Showing posts with label Conversions. Show all posts
Showing posts with label Conversions. Show all posts

Tuesday, July 13, 2010

New Races

For you Pathfinder/Forgotten Realms gaming pleasure

ABEIRIAN DRAGONIANS
Abeirian dragonians are a race of native draconic creatures. They have a strong hatred of dragons, who enslaved them

+2 Strenght +2 Charisma, -2 Dexterity: Abeirian dragonians are both stronger and more charismatic than the typical humanoid, traits inherited from their draconic relatives.
Medium: Abeirian dragonians are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Abeirian dragonians have a base speed of 30 feet.
Dragonblood: Abeirian dragonians are considered both a dragon creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Abeirian Dragonians may use magic items with racially specific qualities as though it were of the dragon type.
Frightful Presence: +2 racial bonus on Intimidation, Abeirian dragonians are immune against Frightful presence as if they were dragons
Learned: Abeirian dragonians receive a +2 racial bonus on Knowledge (History)
Dragon Breath: Abeirian dragonians can exhale a line of fiery energy. The line’s length is 5 feet per Hit Die the abeirian dragonian has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the abeirian dragonian possesses. A successful Reflex save (DC 10 + 1/2 the abeirian dragonian’s HD + her Con modifer) halves the damage. An abeirian dragonian can use her breath weapon once every 1d4 rounds. An abeirian dragonian is not immune against other Breath Weapons directed against her.
Language: Abeirian dragonians begin play speaking Common and Draconic. Abeirian dragonians with high Intelligence scores can choose from the following: Celestial, Dwarven, Elven, Giant


ARVANDORAL HIGH ELVES
Arvandoral high elves (or gray elves) are graceful warriors and wizards that originated from the realm of Faerie. All elven subraces are descended from avandoral high elves.

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Avandoral high elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Avandoral high elves have a base speed of 30 feet.
Low-Light Vision: Avandoral high elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Feyblood: Avandoral high elves are considered both a fey creature and a humanoid for the purpose of spells, abilities, and effects that affect those types. In addition, an Avandoral High Elf may use magic items with racially specific qualities as though it were of the fey type.
Spell-Like Abilities: An avandoral high elves can cast blur, light, and longstrider each once per day, using his total character level as his caster level.
Elven Immunities: Avandoral high elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Avandoral high elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Avandoral high elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Avandoral high elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Avandoral high elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Sunday, August 24, 2008

WARP20 - two new feats for Klingons

Today we continue with a new Klingon racial trait and a new feat for Klingons. Feel free to discuss WARP20 and other topics in the message boards. Have fun.

Human Augment [trait]

Due to secret DNA experiements many Klingons lost their cranial ridges, which results in a more human-like appearance. If a Klingon with the Human Augment trait behaves normal, he does not suffer the -2 penalty on diplomacy checks when dealing with non-klingons. In addition a Klingon gets a +1 bonus when attempting to disguise himself as a human.

R'uustai [feat]
R'uustai is a bonding ceremony similar to brotherhood. You fight better with your bonded friend.
Benefit: When using the Aid Another special attack you or your bonded friend gain a +4 bonus to the next attack roll or as an armor class bonus against that opponent’s next attack.
Normal: Without this feat you only get a +2 bonus

Wednesday, August 20, 2008

WARP20 - Space - the final frontier

WARP20 is a series of conversions of star trek related fiction for the Pathfinder Roleplaying game.
Warp20 is settled in the so called "Pre-Classic" era in the years 2150-2250. That's basically the era "Enterprise" is set in. But why this era? Easy. It's always a good idea to start at the beginning. As this era is not overloaded with technical issues, it's more easy to put trek terms into rpg terms. Once the WARP20 conversion guide is finished later eras can easily be developed from this starting point. But it has another reason. You can tell better stories. Having to rely on low tech gadgets, means you have to be more creative. Remember the DS9 episode that showed how Worf retrieved the Sword of Kahless . Well, something like that. A little less science, a little more fantasy - that's what WARP20 will be about.
WARP20 will cover the races of the alpha quadrant, equipment, and classes. Spaceship combat will not be handled.

Disclaimer: This is a series of innofficial fan created material.

Have fun. Let's start with...

Klingon (Qu'noS)
Klingons are humanoids ranging from 1.8-2.2 meters in height. They have dark hair, and their skin tones range from ebony to light brown. Klingons have a series of bony ridges on their forehead and down their spine. Klingons are warlike, glorious, and direct. They live by a warrior's code of honor.

Example names are: Worf, Gowron, Martok, Duras, Mogh

Starting Klingon Racial Traits

+1 Strenght, +1 Constitution: Klingons are strong, impulsive and tough. Klingons use force and intimidation, and not diplomacy.
Medium: Klingons are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Klingon land speed is 10 meters.
Keen Senses: Klingons receive a +2 bonus on sight- and smell based perception checks.
Forcefull Personality: Klingons recieve a +2 bonus on intimidation checks.
Hardened: Klingons learned to rely on their own and recieve a +2 bonus on survival checks.
Brak’lul: Qo’noS is a harsh environment, unforgiving to the weak. Klingons posses duplicates of many of their vital organs to help them survive. Called brak’lul, this redundancy, which includes an eight-chambered heart and two livers, makes it harder to kill a Klingon. Klingons gain a bonus second wind, as well as halving the duration of a weapon’s stun effect (round down to a minimum of one). In addition Klingons get +4 starting hit points, and a +1 racial bonus on fortitude saving throws. However due to their physiology they suffer a -2 penalty on any medical diagnosis or treatment used on a Klingon, by a non Klingon.
Warlike Demeanor: Klingons suffer a -2 penalty on diplomacy checks when dealing with non Klingons.
Weapon Familiarity: Klingons may use their traditional special melee weapons (such as the bat'leth, d’k tahg, and mk’leth) as if they had the Exotic Weapon Proficiency feat
Languages: Klingon, some may also learn English
Favored Class: Combatant (substitude with fighter until we provide other rules)

Addtitional Racial Traits

Each time a Klingon recieves a new feat he may choose one of the following additional racial traits instead. These traits are only available to Klingons.

Klingon Fury: This works exactly like the barbarian rage, with the following exceptions: You cannot use Elemental Rage, Low-Light Vision, Night Sight as rage powers. This racial trait can be taken only once per character.
Klingon Defence: You recieve a +2 natural armor as your bony ridges harden. This racial feat can be taken only thrice.
Klingon Brawler: Klingons love to brawl. When making an unarmed attack, the character receives a +1 competence bonus on attack rolls, and the character deals nonlethal damage equal to 1d6 + his or her Strength modifier. Normally Unarmed attacks deal nonlethal damage equal to 1d3 + Strength modifier. This racial trait can be taken only twice per character. If you take it a second time to competence bonus on attack rolls is increased by 1 and the nonlethal damage increases to 1d8 + Str modifier.
Frightful Klingon: The Klingon can use his Intimidation skill to terrify others. When he uses this ability all opponents within 10 feet who have fewer levels than the character must make a Will saving throw (DC is equal to the Klingon's intimidation roll). An opponent who fails his save is shaken, taking a –2 penalty on attack rolls, saves, and skill checks for a number of rounds equal to 1d6. The character can use the ability once per encounter as a free action.
A successful save indicates that the opponent is immune to the character’s use of this feat for 24 hours. This ability does not affect creatures with an Intelligence of 3 or lower.
Cold Tolerance: Some Klingons have a natural cold tolerance granting them a +2 bonus on fortitude saves against cold effects.