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  1. Norsemen:
  2. +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  3. Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
  4. Normal Speed: Humans have a base speed of 30 feet.
  5. Bonus Feat: Humans select one extra feat at 1st level.
  6. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  7. Cold Endurance: You gain a +4 bonus on Fortitude saves made to avoid nonlethal damage from cold environments.
  8. Languages: Humans begin play speaking Common and Nordic. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
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  11. Frostalf:
  12. +2 Dexterity, +2 Intelligence, –2 Constitution: Frostalfs are nimble, both in body and mind, but their form is frail.
  13. Medium: Frostalfs are Medium creatures and have no bonuses or penalties due to their size.
  14. Normal Speed: Frostalfs have a base speed of 30 feet.
  15. Low-Light Vision: Frostalfs can see twice as far as humans in conditions of dim light (see low-light vision).
  16. Elven Immunities: Frostalfs are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  17. Elven Magic: Frostalfs receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  18. Frozen Skin: Frostalfs recieve a +2 racial bonus on Survival checks made in arctic environments
  19. Cold Endurance: You gain a +4 bonus on Fortitude saves made to avoid nonlethal damage from cold environments.
  20. Languages: Frostalf begin play speaking Common and Frostalfen. Frostalfs with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
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  23. Dwarf:
  24. +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
  25. Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
  26. Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  27. Low-Light Vision: Dwarves can see twice as far as humans in conditions of dim light (see low-light vision).
  28. Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
  29. Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
  30. Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
  31. Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  32. Cold Endurance: You gain a +4 bonus on Fortitude saves made to avoid nonlethal damage from cold environments.
  33. Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  34. Icecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework and icework, such as traps and hidden doors located in stone or ice walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  35. Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
  36. Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
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  39. Kobolds:
  40. +2 Wisdom, +2 Dexterity, –2 Charisma: Kobolds are fast and pious, but are very unaware of the social graces above the catacombs.
  41. Small: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
  42. Normal Speed: Kobolds have a base speed of 30 feet.
  43. Low-Light Vision: Kobolds can see twice as far as humans in conditions of dim light (see low-light vision).
  44. Cold Endurance: You gain a +4 bonus on Fortitude saves made to avoid nonlethal damage from cold environments.
  45. Mining: Kobolds recieve a +4 racial bonus to Craft (Mining), Profession (Miner), and Appraise checks related to Ores.
  46. Languages: Kobolds begin play speaking Common and Kobbish. Kobolds with high Intelligence scores can choose any of these bonus languages: Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.
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  49. Valkyn:
  50. +2 Strength, +2 Charisma, -2 Intelligence: Valkyns are considered diplomats due to their lustrous furs, allowing them to survive great diplomatic treks through the frozen north.
  51. Medium: Valkyns are Medium creatures and have no bonuses or penalties due to their size.
  52. Normal Speed: Valkyns have a base speed of 30 feet.
  53. Low-Light Vision: Valkyns can see twice as far as humans in conditions of dim light (see low-light vision).
  54. Tribe Speaker: Valkyns receive a +2 racial bonus on Diplomacy skill checks due to their diplomatic natures.
  55. Cold Endurance: You gain a +4 bonus on Fortitude saves made to avoid nonlethal damage from cold environments.
  56. Orc Blood: Valkyns count as both humans and orcs for any effect related to race.
  57. Orc Ferocity: Once per day, when a Valkyn is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  58. Weapon Familiarity: Valkyns are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
  59. Languages: Valkyns begin play speaking Common and Valkyn. Valkyns with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, Goblin, and Orc.
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  62. Trolls:
  63. +2 Constituion, +2 Wisdom, -2 Intelligence, -2 Dexterity: Trolls are immensely durable and pious, but are very slow in both mind and body.
  64. Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  65. Normal Speed: Trolls have a base speed of 30 feet.
  66. Low-Light Vision: Trolls can see twice as far as humans in conditions of dim light (see low-light vision).
  67. Cold Endurance: You gain a +4 bonus on Fortitude saves made to avoid nonlethal damage from cold environments.
  68. Piety: Trolls tend to be extremely religious and overzealous, and when it comes to religious debates Trolls get +4 Diplomacy racial bonus against any religious character.
  69. Zealotry: Trolls can work themselves into a religious fervor, granting them the ability to use a first level barbarian's rage ability once a day.
  70. Languages: Common, Giant. Half-ogres with high Intelligence scores can choose any of the following: dwarven, goblin, orc, or giant.
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