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PostSubject: Exotics   Exotics Icon_minitimeThu Feb 25, 2010 2:51 am

Minotaur

Minotaur
Ability Starts At: Racial Maximum
Strength 11 21
Dexterity 9 19
Constitution11 21
Intelligence 7 16
Wisdom 7 16
Charisma 8 17

Fearlessness (5)
Minotaurs can reroll once on any saving throw they failed versus fear, including fear, scare, cause fear, or emotion spells, dragon fear, and similar effects.

Hard to surprise (5)
The monstrous character’s keen senses make it very difficult to surprise him. The character can reroll once for being surprised if they failed the first time.

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

Spell immunity (10)
Minotaurs have the unique power of immunity to maze spells, due to their familiarity with labyrinths and other such places.

Tracking (10)
The character’s sense of smell is so acute that he can track, as per the tracking proficiency, with a 50% chance of success. Normal modifiers for old or confused trails may apply.


Last edited by ElderScribe on Sat Mar 13, 2010 5:20 pm; edited 2 times in total
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PostSubject: Re: Exotics   Exotics Icon_minitimeThu Feb 25, 2010 2:59 am

Deathclaws

Deathclaw
Ability Starts At: Racial Maximum
Strength 10 20
Dexterity 10 20
Constitution10 21
Intelligence 5(9) 11(18)
Wisdom 5(9) 11(18)
Charisma 7(4) 13(10)

Death Sense (5):
The deathclaw has developed superior senses. This gives you + 3 to blind fighting and a 25% chance of not being surprised by backstabs.

Fearsome Presence (10)
Some deathclaws are so hideous that when encountered for the first time only, one must make a savings throw or flee in horror for 2d4 turns. Creatures immune to fear affects automatically save. This perk comes at a price of 3 charisma poits to both starting and racial maximum.

Ferral Swipe (10)
This dreathclaw has developed such ferral claws that a succesful attack has a base 20% and + 5% per additional level purchased, chance to inflict 1d3 poison damage for 1d4 rounds. Effects are cummulative only up to 2d3 each round.

Greyback (10)
The deathclaw was either magically altered by the sorcerer known as the Master, or born in the line of one that was. Intelligence and Wisdom are both increased to 9 and the Racial maximum is increased to 18. This perk must be taken at character creation or not at all.

Heat Resistant (5)
-2 damage reduction per heat based attack, as the deathclaw is a desert creature and used to extreme temperatures. This stacks 2 times.


Last edited by ElderScribe on Sat Mar 13, 2010 5:14 pm; edited 3 times in total
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PostSubject: Re: Exotics   Exotics Icon_minitimeThu Feb 25, 2010 3:15 am

Modified Werecreatures

Clarification - not a werecreature. Players must select a type of Werecreature which uses their given 5 Racial Power Points and also pick the original race that must be a standard fantasy character or human.

Werecreature types:
Avian: Characters can fly while in hybrid or animal transformations and do a dive attack that does 4d4 damage for 8 ap.
Beast: Characters can move at a +8 movement rate. In combat 3 free movement actions can be taken per battle.
Oceanic: Characters can hold their breath underwater for 3 hours and automatically have the swimming proficiency.


Modified Werecreature
Ability Starts At: Racial Maximum
Strength 10 20
Dexterity 10 21
Constitution9 20
Intelligence 9 20
Wisdom 9 20
Charisma 9 20

Skills:
Animal Transformation (5):
For 10 Action Points the Player may change into the Animal form of the creature that they chose.

Beast Transformation (10)
The character can transform into a hybrid state of humanoid and beast. This takes 10 Action Points. Strength Dexterity, and Constitution are increased by 2.

Truely Beasly: (10)
50 temporary Hit Points are gained whan in hybrid form.

Regenerative (10):
1 point of damage can be reduced each turn. This stacks up to 5 times.

Improved Regeneration (5)
Requires 50 points spent in Regenterative. Allows lost limbs to regrow over time.

Lunar (5)
All transformations only require 5 Action Points during a full moon.

Tracking (5)
The character’s sense of smell is so acute that he can track, as per the tracking proficiency, with a 50% chance of success. Normal modifiers for old or confused trails may apply.

Avian Dive (10)
A viscious areal attack.

Beast Snarl (10)
A ferocious snarl that causes fear in a 20' radius.

Oceanic Speed(10)
Swim speed is tripled.

Negative Skills - These skills will give the Racial Power Points indicated.

Wolf's Bane (20)
Silver weapons do double damage and all werecreature effects work on the character such as the plant wolf's bane.


Last edited by ElderScribe on Sat Mar 13, 2010 5:38 pm; edited 4 times in total
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PostSubject: Re: Exotics   Exotics Icon_minitimeThu Feb 25, 2010 6:06 am

Modified Vampires

Clarification - this is not a true vampire.

Vampire-Kin
Ability Starts At: Racial Maximum
Strength 10 20
Dexterity 9 20
Constitution9 20
Intelligence 9 20
Wisdom 9 19
Charisma 11 21

Regenerative Bite(10):
If you make a successful bite attack to a living creature you gain 1d4 hit points. This stacks up to 5 times.

Invisibility (10)
The vampire can wink out of sight as per the 2nd level wizard spell.

Improved Regeneration (5)
Requires 50 points spent in Regenterative. Allows lost limbs to regrow over time.

Charmer (5)
The gaze of a vampire-kin can cast charm person. Those effected suffer a -1 penalty to saving throws.

Silent as a Ghost (5)
The vampire-kin starts out with a 10% chance to move silently. Succesive purchases of this skill adds 5%.

Swift (15)
Characters can move at a +8 movement rate. In combat all attacks cost 1AP less.

Flight(15)
For 10 action points the vampire-kin can transform into a hybrid bat form and fly.


Negative Skills - These will give you the number of racial power points indicated.

Sunscorched(20)
All racial abilities no longer function in full sun. Regeneration and Improved Regeneration do not function if any sunlight falls on the vampire-kin.

Bring on the Pain(5)
Garlic and Holywater do damage to you.

Spooky (5)
The character has no shadow or reflection. This makes them vulnerable to would be vampire slaying foes.


Last edited by ElderScribe on Sat Mar 13, 2010 5:37 pm; edited 1 time in total
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PostSubject: Re: Exotics   Exotics Icon_minitimeFri Feb 26, 2010 4:34 am

Wandering Dryad

Wandering Dryad
Ability Starts At: Racial Maximum
Strength 9 18
Dexterity 9 19
Constitution9 19
Intelligence 9 19
Wisdom 9 19
Charisma 12 22

Barkskin (5)
Dryads are resiliant and have a deceptively tough hides behind their beauty. With this perk the Dryad effectively wears Leather armor (Base - 1). This does not stack with any worn armor, but does not require an armor proficiency.

Charm Person(10)
A Dryad's favored defence, a powerful charm spell. This grants the ability of the wizard's spell. If the recipient succeeds on their savings throw they must reroll one more time.

Super Charmer(5)
Requires Charm Person
The dryad may cast Charm Person up to 3 times a day and does not draw from the caster's Mana Pool.

Tree Skipper(10)
Upon touching any tree, whose trunk is larger than the dryads body will act like a dimension door for the dryad only. The dryad can jump to any other sufficiently sized tree up to 1000 feet away.

Camaflague(10)
Some wandering dryads have the ability to alter their hair and skin to disappear in the forest. This skill gives a base chance of 50% to Hide, while in outdoor settings, or 20% anywhere else. Successive purchases of this skill adds 10% to each.

Penalty (+15 Racial Points)
Forest Bound
These dryads are not bound to a single tree, but instead to the forest themselves. A wandering dryad must not be farther than 1000 feet from a 50 year old tree or begin to die.
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PostSubject: Re: Exotics   Exotics Icon_minitime

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