Shay2014

Saurian Racials

Nov 19th, 2017
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  1. Saurian
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  3. A nomadic race of bipedal reptile creatures. Found all throughout the known world, coming in all different shapes and sizes. Lesser cousins to the mighty dragons.
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  5. Primary racial:
  6. Reptilian: Saurians are covered from head to toe with thick protective scales, making them unusually hardy opponents. However, they are also very susceptible to the cold, shunning frigid environments. You take -1 hit from all incoming attacks, unless you're hit with an Ice elemental attack, in which case you take +1 hit from all sources for 3 rounds or until helpless. Being exposed to warmth, such as being hit with a Fire attack, can remove the debuff. This debuff also applies when in cold environments.
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  8. Secondary racial:
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  10. Droptail: automatic instant, once per combat; You possess regenerative abilities that allow you to escape a sticky situation in an unusual manner. When activated, your tail is severed, allowing you to recover from helpless or escape any physically immobilizing effects, as well as giving you a +2 to dodge and recovery rolls until the end of combat. However, you suffer a -1 penalty to your maximum possible wounds (total H/W of 5/4 max, without modifiers) until your next long rest, upon which your tail regrows and Droptail is usable again. Having Mend cast on you will also recharge this ability.
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  12. Hunker Down: automatic, recharge 3 after effect ends; You are even sturdier than most saurians, possessing a thick protective shell. You can hide away inside this shell, giving you even higher damage reduction, taking 1 less hit than normal (total -2 hits) for the next 2 rounds. However, doing so makes you almost completely immobile and ineffective in combat, suffering a -2 to dodge rolls and -1 to all other rolls. The effect is cancelled if you are knocked helpless, and the DC is raised by 1 for recovering from it.
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  14. Bask: automatic, recharge 2 after effect ends; You take a moment to sunbathe, recharging your energy. After doing so, you get a +2 bonus to a skill of your choice next time you use it. The effects of Bask are cancelled if you are knocked helpless while using it. Can only be used in sunlight. The debuff from being exposed to cold can be cancelled by Basking, although if used in a snowy environment Bask's recharge is increased by 1.
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  16. Withering Bite: recharge 1 after effect ends; Your fangs secrete a powerful venom that weakens its victims. This attack only does half the damage of a normal attack (minimum 1, rounded up), but the target also takes 1 hit of damage per round for X amount of rounds, where X is equal to your roll-5. The duration of this DOT can stack with repeated Withering Bites, but not the damage. Going helpless from the venom of a Withering Bite, but not the initial bite itself, does not incur a wound of damage.
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