Added Rumin

Added 2DA & TLK entries for the Rumin genotype.
This commit is contained in:
Jaysyn904 2021-07-05 18:08:05 -04:00
parent 3753463106
commit 04e089e460
3 changed files with 10 additions and 2 deletions

8
2DAs/race_feat_rumin.2da Normal file

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2DA V2.0
FeatLabel FeatIndex
0 GENETIC_INSTABILITY 1121
1 ENGINEERED 1123
2 skillaffinityconcent 243
3 WeapProfCreature 289
4 FEAT_SA_INTIMIDATE 4547

@ -4,10 +4,10 @@ Rumin Ability Adjustments: None
Special Abilities:
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Lore (Decipher Script) checks.
- Engineered: All Engineered receive a +2 to Hide & Move Silently checks & a -2 to Decipher Script checks.
- Medium: As Medium creatures, rumins have no special bonuses or penalties due to their size.
- Rumin base land speed is 30 feet.
- Natural Weapon: Rumin can make an natural gore attack for 1d4 damage.
- Bullheaded: Rumins recieve a +2 Bonus to Will saves.
- Skill Affinity (Concentration) & Skill Affinity (Intimidate): Rumins are even keeled but terrifying when roused.
- Mutations: Engineered characters begin with 2 minor positive mutations, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a 2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by 1 for every two character levels (for example, a 2nd-level mutant suffers a 3 to her save against mutation).

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