Racial Templates/Monsters: Races of Destiny
Races of Destiny has quite many new races, and most of them I have already converted. Let's do the rest.
HALF-OGRE [20] (Races of Destiny, page 96)
Attributes: ST+5 (Size Modifier, -10%) [45]; DX-1 [-20]; IQ-1 [-20]; HT+2 [20].
Secondary Characteristics: SM+1.
Advantages: DR 1 (Tough Skin, -40%) [3]; Infravision [10]; Reduced Consumption 1 (Cast-Iron Stomach, -50%) [1].
Disadvantages: Appearance (Unattractive) [-4]; Bad Temper (12) [-10]; Social Stigma (Half-Breed) [-5].
Secondary Characteristic Modifiers: Will+1 [5]; Per+1 [5].
Advantages: Mimicry [10]; Night Vision 5 [5]; Rapid Healing [5]; Reduced Consumption 3 (Cast-Iron Stomach, -50%) [3]; Resistant to Disease (+3) [3]; Silence 1 [5].
Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Savage) [-10].
Creature Type: Humanoid (Mongrelfolk).
Knobbed Club (12): swing 1d+1 crushing, Reach 1.
Sling (12): swing 1d piercing, Acc 0, Range 60/100, RoF 1, Shots 1(2), Bulk -4.
Traits: Appearance (Ugly); Mimicry; Night Vision 5; Rapid Healing; Reduced Consumption 3 (Cast-Iron Stomach); Resistant to Disease (+3); Silence 1; Social Stigma (Savage).
Skills: Axe/Mace-12; Sling-12; Stealth-14.
Creature Type: Humanoid (Mongrelfolk).
Secondary Characteristic Modifiers: Per-1 [-5].
Advantages: Chameleon 4 (Always On, -10%; Dynamic, +40%) [26]; Silence 2 [10].
Nondetection: Obscure 10 (Information Spells; Always On, -50%; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [28].
Knowing Your Own Strength [25] |
Mongrelfolk [Fiend Folio, page 125]
Secondary Characteristic Modifiers: Will+1 [5]; Per+1 [5].
Advantages: Mimicry [10]; Night Vision 5 [5]; Rapid Healing [5]; Reduced Consumption 3 (Cast-Iron Stomach, -50%) [3]; Resistant to Disease (+3) [3]; Silence 1 [5].
Disadvantages: Appearance (Ugly) [-8]; Social Stigma (Savage) [-10].
Creature Type: Humanoid (Mongrelfolk).
Typical Stats
ST: |
10 |
HP: |
10 |
Speed: |
5.5 |
DX: |
10 |
Will: |
10 |
Move: |
5 |
IQ: |
9 |
Per: |
10 |
|
|
HT: |
12 |
FP: |
12 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
9 |
DR: |
- |
Sling (12): swing 1d piercing, Acc 0, Range 60/100, RoF 1, Shots 1(2), Bulk -4.
Traits: Appearance (Ugly); Mimicry; Night Vision 5; Rapid Healing; Reduced Consumption 3 (Cast-Iron Stomach); Resistant to Disease (+3); Silence 1; Social Stigma (Savage).
Skills: Axe/Mace-12; Sling-12; Stealth-14.
Creature Type: Humanoid (Mongrelfolk).
Skulk [Fiend Folio, page 154]
Secondary Characteristic Modifiers: Per-1 [-5].
Advantages: Chameleon 4 (Always On, -10%; Dynamic, +40%) [26]; Silence 2 [10].
Nondetection: Obscure 10 (Information Spells; Always On, -50%; Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [28].
Disadvantages: Callous [-5]; Intolerance (Humans) [-5]; Jealousy [-10].
Creature Type: Humanoid (Skulk).
Rapier (12): thurst 1d-1 impaling, Reach 1, 2.
Pistol Crossbow (12): thrust 1d impaling, Acc 1, x15/x20 (150/200), RoF 1, Shots 1(4).
Nondetection: The skulk is nearly impossible to detect, see, or divine with any Information spells, regardless of the magic system used to cast them. Reduce the diviner’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely fails to find the skulk, while one that succeeded by 10+ provides less information than normal and is at a huge disadvantage if it’s resisted.
Traits: Callous; Chameleon 4 (Always On; Dynamic); Intolerance (Humans); Jealousy; Silence 2.
Skills: Crossbow-12; Rapier-12; Stealth-18.
Creature Type: Humanoid (Skulk).
Creature Type: Humanoid (Skulk).
Typical Stats
ST: |
10 |
HP: |
10 |
Speed: |
5.5 |
DX: |
12 |
Will: |
10 |
Move: |
5 |
IQ: |
10 |
Per: |
9 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
9F |
DR: |
- |
Pistol Crossbow (12): thrust 1d impaling, Acc 1, x15/x20 (150/200), RoF 1, Shots 1(4).
Nondetection: The skulk is nearly impossible to detect, see, or divine with any Information spells, regardless of the magic system used to cast them. Reduce the diviner’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely fails to find the skulk, while one that succeeded by 10+ provides less information than normal and is at a huge disadvantage if it’s resisted.
Traits: Callous; Chameleon 4 (Always On; Dynamic); Intolerance (Humans); Jealousy; Silence 2.
Skills: Crossbow-12; Rapier-12; Stealth-18.
Creature Type: Humanoid (Skulk).
No comments:
Post a Comment