Difference between revisions of "User:Sasaisen/Kyudai (3.5e Campaign Setting)/Races"

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(Created page with " = Humans = * '''Type:''' Humans are Humanoids with the Human subtype. * '''Size:''' Humans are Medium creatures...")
 
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* '''Languages:''' Humans speak Common, along with additional languages based on their Intelligence modifier.
 
* '''Languages:''' Humans speak Common, along with additional languages based on their Intelligence modifier.
 
* '''Eternal Hope:''' Humans receive a +2 racial bonus to [[SRD:Saving Throw|saves]] against [[SRD:Fear Effect|fear]] and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
 
* '''Eternal Hope:''' Humans receive a +2 racial bonus to [[SRD:Saving Throw|saves]] against [[SRD:Fear Effect|fear]] and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
* '''Adept:''' Humans receive a +2 racial bonus to either Craft, Linguistics, Performance, or Profession checks, chosen at first level, and automatically learn one subskill of that type.
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* '''Adept:''' Humans receive a +2 racial bonus to either [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Craft|Craft]], [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Linguistics|Linguistics]], or [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Profession|Profession]] checks, chosen at first level, and automatically learn one subskill of that type.
** '''Glib (Alternate Trait):''' Humans receive a +2 racial bonus to Diplomacy and Subterfuge checks.
+
** '''Glib (Alternate Trait):''' Humans receive a +2 racial bonus to [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Diplomacy|Diplomacy]] and [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Subterfuge|Subterfuge]] checks.
 
* '''Bonus Feat:''' Humans possess one extra [[SRD:Feats|feat]], which they may reselect each day. They must meet all prerequisites for this feat, and it may not be used to qualify for another feat.
 
* '''Bonus Feat:''' Humans possess one extra [[SRD:Feats|feat]], which they may reselect each day. They must meet all prerequisites for this feat, and it may not be used to qualify for another feat.
 
** '''Divine Heritage (Alternate Trait):''' Humans treat their primary attribute as 2 higher for purposes of their divine spellcasting ability. This affects their spell DCs and bonus spells (if any).
 
** '''Divine Heritage (Alternate Trait):''' Humans treat their primary attribute as 2 higher for purposes of their divine spellcasting ability. This affects their spell DCs and bonus spells (if any).
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* '''Languages:''' Elves speak Elven and Common, along with additional languages based on their Intelligence modifier.
 
* '''Languages:''' Elves speak Elven and Common, along with additional languages based on their Intelligence modifier.
 
* '''Elven Immunities:''' Elves are immune to magic sleep effects and receive a +2 racial bonus to [[SRD:Saving Throw|saves]] against [[enchantment]] spells and effects.
 
* '''Elven Immunities:''' Elves are immune to magic sleep effects and receive a +2 racial bonus to [[SRD:Saving Throw|saves]] against [[enchantment]] spells and effects.
* '''Artisan:''' Elves receive a +1 racial bonus to the Crafts and Focus skills.
+
* '''Artisan:''' Elves receive a +1 racial bonus to [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Craft|Craft]] and [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Focus|Focus]] checks.
 
* '''Psionic Talent:''' All elves are psionically gifted and thus gain [[SRD:Wild Talent|Wild Talent]] as a bonus feat.
 
* '''Psionic Talent:''' All elves are psionically gifted and thus gain [[SRD:Wild Talent|Wild Talent]] as a bonus feat.
 
** '''Gifted Crafter (Alternate Trait):''' When elves craft psionic items, the cost of creating them is reduced to ⅓ of the base price in raw materials.
 
** '''Gifted Crafter (Alternate Trait):''' When elves craft psionic items, the cost of creating them is reduced to ⅓ of the base price in raw materials.
* '''Survivalist:''' Having been forced out of their ancestral territories, elves have learned to live in the harsh environments left to them. Depending on their upbringing, they receive a +4 racial bonus to Nature checks and move normally through naturally-occurring [[SRD:Difficult Terrain|difficult terrain]] when in one of the following environments:  
+
* '''Survivalist:''' Having been forced out of their ancestral territories, elves have learned to live in the harsh environments left to them. Depending on their upbringing, they receive a +4 racial bonus to [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Nature|Nature]] checks and move normally through naturally-occurring [[SRD:Difficult Terrain|difficult terrain]] when in one of the following environments:  
 
** ''Crag:'' Any rugged environment, including mountains, hills, and cliffsides.
 
** ''Crag:'' Any rugged environment, including mountains, hills, and cliffsides.
** ''Deep:'' This is instead a bonus to Delving, and applies when underground.
+
** ''Deep:'' This is instead a bonus to [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Delving|Delving]], and applies when underground.
 
** ''Mire:'' Any wetland environment, including marshes and swamps.
 
** ''Mire:'' Any wetland environment, including marshes and swamps.
 
** ''Sea:'' Any aquatic environment, including in and around rivers, lakes, and larger bodies of water.
 
** ''Sea:'' Any aquatic environment, including in and around rivers, lakes, and larger bodies of water.
 
** ''Waste:'' Any barren environment, including deserts, icecaps, and tundras.  
 
** ''Waste:'' Any barren environment, including deserts, icecaps, and tundras.  
 
* '''Adaptation:''' Though still one species, elves have begun to adapt physiologically to their new homes. This usually, but not always, matches the environment selected for '''Survivalist'''.  
 
* '''Adaptation:''' Though still one species, elves have begun to adapt physiologically to their new homes. This usually, but not always, matches the environment selected for '''Survivalist'''.  
** ''Crag:'' Crag elves gain a [[SRD:Climb Speed|climb speed]] of 20ft, which also grants them a +8 racial bonus on any Athletics checks for climbing; don't suffer any ill effects from altitude; and gain [[SRD:Resistance to Energy|cold resistance]] 2.
+
** ''Crag:'' Crag elves gain a [[SRD:Climb Speed|climb speed]] of 20ft, which also grants them a +8 racial bonus on any [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Athletics|Athletics]] checks for climbing; don't suffer any ill effects from altitude; and gain [[SRD:Resistance to Energy|cold resistance]] 2.
** ''Deep:'' Deep elves gain [[SRD:Darkvision|darkvision]] to 60ft, supplementing their low-light vision; receive a +2 racial bonus on Legerdemain checks to move through a tight space or slip bonds; receive a +2 racial bonus on Perception checks to notice unusual stonework; automatically make a check to notice such features whenever they pass within 10 feet of them (even if not actively looking); and can intuitively sense their approximate depth underground.
+
** ''Deep:'' Deep elves gain [[SRD:Darkvision|darkvision]] to 60ft, supplementing their low-light vision; receive a +2 racial bonus on [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Legerdemain|Legerdemain]] checks to move through a tight space or slip bonds; receive a +2 racial bonus on [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Perception|Perception]] checks to notice unusual stonework; automatically make a check to notice such features whenever they pass within 10 feet of them (even if not actively looking); and can intuitively sense their approximate depth underground.
 
** ''Mire:'' Mire elves receive a +2 racial bonus on [[Fortitude|Fortitude saves]] against disease, poison, and being sickened or nauseated; receive a +2 racial bonus to Athletics checks for swimming; and gain [[SRD:Resistance to Energy|acid resistance]] 2.
 
** ''Mire:'' Mire elves receive a +2 racial bonus on [[Fortitude|Fortitude saves]] against disease, poison, and being sickened or nauseated; receive a +2 racial bonus to Athletics checks for swimming; and gain [[SRD:Resistance to Energy|acid resistance]] 2.
** ''Sea:'' Sea elves gain a [[SRD:Swim Speed|swim speed]] of 30ft, which also grants them a +8 racial bonus on any Athletics checks for swimming; gain [[SRD:Darkvision|darkvision]] to 60ft, supplementing their low-light vision; may hold their breath for ten times their [[Constitution]] score in rounds before they risk drowning or suffocating; and don't suffer any ill effects from depth or pressure.
+
** ''Sea:'' Sea elves gain a [[SRD:Swim Speed|swim speed]] of 30ft, which also grants them a +8 racial bonus on any [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Athletics|Athletics]] checks for swimming; gain [[SRD:Darkvision|darkvision]] to 60ft, supplementing their low-light vision; may hold their breath for ten times their [[SRD:Constitution|Constitution]] score in rounds before they risk drowning or suffocating; and don't suffer any ill effects from depth or pressure.
** ''Waste:'' Waste elves receive a +4 racial bonus on [[Constitution]] checks and [[Fortitude|Fortitude saves]] to avoid ill effects from running, forced marches, starvation, thirst, or temperatures; and gain [[SRD:Resistance to Energy|cold and fire resistance]] 2.  
+
** ''Waste:'' Waste elves receive a +4 racial bonus on [[SRD:Constitution|Constitution]] checks and [[Fortitude|Fortitude saves]] to avoid ill effects from running, forced marches, starvation, thirst, or temperatures; and gain [[SRD:Resistance to Energy|cold and fire resistance]] 2.  
 
* '''[[SRD:Low-Light Vision|Low-Light Vision]]:''' Elves see twice as far as typical in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
 
* '''[[SRD:Low-Light Vision|Low-Light Vision]]:''' Elves see twice as far as typical in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  
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* '''Elven Immunities:''' Half-elves are immune to magic sleep effects and receive a +2 racial bonus to [[SRD:Saving Throw|save]] against [[enchantment]] spells and effects.
 
* '''Elven Immunities:''' Half-elves are immune to magic sleep effects and receive a +2 racial bonus to [[SRD:Saving Throw|save]] against [[enchantment]] spells and effects.
 
* '''Eternal Hope:''' Half-elves receive a +2 racial bonus to [[SRD:Saving Throw|saves]] against [[SRD:Fear Effect|fear]] and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
 
* '''Eternal Hope:''' Half-elves receive a +2 racial bonus to [[SRD:Saving Throw|saves]] against [[SRD:Fear Effect|fear]] and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
* '''Artisan:''' Half-elves receive a +1 racial bonus to the Crafts and Focus skills.
+
* '''Artisan:''' Half-elves receive a +1 racial bonus to [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Craft|Craft]] and [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Focus|Focus]] checks.
 
* '''Bonus Feat:''' Half-elves possess one extra [[SRD:Feats|feat]] at first level.
 
* '''Bonus Feat:''' Half-elves possess one extra [[SRD:Feats|feat]] at first level.
 
* '''Survivalist:''' Half-elves often learn as their elven parents before them. They receive a +4 racial bonus to Nature checks and move normally through naturally-occurring [[SRD:Difficult Terrain|difficult terrain]] when in one of the following environments:
 
* '''Survivalist:''' Half-elves often learn as their elven parents before them. They receive a +4 racial bonus to Nature checks and move normally through naturally-occurring [[SRD:Difficult Terrain|difficult terrain]] when in one of the following environments:
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* '''Fearless:''' Orcs receive a +4 racial bonus to [[SRD:Saving Throw|saves]] against [[SRD:Fear Effect|fear]] effects.
 
* '''Fearless:''' Orcs receive a +4 racial bonus to [[SRD:Saving Throw|saves]] against [[SRD:Fear Effect|fear]] effects.
 
* '''Militant:''' Orcs are automatically proficient with one weapon group of their choice. If they would later become proficient with that weapon group through their class or feats, they receive a +1 racial bonus to attack and damage with those weapons.
 
* '''Militant:''' Orcs are automatically proficient with one weapon group of their choice. If they would later become proficient with that weapon group through their class or feats, they receive a +1 racial bonus to attack and damage with those weapons.
** '''Animal Ken (Alternate Trait):''' Orcs receive a +2 racial bonus to Creatures, and any creature trained at least partially by an orc can learn an additional two maximum tricks.
+
** '''Animal Ken (Alternate Trait):''' Orcs receive a +2 racial bonus to [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Creature|Creature]] checks, and any creature trained at least partially by an orc can learn an additional two maximum tricks.
* '''Rugged:''' Orcs receive a +2 racial bonus to Intimidation and Survival.
+
* '''Rugged:''' Orcs receive a +2 racial bonus to [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Intimidation|Intimidation]] and [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Nature|Nature]] checks.
 
* '''Psionic Talent:''' All orcs are psionically gifted and thus gain [[SRD:Wild Talent|Wild Talent]] as a bonus feat.
 
* '''Psionic Talent:''' All orcs are psionically gifted and thus gain [[SRD:Wild Talent|Wild Talent]] as a bonus feat.
 
** '''Bonding (Alternate Trait):''' Orcs may treat their level as one higher for purposes of any special mount, animal companion, familiar, or other similar abilities.
 
** '''Bonding (Alternate Trait):''' Orcs may treat their level as one higher for purposes of any special mount, animal companion, familiar, or other similar abilities.
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** '''Eternal Hope (Alternate Trait):''' Half-orcs receive a +2 racial bonus to [[SRD:Saving Throw|saves]] against [[SRD:Fear Effect|fear]] and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
 
** '''Eternal Hope (Alternate Trait):''' Half-orcs receive a +2 racial bonus to [[SRD:Saving Throw|saves]] against [[SRD:Fear Effect|fear]] and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
 
* '''Bonus Feat:''' Half-orcs possess one extra [[SRD:Feats|feat]] at first level.
 
* '''Bonus Feat:''' Half-orcs possess one extra [[SRD:Feats|feat]] at first level.
* '''Rugged:''' Half-orcs receive a +2 racial bonus to Intimidation and Survival.
+
* '''Rugged:''' Half-orcs receive a +2 racial bonus to [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Intimidation|Intimidation]] and [[User:Sasaisen/Kyudai (3.5e Campaign Setting)/Skills#Nature|Nature]] checks.
 
* '''Ferocity:''' When half-orcs fall below 0 hit points but are not yet dead, they may choose to keep fighting. They are considered disabled instead of dying, thus acting as if they were staggered and automatically losing 1 hit point each round. At any point they may cease being disabled and start dying (which entitles them to attempt to stabilize), and they still die when their hit points reach their death threshold.
 
* '''Ferocity:''' When half-orcs fall below 0 hit points but are not yet dead, they may choose to keep fighting. They are considered disabled instead of dying, thus acting as if they were staggered and automatically losing 1 hit point each round. At any point they may cease being disabled and start dying (which entitles them to attempt to stabilize), and they still die when their hit points reach their death threshold.
 
* '''Skilled:''' Half-orcs gain four additional [[SRD:Skill Points|skill points]] at first level, and one additional skill point whenever they gain a level.
 
* '''Skilled:''' Half-orcs gain four additional [[SRD:Skill Points|skill points]] at first level, and one additional skill point whenever they gain a level.
 
** '''Militant (Alternate Trait):''' Half-orcs are automatically proficient with one weapon group of their choice. If they would later become proficient with that weapon group through their class or feats, they receive a +1 racial bonus to attack and damage with those weapons.
 
** '''Militant (Alternate Trait):''' Half-orcs are automatically proficient with one weapon group of their choice. If they would later become proficient with that weapon group through their class or feats, they receive a +1 racial bonus to attack and damage with those weapons.
 
* '''[[SRD:Darkvision|Darkvision]]:''' Half-orcs can see up to 60 feet in complete darkness. Darkvision is black and white only, but it is otherwise like normal sight.
 
* '''[[SRD:Darkvision|Darkvision]]:''' Half-orcs can see up to 60 feet in complete darkness. Darkvision is black and white only, but it is otherwise like normal sight.

Revision as of 14:50, 20 June 2017

Humans

  • Type: Humans are Humanoids with the Human subtype.
  • Size: Humans are Medium creatures, and thus receive no bonuses or penalties due to their size.
  • Base Speed: Humans have a base land speed of 30 feet.
  • Languages: Humans speak Common, along with additional languages based on their Intelligence modifier.
  • Eternal Hope: Humans receive a +2 racial bonus to saves against fear and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
  • Adept: Humans receive a +2 racial bonus to either Craft, Linguistics, or Profession checks, chosen at first level, and automatically learn one subskill of that type.
  • Bonus Feat: Humans possess one extra feat, which they may reselect each day. They must meet all prerequisites for this feat, and it may not be used to qualify for another feat.
    • Divine Heritage (Alternate Trait): Humans treat their primary attribute as 2 higher for purposes of their divine spellcasting ability. This affects their spell DCs and bonus spells (if any).
  • Skilled: Humans gain four additional skill points at first level, and one additional skill point whenever they gain a level.

Elves

  • Ability Scores: Elves are quick-minded and knowledge-focused, but understandably their history leads them to withdraw from others, even of their own kind. They receive a +2 bonus to Intelligence and a -2 penalty to Charisma.
  • Type: Elves are Humanoids with the Elf subtype.
  • Size: Elves are Medium creatures, and thus receive no bonuses or penalties due to their size.
  • Base Speed: Elves have a base land speed of 30 feet.
  • Languages: Elves speak Elven and Common, along with additional languages based on their Intelligence modifier.
  • Elven Immunities: Elves are immune to magic sleep effects and receive a +2 racial bonus to saves against enchantment spells and effects.
  • Artisan: Elves receive a +1 racial bonus to Craft and Focus checks.
  • Psionic Talent: All elves are psionically gifted and thus gain Wild Talent as a bonus feat.
    • Gifted Crafter (Alternate Trait): When elves craft psionic items, the cost of creating them is reduced to ⅓ of the base price in raw materials.
  • Survivalist: Having been forced out of their ancestral territories, elves have learned to live in the harsh environments left to them. Depending on their upbringing, they receive a +4 racial bonus to Nature checks and move normally through naturally-occurring difficult terrain when in one of the following environments:
    • Crag: Any rugged environment, including mountains, hills, and cliffsides.
    • Deep: This is instead a bonus to Delving, and applies when underground.
    • Mire: Any wetland environment, including marshes and swamps.
    • Sea: Any aquatic environment, including in and around rivers, lakes, and larger bodies of water.
    • Waste: Any barren environment, including deserts, icecaps, and tundras.
  • Adaptation: Though still one species, elves have begun to adapt physiologically to their new homes. This usually, but not always, matches the environment selected for Survivalist.
    • Crag: Crag elves gain a climb speed of 20ft, which also grants them a +8 racial bonus on any Athletics checks for climbing; don't suffer any ill effects from altitude; and gain cold resistance 2.
    • Deep: Deep elves gain darkvision to 60ft, supplementing their low-light vision; receive a +2 racial bonus on Legerdemain checks to move through a tight space or slip bonds; receive a +2 racial bonus on Perception checks to notice unusual stonework; automatically make a check to notice such features whenever they pass within 10 feet of them (even if not actively looking); and can intuitively sense their approximate depth underground.
    • Mire: Mire elves receive a +2 racial bonus on Fortitude saves against disease, poison, and being sickened or nauseated; receive a +2 racial bonus to Athletics checks for swimming; and gain acid resistance 2.
    • Sea: Sea elves gain a swim speed of 30ft, which also grants them a +8 racial bonus on any Athletics checks for swimming; gain darkvision to 60ft, supplementing their low-light vision; may hold their breath for ten times their Constitution score in rounds before they risk drowning or suffocating; and don't suffer any ill effects from depth or pressure.
    • Waste: Waste elves receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid ill effects from running, forced marches, starvation, thirst, or temperatures; and gain cold and fire resistance 2.
  • Low-Light Vision: Elves see twice as far as typical in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Half-Elves

  • Type: Half-elves are Humanoids, with both the Human and Elf subtypes.
  • Size: Half-elves are Medium creatures, and thus receive no bonuses or penalties due to their size.
  • Base Speed: Half-elves have a base land speed of 30 feet.
  • Languages: Half-elves speak Elven and Common, along with additional languages based on their Intelligence modifier.
  • Elven Immunities: Half-elves are immune to magic sleep effects and receive a +2 racial bonus to save against enchantment spells and effects.
  • Eternal Hope: Half-elves receive a +2 racial bonus to saves against fear and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
  • Artisan: Half-elves receive a +1 racial bonus to Craft and Focus checks.
  • Bonus Feat: Half-elves possess one extra feat at first level.
  • Survivalist: Half-elves often learn as their elven parents before them. They receive a +4 racial bonus to Nature checks and move normally through naturally-occurring difficult terrain when in one of the following environments:
    • Crag: Any rugged environment, including mountains, hills, and cliffsides.
    • Deep: This is instead a bonus to Delving, and applies when underground.
    • Mire: Any wetland environment, including marshes and swamps.
    • Sea: Any aquatic environment, including in and around rivers, lakes, and larger bodies of water.
    • Waste: Any barren environment, including deserts, icecaps, and tundras.
    • Skilled (Alternate Trait): Half-elves gain four additional skill points at first level, and one additional skill point whenever they gain a level.
  • Low-Light Vision: Half-elves see twice as far as typical in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Orcs

  • Ability Scores: Orcs are naturally hardy, yet prone to rash decisions. They receive a +2 bonus to Strength and a -2 penalty to Wisdom.
  • Type: Orcs are Humanoids with the Orc subtype.
  • Size: Orcs are Medium creatures, and thus receive no bonuses or penalties due to their size.
  • Base Speed: Orcs have a base land speed of 30 feet.
  • Languages: Orcs speak Orc and Common, along with additional languages based on their Intelligence modifier.
  • Fearless: Orcs receive a +4 racial bonus to saves against fear effects.
  • Militant: Orcs are automatically proficient with one weapon group of their choice. If they would later become proficient with that weapon group through their class or feats, they receive a +1 racial bonus to attack and damage with those weapons.
    • Animal Ken (Alternate Trait): Orcs receive a +2 racial bonus to Creature checks, and any creature trained at least partially by an orc can learn an additional two maximum tricks.
  • Rugged: Orcs receive a +2 racial bonus to Intimidation and Nature checks.
  • Psionic Talent: All orcs are psionically gifted and thus gain Wild Talent as a bonus feat.
    • Bonding (Alternate Trait): Orcs may treat their level as one higher for purposes of any special mount, animal companion, familiar, or other similar abilities.
  • Ferocity: When orcs fall below 0 hit points but are not yet dead, they may choose to keep fighting. They are considered disabled instead of dying, thus acting as if they were staggered and automatically losing 1 hit point each round. At any point they may cease being disabled and start dying (which entitles them to attempt to stabilize), and they still die when their hit points reach their death threshold.
  • Superior Darkvision: Orcs can see up to 120 feet in complete darkness. Darkvision is black and white only, but it is otherwise like normal sight.

Half-Orcs

  • Type: Half-orcs are Humanoids, with both the Human and Orc subtypes.
  • Size: Half-orcs are Medium creatures, and thus receive no bonuses or penalties due to their size.
  • Base Speed: Half-orcs have a base land speed of 30 feet.
  • Languages: Half-orcs speak Orc and Common, along with additional languages based on their Intelligence modifier.
  • Fearless: Half-orcs receive a +4 racial bonus to saves against fear effects.
    • Eternal Hope (Alternate Trait): Half-orcs receive a +2 racial bonus to saves against fear and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
  • Bonus Feat: Half-orcs possess one extra feat at first level.
  • Rugged: Half-orcs receive a +2 racial bonus to Intimidation and Nature checks.
  • Ferocity: When half-orcs fall below 0 hit points but are not yet dead, they may choose to keep fighting. They are considered disabled instead of dying, thus acting as if they were staggered and automatically losing 1 hit point each round. At any point they may cease being disabled and start dying (which entitles them to attempt to stabilize), and they still die when their hit points reach their death threshold.
  • Skilled: Half-orcs gain four additional skill points at first level, and one additional skill point whenever they gain a level.
    • Militant (Alternate Trait): Half-orcs are automatically proficient with one weapon group of their choice. If they would later become proficient with that weapon group through their class or feats, they receive a +1 racial bonus to attack and damage with those weapons.
  • Darkvision: Half-orcs can see up to 60 feet in complete darkness. Darkvision is black and white only, but it is otherwise like normal sight.