diff --git a/src/pages/races/centaur.md b/src/pages/races/centaur.md index ec05a72..7616ed4 100644 --- a/src/pages/races/centaur.md +++ b/src/pages/races/centaur.md @@ -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). diff --git a/src/pages/races/elekin.md b/src/pages/races/elekin.md index baf3af6..69ed635 100644 --- a/src/pages/races/elekin.md +++ b/src/pages/races/elekin.md @@ -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 | -### 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). diff --git a/src/pages/races/ettykin.md b/src/pages/races/ettykin.md new file mode 100644 index 0000000..ed862ad --- /dev/null +++ b/src/pages/races/ettykin.md @@ -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]] + +
+ +| | | +| --------------------- | -------------------------------- | +| **Ability modifiers** | +1 CON, -1 DEX, -1 INT, +1 STR | +| **Languages** | Alignment, Common, Giant, Orcish | +| **Size** | Large | + +
+ +### 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. diff --git a/src/pages/races/firfolk.md b/src/pages/races/firfolk.md index 1348c5b..f269fd4 100644 --- a/src/pages/races/firfolk.md +++ b/src/pages/races/firfolk.md @@ -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 | @@ -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 diff --git a/src/pages/races/giantkin.md b/src/pages/races/giantkin.md index 7d54aaa..cd5d5e8 100644 --- a/src/pages/races/giantkin.md +++ b/src/pages/races/giantkin.md @@ -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 | @@ -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 diff --git a/src/pages/races/ogrekin.md b/src/pages/races/ogrekin.md index d48dc8b..26c924f 100644 --- a/src/pages/races/ogrekin.md +++ b/src/pages/races/ogrekin.md @@ -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 | +### 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. diff --git a/src/pages/races/rhinokin.md b/src/pages/races/rhinokin.md index df222d5..b0e0f14 100644 --- a/src/pages/races/rhinokin.md +++ b/src/pages/races/rhinokin.md @@ -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). diff --git a/src/pages/rules/adventuring.md b/src/pages/rules/adventuring.md index 3aff1af..590d6cc 100644 --- a/src/pages/rules/adventuring.md +++ b/src/pages/rules/adventuring.md @@ -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).