 9 18
Charisma 8 16

Svirfneblin follow gnome racial skill progression but may purchase skills labeled deep.
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