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Aireaver (3.5e Race)

61 bytes added, 15:40, 12 September 2020
Racial Traits
|special1=Aireaver Traits
|specialtype1=Ex
|specialtext1=Unlike most constructs, or even most living constructs, flesh makes up a large amount of the body mass of their body. Unlike other constructs, an aireaver has a [[Constitution]] score and does not gain bonus hp due to size. Also unlike other constructs hey are not immune to mind-affecting spells and abilities, critical hits, sneak attacks, nonlethal damage, ability damage and drain, stunning, death effects, and necromancy effects. They are immune to chemical paralysis, disease, exhaustion, fatigue, nausea, poison, sickening, and sleep effects. Unlike most living constructs, they benefit fully from ''cure'' spells and effects, and instead take half effect from ''repair'' spells and effects. They are treated as warforged for the purpose of interacting with ''[[SRD:Heat Metal|heat metal]]'' and ''[[SRD:Chill Metal|chill metal]]'', ''[[SRD:Repel Metal or Stone|repel metal or stone]]'', ''[[SRD:Rusting Grasp|rusting grasp]]'', and other similar spells. Like warforged, an aireaver at 0 hp is disabled like a living creature, and goes inert under 0 hp and does not start dying. They are destroyed at -10 hp as normal. Like a warforged, they may be raised and resurrected as normal. An aireaver does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as hero's feast or potions. Although living constructs do not need to sleep, an aireaver wizard must rest for 8 hours before preparing spells.
|special2=Body Armor
|specialtext2=Like warforged, aireavers are covered in innate body armor that grants them a +2 armor bonus, no maximum Dexterity, no armor check penalty, and a 5% arcane spell failure. Their composite armor counts as non-armor or light armor, whichever is most beneficial. They may take Warforged feats as if they were Warforged.
|special3=Light FortificationImmunities
|specialtype3=Ex
|specialtext3=When a critical hit or sneak attack is scored on an aireaverAireavers are immune to chemical paralysis, disease, exhaustion, fatigue, nausea, poison, sickening, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normallysleep effects.
|special4=Multi-ArmsLight Fortification
|specialtype4=Ex
|specialtext4=Aireavers possess four arms, which beyond the additional benefits of having multiple arms permits additional attacks on When a full critical hit or sneak attack. Beyond attacks granted by BAB you may attack once with each weapon in each hand that you have yet to attack with in the round. Howeveris scored on an aireaver, for every extra weapon you use you take there is a cumulative -2 penalty on every attack in 25% chance that the round. For example with BAB +6 and four weapons you can take a -6 penalty on all attacks and and critical hit or sneak attack at +0/-5/+0/+0/+0 (three extra attacks from the remaining three arms). You cannot use this is negated and [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] at the same time. You count as possessing the Two-Weapon Fighting feat for the purpose of pre-requisitesdamage is instead rolled normally.
|special5=Racial FeatsMulti-Arms
|specialtype5=Ex
|specialtext5=An aireaver's 3 racial hit dice grant it two featsAireavers possess four arms, which beyond the additional benefits of having multiple arms permits additional attacks on a full attack. Beyond attacks granted by BAB you may attack once with each weapon in each hand that you have yet to attack with in the round. However, for every extra weapon you use you take a cumulative -2 penalty on every attack in the round. For example with BAB +6 and four weapons you can take a -6 penalty on all attacks and and attack at +0/-5/+0/+0/+0 (three extra attacks from the remaining three arms). You cannot use this and [[SRD:Two-Weapon Fighting|Two-Weapon Fighting]] at the same time. You count as possessing the Two-Weapon Fighting feat for the purpose of pre-requisites.
|special6=Racial Hit DiceFeats|specialtype6=Ex|specialtext6=Aireavers begins with three levels of [[SRD:Construct Type|construct]] with some modifications, which provide 3d10 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +2, and base [[SRD:Saving Throw|saving throw]] bonuses of Fortitude +An aireaver's 3, Reflex +1, and Will +1racial hit dice grant it two feats.
|special7=Racial SkillsHit Dice
|specialtype7=
|specialtext7=An aireaver's modified Aireavers begins with three levels of [[SRD:Construct Type|construct]] levels give it with some modifications, which provide 3d10 [[SRD:Skill PointsHit Dice|skill pointsHit Dice]] equal to 6 x (4 + , a [[SRD:IntelligenceBase Attack Bonus|Intbase attack bonus]] modifier). Its of +2, and base [[SRD:ClassSaving Throw|classsaving throw]] skills are Climbbonuses of Fortitude +3, Intimidate, Jump, Listen, SpotReflex +1, and SwimWill +1.
|special8=Racial Skills
|specialtype8=
|specialtext8=Aireavers have a An aireaver's modified [[SRD:Construct Type|construct]] levels give it [[SRD:Skill Points|skill points]] equal to 6 x (4 +4 racial bonus on [[SRD:Intelligence|Int]] modifier). Its [[SRD:Class|class]] skills are Climb checks, Intimidate, Jump, Listen, Spot, and Swim.
|special9=Weapon and Armor ProficiencySkills
|specialtype9=
|specialtext9=Aireavers have a +4 racial bonus on Climb checks. |special10=Weapon and Armor Proficiency|specialtype10=|specialtext10=Aireavers are proficient in simple and martial weapons, light and medium armor, and shields (but not tower shields). If your class grants proficiency in martial weapons, you instead gain one exotic weapon proficiency of your choice.
|autolanguage=Common
|ecl=3
}}
 
===Vital Statistics===

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