small updates to large races
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@@ -30,6 +30,7 @@ Inflicts double damage when wielding a lance or other weapon with [Charge proper
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### Equine Body
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### Equine Body
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- +3 to Strength (STR) checks.
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- +6 STR when determining [encumbrance](/rules/adventuring.html#encumbrance)
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- 60' base movement speed.
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- 60' base movement speed.
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- Can carry and open doors as next highest STR category.
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- Unarmed attacks deal 1d4 damage (hooves).
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- Unarmed attacks deal 1d4 damage (hooves).
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@@ -1,13 +1,13 @@
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---
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---
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title: Elekin
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title: Elekin
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description: Large, elephant-like humanoids with four digits and 5' long trunks.
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description: Elephant-like humanoids with four digits and 5' long trunks.
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date_pub: 2023-04-09T14:38:00-04:00
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date_pub: 2023-04-09T14:38:00-04:00
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section: races
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section: races
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content_type: feature
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content_type: feature
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short_code: rek
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short_code: rek
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---
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---
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A large, elephant-like humanoid with four digits and 5' long trunks.
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An elephant-like humanoid, around 7' tall, with four digits and a 5' long trunk.
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[[toc]]
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[[toc]]
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@@ -17,27 +17,28 @@ A large, elephant-like humanoid with four digits and 5' long trunks.
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| --------------------- | ------------------------- |
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| --------------------- | ------------------------- |
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| **Ability modifiers** | +1 CON, -1 WIS |
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| **Ability modifiers** | +1 CON, -1 WIS |
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| **Languages** | Alignment, Common, Greyok |
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| **Languages** | Alignment, Common, Greyok |
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| **Size** | Medium or Large |
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| **Size** | Medium |
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</div>
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</div>
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### Large Size
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- Armor and weapons must be tailored to size.
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- Can wield any two-handed melee weapon with only one hand.
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- Open doors as next highest STR category.
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### Natural Armor
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### Natural Armor
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Grants +2 AC while not wearing armor.
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Grants +2 AC while not wearing armor.
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- Can be combined with a shield.
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- Can be combined with a shield.
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### Powerful Build
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- +3 to Strength (STR) checks.
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- Armor and weapons must be tailored to size.
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- Can wield any two-handed melee weapon with only one hand.
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- Counts as a [large](/rules/adventuring.html#size) character for determining [carrying capacity](/rules/adventuring.html#carrying-capacity).
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### Trunk
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### Trunk
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Possesses a 5' long, prehensile snout.
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Possesses a 5' long, prehensile snout.
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- Can carry weight equivalent to 10 x STR score in coins.
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- Can carry weight equal to Strength (STR) score in lbs.
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- 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).
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- 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).
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- Can't hold weapons or shields.
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- Can't hold weapons or shields.
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- Can't make precision movements (ex: for casting spells or using tools).
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- Can't make precision movements (ex: for casting spells or using tools).
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64
src/pages/races/ettykin.md
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64
src/pages/races/ettykin.md
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@@ -0,0 +1,64 @@
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---
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title: Ettykin
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description: Large, monstrous demihuman with two heads.
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date_pub: 2025-10-24T21:45:19-04:00
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section: races
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content_type: feature
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short_code: ret
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status: hidden
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---
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A massive, monstrous demihuman, 8'+ tall, and sporting two heads, each with distinct personalities.
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[[toc]]
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<div class='headlessTableWrapper'>
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| --------------------- | -------------------------------- |
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| **Ability modifiers** | +1 CON, -1 DEX, -1 INT, +1 STR |
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| **Languages** | Alignment, Common, Giant, Orcish |
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| **Size** | Large |
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</div>
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### Infravision
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Can see [heat signatures](/rules/adventuring.html#infravision) up to 60', even in total darkness.
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### Large Stature
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- +3 to Strength (STR) checks.
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- Armor and weapons must be tailored to size.
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- Can wield any two-handed melee weapon with only one hand.
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### Natural Armor
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Grants +2 AC while not wearing armor.
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- Can be combined with a shield.
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### Two Heads
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- 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).
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- While resting, one head always stays alert.
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- Unable to wield a single weapon, item, or device with both hands.
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- Each head controls its half od the body (including the nearest arm and leg).
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- 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.
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### Multiplayer Variant
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When multiple players share control of an ettykin, the following additional rules apply:
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- 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.
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- Physical abilities (CON, DEX, STR) are shared between the head-PCs, while mental abilities (CHA, INT, WIS) are unique to each one.
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- Each head-PC has its own class.
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- Rolls that gain advantage under [Two Heads](#two-heads) are instead rolled as per normal by each head-PC.
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- 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).
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- The head-PCs must decide on any movement together.
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- Tie-breakers are decided by dice rolls or GM fiat.
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- Both head-PCs share a single pool of hit points.
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- Any saving throw related to the body (such as vs Death, Wielded, or Blasts) is rolled by one of the head-PCs' players.
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- 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.
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- If one head-PC is rendered unconscious or otherwise disabled, their half of the body is also disabled.
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- 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
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| --------------------- | -------------------------- |
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| --------------------- | -------------------------- |
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| **Ability modifiers** | -1 INT, +1 WIS |
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| **Ability modifiers** | -1 INT, +1 WIS |
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| **Languages** | Alignment, Common, Firbish |
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| **Languages** | Alignment, Common, Firbish |
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| **Size** | Medium or Large |
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| **Size** | Large |
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</div>
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</div>
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@@ -26,9 +26,10 @@ A grey-skinned demihuman, up to 8' tall, typically found in the forest, and dist
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- From 2nd level, can cast [glamour](/spells/glamour.html) once per day.
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- From 2nd level, can cast [glamour](/spells/glamour.html) once per day.
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- From 4th level, can cast [invisibility](/spells/invisibility.html) once per day.
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- From 4th level, can cast [invisibility](/spells/invisibility.html) once per day.
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### Powerful Build
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### Large Stature
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- +3 to STR checks.
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- +3 to Strength (STR) checks.
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- Armor and weapons must be tailored to size.
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- Can wield any two-handed melee weapon with only one hand.
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- Can wield any two-handed melee weapon with only one hand.
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### Resilience
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### Resilience
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@@ -17,7 +17,7 @@ Large demihumans with a distant relation to giants, usually found near human set
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| --------------------- | ------------------------ |
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| --------------------- | ------------------------ |
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| **Ability modifiers** | -1 INT, +1 STR |
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| **Ability modifiers** | -1 INT, +1 STR |
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| **Languages** | Alignment, Common, Giant |
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| **Languages** | Alignment, Common, Giant |
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| **Size** | Medium or Large |
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| **Size** | Large |
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</div>
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</div>
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@@ -25,9 +25,10 @@ Large demihumans with a distant relation to giants, usually found near human set
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Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bonus + 2.
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Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bonus + 2.
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### Powerful Build
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### Large Stature
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- +3 to STR checks.
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- +3 to Strength (STR) checks.
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- Armor and weapons must be tailored to size.
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- Can wield any two-handed melee weapon with only one hand.
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- Can wield any two-handed melee weapon with only one hand.
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### Rock Throw
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### Rock Throw
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@@ -17,16 +17,20 @@ A massive, monstrous demihuman, 8'+ tall, and distantly related to ogres.
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| --------------------- | ------------------------------ |
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| --------------------- | ------------------------------ |
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| **Ability modifiers** | -1 INT, -1 CHA, +1 CON, +1 STR |
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| **Ability modifiers** | -1 INT, -1 CHA, +1 CON, +1 STR |
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| **Languages** | Alignment, Common, Orcish |
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| **Languages** | Alignment, Common, Orcish |
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| **Size** | Medium or Large |
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| **Size** | Large |
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</div>
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</div>
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### Fortitude
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Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bonus + 2.
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### Infravision
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### Infravision
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Can see [heat signatures](/rules/adventuring.html#infravision) up to 60', even in total darkness.
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Can see [heat signatures](/rules/adventuring.html#infravision) up to 60', even in total darkness.
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### Massive Build
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### Large Stature
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- +3 to STR checks.
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- +3 to Strength (STR) checks.
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- Armor and weapons must be tailored to size.
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- Can wield any two-handed melee weapon with only one hand.
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- Can wield any two-handed melee weapon with only one hand.
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- 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
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- Natural horn protruding upwards from tip of nose
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- Natural horn protruding upwards from tip of nose
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- Can be used to make a melee attack, dealing damage as a mace (1d6 blunt) on a successful hit.
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- Can be used to make a melee attack, dealing damage as a mace (1d6 blunt) on a successful hit.
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### Large Size
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- Armor and weapons must be tailored to size.
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- Can wield any two-handed melee weapon with only one hand.
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- Open doors as next highest STR category.
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### Natural Armor
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### Natural Armor
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Tough, leathery skin grants +2 AC while not wearing armor.
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Tough, leathery skin grants +2 AC while not wearing armor.
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- Can be combined with a shield.
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- Can be combined with a shield.
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### Powerful Build
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- +3 to Strength (STR) checks.
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- Armor and weapons must be tailored to size.
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- Can wield any two-handed melee weapon with only one hand.
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- 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
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- Carrying more ready or packed items than allowed can be done, but movement is halved (or worse).
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- Carrying more ready or packed items than allowed can be done, but movement is halved (or worse).
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- Carrying more than twice the allowed number of ready or packed items reduces movement to 0.
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- Carrying more than twice the allowed number of ready or packed items reduces movement to 0.
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#### Carrying Capacity
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When needed, a character's total carrying capacity can be determined by their [size](#size) and Strength (STR)
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- A small or medium character can carry up to 15 lbs for each point of Strength (STR).
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- For large characters or bigger, double that capacity for each size above Medium.
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- For tiny characters, divide that capacity by 2.
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- A character can drag, push, or lift up to twice their carrying capacity.
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### Health, Damage and Dying
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### Health, Damage and Dying
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The state of a character's health is determined by their number of hit points (HP).
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The state of a character's health is determined by their number of hit points (HP).
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