C&C Iron Heroes?
@ Relaxo, ya Iron Heroes is Awesome! I hope you like it, and it is worth having the book, no matter. It is one of the gems out there in the RPG world I think.
@ Lord Dynel, I like your idea. I will see how it works. Ya, the wording is a little odd for the Parry because I originally wrote it for every combat round then I though about it and I was like WOW, that would be a little much, so I changed it to every four rounds.
I am working on Black Powder Weapons right now, , because to me that just screams Iron Heroes setting wise.
I have not had a chance to do to much more work on it because I have been a little busy. Soon, I should be able to finish it.
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
@ Lord Dynel, I like your idea. I will see how it works. Ya, the wording is a little odd for the Parry because I originally wrote it for every combat round then I though about it and I was like WOW, that would be a little much, so I changed it to every four rounds.
I am working on Black Powder Weapons right now, , because to me that just screams Iron Heroes setting wise.
I have not had a chance to do to much more work on it because I have been a little busy. Soon, I should be able to finish it.
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
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Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
Shenron wrote:
@ Lord Dynel, I like your idea. I will see how it works. Ya, the wording is a little odd for the Parry because I originally wrote it for every combat round then I though about it and I was like WOW, that would be a little much, so I changed it to every four rounds.
Thanks. I think it might be cool that way, but if it isn't, no sweat.
Okay, I did some thinking...
As far as Parrying goes - since it's a defensive manuver, maybe allow it every round, but if it's used have it affect the swashbuckler's attack roll.
Parry: At 1st level (or keep it 4th), the swashbuckler can parry incoming melee attacks, but at the expense of his offensive capability. He can parry one attack as a reaction to an attack against him. If he is struck, the swashbuckler may make an opposed attack roll. If the opposed attack roll exceeds the attack roll against him, the attack is successfully parried. However, on the swashbuckler's next attack, he suffers a -5 to attack.
At 4th level the swashbuckler may parry two attacks. For each successful attack parried, the swashbuckler suffers a -5 penalty to attack.
At 7th level, the swashbuckler may parry missle or thrown weapons directed at him, with the same penalty.
(I considered switching the above two, but that's up to you)
At 9th the swashbuckler may parry as many attacks that are directed at him in one round, while still suffering the same penalty for successful parries. However, he gets one parry for "free." If the swashbuckler is facing three attacks, and successfuly parries all three of them, he only suffers a -10 to attack on his next attack.
Swashbuckler and Two-Weapon Fighting: If the swashbuckler fights with two weapons, he may use one to parry and then make one attack in a round, but without the standard parry penalty. If successful, with the normal two weapon fighting penalties, he may forgo the -5 on his next attack. He still suffers the normal penalty for two weapon fighting (-3 or -6, depending on which weapon he's attacking with).
For example, if the swashbuckler is attacked and parries with an off heand weapon, he rolls an opposed attack roll normally (that would include the -6 for his offhand weapon). If successful, he may make an attack normally with his main hand weapon on his next attack without suffering the additional -5 that would normally result from a sucessful parry (but still suffers the -3 for main hand two weapon fighting).
This ability can be used in conjunction with the 9th level ability to attain a free parry. In the above example, if faced with a second attack, the two-wepon fighting swashbuckler may choose to parry with his main hand (still suffering the -3 for fighting with two weapons). If successful, he would still get one attack (from his main hand, since he parried one with his of hand) and it would be free of a -5 penalty (the 9th level ability "kicks in"). Again, he would still suffer the -3 for weilding two weapons.
When parrying multiple attacks and two-weapon fighting, for simplicity's sake it is assumed all parries are with the same weapon, and the attack will be will be with the other 9you may want to review that part, Shenron).
Let me know what you think Shen!
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
I really liked your ideas for the Swashbuckler, I am glad for your help! Here is what I came up with after I digested your ideas.
Canny Defense: When wearing armor he is proficient with or no armor, the Swashbuckler adds his Intelligence Mod. to his Dex. Mod for bonus to AC.
Precise Strike: When using a melee weapon the swashbuckler is proficient with, and the target had some kind of discernable anatomy, the Swashbuckler gets to add his character level to damage as bonus damage, round up, minimal 1.
Improved Reaction: The Swashbuckler senses has been hones to a point that he can almost react before all others, he gains a +1 bonus on the initiative roll.
Parry: At 4th level, the Swashbuckler gains the ability to parry once a round and the cost of his offensive capabilities. When struck, the Swashbuckler makes an opposed attack roll, and if his total his higher then the attackers, the attack is successfully parried. However, the Swashbucklers next attack suffers a -5 penalty.
Combat Reflexes: At 6th Level, the Swashbuckler has become so graceful at his fighting style that he can disengage from melee combat (after attacking) but before moving for the round without drawing any of the negative penalties for during so.
Improved Parry: At 8th level, the Swashbuckler can now parry against ranged attacks made with bows or thrown weapons from which he his aware of.
Natural Two Weapon Fighter: At 10th Level, the Swashbuckler has grown so used to fighting with an assortment of weapons that he can effectively use two weapons together that he is proficient with. The penalty for fighting with two weapons are halved, so main hand is -2, and off hand is now -4. These penalties stack with the penalties from the Swashbucklers Parry defense.
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
Canny Defense: When wearing armor he is proficient with or no armor, the Swashbuckler adds his Intelligence Mod. to his Dex. Mod for bonus to AC.
Precise Strike: When using a melee weapon the swashbuckler is proficient with, and the target had some kind of discernable anatomy, the Swashbuckler gets to add his character level to damage as bonus damage, round up, minimal 1.
Improved Reaction: The Swashbuckler senses has been hones to a point that he can almost react before all others, he gains a +1 bonus on the initiative roll.
Parry: At 4th level, the Swashbuckler gains the ability to parry once a round and the cost of his offensive capabilities. When struck, the Swashbuckler makes an opposed attack roll, and if his total his higher then the attackers, the attack is successfully parried. However, the Swashbucklers next attack suffers a -5 penalty.
Combat Reflexes: At 6th Level, the Swashbuckler has become so graceful at his fighting style that he can disengage from melee combat (after attacking) but before moving for the round without drawing any of the negative penalties for during so.
Improved Parry: At 8th level, the Swashbuckler can now parry against ranged attacks made with bows or thrown weapons from which he his aware of.
Natural Two Weapon Fighter: At 10th Level, the Swashbuckler has grown so used to fighting with an assortment of weapons that he can effectively use two weapons together that he is proficient with. The penalty for fighting with two weapons are halved, so main hand is -2, and off hand is now -4. These penalties stack with the penalties from the Swashbucklers Parry defense.
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
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Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
Shenron wrote:
I really liked your ideas for the Swashbuckler, I am glad for your help! Here is what I came up with after I digested your ideas.
Canny Defense: When wearing armor he is proficient with or no armor, the Swashbuckler adds his Intelligence Mod. to his Dex. Mod for bonus to AC.
Precise Strike: When using a melee weapon the swashbuckler is proficient with, and the target had some kind of discernable anatomy, the Swashbuckler gets to add his character level to damage as bonus damage, round up, minimal 1.
Improved Reaction: The Swashbuckler senses has been hones to a point that he can almost react before all others, he gains a +1 bonus on the initiative roll.
Parry: At 4th level, the Swashbuckler gains the ability to parry once a round and the cost of his offensive capabilities. When struck, the Swashbuckler makes an opposed attack roll, and if his total his higher then the attackers, the attack is successfully parried. However, the Swashbucklers next attack suffers a -5 penalty.
Combat Reflexes: At 6th Level, the Swashbuckler has become so graceful at his fighting style that he can disengage from melee combat (after attacking) but before moving for the round without drawing any of the negative penalties for during so.
Improved Parry: At 8th level, the Swashbuckler can now parry against ranged attacks made with bows or thrown weapons from which he his aware of.
Natural Two Weapon Fighter: At 10th Level, the Swashbuckler has grown so used to fighting with an assortment of weapons that he can effectively use two weapons together that he is proficient with. The penalty for fighting with two weapons are halved, so main hand is -3, and off hand is now -6. These penalties stack with the penalties from the Swashbucklers Parry defense.
You're quite welcome! I'm glad I could be of service! It's looking pretty darn sweet.
One nitpick. The current penalties are -3 and -6 for two-weapon fighting...maybe reduce them to -2 and -4?
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
Ya, that is what I meant. The penalties for two weapon fighting are -2 and -4. Thank you for pointing that out. .
I think next on the list would be action points.
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
I think next on the list would be action points.
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
Here is the action points. Kim e-mailed her Fate points she was inspired from Conan RPG and other sources. I took the info she gave me and added to it. Thank you KIM!
Action Points:
Action points are what give your heroes that extra punch in a fight. Each hero has a certain number of starting Action Points per set number of levels. Action Points can also be awarded by the CK for exceptional roleplaying, impressing the CK, and other acts of awesomeness.
Levels Base/Starting Action Points
1-5 2
6-10 3
11-15 4
16-20 5
Action points can be spent for the following effects;
> Re-rolling any failed check
> Forgoing a regular attack roll, for an automatic Critical Attack without the need to confirm
> Anytime a heroes HP is between -1 through -9, resetting it to 0 (stabilizing your hero)
> Anytime a heroes HP is @ -10 or below, can reset it to -9 (almost dead, but not yet)
> Adding +10 to the heroes AC for (2) rounds
> +4 Bonus to any saving throw
> Ignore one Critical Fumble
> Allow an extra use of any limited class abilities, even if the rules would not allow it
> Allow an one extra attack per round
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
Action Points:
Action points are what give your heroes that extra punch in a fight. Each hero has a certain number of starting Action Points per set number of levels. Action Points can also be awarded by the CK for exceptional roleplaying, impressing the CK, and other acts of awesomeness.
Levels Base/Starting Action Points
1-5 2
6-10 3
11-15 4
16-20 5
Action points can be spent for the following effects;
> Re-rolling any failed check
> Forgoing a regular attack roll, for an automatic Critical Attack without the need to confirm
> Anytime a heroes HP is between -1 through -9, resetting it to 0 (stabilizing your hero)
> Anytime a heroes HP is @ -10 or below, can reset it to -9 (almost dead, but not yet)
> Adding +10 to the heroes AC for (2) rounds
> +4 Bonus to any saving throw
> Ignore one Critical Fumble
> Allow an extra use of any limited class abilities, even if the rules would not allow it
> Allow an one extra attack per round
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
-
Lord Dynel
- Maukling
- Posts: 5843
- Joined: Tue Jun 17, 2008 7:00 am
Shenron wrote:
Here is the action points. Kim e-mailed her Fate points she was inspired from Conan RPG and other sources. I took the info she gave me and added to it. Thank you KIM!
Action Points:
Action points are what give your heroes that extra punch in a fight. Each hero has a certain number of starting Action Points per set number of levels. Action Points can also be awarded by the CK for exceptional roleplaying, impressing the CK, and other acts of awesomeness.
Levels Base/Starting Action Points
1-5 2
6-10 3
11-15 4
16-20 5
Action points can be spent for the following effects;
> Re-rolling any failed check
> Forgoing a regular attack roll, for an automatic Critical Attack without the need to confirm
> Anytime a heroes HP is between -1 through -9, resetting it to 0 (stabilizing your hero)
> Anytime a heroes HP is @ -10 or below, can reset it to -9 (almost dead, but not yet)
> Adding +10 to the heroes AC for (2) rounds
> +4 Bonus to any saving throw
> Ignore one Critical Fumble
> Allow an extra use of any limited class abilities, even if the rules would not allow it
> Allow an one extra attack per round
Kim is a he, not a she.
As far as what you can do with AP's, pretty nice! I might suggest a couple of things, if that's okay.
There is no need to confirm a critical hit in C&C, unless you use the d20 rules for critical hits.
Think about these:
* add 1d6 to an attack roll, skill check, or saving throw. The result of the d6 roll is added to the check.
* use one AP to negate a critical hit scored against you.
Just something for you to think about.
_________________
LD's C&C creations - the witch, a half-ogre, skill and 0-level rules
Troll Lord wrote:
Lord D: you understand where I"m coming from.
LD's C&C creations - CL Checker, a witch class, the half-ogre, skills, and 0-level rules
Troll Lord wrote:Lord D: you understand where I"m coming from.
Sorry Kim, my bad.
Ya, I do not like the adding 1d6, because of the fear of rolling badly and you waste a AP, so what if we cut it down the middle? like a +3? That is a hefty bonus it itself.
I have not decided yet if I am going to have them confirm crits or not, I did not like it in 3.5/pathfinder then I talked my pathfinder into getting rid of hit, and monsters and we were critting and fumbling to often, so I might try it both ways and see how it balances out. That is still iffy, but it my house rules, I have it that you have to confirm, and when you confirm, you just have to be able to hit the baddie again. Nothing to extreme. Same thing with fumbles, have to miss again. Eh....
Anyway, used your ideas....
> Re-rolling any failed check
> Forgoing a regular attack roll, for an automatic Critical Attack without the need to confirm
> Anytime a heroes HP is between -1 through -9, resetting it to 0 (stabilizing your hero)
> Anytime a heroes HP is @ -10 or below, can reset it to -9 (almost dead, but not yet)
> Adding +10 to the heroes AC for (2) rounds
> +3 Bonus to any saving throw, skill check, attack roll
> Ignore one Critical Fumble
> Allow an extra use of any limited class abilities, even if the rules would not allow it
> Allow an one extra attack per round
> Negate a critical hit against a hero
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
Ya, I do not like the adding 1d6, because of the fear of rolling badly and you waste a AP, so what if we cut it down the middle? like a +3? That is a hefty bonus it itself.
I have not decided yet if I am going to have them confirm crits or not, I did not like it in 3.5/pathfinder then I talked my pathfinder into getting rid of hit, and monsters and we were critting and fumbling to often, so I might try it both ways and see how it balances out. That is still iffy, but it my house rules, I have it that you have to confirm, and when you confirm, you just have to be able to hit the baddie again. Nothing to extreme. Same thing with fumbles, have to miss again. Eh....
Anyway, used your ideas....
> Re-rolling any failed check
> Forgoing a regular attack roll, for an automatic Critical Attack without the need to confirm
> Anytime a heroes HP is between -1 through -9, resetting it to 0 (stabilizing your hero)
> Anytime a heroes HP is @ -10 or below, can reset it to -9 (almost dead, but not yet)
> Adding +10 to the heroes AC for (2) rounds
> +3 Bonus to any saving throw, skill check, attack roll
> Ignore one Critical Fumble
> Allow an extra use of any limited class abilities, even if the rules would not allow it
> Allow an one extra attack per round
> Negate a critical hit against a hero
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
Bonus Races...I figured I needed a few bonus races to give it a dark/gritty feel.
Here is my attempt at the Tiefling
Description: They are born from the union of evil outsiders and humans. They appear as normal humanoids with demonic or devilish traits. Sprouting horns, tails, colored skin, claws, fangs, and other such traits.
Personality: The Tieflings personality ranges as much as any other humans. They seem to possess a dark overtone and tempers though.
Racial Affinities: The Tieflings do not possess any racial animosities to any other races. They are generally not trusted though due to their heritage.
Environment: They can be found anywhere where there are humans and have a chance of assimilating themselves in.
Racial Traits and Attributes;
Darkvision: They can see in complete darkness up to 60ft. Their vision in this form is in shades of grey, but otherwise works like normal vision.
Fiendish Spells: Tieflings can cast Darkness 3/day as a 1st level caster.
Fiendish Resistance: Tielfings have Fire, Cold, and Electricity resistance 5 (ignore the first 5 points of that elemental damage per combat round)
Languages: Common, Elven, Halfling, Giant, Orc
Size: Medium
Movement: 30ft
Typical Classes: Fighter, Assassin, Ranger, Duelist
Attribute Modifier: DEX +2, CON +2, WIS -2, CHAR -2
Rogue & Assassin Modifier: +2 to build traps, +2 to hide/move silently
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
Here is my attempt at the Tiefling
Description: They are born from the union of evil outsiders and humans. They appear as normal humanoids with demonic or devilish traits. Sprouting horns, tails, colored skin, claws, fangs, and other such traits.
Personality: The Tieflings personality ranges as much as any other humans. They seem to possess a dark overtone and tempers though.
Racial Affinities: The Tieflings do not possess any racial animosities to any other races. They are generally not trusted though due to their heritage.
Environment: They can be found anywhere where there are humans and have a chance of assimilating themselves in.
Racial Traits and Attributes;
Darkvision: They can see in complete darkness up to 60ft. Their vision in this form is in shades of grey, but otherwise works like normal vision.
Fiendish Spells: Tieflings can cast Darkness 3/day as a 1st level caster.
Fiendish Resistance: Tielfings have Fire, Cold, and Electricity resistance 5 (ignore the first 5 points of that elemental damage per combat round)
Languages: Common, Elven, Halfling, Giant, Orc
Size: Medium
Movement: 30ft
Typical Classes: Fighter, Assassin, Ranger, Duelist
Attribute Modifier: DEX +2, CON +2, WIS -2, CHAR -2
Rogue & Assassin Modifier: +2 to build traps, +2 to hide/move silently
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
My attempt at Ratkin I had fun writing these guys up!
Description: Ratkin are from a world better forgotten and entered our lands when Arcanist in a time forgotten caused a rip between the two worlds and hordes of Ratkin spilled over. After years of war and unrest the Ratkin decided to retreat to darker places and rebuild their society. When they returned, they returned as traders, spies and assassins for the highest bidder. They have been known to aquire information and items that no one else can.
Personality: The Ratkin always seem to be twitchy and paranoid when not actively doing anything.
Racial Affinities: The Ratkin do not get a long well with Dwarves and Gnomes, they usually share the same living areas and tend to have more then uncommon hostile run ins with each other.
Environment: They can be found anywhere where, especially in large urban areas, docks, and underground areas.
Racial Traits and Attributes;
Animosity: Due to the high tensions created over the years, the Ratkin suffer a -2 CHAR penalty when dealing with any Dwarf or Gnome that they are not familiar with.
Twilight Vision: Even under starlight, moonlight, or torchlight Ratkin have excellent vision. They can distinguish color and shapes up to a mile away in these conditions.
Feverish Bite: Natural Attack, 1d6+Str. Mod. and the target must make a CON save or be inflicted with Tunnel Fever (Incubation 1 day, -2 to physical checks/rolls.)
Immunities: They are immune to diseases and poison
Weapon Training: Due to the rigors of their society, they are skilled in a small number of weapons. They gain a +1 to with any chained weapons, whips, daggers, short swords, and their natural weapon.
Languages: Common, Elven, Halfling, Giant, Orc, Squeak
Size: Small
Movement: 20ft
Typical Classes: Rogue, Assassin, Armiger, Arcanist
Attribute Modifier: DEX +2, STR -2
Rogue & Assassin Modifier: +2 to Poison Use, +2 to hide/move silently
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
Description: Ratkin are from a world better forgotten and entered our lands when Arcanist in a time forgotten caused a rip between the two worlds and hordes of Ratkin spilled over. After years of war and unrest the Ratkin decided to retreat to darker places and rebuild their society. When they returned, they returned as traders, spies and assassins for the highest bidder. They have been known to aquire information and items that no one else can.
Personality: The Ratkin always seem to be twitchy and paranoid when not actively doing anything.
Racial Affinities: The Ratkin do not get a long well with Dwarves and Gnomes, they usually share the same living areas and tend to have more then uncommon hostile run ins with each other.
Environment: They can be found anywhere where, especially in large urban areas, docks, and underground areas.
Racial Traits and Attributes;
Animosity: Due to the high tensions created over the years, the Ratkin suffer a -2 CHAR penalty when dealing with any Dwarf or Gnome that they are not familiar with.
Twilight Vision: Even under starlight, moonlight, or torchlight Ratkin have excellent vision. They can distinguish color and shapes up to a mile away in these conditions.
Feverish Bite: Natural Attack, 1d6+Str. Mod. and the target must make a CON save or be inflicted with Tunnel Fever (Incubation 1 day, -2 to physical checks/rolls.)
Immunities: They are immune to diseases and poison
Weapon Training: Due to the rigors of their society, they are skilled in a small number of weapons. They gain a +1 to with any chained weapons, whips, daggers, short swords, and their natural weapon.
Languages: Common, Elven, Halfling, Giant, Orc, Squeak
Size: Small
Movement: 20ft
Typical Classes: Rogue, Assassin, Armiger, Arcanist
Attribute Modifier: DEX +2, STR -2
Rogue & Assassin Modifier: +2 to Poison Use, +2 to hide/move silently
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
They Tengu...
Description: The Tengu are a bird-like humanoids that came to the main lands aboard trader ships and other such long faring voyages. Being feather covered, they cannot fly.
Personality: They seem aloof and almost like their minds are always preoccupied but otherwise are pleasant to get along with.
Racial Affinities: The Tengu do not possess any animosity towards any other races, though they have been labeled as thieves on more then one occasion.
Environment: They can be found anywhere where there are humans and have a chance of assimilating themselves in, they usually prefer coastal locations but travel frequently and settle in other areas.
Racial Traits and Attributes;
Twilight Vision: Even under starlight, moonlight, or torchlight Tengu have excellent vision. They can distinguish color and shapes up to a mile away in these conditions.
Natural Weapon: Beak Attack, 1d4+Str. Mod.
Dodge: The Tengu is quick and agile, gains a +1 bonus to heir AC. They lose this bonus when the would be caught flat-footed or otherwise be denied their DEX bonus to their AC.
Weapon Training: At a young age, they train their young in various bladed weapons. They receive +1 bonus to hit with a short sword, long sword, bastard sword, and great sword.
Languages: Common, Elven, Gnome, Giant, Dwarven, Gobliniod
Size: Medium
Movement: 30ft
Typical Classes: Fighter, Rogue, Ranger, Duelist, Monk
Attribute Modifier: DEX +2, WIS +2, STR -2, CON -2
Rogue & Assassin Modifier: +2 to trap finding, +2 to move silently
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
Description: The Tengu are a bird-like humanoids that came to the main lands aboard trader ships and other such long faring voyages. Being feather covered, they cannot fly.
Personality: They seem aloof and almost like their minds are always preoccupied but otherwise are pleasant to get along with.
Racial Affinities: The Tengu do not possess any animosity towards any other races, though they have been labeled as thieves on more then one occasion.
Environment: They can be found anywhere where there are humans and have a chance of assimilating themselves in, they usually prefer coastal locations but travel frequently and settle in other areas.
Racial Traits and Attributes;
Twilight Vision: Even under starlight, moonlight, or torchlight Tengu have excellent vision. They can distinguish color and shapes up to a mile away in these conditions.
Natural Weapon: Beak Attack, 1d4+Str. Mod.
Dodge: The Tengu is quick and agile, gains a +1 bonus to heir AC. They lose this bonus when the would be caught flat-footed or otherwise be denied their DEX bonus to their AC.
Weapon Training: At a young age, they train their young in various bladed weapons. They receive +1 bonus to hit with a short sword, long sword, bastard sword, and great sword.
Languages: Common, Elven, Gnome, Giant, Dwarven, Gobliniod
Size: Medium
Movement: 30ft
Typical Classes: Fighter, Rogue, Ranger, Duelist, Monk
Attribute Modifier: DEX +2, WIS +2, STR -2, CON -2
Rogue & Assassin Modifier: +2 to trap finding, +2 to move silently
_________________
Mongol General: "Conan! What is best in life?"
Conan: "To crush your enemies, see them driven before you, and hear the lamentation of their women."
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Longshanks
- Henchman
- Posts: 2
- Joined: Sun Oct 17, 2010 7:00 am