Difference between revisions of "Cala'diel (3.5e Campaign Setting)/Races/Catfolk"
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== Race Stats == | == Race Stats == | ||
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− | * {{ | + | * {{SRD:Dexterity|+2 Dexterity}}, {{SRD:Charisma|+2 Charisma}}, {{SRD:Wisdom|-2 Wisdom}} {{SRD:Constitution|–2 Constitution}}. |
− | * {{ | + | * {{SRD:Humanoid Type|Humanoid}} |
* {{Racial Size|medium|high elf|gender=she|genderPossession=her}} | * {{Racial Size|medium|high elf|gender=she|genderPossession=her}} | ||
* High elf [[SRD:Base Land Speed|base land speed]] is 30 feet. | * High elf [[SRD:Base Land Speed|base land speed]] is 30 feet. |
Revision as of 14:11, 8 April 2014
Contents
Characteristics
Culture
Demeanor
Race Stats
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Dexterity (Dex)
Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer.
You apply your character’s Dexterity modifier to:
- Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.
- Armor Class (AC), provided that the character can react to the attack.
- Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
- Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.
Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can’t move. If it can perform actions (such as casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature automatically fails Reflex saves and Dexterity checks.
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Charisma (Cha)
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score.
You apply your character’s Charisma modifier to:
- Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks. These are the skills that have Charisma as their key ability.
- Checks that represent attempts to influence others.
Sorcerers and bards get bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a sorcerer or bard spell is 10 + the spell’s level.
Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score.
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Wisdom (Wis)
Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.
You apply your character’s Wisdom modifier to:
- Will saving throws (for negating the effect of charm person and other spells).
- Heal, Listen, Profession, Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom as their key ability.
Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level.
Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.
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Constitution (Con)
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes.
You apply your character’s Constitution modifier to:
- Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level).
- Fortitude saving throws, for resisting poison and similar threats.
- Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability.
If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.
Any living creature has at least 1 point of Constitution. A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. The creature is also immune to ability damage, ability drain, and energy drain, and automatically fails Constitution checks. A creature with no Constitution cannot tire and thus can run indefinitely without tiring (unless the creature’s description says it cannot run).
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Humanoid Type
A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.
Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.
Humanoids with more than 1 Hit Die are the only humanoids who make use of the features of the humanoid type.
Features
A humanoid has the following features (unless otherwise noted in a creature’s entry).
- 8-sided Hit Dice, or by character class.
- Base attack bonus equal to 3/4 total Hit Dice (as cleric).
- Good Reflex saves (usually; a humanoid’s good save varies).
- Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or by character class.
Traits
A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).
- Proficient with all simple weapons, or by character class.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
- Humanoids breathe, eat, and sleep.
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- Medium: As a Medium creature, a high elf has no special bonuses or penalties due to her size.
- High elf base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: A high elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: High elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- +2 racial bonus on Listen, Search, and Spot checks. A high elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- Automatic Languages: Common and Elven.
- Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Wizard. A multiclass high elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
- Level Adjustment: +0
- Effective Character Level: 1
Adulthood | Simple | Moderate | Complex |
---|---|---|---|
110 years | +4d6 | +6d6 | +10d6 |
Middle Age1 | Old2 | Venerable3 | Maximum Age | |
---|---|---|---|---|
175 years | 263 years | 350 years | +4d% years | |
Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Male | 4’ 5” | +2d6 | 85 lb. | × (1d6) lb. |
Female | 4’ 5” | +2d6 | 80 lb. | × (1d6) lb. |
Effective Character Level | 1 + |
Favored Class | Wizard + |
Level Adjustment | 0 + |
Size | Medium + |
Title | Catfolk + |