Rhul-thaun at a glance
Strength -2
Wisdom +2
Dexterity +2
Constitution -1
Charisma -1
Pros
*One free purchase of the Hiding skill
*One free purchase of the Sneaking skill
*One free purchase of the Survival Skill
*Free purchase of Etiquette/Manners (Halfling)
*Harder to hit (+4 Defense bonus)
*Hiding in natural surroundings bonus (see sidebar)
*Initiative bonus (see sidebar)
Cons
*Size Small for HP, Knockbacks, and Pace
*-1 Reach
Preferential Talent Access
The following Talents and proficiencies are available to halflings at half the normal BPs.
Glersee, Crack Shot (any thrown weapon and slings), Greased Lightning (any thrown weapon and sling), Physical Conditioning, Poison Resistant
Classes:
Fighter: 40
Gladiator: 40
Outdoorsman: 20
Ranger: 30
Thief: 30
Rogue: 50
Assassin: 50
Mage: NA
Fighter/Mage: NA
Fighter/Thief: 30
Thief/Mage: NA
Cleric: 30
Druid:30
Templar: 50
Reactions to:
Humans: Dislike
Dwarves: Dislike
Elves: Dislike
Half-elves: Dislike
Halflings: Prefer
Half-Giants: Dislike
Muls: Dislike
Thri-kreen: Dislike
Halfling dislike of other races largely stems from their lack of understanding of halfling culture, on which they rely for much of their communication. If the outsider knows Etiquette/Manners (Halfling), this improves to Like, in addition to other bonuses.
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Half-Giants
+8 Strength
-3 Intelligence
-3 Wisdom
+5 Constitution
-2 Charisma
Pros
*Huge size: Beginning HP is 20 + Constitution. Knock-back is 25 points of damage (before DR). All Hit die are increased two sizes (d4->d8, d6->d10, d8->d12, d10 and d12->d20)
*Carrying Capacity is four times what is indicated by their Strength.
*Reach with weapons is +2 feet. Large weapons may be used in one hand.
*DR when Unarmored is 2.
Cons
*Huge Size: Goods and services are 10-16 times more expensive than for small and medium creatures
*Small weapons (less than 2' reach) inflict a -2 penalty to attack and defense.
*Fluid Alignment: Half-giants must pick one aspect of their alignment to be fixed; they may be always lawful, always good, always chaotic, always evil, or even always neutral (though they need to choose if that's the lawful-chaotic axis or the good-neutral axis they are neutral on). They may change the other aspect of their alignment each day, if they so choose. This can make them seem somewhat capricious, though they are often adapting to their current circumstance, rather than changing on a whim.
***
Sidebar: Living La Vida Grande
Half-giants are unlike most other PC races; they are twice the size of a human, and can weigh over 1600 pounds. Despite this, their attributes are capped as with other PCs; they can have no more than 20/00 Strength, nor 22/00 Constitution. Any adjustment above these numbers will instead place them at these numbers.
Due to their size, however, their carrying capacity is four times that of a human of the same strength, and their reach with human-sized weapons is 2’ greater than normal, and they may use large weapons in one hand. Huge-sized weapons, suited to giant hands, see their reach increased by 1 foot per size they must be increased, and their die size increased by 1, or add a die if the die size is already d12; a half-giant battle-axe does 4d4p damage with a 5 foot reach, while a half-giant two-handed sword would do 3d12p+3 with a 7 foot reach. A half-giant-sized “dagger” will do 2d6p with a 3 foot reach. Conversely, they find small weapons difficult to use, unless they are meant to be thrown; human-sized weapons with 2 feet of reach or less inflict a -2 penalty to strike and defense; they are akin to trying to fight with a pen knife one keeps on a keychain.
Half-giant-sized shields are substantially larger than shields for humans, but provide somewhat less protection against arrows; they simply don’t cover the surface area of a half-giant that they do a human. Human-sized bucklers are largely ineffective for half-giant; small shields will have the cover saves of bucklers, medium shields as small shields, large as medium, and body shields as large. Otherwise, the statistics remain the same.
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Classes:
Fighter: 20
Gladiator: 20
Outdoorsman: 35
Ranger: 40
Thief: 70
Rogue: 70
Assassin: 70
Mage: 70
Fighter/Mage: 70
Fighter/Thief: 45
Thief/Mage: 70
Cleric: 40
Druid: 40
Templar: 30
Reactions to:
Humans: Like
Dwarves: Like
Elves: Like
Half-elves: Like
Halflings: Like
Half-Giants: Like
Muls: Like
Thri-kreen: Tolerate
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Muls at a glance
Strength +2
Intelligence -1
Constitution +1
Charisma -2
Pros
*Native Language is Common
*Size Medium for HP and Knockbacks
*Free Proficiencies: Hiking/Road Marching, Laborer
*Free Talents: Long Distance Running, Physical Conditioning
*Double Constitution Modifier for Fatigue Factor.
Cons
*Sterile flaw is automatic; may be bought off at character creation for 10 BP.
Preferential Talent Access:
These talents cost only 50% of the listed price for Muls
*Charm Resistant, Illusion Resistant, Less Sleep, Pain Tolerant, Poison Resistant, Resolute, Stout, Tough as Nails, Tough Hide
Classes:
Fighter: 20
Gladiator: 20
Outdoorsman: 35
Ranger: 40
Thief: 40
Rogue: 60
Assassin: 45
Mage: 70
Fighter/Mage: 70
Fighter/Thief: 30
Thief/Mage: 70
Cleric: 40
Druid: 40
Templar: 30
Reactions to:
Humans: Tolerate
Dwarves: Tolerate
Elves: Disdain
Half-elves: Tolerate
Halflings: Tolerate
Half-Giants: Tolerate
Muls: Like
Thri-kreen: Tolerate
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