Wednesday, May 23, 2012

Races


Races

Dwarf
+2 Con, -2 Dex
Darkvision
Conditional Bonus Feat: If a Dwarf is trained in Endurance, he gains Skill Focus (endurance) as a bonus feat
Great Fortitude: Dwarves get a +2 bonus to their Fortitude Defense
Magic Resistance: Dwarves get a +1 to all defenses versus spells.

Human (SWSAGA p.23)

Elf
+2 Wis, -2 Con
Low-light Vision
Perceptive: Elves may reroll any perception check, but must take the new result even if it is worse.
Elven Accuracy: All elves are proficient in the use of shortbows and longbows and gain a +1 to attack with those weapons.
Old Souls: Elves get a +4 to their Will defense against spells.

Gnome
+2 Int, -2 Str
Small
Dark Vision
Innate Magic: If you have a Wisdom of 13 or greater you gain Magical Gift as a bonus feat
Fey Bond:+2 racial bonus to Spellcasting checks when using the Charm and Fear powers as well as the Illusion talent.




Goblin
+2 Dex, -2 Str
Small, Speed: 6
Dark Vision
Sneaky: Goblins may reroll any Stealth check, but they must keep the result even if it is worse.
Craven: Goblins get a +1 racial bonus to attacks while hiding.
Swarm: Goblins get an additional +2 racial bonus to melee attacks when attacking a flanked opponent.



Half-elf
+2 to any one ability score
Low-light vision
Natural Negotiator: If a half-elf is trained in Persuasion they gain Skill Focus (Persuasion) as a bonus feat.
Half-blood: Half-elves count as both elf and human.
Fast learner: Half elves gain one additional trained skill at character creation.
Elvish Resistance: Half elves gain a +2 to their will defense versus spells.


Halfling
+2 Dex, -2 Wis
Small
Persuasive: Halflings may reroll any Persuasion check, but must except the new result even if it is worse.
Accurate: Halfings gain a +1 to all thrown weapon attacks.
Lightning Reflexes: You gain +2 bonus to Reflex defense.

Half-Orc
+2 Str, +2 Con, -2 Wis, -2 Cha
Low-light vision
Hardy: Half-Orcs may reroll any Endurance roll, but must take the result even if it is worse.
Half-blood: Half-orcs count as both orcs and humans.
Melee Smash: Half-orcs get a +1 racial bonus to all melee damage rolls.
Bonus feat: Half-orcs gain a bonus feat at character creation. This feat must be chosen from the Fighter bonus feat list.

Hobgoblin
+2 Dex, +2 Con, -2 Wis
Darkvision
Sneaky: Hobgoblins may reroll any stealth check, but must take the second result even if it is worse.
Hatred: Hobgoblins gain a +1 to attack and weapon damage against Elves. When an enemy elf is within 6 squares Hobgoblins receive a -2 penalty to attack against non-Elven opponents.


Kobold
-4 Str, +2 Dex
Small, Speed 6
Darkvision
Trap Instinct: Kobolds may reroll any Mechanics or Perception check related to the discovery, identification, disarming or creation of traps. They must take the second result even if it is worse. All Kobold traps do an additional die of damage.
Scales: +1 natural armor bonus to Reflex and Fortitude defense

Orc
+4 Str, +2 Con, -2 Wis, -4 Cha
Darkvision
Hardy: Orcs may reroll any Endurance roll, but must take the result even if it is worse.
Naturally Intimidating: Orcs gain their Str. modifier as a bonus to Intimidate checks.
Bloodthirsty: Orcs deal an additional +1d6 damage to foes that they have moved down the condition track during the current encounter.


Advanced Races


Advanced Races do not gain the standard feat at first level, or the Talent from the first level of their basic class. Their hit points at first level are determined by their race, not their class. Each Advanced Race has one or more Skills that the character must train in upon character creation. These skills are considered class skills for the Race. It's best to think of Advanced Races as "starting kits" that sacrifice flexibility for specialization.


Bugbear
Starting HP: 30
+4 Str, +2 Dex, -2 Cha
Sneaky: Bugbear may reroll any Stealth check, but they must keep the result even if it is worse.
Tough Hide: +2 Natural Armor Bonus to Reflex and Fortitude Defenses
Required Skills: Stealth, Survival


Half-Ogre
Starting HP: 36
+6 Str, -4 Int, -2 Cha
Large
Tough Hide: +2 Natural Armor Bonus to Reflex and Fortitude Defenses
Rock Throwing: Ogres are always considered proficient when throwing rocks. Rocks thrown by Ogres deal 2d6 + Str mod damage.
Required Skills: Athletics, Survival


Dark Elf
Starting HP: 18
+2 Int, +2 Cha
Innate Magic: The Dark Elf gains Magical Gift as a bonus feat. They automatically add Obscure to their spells known.
Magic Resistance: Dark Elves gain a +4 racial bonus to all defenses versus spells.
Required Skills: Deception, Spellcasting or Devotion, Knowledge (Underdark), Diplomacy or Intimidation 



Half-Dragon
Starting HP: 24
+2 Str, +2 Con, +2 Int, +2 Cha
Breath Weapon: The Half-Dragon's breath weapon is functionally identical to the Elemental Blast spell, except that it uses Endurance for its key skill and its area is a 90 degree, 6 square cone emanating from the Half-Dragon.. 
Elemental Resistance: Chose one element. The Half Dragon gains energy resistance 10 to this element.
Scales: +1 natural armor bonus to Reflex and Fortitude defense.
Old Souls: Half-Dragons get a +4 to their Will defense against spells.
Claws: Half-Dragons are always considered armed and their natural attacks deal 1d6 damage.
Required Skills: Diplomacy, Intimidation, Perception





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