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Voyd211

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Mar 26th, 2016
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  1. Craniac
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  3. - +8 Intelligence, -2 Strength, -2 Dexterity, -2 Constitution: Craniacs are tremendously weak, but make up for it in brainpower.
  4. - Type: Craniacs are aberrations.
  5. - Tiny: Craniacs are Tiny and gain a +2 size bonus to their attack rolls and Armor Class, a -2 size penalty to their CMB and CMD, and a +8 size bonus on Stealth checks. In addition, they have no natural reach and must occupy other creatures’ squares to strike them with melee attacks.
  6. - Slow Speed: Craniacs have a base speed of 20 feet.
  7. - Darkvision: Craniacs can see in the dark up to 60 feet.
  8. - Knowledgeable: Craniacs receive a +2 racial bonus to a Knowledge skill of their choice, and this Knowledge skill becomes a class skill.
  9. - Quick Reactions: Craniacs are highly alert and receive Improved Initiative as a bonus feat.
  10. - Contemplative Resistances: Craniacs receive a +2 bonus on all Will saving throws. This bonus increases to +4 against mind-affecting effects.
  11. - Magical Linguist: Craniacs gain a +1 bonus to the DC of spells they cast with the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Craniacs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—Arcane Mark, Comprehend Languages, Message, Read Magic. The caster level for these spell-like abilities is equal to the craniac’s character level.
  12. - Constant Spell-Like Divination: Craniacs are under the constant effects of Detect Magic.
  13. - Telepathy: Craniacs cannot speak, but can communicate telepathically with any creature within 20 feet, so long as the craniac can understand the language.
  14. - Languages: Craniacs begin play understanding Common. Craniacs with high Intelligence scores can choose any languages they want (except for secret languages, like Druidic).
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