Post by Kirikami on Jul 13, 2011 20:50:04 GMT -5
Lifirians have several 'Ethnicities', each adapted for different jobs in their society.
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Long Ears: +2 Dex, -2 Con Move: 40ft Racial Skill Bonus: +4 Racial bonus to Balance, Tumble and Listen. These skills (as well as Jump) always count as class skills when determining class and cross-class skills on a character's skill list. Low Light Vision x3. Long-Leap (Ex): A Long Ear may always count as having a running start when they jump as long as they aren't Fatigued, Exhausted, Sickened or Nauseated. If so desired, a Long Ear can also jump farther than she can move for the round- as far as her check can take her. |
Sharp Fang: +2 Str, -2 Cha Move: 30 ft Racial Skill Bonus: +4 Racial Bonus to Hide, Move Silently, Survival and +2 to Spot. These skills always count as class skills when determining class and cross-class skills on a character's skill list. Darkvision 60 ft Two Claws and a Bite attack, dealing 1d4 and 1d6 damage respectively. The Claws count as their primary weapon. The Fearless Mane: A Sharp Fang may substitute his Strength Modifier in place of his Charisma when making an intimidate check. Also, he may add her wisdom modifier again to aid the results of resisting intimidation and demoralization |
Crag Scrambler: -2 Dex, +2 Con, +2 Wisdom Move: 20ft walk, 40 ft Climb Racial Skill Bonus: +4 to Climb and Balance checks, +2 to Spot and Listen. These skills always count as class skills when determining class and cross-class skills on a character's skill list. Low Light Vision: x3 Stable Footing: Crag Scramblers get a +4 bonus to checks that would move them or break their stance. When opposing a Trip, Bull Rush, Trample or Overrun attempt, Crag Scramblers get said bonus to either opposed checks or saves involving such checks due to their ability to keep their body stable. Sturdy Back: A Crag Scrambler who wears medium or heavy armor loses no speed, and armor check penalties do not occur in the case one is climbing. When climbing, a Crag Scrambler always retains it's dexterity to AC, unless caught flat footed by conventional means. |
Guile Tail: -2 Str, +2 Int, +2 Charisma Move: 30 ft walk, 30ft swim, 20ft climb Racial Skill Bonus: +4 to Bluff, Sense Motive, Balance and +2 to Tumble. Darkvision 60 ft The Guiler's Tongue: Whenever a Guile Tail fails a Bluff, Diplomacy or Sense Motive check in a situation that garners conversation, she may take a DC 15 Charisma Check to re-roll the failed check as a move action, but must take the results of the new role. Enchantment Resistance: +2 Racial bonus to saves against enchantment spells and effects as well as mind effecting abilities. |
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