Added Greenfolk
Added 2DA & TLK entries for all of the Greenfolk genotypes.
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1131 PIGHEADED 16777581 16777582 ife_spelpen **** **** **** **** **** **** **** **** **** **** 0 0 1 10 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_PIGHEADED 5 **** **** **** **** **** 0 0
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1131 PIGHEADED 16777581 16777582 ife_spelpen **** **** **** **** **** **** **** **** **** **** 0 0 1 10 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_PIGHEADED 5 **** **** **** **** **** 0 0
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1132 NIMBLE_REFLEXES 16777583 16777584 ife_unreflex **** **** **** **** **** **** **** **** **** **** 0 0 1 10 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_NIMBLE_REFLEXES 5 **** **** **** **** **** 0 0
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1132 NIMBLE_REFLEXES 16777583 16777584 ife_unreflex **** **** **** **** **** **** **** **** **** **** 0 0 1 10 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_NIMBLE_REFLEXES 5 **** **** **** **** **** 0 0
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1133 TENACIOUS 16777585 16777586 is_Endurce **** **** **** **** **** **** **** **** **** **** 0 0 1 10 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_TENACIOUS 5 **** **** **** **** **** 0 0
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1133 TENACIOUS 16777585 16777586 is_Endurce **** **** **** **** **** **** **** **** **** **** 0 0 1 10 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_TENACIOUS 5 **** **** **** **** **** 0 0
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1134 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
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1134 GREENFOLK 16777587 16777588 ife_naturesense **** **** **** **** **** **** **** **** **** **** 0 0 1 10 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_GREENFOLK 5 **** **** **** **** **** 0 0
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1135 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
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1135 SA_INTIMIDATE_4 16777589 16777590 ife_X2SkFInti **** **** **** **** **** **** **** **** **** **** 0 0 1 10 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_SA_INTIMIDATE_4 5 **** **** **** **** **** 0 0
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1136 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
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1136 HARDY 16777591 16777592 is_Endurce **** **** **** **** **** **** **** **** **** **** 0 0 1 10 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** FEAT_HARDY 5 **** **** **** **** **** 0 0
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1137 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
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1137 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
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1138 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
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1138 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
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1139 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
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1139 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** 1
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9
2DAs/race_feat_bloom.2da
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9
2DAs/race_feat_bloom.2da
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2DA V2.0
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FeatLabel FeatIndex
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0 GENETIC_INSTABILITY 1121
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1 WeapProfCreature 289
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2 LowLightVision 354
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3 GREENFOLK 1134
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4 SA_Bluff_4 4582
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5 SA_INTIMIDATE_4 1135
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9
2DAs/race_feat_creep.2da
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2DAs/race_feat_creep.2da
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2DA V2.0
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FeatLabel FeatIndex
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0 GENETIC_INSTABILITY 1121
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1 WeapProfCreature 289
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2 LowLightVision 354
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3 GREENFOLK 1134
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4 NATURAL_CLIMBER 1126
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5 ImprovedGrapple 2804
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8
2DAs/race_feat_culen.2da
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2DAs/race_feat_culen.2da
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2DA V2.0
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FeatLabel FeatIndex
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0 GENETIC_INSTABILITY 1121
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1 WeapProfCreature 289
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2 LowLightVision 354
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3 GREENFOLK 1134
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4 Natural_Armor_1 4733
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10
2DAs/race_feat_ent.2da
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10
2DAs/race_feat_ent.2da
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2DA V2.0
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FeatLabel FeatIndex
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0 GENETIC_INSTABILITY 1121
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1 WeapProfCreature 289
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2 LowLightVision 354
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3 GREENFOLK 1134
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4 Large_Creature 4760
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5 SA_INTIMIDATE_4 1135
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6 Natural_Armor_2 4761
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9
2DAs/race_feat_myco.2da
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2DAs/race_feat_myco.2da
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2DA V2.0
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FeatLabel FeatIndex
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0 GENETIC_INSTABILITY 1121
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1 WeapProfCreature 289
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2 LowLightVision 354
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3 GREENFOLK 1134
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4 HARDY 1136
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5 Subdual_DR1 4584
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9
2DAs/race_feat_shrubo.2da
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2DAs/race_feat_shrubo.2da
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2DA V2.0
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FeatLabel FeatIndex
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0 GENETIC_INSTABILITY 1121
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1 WeapProfCreature 289
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2 LowLightVision 354
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3 GREENFOLK 1134
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4 SkillAff_Movesi_4 4751
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5 SkillAff_Hide4 4754
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@ -45,12 +45,12 @@
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41 Engineered_Rodet EO 16777350 16777351 16777352 16777353 16777354 170 0 0 0 0 0 0 30 **** RACE_FEAT_RODET 16777355 1 RACIAL_TYPE_RODET 15 4 1 **** **** **** **** 4 30 3 1 INT
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41 Engineered_Rodet EO 16777350 16777351 16777352 16777353 16777354 170 0 0 0 0 0 0 30 **** RACE_FEAT_RODET 16777355 1 RACIAL_TYPE_RODET 15 4 1 **** **** **** **** 4 30 3 1 INT
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42 Engineered_Rumin ER 16777356 16777357 16777358 16777359 16777360 120 0 0 0 0 0 0 30 **** RACE_FEAT_RUMIN 16777361 1 RACIAL_TYPE_RUMIN 15 4 1 **** **** **** **** 4 30 3 1 INT
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42 Engineered_Rumin ER 16777356 16777357 16777358 16777359 16777360 120 0 0 0 0 0 0 30 **** RACE_FEAT_RUMIN 16777361 1 RACIAL_TYPE_RUMIN 15 4 1 **** **** **** **** 4 30 3 1 INT
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43 Engineered_Ursin EU 16777362 16777363 16777364 16777365 16777366 294 0 0 0 0 0 0 30 **** RACE_FEAT_URSIN 16777367 1 RACIAL_TYPE_URSIN 15 4 1 **** **** **** **** 4 30 3 1 INT
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43 Engineered_Ursin EU 16777362 16777363 16777364 16777365 16777366 294 0 0 0 0 0 0 30 **** RACE_FEAT_URSIN 16777367 1 RACIAL_TYPE_URSIN 15 4 1 **** **** **** **** 4 30 3 1 INT
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44 Greenfolk_Shrubbo GS 16777368 16777369 16777370 16777371 16777372 51 0 1 0 0 0 2 20 **** RACE_FEAT_SHRUBO 16777373 1 RACIAL_TYPE_SHRUBO 5 4 1 **** **** **** **** 4 30 3 1 INT
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44 Greenfolk_Shrubbo GS 16777368 16777369 16777370 16777371 16777372 51 0 2 0 0 0 2 20 **** RACE_FEAT_SHRUBO 16777373 1 RACIAL_TYPE_SHRUBO 5 4 1 **** **** **** **** 4 30 3 1 INT
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45 Greenfolk_Bloomer GB 16777374 16777375 16777376 16777377 16777378 51 0 0 0 1 0 2 20 **** RACE_FEAT_BLOOM 16777379 1 RACIAL_TYPE_BLOOM 5 4 1 **** **** **** **** 4 30 3 1 INT
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45 Greenfolk_Bloomer GB 16777374 16777375 16777376 16777377 16777378 51 0 0 0 2 0 2 20 **** RACE_FEAT_BLOOM 16777379 1 RACIAL_TYPE_BLOOM 5 4 1 **** **** **** **** 4 30 3 1 INT
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46 Greenfolk_Myco GM 16777380 16777381 16777382 16777383 16777384 51 0 0 0 0 1 2 20 **** RACE_FEAT_MYCO 16777385 1 RACIAL_TYPE_MYCO 5 4 1 **** **** **** **** 4 30 3 1 INT
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46 Greenfolk_Myco GM 16777380 16777381 16777382 16777383 16777384 51 0 0 0 0 2 2 20 **** RACE_FEAT_MYCO 16777385 1 RACIAL_TYPE_MYCO 5 4 1 **** **** **** **** 4 30 3 1 INT
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47 Greenfolk_Culen GC 16777386 16777387 16777388 16777389 16777390 51 0 0 0 0 0 3 20 **** RACE_FEAT_CULEN 16777391 1 RACIAL_TYPE_CULEN 5 4 1 **** **** **** **** 4 30 3 1 INT
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47 Greenfolk_Culen GC 16777386 16777387 16777388 16777389 16777390 51 0 0 0 0 0 4 20 **** RACE_FEAT_CULEN 16777391 1 RACIAL_TYPE_CULEN 5 4 1 **** **** **** **** 4 30 3 1 INT
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48 Greenfolk_Ent GE 16777392 16777393 16777394 16777395 16777396 51 1 0 0 0 0 2 20 **** RACE_FEAT_ENT 16777397 1 RACIAL_TYPE_ENT 5 4 1 **** **** **** **** 4 30 3 1 INT
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48 Greenfolk_Ent GE 16777392 16777393 16777394 16777395 16777396 51 2 0 0 0 0 2 20 **** RACE_FEAT_ENT 16777397 1 RACIAL_TYPE_ENT 5 4 1 **** **** **** **** 4 30 3 1 INT
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49 Greenfolk_Creeper GP 16777398 16777399 16777400 16777401 16777402 51 0 1 0 0 0 2 30 **** RACE_FEAT_CREEP 16777403 1 RACIAL_TYPE_CREEP 5 4 1 **** **** **** **** 4 30 3 1 INT
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49 Greenfolk_Creeper GP 16777398 16777399 16777400 16777401 16777402 51 0 2 0 0 0 2 30 **** RACE_FEAT_CREEP 16777403 1 RACIAL_TYPE_CREEP 5 4 1 **** **** **** **** 4 30 3 1 INT
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50 Drider Dr 3063 3063 16833081 108146 16833083 406 4 4 4 6 6 6 30 9 RACE_FEAT_DRIDER 16833082 0 RACIAL_TYPE_DRIDER 110 9 1 **** **** **** **** 4 30 3 1 INT
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50 Drider Dr 3063 3063 16833081 108146 16833083 406 4 4 4 6 6 6 30 9 RACE_FEAT_DRIDER 16833082 0 RACIAL_TYPE_DRIDER 110 9 1 **** **** **** **** 4 30 3 1 INT
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51 Wemic Wm 16826957 16826958 16826958 16826959 16826960 467 8 2 0 -2 0 2 40 0 RACE_FEAT_WEMIC 16826961 0 RACIAL_TYPE_WEMIC 6 0 1 **** **** **** **** 4 30 3 1 INT
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51 Wemic Wm 16826957 16826958 16826958 16826959 16826960 467 8 2 0 -2 0 2 40 0 RACE_FEAT_WEMIC 16826961 0 RACIAL_TYPE_WEMIC 6 0 1 **** **** **** **** 4 30 3 1 INT
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52 Plant Pl 16833077 16833077 16833078 16833079 16833080 51 0 -2 0 0 0 2 0 **** **** 0 0 RACIAL_TYPE_PLANT 4 15 0.95 **** **** **** **** 4 30 3 1 INT
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52 Plant Pl 16833077 16833077 16833078 16833079 16833080 51 0 -2 0 0 0 2 0 **** **** 0 0 RACIAL_TYPE_PLANT 4 15 0.95 **** **** **** **** 4 30 3 1 INT
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Flowering greenfolk are known as bloomers. As being generally attractive to most other creatures on Gamma Terra isn't always a good thing, bloomers are able to subtlety effect other sentient creatures via their pheromone-like pollen.
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Flowering greenfolk are known as bloomers. As being generally attractive to most other creatures on Gamma Terra isn't always a good thing, bloomers are able to subtlety effect other sentient creatures via their pheromone-like pollen.
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Bloomer Ability Adjustments: +1 CHA, +2 CON
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Bloomer Ability Adjustments: +2 CHA, +2 CON
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Special Abilities:
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Special Abilities:
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- Medium: As Medium creatures, bloomers have no special bonuses or penalties due to their size.
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- Medium: As Medium creatures, bloomers have no special bonuses or penalties due to their size.
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- Bloomer base land speed is 20 feet.
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- Bloomer base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Skill Affinity (Intimidate) & Skill Affinity (Bluff): Bloomers have an innate understanding of how to effect other living sentient creatures with their pheromone-pollens.
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- Pheromones: Bloomers have an innate understanding of how to effect other living sentient creatures with their pheromone-pollen & gain a +4 bonus to their Bluff & Intimidate skills.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- 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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- 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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@ -1,13 +1,12 @@
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from vine-like plants are known as creepers. Creepers are the fastest moving of all of the greenfolk. Agile & proficient climbers, a creeper's living areas usually has a vertical orientation.
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from vine-like plants are known as creepers. Creepers are the fastest moving of all of the greenfolk. Agile & proficient climbers, a creeper's living areas usually has a vertical orientation.
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Creeper Ability Adjustments: +1 DEX, +2 CON
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Creeper Ability Adjustments: +2 DEX, +2 CON
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Special Abilities:
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Special Abilities:
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- Medium: As Medium creatures, creepers have no special bonuses or penalties due to their size.
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- Medium: As Medium creatures, creepers have no special bonuses or penalties due to their size.
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- Creeper base land speed is 30 feet.
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- Creeper base land speed is 30 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Grappler: Due to their wiry, vermicular nature, Creepers recieve Improved Grapple as a bonus feat.
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- Grappler: Due to their wiry, vermicular nature, Creepers recieve Improved Grapple as a bonus feat.
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- Natural Climber: Creepers receive a +10 bonus to their Climb skill.
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- Natural Climber: Creepers receive a +10 bonus to their Climb skill.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from cacti & succulents are called culens. They are generally vigorous and tough with a knack for surviving in harsh climates with few resources.
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from cacti & succulents are called culens. They are generally vigorous and tough with a knack for surviving in harsh climates with few resources.
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Culen Ability Adjustments: +3 CON
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Culen Ability Adjustments: +4 CON
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Special Abilities:
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Special Abilities:
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- Medium: As Medium creatures, mycos have no special bonuses or penalties due to their size.
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- Medium: As Medium creatures, mycos have no special bonuses or penalties due to their size.
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- Culen base land speed is 20 feet.
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- Culen base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Tough: Culens recieve the Toughness feat for free at 1st level.
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- Spiny Hide: Culens are covered with blunt spines that provide a +1 Natural Armor bonus.
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- Spiny Hide: Culens are covered with blunt spines that provide a +1 Natural Armor bonus.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- 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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- 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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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from trees called ents, but the reason for this is lost to antiquity. They are the largest & strongest of all of the types greenfolk.
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from trees called ents, but the reason for this is lost to antiquity. They are the largest & strongest of all of the types greenfolk.
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Culen Ability Adjustments: +1 STR, +2 CON
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Ent Ability Adjustments: +2 STR, +2 CON
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Special Abilities:
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Special Abilities:
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- Large: As Large creatures, ents receive -1 penalties to their Attack and Armor Class, and -4 to their Hide skill.
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- Large: As Large creatures, ents receive -1 penalties to their Attack and Armor Class, and -4 to their Hide skill.
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- Culen base land speed is 20 feet.
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- Ent base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Skill Affinity (Intimidate): A Ent's towering size gives it an advantage in intimidation..
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- Towering: An ent's sheer size gives them a +3 bonus to the Intimidate skill.
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- Bark Hide: Like normal trees, ents have a bark-like hide that grants them a +2 Natural Armor Bonus.
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- Bark Hide: Like normal trees, ents have a bark-like hide that grants them a +2 Natural Armor Bonus.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- 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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- 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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1
NOTES/Greenfolk.txt
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1
NOTES/Greenfolk.txt
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Sentient plants, or greenfolk, are a wondrous new life form. Sentient Plants have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants. a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance. Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 random minor negative mutation.
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@ -6,8 +6,8 @@ Special Abilities:
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- Medium: As Medium creatures, mycos have no special bonuses or penalties due to their size.
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- Medium: As Medium creatures, mycos have no special bonuses or penalties due to their size.
|
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- Myco base land speed is 20 feet.
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- Myco base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
|
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
|
- Hardy: Mycos fungal physiology renders them resistant to most physical ailments & grants them a +1 to all Fortitude saves.
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- Hardy: Mycos fungal physiology renders them resistant to most physical ailments & grants them a +2 to all Fortitude saves.
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- Rubbery Hide: Mycos rubbery flesh makes them immune to subdual damage.
|
||||||
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 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).
|
- 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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|
@ -1,13 +1,12 @@
|
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Bush-like greenfolk are known as shrubbos. They are generally agile & have no trouble blending in with both natural & urban environments.
|
Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Bush-like greenfolk are known as shrubbos. They are generally agile & have no trouble blending in with both natural & urban environments.
|
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|
|
||||||
Shrubbo Ability Adjustments: +1 DEX, +2 CON
|
Shrubbo Ability Adjustments: +2 DEX, +2 CON
|
||||||
|
|
||||||
Special Abilities:
|
Special Abilities:
|
||||||
|
|
||||||
- Medium: As Medium creatures, shrubbos have no special bonuses or penalties due to their size.
|
- Medium: As Medium creatures, shrubbos have no special bonuses or penalties due to their size.
|
||||||
- Shrubbo base land speed is 20 feet.
|
- Shrubbo base land speed is 20 feet.
|
||||||
- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
|
- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
|
||||||
- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
|
- Skill Affinity (Hide) & Skill Affinity (Move Silently): Shrubbos are very good at making themselves unnoticed.
|
||||||
- Unobtrusive: Shrubbos are very good at making themselves unnoticed & gain a +3 to their Hide & Move Silently skills.
|
|
||||||
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
|
- Mutations: Greenfolk characters begin with 1 minor positive mutation, 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).
|
- 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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