Chapter 1: Races and Signs All races are medium humanoids (dragons and snakes have the reptilian subtype) and have a speed of 30 ft.

Rat -2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, -2 Charisma. Darkvision: Rats can see in the dark up to 60 feet. Hardy: Rats gain a +2 bonus on saving throws against poison and disease. Sneaky: Rats gain a +2 racial bonus on Climb, Perception, and Stealth. Tinker: Rats gain a +2 bonus on Craft (alchemy), Perception, and Use Magic Device checks. Languages: Rats begin play speaking Common. Rats with high intelligence can choose from any of the following bonus languages: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Half ling, Orc, and Undercommon.

Ox +4 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence. Low-Light Vision: In dim light, oxen can see twice as far as humans. Hoofed: Oxen have hooves instead of feet. They can wear horseshoes in their feet slot, but cannot wear boots, shoes, sandals or other such traditional footwear. Keen Senses: Oxen have a +2 on Perception and Sense Motive checks. Powerful Build: The physical stature of oxen lets them function in many ways as if they were one size category larger. Whenever an ox is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the ox is treated as one size larger if doing so is advantageous to him. An ox is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An ox can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. Natural Survivors: Oxen gain a +2 on Intimidate and Survival checks. Thick Hide: Oxen gain a +2 natural armor bonus to AC. Languages: Oxen begin play speaking Common and Giant. Oxen with high intelligence can choose from any of the following bonus languages: Orc, Goblin, and Terran.

Tiger +4 Dexterity, -2 Intelligence, -2 Wisdom, +2 Charisma. Low-Light Vision: In dim light, tigers can see twice as far as humans. Tiger’s Luck: Once per day when a tiger makes a Reflex Saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted. Sprinter: A tiger gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions. Natural Hunter: Tigers receive a +2 racial bonus on Perception, Stealth, and Survival checks. Languages: Tigers speak Catfolk and Common. A tiger that has a high Intelligence score can choose from the following bonus languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Rabbit +2 Dexterity, -2 Constitution, -2 Intelligence, +2 Wisdom, +2 Charisma. Low-Light Vision: In dim light, rabbits can see twice as far as humans. Eternal Hope: Rabbits gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20, rabbits may reroll and use the second result. Fast: Rabbits gain a +10 ft. bonus to their base speed. Rabbit’s Luck: Rabbits gain a +1 racial bonus on all saving throws. Sprinter: A rabbit gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions. Languages: Rabbits begin play speaking Common. Rabbits with high intelligence can choose from any of the following bonus languages: Elven, Gnome, Goblin, Halfling, Sylvan, and Undercommon.

Dragon +2 Strength, -2 Dexterity, +2 Constitution, -2Wisdom, +2 Charisma. Darkvision: Dragons can see in the dark up to 60 feet. Low-Light Vision: In dim light, dragons can see twice as far as humans. Dragon Breath: When creating a Dragon, choose 1 energy type (acid, cold, electricity, fire, or sonic) and 1 type of breath weapon (30 ft. cone or 60 ft. Line) as your breath weapon. These selections cannot be changed after they have been chosen. Once per day, as a standard action, a Dragon can use their breath weapon to deal 1d4 damage to all within the area of the breath (Reflex save for half: DC 10 + 1/2 Dragon’s Hit Dice + Constitution modifier). At 5th level the damage increases to 1d8, and increases by 1d8 every five levels thereafter.

Chapter 1: Races and Signs Intimidating: Dragons receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Keen Senses: Dragons receive a +2 racial bonus on Perception checks. Dragon Hide: Dragons gain a +2 natural armor bonus to AC and have energy resistance 5 equal to the same type of damage its breath weapon deals. Languages: Dragons begin play speaking Common and Draconic. Dragons with high intelligence can choose from any of the following bonus languages: Dwarven, Elven, Gnome, Halfling, and Undercommon

Snake -2 Strength, +4 Dexterity, +2 Intelligence, -2 Charisma. Darkvision: Snakes can see in the dark up to 60 feet. Keen Senses: Snakes receive a +2 racial bonus on Perception checks. Limber: Snakes gain a +2 racial bonus on Escape Artist and Stealth checks. Poison Resistance: A snake has a racial bonus on saves against poison equal to its Hit Dice. Poison Use: Snakes are skilled with poison and never accidentally poison themselves when using or applying poison. Toxic: A number of times per day equal to its Constitution modifier (minimum 1/day), a snake can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the snake to be injured when it uses this ability). Applying venom in this way is a swift action. Snake Venom: Injury; save Fort DC 10 + 1/2 the snake’s Hit Dice + the snake’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save. Weapon Familiarity: Snakes are always proficient with blowguns, kukri, and shuriken. Languages: Snakes begin play speaking Common and Vishkanya. Snakes with high Intelligence scores can choose any of the following bonus languages: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon.

Horse -2 Strength, +2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma. Hoofed: Horses have hooves instead of feet. They can wear horseshoes in their feet slot, but cannot wear boots, shoes, sandals or other such traditional footwear. Low-Light Vision: In dim light, horses can see twice as far as humans. Fast: Members of this race gain a +10 ft. bonus to their base speed. Keen Senses: Horses receive a +2 racial bonus on Perception checks.

Plains Runner: Horses receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or other ill effects from running, forced marches, starvation, thirst, or hot or cold environments. Stubborn: Horses gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a horse fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the horse has a similar ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try one on the second round it the first reroll ability fails. Languages: Horses begin play speaking Common. Horses with high intelligence can choose from any of the following bonus languages: Celestial, Elven, Goblin, and Sylvan.

Ram +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom. Low-Light Vision: Rams can see twice as far as a human in conditions of dim light. Bravery: Rams gain a +2 racial bonus on saving throws against fear effects. Hoofed: Rams have hooves instead of feet. They can wear horseshoes in their feet slot, but cannot wear boots, shoes, sandals or other such traditional footwear. Intimidating: Rams receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Relentless: Rams gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the ram and its opponent are standing on the ground. Thick Hide: Rams gain a +2 natural armor bonus to AC. Weapon Familiarity: Rams are always proficient with battleaxes, dwarven waraxes, greataxes, and handaxes. Languages: Rams begin play speaking Common and Ibixian. Rams with high intelligence can choose from any of the following bonus languages: Elven, Giant, Gnome, Goblin, Sylvan.

Monkey -2 Strength, +2 Dexterity, +2 Intelligence, -2 Wisdom, +2 Charisma. Climb Speed: Monkeys have a climb speed of 20 feet. Low-Light Vision: Monkeys can see twice as far as a human in conditions of dim light. Expert Climber: Monkeys can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, monkeys are treated as constantly being under the effect of a non-magical version of the

Chapter 1: Races and Signs spider climb spell, save that monkeys cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus on Climb checks normally granted creatures with a climb speed (to a total +16 bonus). Nimble: Monkeys have a +2 racial bonus on Acrobatics and Stealth checks. Prehensile Tail: All monkeys have long, flexible tails that they can use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small stowed objects carried on their persons as a swift action. Languages: A monkey begins play speaking both Common and Vanaran. Monkeys with high Intelligence scores can choose from among the following bonus languages: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.

Rooster -2 Strength, +4 Dexterity, –2 Constitution, +2 Wisdom. Low-Light Vision: In dim light, roosters can see twice as far as humans. Sneaky: Roosters gain a +2 racial bonus on Perception and Stealth. Gifted Linguist: Roosters gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in linguistics rather than 1 language. Great Ally: Roosters work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a rooster applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a rooster gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus). Mimicry: A rooster can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the rooster to speak languages it can't normally speak. To duplicate a specific individual's voice, a rooster makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine. Swordtrained: Roosters are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords). Languages: Roosters begin play speaking Common and their own dialect of Tengu. Roosters with high Intelligence scores can choose any language as a bonus language.

Dog +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma. Low-Light Vision: In dim light, dogs can see twice as far as humans.

Natural Hunter: Dogs receive a +2 racial bonus on Perception and Survival checks. Tireless Loyalty: Dogs are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects. Tracker: Dogs receive Track as a bonus feat, and if it also has the Scent feat dogs gain a +4 on survival checks when tracking by scent. Trained Hunter: Dogs are always proficient with short swords, longspears, shortbows (including composite shortbows), and longbows (including composite longbows). Languages: Dogs begin play speaking Common. Dogs with high intelligence can choose from any of the following bonus languages: Dwarven, Elven, Draconic, Gnome, Goblin, Halfling, Orc.

Boar +4 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma. Low-Light Vision: In dim light, boars can see twice as far as humans. Boar’s Ferocity: Boars can remain conscious and can continue fighting even if its hit point total is below 0. The boar is still staggered and looses 1 hit point each round. A boar will still die when its hit point total reaches a negative amount equal to its Constitution score. Gatecrasher: Boars gain a +2 bonus on Strength checks to break objects and a +2 bonus on combat maneuver checks to sunder. Hoofed: Boars have hooves instead of feet. They can wear horseshoes in their feet slot, but cannot wear boots, shoes, sandals or other such traditional footwear. Intimidating: Boars receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature. Weapon Familiarity: Boars are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon. Languages: Boars begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from among the following bonus languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Chapter 1: Races and Signs Table 1-1: The Shēngxiào (Mystery and Yin [negative]/Yang [positive]orientation) Rat Ox Tiger Rabbit Dragon Snake Horse Ram Monkey 1936 1937 1938 1939 1940 1941 1942 1943 1944 Flames Flames Stone Stone Metal Metal Waves Waves Wood Yang Yin Yang Yin Yang Yin Yang Yin Yang 1948 1949 1950 1951 1952 1953 1954 1955 1956 Stone Stone Metal Metal Waves Waves Wood Wood Flames Yin Yang Yin Yang Yin Yang Yin Yang Yin 1960 1961 1962 1963 1964 1965 1966 1967 1968 Metal Metal Waves Waves Wood Wood Flames Flames Stone Yang Yin Yang Yin Yang Yin Yang Yin Yang 1972 1973 1974 1975 1976 1977 1978 1979 1980 Waves Waves Wood Wood Flames Flames Stone Stone Metal Yin Yang Yin Yang Yin Yang Yin Yang Yin 1984 1985 1986 1987 1988 1989 1990 1991 1992 Wood Wood Flames Flames Stone Stone Metal Metal Waves Yang Yin Yang Yin Yang Yin Yang Yin Yang 1996 1997 1998 1999 2000 2001 2002 2003 2004 Flames Flames Stone Stone Metal Metal Waves Waves Wood Yin Yang Yin Yang Yin Yang Yin Yang Yin 2008 2009 2010 2011 2012 2013 2014 2015 2016 Stone Stone Metal Metal Waves Waves Wood Wood Flames Yang Yin Yang Yin Yang Yin Yang Yin Yang Table 1-2: The Zodiac (Domain and Dragonmark) 21 March – 19 April Fire Aries 20 April – 20 May Caves Taurus 21 May – 20 June Wind Gemini 21 June – 21 July Water Cancer 22 July – 22 August Ash Leo 23 August – 22 September Metal Virgo 23 September – 22 October Air Libra 23 October – 21 November Ice Scorpio Sagittarius 22 November – 21 December Smoke Earth Capricorn 22 December – 20 January 21 January – 19 February Cloud Aquarius 20 February – 20 March Ocean Pisces

Storm Sentinel Passage Healing Warding Hospitality Making Shadow Finding Scribing Detection Handling

Rooster 1945 Wood Yin 1957 Flames Yang 1969 Stone Yin 1981 Metal Yang 1993 Waves Yin 2005 Wood Yang 2017 Flame Yin

Dog 1946 Flames Yang 1958 Stone Yin 1970 Metal Yang 1982 Waves Yin 1994 Wood Yang 2006 Flames Yin 2018 Stone Yang

Boar 1947 Flames Yin 1959 Stone Yang 1971 Metal Yin 1983 Waves Yang 1995 Wood Yin 2007 Flames Yang 2019 Stone Yin

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