NWNDS/_notes_/Races/jeral.txt
Jaysyn904 a1152a8961 Updated notes
Updated notes.
2025-02-07 20:39:33 -05:00

28 lines
2.2 KiB
Plaintext

Hulking insect-men standing as tall as 7 feet at the shoulder, tohr-kreen & thri-kreen are the least "human" of the player character races. Their survivability in the wilderness, combined with their cunning and intellect, have made the mantis warriors (as they are known to some races) the undisputed masters across large tracts of the Athasian wastes.
The most common kind of Kreen in the Tablelands, the Jeral are also found in the great northern Tohr-Kreen nation of the same name. Jeral are more "civilized" and peaceful than other kreen & are almost never evil.
Jeral Ability Adjustments: +2 Str, +4 Dex, +2 Wis, -4 Cha, -2 Int.
Favored Class (Psychic Warrior): A multi-class Jeral's psychic warrior class does not count when determining whether they suffer an XP penalty for multiclassing.
Special Abilities:
- Jeral base land speed is 40 feet.
- Monstrous Humanoid: Jeral are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
- Medium: As Medium creatures, Jeral have no special bonuses or penalties due to their size.
- Darkvision: Jeral can see in total darkness.
- Leap (Ex): Jeral are natural jumpers, gaining a +30 racial bonus to all Jump checks.
- Natural Armor: Jeral have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin.
- Natural Weapons: Jeral have two claws attacks for 1d4 damage & a bite attack for 1d4 damage.
- Sleep Immunity: Jeral do not sleep, and are mmune to sleep spells and similar effects. Natural fatigue does not effect Jeral. Jeral spellcasters and manifesters still require 8 hours of rest before preparing spells.
- Water Efficient: Jeral only require half the water consumption of other races.
- Deflect Arrows: Jeral gain the benefit of the Deflect Arrows feat
- Racial Weapon Familiarity: To Jeral, the chatkcha and gythka are treated as martial rather than exotic weapons. (This is implemented as free weapon proficencies.)
- Jeral have a +4 racial bonus on Hide checks in sandy or arid areas.
- Racial Hit Dice: A Jeral begins with 2 levels of monstrous humanoid.
Automatic Languages: Kreen.
Bonus Languages: Common, Dwarven, Elven, Jozhal, Scrab, Tari, Tohr-kreen.
Level Adjustment: +2