Difference between revisions of "Racial Archetypes"

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<br/>∞+10 Stealth (Dexterity, Cost 10), +10 Craft Traps (Intelligence, Cost 10), +10 Climb (Strength, Cost 10), +10 Endurance (Vitality, Cost 10)
 
<br/>∞+10 Stealth (Dexterity, Cost 10), +10 Craft Traps (Intelligence, Cost 10), +10 Climb (Strength, Cost 10), +10 Endurance (Vitality, Cost 10)
  
====Hobgoblin (Cost 50 XP)====
+
====Goblinoid, Hobgoblin (Cost 50 XP)====
 
Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
 
Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
 
<br/>Size 0 (Cost 0)
 
<br/>Size 0 (Cost 0)

Revision as of 21:28, 3 March 2017

Antaean (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 2 (Cost 20)
Traits
∞Gaia’s Child (Cost 10): Antaeans receive a +10 bonus to Physical Resistance Checks when they are in skin contact with earth or dirt.
Special Abilities
∞Geoturgy (Power 10, Cost 10): Antaeans have the ability to magically control the earth without any special training.
Specializations
∞+10 Hit with Sling or Pick* (Dexterity, Cost 10) (*choose one)

Arachnaean (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 1 Abdomen, 6 Legs
Size 0 (Cost 0)
Special Abilities
∞Web* (Power 10, Cost 10): Web Spider Arachnaea can throw a sticky web that Pins a target, resisted by physical resistance, or Jump* (Power 10, Cost 10): Jumping Spider Arachnaea can jump extreme distances, 1 foot of distance per foot of power (*choose one).
Traits
∞Wall Climber (Cost 10): Outside of combat, Arachnaea can walk along walls at their regular movement speed, without making skill checks. In combat Arachnaea receive a +10 bonus to Climb Skill Checks.
∞Vibration Sense (Cost 10): Arachnaea are able to sense minute vibrations up to 10 feet away in the surfaces they stand on.
Specializations
∞+10 Climb (Strength, Cost 10), +10 Weaving (Intelligence, Cost 10)

Bull Centaur (Cost 50 XP)

Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
Size 3 (Cost 30)
Traits
∞Horns (Cost 10): Bull Centaurs have horns that count as a Size 4 weapon
Specializations
∞+10 Knockback Power (Strength, Cost 10)

Centaur (Cost 50 XP)

Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
Size 2 (Cost 20)
Speed 45 ft/action (Cost 10)
Specializations
∞+10 Crafting* (Intelligence, Cost 10), Tracking (Awareness, Cost 10) (*choose a specific kind of craft)

Cynocephalian (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0 (Cost 0)
Traits
∞Nightvision (Cost 10): Cynocephalians can see up to 60 ft. in the dark.
∞Pack Hunter (Cost 10): Cynocephalians get a +10 bonus to hit success when attacking the same target as an ally.
Specializations
∞+10 Listen (Awareness, Cost 10), +10 Smell (Awareness, Cost 10), +10 Fighting in Formation (Awareness, Cost 10)

Dwarf (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0 (Cost 0)
Traits
∞Night Vision (Cost 10): Dwarves can see up to 60 feet in the dark.
∞Sense Depth Underground (Cost 10): Dwarves innately know, to the foot, how deep underground they are.
∞Geophagous (Cost 10): Dwarves can subsist partially on inorganic material such as clay, mud, or other minerals, and starve at half the normal rate when such things are consumed (i.e., a penalty every other day).
∞Dwarven (Cost 10): Dwarves speak their own language in addition to Greek.
Specializations
∞+10 Craft Metal or Stone* (Intelligence, Cost 10) (*choose one)

Elf (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size -1 (+10 XP)
Traits
∞Night Vision (Cost 10): Elves can see up to 60ft in the dark.
∞Elven (Cost 10): Elves speak their own language in addition to Greek.
∞Detect Hidden Door* (Cost 10): Elves can sense when a hidden door is within 10 feet of them, this trait does not reveal the door’s exact location to them, or Aquatic* (cost 10): Aquatic Elves breathe water instead of air.
Specializations
∞+10 Listen (Awareness, Cost 10), +10 Spot (Awareness, Cost 10), +10 Climb or Swim (Strength, Cost 10) (*choose one)

Gnoll (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 1 (Cost 10)
Traits
∞Night Vision (Cost 10): Gnolls can see up to 60ft in the dark.
∞Necrophagous (Cost 10): Gnolls can eat dead and decomposing flesh without the risk of disease
Specializations
∞+10 Listen (Awareness, Cost 10), +10 Smell (Awareness, Cost 10)

Gnome (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size -2 (+20 XP)
Traits
∞Night Vision (Cost 10): Gnomes can see up to 60ft in the dark.
∞Gnomish (Cost 10): Gnomes speak their own language in addition to Greek.
∞Burrow Speak (Cost 10): Gnomes are able to communicate with burrowing animals
∞Perceptive (Cost 10): Gnomes get a +10 bonus to Mental Resistance Checks made against illusions.
Special Abilities
∞Illusion (Power 10, Cost 10): Gnomes are able to create magical illusions without any training.
Specializations
∞+10 Listen, Smell, or Taste* (Awareness, Cost 10), +10 Crafting** (Intelligence, Cost 10) (*choose one, **choose a specific kind of craft)

Deep Gnome (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size -2 (+20 XP)
Traits
∞Exceptional Night Vision (Cost 20): Deep Gnomes can see up to 120ft in the dark
∞Gnomish (Cost 10): Deep Gnomes speak their own language in addition to Greek
∞Imperceptible (Cost 10): Deep Gnomes get a +10 bonus to Mental Resistance Checks made against divinations
Special Abilities
∞Illusion (Power 10, Cost 10): Deep Gnomes are able to create magical illusions without any training.
Specializations
∞+10 Stealth (Dexterity, Cost 10), +10 Listen or Spot* (Awareness, Cost 10) (*choose one)

Goblin (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size -1 (+10 Experience Points)
Traits
∞Night Vision (Cost 10): Goblins can see up to 60ft in the dark.
∞Dog Trainer (Cost 10): Goblins get a +10 bonus to Mental Skill Checks involving dogs and other canines.
Specializations
∞+10 Stealth (Dexterity, Cost 10), +10 Craft Traps (Intelligence, Cost 10), +10 Climb (Strength, Cost 10), +10 Endurance (Vitality, Cost 10)

Goblinoid, Hobgoblin (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0 (Cost 0)
Traits
∞Night Vision (Cost 10): Hobgoblins can see up to 60ft in the dark.
Specializations
+10 Fight in Formation (Awareness, Cost 10), +10 Sneak (Dexterity, Cost 10), +10 Tactical Knowledge (Intelligence, Cost 10), +10 Endurance (Vitality, Cost 10)

Bugbear (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 1 (Cost 10)
Traits
∞Night Vision (Cost 10): Bugbears can see up to 60ft in the dark.
Specializations
∞+10 Smell (Awareness, Cost 10), +15 Stealth (Dexterity, Cost 20)

Half Elf (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0 (Cost 0)
Traits
∞Night Vision (Cost 10): Half-Elves can see up to 60ft in the dark.
Specializations
∞Social Conflict Hit (Intelligence, Cost 10), Social Conflict Damage (Personality, Cost 10), Social Technique* Hit (Intelligence, Cost 10), Social Technique* Power (Personality, Cost 10) (*Choose a specific Social Technique)

Halfling (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size -2 (+20 XP)
Speed 25 ft/action (+10 Experience Points)
Traits
∞Cherubim (Cost 10): Halflings have a very similar appearance to human children, and receive a +10 bonus on Success Checks made when pretending to be one.
∞Halfling (Cost 10): Halflings speak their own language in addition to Greek.
∞Unflappable (Cost 10): Halflings receive a +10 bonus to Mental Resistance Checks made against the Intimidate technique or similar effects.
Specializations
∞+10 Listen (Awareness, Cost 10), +10 Climb (Strength, Cost 10), +10 Jump (Strength, Cost 10), +10 Stealth (Dexterity, Cost 10), +10 Dodge (Dexterity, Cost 10)

Half Orc (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0 (Cost 0)
Traits
∞Night Vision (Cost 10): Half Orcs can see up to 60ft in the dark.
∞Orc (Cost 10): Half Orcs speak the language of Orcs in addition to Greek.
∞Bad Reputation (Cost 10): Half Orcs receive a +10 bonus to Success Checks when attempting to take advantage of prejudices held against their Orc ancestors.
Specializations
∞+10 Intimidate Power (Personality, Cost 10), +10 Lift (Strength, Cost 10)

Lizardfolk (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs, 1 Tail
Size 0 (Cost 0)
Traits
∞Tough Scales (Cost 10): Lizardfolk have Class 1 Natural Armor
∞Regeneration (Cost 10): Lizardfolk that have their limbs cut off or destroyed will gradually regrow them using the regular healing rules.
∞Draconic (Cost 10): Lizardfolk speak Draconic in addition to Greek.
∞Amphibious (Cost 20, combination of two traits): Lizardfolk can breathe both air and water.

Merfolk (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 1 Tail
Size 0 (Cost 0)
Traits
∞Amphibious (Cost 20, combination of two traits): Merfolk can breathe air as well as water.
∞Aquan (Cost 10): Merfolk speak the language of the seas in addition to Greek.
∞Swift Swimmer (Cost 10): Merfolk have a speed of 45ft./action when in the water.
Specializations
∞+10 Sing (Personality, Cost 10)

Myrmidon (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0 (Cost 0)
Traits
∞Chitin (Cost 10): Myrmidons have Class 1 Natural Armor.
∞Bold (Cost 10): Myrmidons receive a +10 bonus to Mental Resistance Checks made against Intimidate attacks or similar effects.
Specializations
∞+10 sarissa hit (Dexterity, Cost 10), +10 xiphos hit (Dexterity, Cost 10), +10 Fighting in Formation (Awareness, Cost 10)

Orc (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0 (Cost 0)
Traits
∞Night Vision (Cost 10): Orcs can see up to 60ft in the dark.
∞Orc (Cost 10): Orcs speak their own language in addition to Greek.
∞Unscrupulous (Cost 10): Orcs lack the inhibitions of other intelligent races and so receive a +10 bonus to Success Checks made when performing immoral tasks.
∞Self-Serving (Cost 10): Orcs that are attacked can duck behind an adjacent ally and thus make them the target of the attack instead.
Specializations
∞+10 Resist Impairment (Vitality, Cost 10)