small updates to large races

This commit is contained in:
2025-10-25 00:26:41 -04:00
parent c1b4c035d3
commit 8f692d132e
8 changed files with 109 additions and 27 deletions

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@@ -30,6 +30,7 @@ Inflicts double damage when wielding a lance or other weapon with [Charge proper
### Equine Body
- +3 to Strength (STR) checks.
- +6 STR when determining [encumbrance](/rules/adventuring.html#encumbrance)
- 60' base movement speed.
- Can carry and open doors as next highest STR category.
- Unarmed attacks deal 1d4 damage (hooves).

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@@ -1,13 +1,13 @@
---
title: Elekin
description: Large, elephant-like humanoids with four digits and 5' long trunks.
description: Elephant-like humanoids with four digits and 5' long trunks.
date_pub: 2023-04-09T14:38:00-04:00
section: races
content_type: feature
short_code: rek
---
A large, elephant-like humanoid with four digits and 5' long trunks.
An elephant-like humanoid, around 7' tall, with four digits and a 5' long trunk.
[[toc]]
@@ -17,27 +17,28 @@ A large, elephant-like humanoid with four digits and 5' long trunks.
| --------------------- | ------------------------- |
| **Ability modifiers** | +1 CON, -1 WIS |
| **Languages** | Alignment, Common, Greyok |
| **Size** | Medium or Large |
| **Size** | Medium |
</div>
### Large Size
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
- Open doors as next highest STR category.
### Natural Armor
Grants +2 AC while not wearing armor.
- Can be combined with a shield.
### Powerful Build
- +3 to Strength (STR) checks.
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
- Counts as a [large](/rules/adventuring.html#size) character for determining [carrying capacity](/rules/adventuring.html#carrying-capacity).
### Trunk
Possesses a 5' long, prehensile snout.
- Can carry weight equivalent to 10 x STR score in coins.
- Can carry weight equal to Strength (STR) score in lbs.
- Can be used for simple tasks (ex: hold, lift, drop, push, or pull an object or a creature; open or close a container or door; swing for an unarmed attack; etc).
- Can't hold weapons or shields.
- Can't make precision movements (ex: for casting spells or using tools).

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@@ -0,0 +1,64 @@
---
title: Ettykin
description: Large, monstrous demihuman with two heads.
date_pub: 2025-10-24T21:45:19-04:00
section: races
content_type: feature
short_code: ret
status: hidden
---
A massive, monstrous demihuman, 8'+ tall, and sporting two heads, each with distinct personalities.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | -------------------------------- |
| **Ability modifiers** | +1 CON, -1 DEX, -1 INT, +1 STR |
| **Languages** | Alignment, Common, Giant, Orcish |
| **Size** | Large |
</div>
### Infravision
Can see [heat signatures](/rules/adventuring.html#infravision) up to 60', even in total darkness.
### Large Stature
- +3 to Strength (STR) checks.
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
### Natural Armor
Grants +2 AC while not wearing armor.
- Can be combined with a shield.
### Two Heads
- Gains [advantage](/rules/basics.html#advantage-and-disadvantage) on all [perception checks](/rules/adventuring.html#perception-checks), and on all saving throws against being [blinded](/rules/adventuring.html#blinded), charmed, [deafened](/rules/adventuring.html#deafened), [frightened](/rules/adventuring.html#frightened), [stunned](/rules/adventuring.html#stunned), and knocked [unconscious](/rules/adventuring.html#unconscious).
- While resting, one head always stays alert.
- Unable to wield a single weapon, item, or device with both hands.
- Each head controls its half od the body (including the nearest arm and leg).
- If one head is rendered unconscious or otherwise disabled, the player must make a CHA or WIS check at -2 to move or control that half of the body.
### Multiplayer Variant
When multiple players share control of an ettykin, the following additional rules apply:
- Each player controls one head and the half of the body it's attached to (including the nearest arm and leg) as a separate PC.
- Physical abilities (CON, DEX, STR) are shared between the head-PCs, while mental abilities (CHA, INT, WIS) are unique to each one.
- Each head-PC has its own class.
- Rolls that gain advantage under [Two Heads](#two-heads) are instead rolled as per normal by each head-PC.
- During combat, each head-PC gets a combat action each round during their side's initiative (using the arm and/or leg closest to them).
- The head-PCs must decide on any movement together.
- Tie-breakers are decided by dice rolls or GM fiat.
- Both head-PCs share a single pool of hit points.
- Any saving throw related to the body (such as vs Death, Wielded, or Blasts) is rolled by one of the head-PCs' players.
- Any saving throw against magic that affects the mind (ex: [Charm Person](/spells/charm-person.html) or [Suggestion](/spells/suggestion.html)) is rolled individually by each head-PC.
- If one head-PC is rendered unconscious or otherwise disabled, their half of the body is also disabled.
- The other head-PC can make a CHA or WIS check at -2 to move or control the disabled half of the body.

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@@ -17,7 +17,7 @@ A grey-skinned demihuman, up to 8' tall, typically found in the forest, and dist
| --------------------- | -------------------------- |
| **Ability modifiers** | -1 INT, +1 WIS |
| **Languages** | Alignment, Common, Firbish |
| **Size** | Medium or Large |
| **Size** | Large |
</div>
@@ -26,9 +26,10 @@ A grey-skinned demihuman, up to 8' tall, typically found in the forest, and dist
- From 2nd level, can cast [glamour](/spells/glamour.html) once per day.
- From 4th level, can cast [invisibility](/spells/invisibility.html) once per day.
### Powerful Build
### Large Stature
- +3 to STR checks.
- +3 to Strength (STR) checks.
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
### Resilience

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@@ -17,7 +17,7 @@ Large demihumans with a distant relation to giants, usually found near human set
| --------------------- | ------------------------ |
| **Ability modifiers** | -1 INT, +1 STR |
| **Languages** | Alignment, Common, Giant |
| **Size** | Medium or Large |
| **Size** | Large |
</div>
@@ -25,9 +25,10 @@ Large demihumans with a distant relation to giants, usually found near human set
Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bonus + 2.
### Powerful Build
### Large Stature
- +3 to STR checks.
- +3 to Strength (STR) checks.
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
### Rock Throw

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@@ -17,16 +17,20 @@ A massive, monstrous demihuman, 8'+ tall, and distantly related to ogres.
| --------------------- | ------------------------------ |
| **Ability modifiers** | -1 INT, -1 CHA, +1 CON, +1 STR |
| **Languages** | Alignment, Common, Orcish |
| **Size** | Medium or Large |
| **Size** | Large |
</div>
### Fortitude
Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bonus + 2.
### Infravision
Can see [heat signatures](/rules/adventuring.html#infravision) up to 60', even in total darkness.
### Massive Build
### Large Stature
- +3 to STR checks.
- +3 to Strength (STR) checks.
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
- Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bonus + 2.

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@@ -26,14 +26,15 @@ A grey, rhinoceros-like humanoid with four digits and a long horn protruding upw
- Natural horn protruding upwards from tip of nose
- Can be used to make a melee attack, dealing damage as a mace (1d6 blunt) on a successful hit.
### Large Size
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
- Open doors as next highest STR category.
### Natural Armor
Tough, leathery skin grants +2 AC while not wearing armor.
- Can be combined with a shield.
### Powerful Build
- +3 to Strength (STR) checks.
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
- Counts as a [large](/rules/adventuring.html#size) character for determining [carrying capacity](/rules/adventuring.html#carrying-capacity).

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@@ -507,6 +507,15 @@ Characters can carry a number of "Important Items", based on their Strength (STR
- Carrying more ready or packed items than allowed can be done, but movement is halved (or worse).
- Carrying more than twice the allowed number of ready or packed items reduces movement to 0.
#### Carrying Capacity
When needed, a character's total carrying capacity can be determined by their [size](#size) and Strength (STR)
- A small or medium character can carry up to 15 lbs for each point of Strength (STR).
- For large characters or bigger, double that capacity for each size above Medium.
- For tiny characters, divide that capacity by 2.
- A character can drag, push, or lift up to twice their carrying capacity.
### Health, Damage and Dying
The state of a character's health is determined by their number of hit points (HP).