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URBAN ARCANASHADOW CREATURES - ASH WRAITH TO DWARFAsh WraithMedium undead CR: 6 HD: 6d12;hp: 39 Mas: - Init: +7 (+3 Dex, +4 Improved Initiative) Spd: 30 ft., fly 60 ft. (good) Defense: 15,touch: 15, flat-footed: 12 (+3 Dex, +2 deflection) BAB: +3;Grap: +3 Atk: +6 melee (3d6 fire, burning touch) Full Atk: +6 melee (3d6 fire, burning touch) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: undead, incorporeal, burning touch, spawn, unnatural aura, fear of daylight AL: evil SV: Fort: +2, Ref: +5, Will: +7 AP ;Rep Str: -, Dex: 16, Con: -, Int: 14, Wis: 14, Cha: 15 Skills: Hide +12, Intimidate +11, Listen +13, Read/Write Language (up to any three), Search +9, Sense Motive +11, Speak Language (up to any three), Spot +13. Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative. Advancement: 7–12 HD (Medium) SPECIES TRAITS Undead: Undead are immune to poison, sleep, paralysis, stunning, disease, necromantic effects, and mind-affecting effects. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or effects of massive damage, or any effect requiring a Fortitude save unless the effect also works on objects or is harmless. They may be healed by application of negative energy (such as an inflict light wounds spell). They are destroyed if reduced to 0 hit points or less. Incorporeal (Ex): An ash wraith can be harmed only by other incorporeal creatures, +1 or better magic weapons, and spells, spell-like abilities, and supernatural abilities. It is immune to nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore damage from a corporeal source (except for force effects, such as magic missile, or attacks made with ghost touch weapons). It can pass through solid objects at will, but not force effects (such as a wall of force). Its attacks ignore natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. An ash wraith moves silently and cannot be heard with Listen checks. It has no Strength score, so its Dexterity modifier applies both to its melee and ranged attacks. Nonvisual senses, such as blindsight and scent, do not function against an ash wraith. An ash wraith cannot be tripped or grappled by a corporeal attacker. Burning Touch (Ex): The touch of an ash wraith deals 3d6 points of fire damage, and creatures hit by an ash wraith must succeed at a Reflex save (DC 15) or catch on fire. Spawn (Su): Any humanoid slain by an ash wraith’s burning touch is immolated and reduced to a pile of ash that rises as an ash wraith in 1d4 rounds. Spawn are under the command of the ash wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life. Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence of an ash wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. Fear of Daylight (Ex): Ash wraiths exposed to natural sunlight are panicked (no save). A panicked ash wraith flees from the sunlight as fast as possible; it can defend normally but cannot attack while exposed to natural sunlight. Big CatMedium animal CR: 2 HD: 3d8+6;hp: 19 Mas: 15 Init: +4 Spd: 40 ft., climb 20 ft. Defense: 15,touch: 15, flat-footed: 11 (+4 Dex, +1 natural) BAB: +2;Grap: +5 Atk: +6 melee (1d3+4, claw) Full Atk: +6 melee (1d6+3, bite), +1 melee (1d3+1, 2 claws) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: pounce, improved grab, rake, scent, low-light vision AL: none or owner SV: Fort: +5, Ref: +7, Will: +2 AP 0;Rep +0 Str: 16, Dex: 19, Con: 15, Int: 2, Wis: 12, Cha: 6 Skills: Balance +12, Climb +11, Hide +9, Jump +7, Listen +6, Move Silently +9, Spot +6. Feats: Weapon Finesse (bite, claw). Advancement: 4–5 (Medium). SPECIES TRAITS Pounce (Ex): If a big cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex): To use this ability, the big cat must hit with its bite attack. If it gets a hold, it can rake. Rake (Ex): If a big cat successfully grabs its prey (see Improved Grab, above), it can make two rake attacks (+6 melee) with its hind legs as part of a full attack. Each successful rake attack deals 1d3+1 points of damage. Scent (Ex): This ability allows the big cat to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Low-Light Vision (Ex): Big cats can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Skill Bonuses: Big cats gain a +8 species bonus on Balance checks and a +4 species bonus on Hide, Jump, and Move Silently checks (for running jumps, the Jump bonus is +8). Bonus Feats: Big cats gain the bonus feats Weapon Finesse (bite) and Weapon Finesse (claw). BoarMedium animal CR: 2 HD: 3d8+9;hp: 22 Mas: 17 Init: +0 Spd: 40 ft. Defense: 16,touch: 10, flat-footed: 16 (+6 natural) BAB: +2;Grap: +4 Atk: +4 melee (1d6+3, gore) Full Atk: +4 melee (1d6+3, gore) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: ferocity, scent, low-light vision AL: None SV: Fort: +6, Ref: +3, Will: +2 AP 0;Rep +0 Str: 15, Dex: 10, Con: 17, Int: 2, Wis: 13, Cha: 4 Skills: Listen +7, Spot +5. Feats: None Advancement: 4–5 HD (Medium) SPECIES TRAITS Ferocity (Ex): Boars are such tenacious combatants that they continue to fight without penalty until reduced to –10 hit points. At –10 hit points, they are slain. Scent (Ex): This ability allows the wild boar to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Low-Light Vision (Ex): Boars can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Breathsnatcher
SPECIES TRAITS Clawing Smoke (Su): Once every 1d4 rounds, a breathsnatcher can expel a 30-foot cone of magic smoke. The smoke grants one-half concealment to creatures in its periphery and full concealment to characters obscured by more than 5 feet of smoke. In addition, any creature within the cone must succeed at a Fortitude save (DC 14) or get smoke in their lungs. Holding one’s breath doesn’t help, as tendrils of smoke actively try to invade the lungs. This magic smoke begins to rip at the lungs and surrounding organs, dealing 3d4 points of damage per round. The affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace. Snatch Breath (Su): As a full-round action, the breathsnatcher can steal the breath from any adjacent creature with –1 or fewer hit points. This instantly kills the creature and grants the breathsnatcher damage reduction 15/+1 for 1 hour per Hit Die of the victim. Fast Healing 5 (Ex): A breathsnatcher heals 5 points of damage each round so long as it has at least 1 hit point remaining. CelestialAll celestials are outsiders. A sample celestial (the gotthammer) is presented below; use the information about outsiders to create new celestial types. SPECIES TRAITS Celestials have the following traits: Variable Size: Most celestials are Medium, but their size can vary and some celestials can change their size naturally. Depending on their size, celestials gain a size bonus or penalty on attack rolls, Defense, Hide checks, and grapple checks. Natural Armor: Celestials gain a natural armor bonus to Defense equal to 3 + the celestial’s Hit Dice. Immunities (Ex): A celestial is immune to one or more specific types of energy or weapon damage, as determined by rolling on Table: Celectial Immunities, Resistances, and Damage Reduction. Energy Resistance (Ex): A celestial is resistant to one or more types of energy, as determined by rolling on Table: Celectial Immunities, Resistances, and Damage Reduction. Roll again if the celestial is resistant to a type of energy against which it already has immunity. Damage Reduction (Ex): Some celestials have damage reduction, as determined by rolling on Table: Celectial Immunities, Resistances, and Damage Reduction. Tongues (Su): A celestial may converse with any creature that has a language. This ability is always active. Keen Vision (Ex): Celestials have darkvision with a range of 60 feet and low-light vision. Allegiances: Celestials have a primary allegiance to good. They may also have allegiances to law or chaos. Fallen celestials may revoke any or all of their prior allegiances. Bonus Feats: Celestials gain either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. Automatic Languages: Celestials speak Celestial and a number of additional languages equal to their Intelligence bonus. Table: Celectial Immunities, Resistances, and Damage Reduction
Gotthammer (Avenging Angel)Medium outsider CR: 15 HD: 14d8+70;hp: 133 Mas: 20 Init: +4 (Improved Initiative) Spd: 30 ft., fly 60 ft. (perfect) Defense: 27,touch: 10, flat-footed: 27 (+17 natural) BAB: +14;Grap: +18 Atk: +21 melee (2d6+9/19–20, +3 greatsword) Full Atk: +21/+16/+11 melee (2d6+7/19–20, +3 greatsword) or +14/+9/+4 ranged) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: acid and fire resistance 10, aura of menace, call/dismiss weapon, damage reduction 10/+1, greater incarnation, imbue weapon, immune to ballistic damage and poison, keen vision, tongues AL: good, law SV: Fort: +14, Ref: +9, Will: +12 AP ;Rep Str: 18, Dex: 11, Con: 20, Int: 11, Wis: 16, Cha: 18 Skills: Escape Artist +14, Hide +14, Intimidate +18, Knowledge (theology and philosophy) +14, Listen +17, Move Silently +14, Read/Write Celestial, Sense Motive +17, Speak Celestial, Spot +17. Feats: Archaic Weapons Proficiency, Cleave, Improved Initiative, Power Attack, Simple Weapons Proficiency. Possessions: +3 greatsword. SPECIES TRAITS Aura of Menace (Su): A righteous aura surrounds the avenging angel. Any hostile creature within a 20-foot radius of a gotthammer must succeed at a Will save (DC 21) or take a –2 morale penalty on attacks, AC, and saves for one day or until they successfully injure the gotthammer generating the aura. A creature that has resisted or broken the effect cannot be affected again by the gotthammer’s aura for one day. Call/Dismiss Weapon (Su): Once per day, as a free action, a gotthammer may call his shining greatsword to him. The weapon is normally hidden in a secure location of the gotthammer’s choosing, but may be called from anywhere unless carried by another living creature or in an area where magic does not function. Once per day, as a full-round action, the gotthammer may dismiss the sword to a location of his choosing. Imbue Weapon (Su): Once per day, as a full-round action, a gotthammer may imbue his weapon with holy power, dealing +2d6 points of damage to creatures with an allegiance to evil. The effect lasts for 14 rounds. Greater Incarnation (Su): A gotthammer can change his size as a move action, becoming a 20-foot-tall (Huge) figure at will. His greatsword’s size increases proportionately. In this form, the gotthammer’s statistics change as follows: Defense 25, touch 8, flat-footed 25 (–2 size, +17 natural); Grap +31; Atk +24 melee (4d6+16/19–20, +3 greatsword); Full Atk +24/+19/+14 melee (4d6+12/19–20, +3 greatsword); FS 15 ft. by 15 ft.; Reach 10 ft.; Str 29; Hide +6. Immunities (Ex): Gotthammers are immune to ballistic damage and poison. Acid and Fire Resistance 10 (Ex): A gotthammer ignores the first 10 points of any attack that deals acid or fire damage. Damage Reduction 10/+1 (Ex): A gotthammer ignores the first 10 points of damage dealt by a nonmagical weapon. Changeling (Template)TEMPLATE TRAITS “Changeling” is an inherited template that can be added to any Small or Medium humanoid, monstrous humanoid, or outsider (referred to hereafter as the base creature). The changeling uses all all the base creature’s statistics and special abilities except as noted here. Challenge Rating: Same as the base creature +2. Type: The creature’s type changes to fey. Hit Dice: Change to d6. Special Qualities: A changeling retains all of the base creature’s extraordinary, supernatural, and spell-like qualities except for qualities tied to its type. In addition to gaining the fey type, a changeling has the following special qualities.
Allegiances: A changeling has an allegiance to chaos, but unlike other sidhe, chaos need not be the primary allegiance. This allegiance cannot be broken. Ability Scores: A changeling’s ability scores change as follows: Dex +4, Con –2, Cha +4. Skill Bonuses: Changelings gain a +2 species bonus on Bluff and Sleight of Hand checks. Feats: As the base creature. Unlike sidhe, changelings do not gain Archaic Weapons Proficiency or Simple Weapons Proficiency as bonus feats. Changeling (Half-Human) Charismatic Hero 1Medium fey CR: 3 HD: 1d6+2 (includes Toughness feat);hp: 8 Mas: 8 Init: +4 Spd: 30 ft Defense: 15,touch: 14, flat-footed: 11 (+4 Dex, +1 leather jacket) BAB: +0;Grap: -1 Atk: –1 melee (1d3–1 nonlethal, unarmed strike) or +4 ranged (2d6, Ruger Service-Six) Full Atk: –1 melee (1d3–1 nonlethal, unarmed strike) or +4 ranged (2d6, Ruger Service-Six) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: spell-like abilities, immune to electricity, fire resistance 10, damage reduction 5/+1 AL: chaos SV: Fort: +0, Ref: +5, Will: +1 AP 0;Rep +2 Str: 8, Dex: 18, Con: 8, Int: 12, Wis: 13, Cha: 19 Skills: Bluff +10, Diplomacy +8, Disguise +8, Drive +6, Gamble +3, Gather Information +8, Knowledge (streetwise) +5, Sleight of Hand +8. Feats: Personal Firearms Proficiency, Simple Weapons Proficiency, Toughness. Talent (Charismatic Hero: Fast-talk. Possessions: Leather jacket, loaded Ruger Service-Six (.385 revolver), stolen BMW M3 sports coupe, coat, casual clothes, sunglasses, first aid kit (in car’s trunk). Demonic Auto
SPECIES TRAITS Construct: Demonic autos are immune to mind-influencing effects and to poison, sleep, paralysis, stunning, disease, necromancy effects, and any effect that requires a Fortitude save unless the effect also works on objects or is harmless. They are not subject to critical hits, nonlethal damage, ability damage, ability drain, energy drain, or the effects of massive damage. Outsider Traits: While they are technically constructs, demonic autos are animated by a fell presence from beyond Shadow. They gain skills and feats as if they were outsiders, and they have an Intelligence score. Damage Reduction 20/+1 (Ex): A demonic auto ignores the first 20 points of damage dealt by a nonmagical weapon. Vehicle Movement: The demonic car moves as a vehicle, not as a character. It has a top speed of 320 squares at character scale (32 squares at chase scale). It maneuvers as a vehicle, using its Drive score, and it must choose a speed category (alley, street, highway, or all-out speed) at the beginning of each action. The demonic auto’s speed category may increase its Defense and penalize skill checks. No Limbs: The demonic auto has no limbs and thus can’t grapple, nor can it manipulate or throw an object. However, it can open and close its car doors, hood, or trunk rapidly to make a slam attack. Trample (Ex): The demonic auto can trample smaller creatures by running over them. The demonic auto’s trample attack deals 2d6+9 points of damage if traveling at alley speed and 4d6+9 points of damage at higher speeds. A successful Reflex save (DC 23) halves the damage. The demonic auto takes this damage as well, but its damage reduction applies. Repairable: Demonic autos cannot heal damage on their own but can be repaired using the Repair skill. A successful Repair check (DC 30) heals 1d10 points of damage, and each check represents 1 hour of work. A demonic auto can repair itself. Darkvision (Ex): Demonic autos can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and demonic auros can function with no light at all. DonkeyMedium animal CR: 1/6 HD: 2d8+2;hp: 11 Mas: 12 Init: +0 Spd: 30 ft. Defense: 13,touch: 11, flat-footed: 12 (+1 Dex, +2 natural) BAB: +1;Grap: +1 Atk: +1 melee (1d3, bite) Full Atk: +1 melee (1d3, bite) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: low-light vision, scent AL: none or owner SV: Fort: +4, Ref: +4, Will: +0 AP 0;Rep +0 Str: 10, Dex: 13, Con: 12, Int: 1, Wis: 11, Cha: 4 Skills: Balance +3, Listen +5, Spot +5. Feats: None Advancement: None SPECIES TRAITS Donkeys are surefooted and sturdy. They can carry up to 50 pounds as a light load, 51–100 pounds as a medium load, and 101–150 pounds as a heavy load. A donkey can drag 750 pounds. Low-Light Vision (Ex): Donkeys can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Scent (Ex): This ability allows the donkey to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Skill Bonus: Donkeys gain a +2 species bonus on Balance checks. DragonAll dragons speak their own language, Draconic. They speak a number of additional languages equal to their Intelligence bonus. SPECIES TRAITS Age Categories: Dragons have twelve age categories that broadly define most of their statistics, including size, Hit Dice, Defense, attacks, and special abilities. As a dragon ages, it grows more powerful, as defined in Table: Dragon Age Categories. Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. A blast from a breath weapon always starts at the dragon’s mouth and extends in a direction of the dragon’s choice, with an area as noted in Table: Dragon Breath Weapon Range. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age. Saves against nondamaging breath weapons use the same DC, but aren’t necessarily Reflex saves. Breath weapons are either cones (which are as high and wide as they are long) or lines (5 feet high and 5 feet wide). Each dragon has one breath weapon, which is associated with the color of its scales and its allegiance to good or evil. Fear Aura (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks or flies overhead. Creatures within a radius of 30 feet x the dragon’s age category are subject to the effect if they have fewer Hit Dice than the dragon. A potentially affected creature that succeeds at a Will save (DC noted in Table: Dragon Age Categories) remains immune to that dragon’s fear aura for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the fear aura of other dragons. Crush (Ex): A flying or jumping dragon of at least Huge size can land on opponents as an attack action, using its whole body to crush them. Crush attacks are effective only against opponents three or more sizes smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents). A crush attack affects as many cratures as can fit under the dragon’s body. Creatures in the affected area must succeed at a Reflex save (DC noted in Table: Dragon Age Categories) or be pinned and automatically take the listed damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take crush damage each round if they don’t escape. Grappling: A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds at Concentration checks. If grappled by a creature the same size or larger, a dragon can attack the grappling creature with its bite and all four limbs (each doing claw damage). If crushed by a larger dragon, a dragon can respond only with grapple attacks, or with bite or breath weapon attacks. If grappled by a creature smaller than itself, the dragon can respond with any of its physical attacks other than a tail sweep. Tail Sweep (Ex): A dragon of at least Gargantuan size can sweep with its tail as a standard action. The sweep affect a half circle with a diameter of 30 feet, centered on the dragon’s rear. A Colossal dragon’s tail sweep has a 40-foot radius. Creatures within the swept area are affected if they are four or more sizes smaller than the dragon. The sweep deals the damage listed in Table: Dragon Age Categories; a successful Reflex save halves the damage. Spells: A dragon knows and casts arcane spells as a Mage of the level indicated on Table: Dragon Spells and Spell-like Abilities, gaining bonus spells for a high Intelligence score. Spell-Like Abilities: A young or older dragon gains a spell-like ability upon reaching its new age category, as noted in Table: Dragon Spell-like Abilities. Once the dragon selects a spell-like ability for a given age category, it cannot swap that ability for another. The dragon retains all previously selected spell-like abilities and uses its age category as its caster level. The save DC is 10 + the dragon’s Charisma modifier + spell level. Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as listed in Table: Dragon Age Categories. Immunities (Ex): All dragons are immune to sleep and paralysis effects. Dragons are also immune to certain energy types depending on their color: Black, green, and copper dragons are immune to acid. Blue and bronze dragons are immune to electricity. Red, brass, and gold dragons are immune to fire and take 50% more damage against cold-based attacks on a failed save. White and silver dragons are immune to cold and take 50% more damage against fire-based attacks on a failed save. Blindsight (Ex): A dragon can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet x the dragon’s age category. Keen Senses (Ex): A dragon has low-light vision and darkvision with a range of 100 feet x the dragon’s age category.
Table: Dragon Breath Weapon Range
Table: Dragon Breath Weapon Types
Table: Dragon Spells And Spell-Like Abilities
Drow
SPECIES TRAITS Drow speak, read, and write Elven, a beautiful language they’ve corrupted with their own vile idioms and inflections. Many drow also understand one or more local languages. Particularly intelligent drow also speak, read, and write any of the following Shadow languages: Abyssal, Aquan, Draconic, Gnome, Goblin, and Undertongue. Darkvision (Ex): Drow can see in the dark up to 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and drow can function with no light at all. Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. In addition, drow take a –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light. Spell Immunities: Drow are immune to sleep spells and effects, and they gain a +2 species bonus on saves against Enchantment spells or effects. They also gain a +2 species bonus on Will saves against spells and spell-like abilities. Spell Resistance (Ex): A drow gains Spell Resistance equal to 11 + her character level (if any). Skill Bonuses: Drow gain a +2 species bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check (as a free action) to notice it as if she were actively looking for the door. Bonus Feat: Drow receive Archaic Weapons Proficiency as a bonus feat. DryadMedium fey CR: 3 HD: 4d6;hp: 14 Mas: 11 Init: +8 Spd: 30 ft. Defense: 17,touch: 12, flat-footed: 13 (+4 Dex, +3 natural) BAB: +1;Grap: +1 Atk: +2 melee (1d4, dagger) or +6 ranged (1d8, masterwork longbow) Full Atk: +2 melee (1d4, dagger) or +6 ranged (1d8, masterwork longbow) FS: 5 ft. by 5 ft.;Reach: 5 ft. SQ: DR 5/+1, spell-like abilities, tree dependent, wild empathy AL: chaotic good, nature SV: Fort: +3, Ref: +8, Will: +6 AP 0;Rep +0 Str: 10, Dex: 19, Con: 11, Int: 14, Wis: 15, Cha: 18 Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (life science) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9. Feats: Great Fortitude, Improved Initiative. Possessions: None Advancement: 3–4 HD (Medium). SPECIES TRAITS Spell-Like Abilities: At will—entangle (DC 13), speak with plants, tree shape; 3/day—charm person (DC 13), deep slumber (DC 15), tree stride; 1/day—suggestion (DC 15). 6th-level caster. The save DCs are Wisdom-based. Tree Dependent (Su): Each dryad is mystically bound to a single, enormous tree, or a copse of trees situated in one place (such as a lobby atrium) and must never stray more than 300 yards from it. Any who do stray from their trees become ill and die within 4d6 hours. A dryad’s tree does not radiate magic. Wild Empathy (Ex): A dryad can use body language, vocalizations, and demeanor to improve the attitude of an animal. This ability functions like a Diplomacy check made to improve the attitude of a person. The dryad rolls 1d20 +10 (+6 species bonus, +4 Charisma bonus) to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. Dwarf
SPECIES TRAITS Speed: Dwarves have a base speed of 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Special Combat Bonuses: Dwarves gain a +1 species bonus on attack rolls against bugbears, goblins, orcs, and other goblinoids. Dwarves also gain a +4 dodge bonus to Defense against creatures of the giant type. If a dwarf loses his positive Dexterity bonus to Defense (such as when flatfooted), this dodge bonus is lost. Stability: Dwarves gain a +4 species bonus on ability checks to resist bulll rush and trip attempts when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). Darkvision (Ex): Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function with no light at all. Saving Throw Bonuses: Dwarves are highly resistant to toxins and innately resistant to magic. They gain a +2 species bonus on saving throws against poisons, spells, and spell-like abilities. Skill Bonuses: Dwarves gain a +2 species bonus on Search checks to notice unusual stonework, new construction, unsafe surfaces, ceilings, and the like. A dwarf who merely passes within 10 feet of such exceptional construction can, as a free action, make a Search check (DC 15) as though he were actively searching for such. Dwarves are naturally skilled mechanics and engineers. They gain a +2 species bonus on Craft (mechanical), Craft (structural), and Repair checks. Bonus Feat: Dwarves gain the bonus feat Archaic Weapons Proficiency. Dwarves may treat dwarven urgroshes and dwarven waraxes as archaic weapons instead of exotic weapons. Questions? Comments? Boredome? Spot a typoe or a broken link? If you have any of these, feel free to send me an e-mail message at: spike_fightwicky@yahoo.ca |