BLOOD ELVES
Blood elves possess all the traits of sun elves except as follows:
- -2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. These ability adjustments replace those of sun elves.
- Blood elves do not gain any racial weapon group proficiencies.
- Use Magic Device is always considered a class skill for Blood Elves.
- Arcane Torrent (Su): Twice per day as an immediate action, a blood elf may discharge a spread of discordant arcane energies. All hostile creatures within 20 feet must make a Will save against a DC equal to 10 + 1/2 the elf's Hit Dice + the elf's Charisma modifier, or lose the ability to cast spells and spell-like abilities, activate any supernatural ability, or use any spell completion, spell trigger or command item for 1 round. A blood elf must wait 2 minutes after using this ability before it can be used again.
- Spell Resistance: 11 + HD.
- Level Adjustment: +1.
GREEN ORCS
Green orcs possess all the traits of mountain orcs except as follows:
- +2 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence. These ability adjustments replace those of mountain orcs. A green orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
- Green orcs do not gain Darkvision or Light Sensitivity.
- Low-Light Vision: Green Orcs can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Weapon Familiarity: Green Orcs proficient with Axes or Claw Weapons, are automatically proficient with exotic weapons of the corresponding type(s).
- Command: Each companion, familiar, special mount or similar creature gained by a green orc due to a class feature is often more exceptional than other specimens of its kind, and gains a +2 adjustment to any two ability scores other than Intelligence. Only one such creature per eligible class gains these adjustments.
- +2 racial bonus on Knowledge (geography, nature and planes) and Ride checks.
- Hardiness: Whenever a green orc begins his turn stunned or dazed, he can make a new saving throw at the original DC of the effect that stunned or dazed him in an attempt to recover. Recovering from being stunned or dazed in this way is a move action. If the effect that caused him to become stunned or dazed did not allow a saving throw, he can recover by succeeding on a Will save (DC 10 + 1/2 HD or caster level of originator of effect + relevant ability modifier, or Cha modifier if there is not an obvious ability linked to the effect).
- Blood Fury (Su): Once per day, as a free or immediate action, a green orc may induce an episode of lucid fervor for 3 rounds. During that time, he gains a +4 bonus to Strength and may reroll one occurrence of hit point damage dealt or healed by any means he himself employs, keeping the better result.
- Favored Class: Barbarian or Ranger. A multiclass green orc's barbarian or ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
IRONFORGE DWARVES
Ironforge dwarves possess all the traits of shield dwarves except as follows:
- +2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma. These ability adjustments replace those of standard dwarves.
- No bonus on saving throws against poison.
- No bonus on saving throws against spells and spell-like abilities.
- No dodge bonus against giants.
- No bonus on attack rolls against orcs and goblinoids.
- Weapon Familiarity: Ironforge dwarves proficient with Maces or Hammers, are automatically proficient with exotic weapons of the corresponding type(s). This replaces the weapon familiarity gained by standard dwarves.
- +2 racial bonus on saving throws against cold spells and effects.
- +1 racial bonus on attack rolls to confirm critical hits with a firearm.
- Stoneform (Su): Twice per day, as a free or immediate action, an ironforge dwarf's body may assume a stone-like consistency. Each time hit point damage is dealt to the ironforge dwarf, that damage is rolled twice and the lesser result is applied. In addition, the dwarf gains immunity to bleeding, poison and disease, and all such effects are removed. This effect lasts 1 round. An ironforge dwarf must wait 2 minutes after using this ability before it can be used again.
DARKSPEAR TROLLS
- +2 Dexterity, -2 Intelligence. A darkspear troll's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
- Humanoid (Troll)
- Medium: As Medium creatures, darkspear trolls have no special bonuses or penalties due to their size.
- Darkspear Troll base land speed is 30 feet.
- Low-Light Vision: Darkspear trolls can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- +2 racial bonus on any Appraise or Craft check related to drugs, medicines or poisons.
- +2 racial bonus on Escape Artist and Knowledge (nature) checks.
- +1 racial bonus on attack and damage rolls against animals and vermin.
- +1 racial bonus on attack rolls to confirm critical hits with a bow or thrown weapon.
- +1 racial bonus on saving throws against acid, disease, electricity and poison.
- Berserking (Ex): Twice per day as a free action, a darkspear troll can boost his metabolic and muscular action rates long enough to grant him an additional move action for that turn. A darkspear troll must wait 3 minutes after using this ability before it can be used again.
- Rapid Healing: Darkspear trolls naturally heal a number of hit points per day equal to the standard healing rate + double their Constitution bonus. They heal even if they do not rest. This healing replaces their normal natural healing. If they are tended successfully by someone with the Heal skill, they instead regain double the normal amount of hit points + double their Constitution bonus.
- Automatic Languages: Common and Troll. Bonus Languages: Giant, Gnoll, Orc, Goblin, Undercommon.
- Favored Class: Barbarian or Ranger. A multiclass darkspear troll's barbarian or ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
NIGHT ELVES
Night elves possess all the traits of wild and wood elves except as follows:
- -2 Strength, +4 Dexterity, -2 Constitution. These ability modifiers replace those of standard elves.
- Shadow Meld (Su): To adapt to the coloration and texture of her immediate surroundings, a night elf may take a 1 round action that provokes an attack of opportunity. In order to both gain and maintain the benefits of this action, she must not move for any reason, take no other actions, take no damage and make no attempts to defend herself (effectively flat-footed unless she decides to defend herself). After she succeeds in taking this action, she gains a +20 circumstance bonus to Hide and may use the skill even while being observed. As long as she is within 10 feet of some sort of shadow, she can hide herself from view out in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow. A night elf may use the Reverie ability while hiding in this manner.
- Night elves do not gain any racial weapon group proficiencies.
- Favored Class: Druid or Ranger. A multiclass night elf's druid or ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
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