Alternate Woldian Racial Traits

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NOTE: Players need special permission to use these options! Check with your DM or the Powers That Be!

Check out the general rules for optional alternative "racial traits" here.

The base rules for Woldian races can he found here: Surface Drow, Centaurs, Liontaurs, Minotaurs.

Surface Drow

Drow Poisoner: You know how to handle poisons, and you do not suffer the standard 5% chance of poisoning yourself when you handle poisons. You also know how to craft Drow Poison; you gain a +2 competence bonus on Craft (Alchemy) checks to make Drow poison, and you may use Craft (Alchemy) untrained to make Drow poison. This ability replaces your "Drow Spell-like Abilities."

Sun Dweller: You are young, you were born above ground, and you have lived in sunshine your whole life. You do not suffer the Light Blindess of your older kin. However, your Darkvision extends only 60 feet. This ability replaces "Light Blindness" and "Darkvision" abilities.

Friend to Foes: You have lived in the monster preserves of New Elenna, and you have an affinity for the creatures that live there. You gain a +3 on Wild Empathy, Sense Motive, and Diplomacy checks when encountering magical beasts, aberrations, and vermin. This ability replaces the "Keen Senses" ability.

Favored of Maab: You are an elf or surface drow and your chosen homeland is in or adjacent to one of the sentient forests of the Wold, like Nemorlachria [The Crying Woods] or Culverwood. Any sentient forest in the Wold begins with an attitude of Indifferent to you (and to any creature bonded to you, such as a familiar or animal companion). That is, the forest will not actively seek to harm you. This benefit does not extend to any other PC or NPC. Moreover, you gain a +3 on Wild Empathy, Sense Motive, and Diplomacy checks when encountering plant creatures. This ability replaces the "Keen Senses" ability. Note: On your PC sheet, please note your qualifying homeland and some story material about life related to the magical forest.

Centaurs

Tree-kin: Some centaurs empathize so strongly with the trees they tend that they learn to become one with the plant kingdom. You can cast Still Silent Extended Tree Shape twice per day as a spell-like ability, with your total character level as your caster level. This ability takes a toll on the centaur's physical form; this ability replaces the "Tough" ability.

Minstrel: Some centaurs follow a tradition of the study of music. These gain a +2 on Perform (String instruments) and Perform (Wind instruments) checks. This ability replaces the "Natural" ability.

Guerilla Scout: Some centaurs forego the martial training of their race in order to focus on stealth. These scouts gain a +1 racial bonus on perception checks and a +4 racial bonus on stealth checks made in natural settings and while sniping. These bonuses stack, so that a centaur sniping in a natural setting gains a +8 on stealth rolls. This ability replaces the "Mounted" ability.

Liontaurs

Of Age: You have engaged in a liontaur Coming of Age testing. Choose one test and gain its benefit: (1) You lived for an entire season out in the wilds, living on mice and rabbits, wild herbs, and fresh water you found on your own. You gain a +2 racial bonus on Survival checks. (2) You lived for a season on bigger and more dangerous game, like wild sheep, deer, and rattlesnakes. You gain a +4 racial bonus on Stealth checks made in natural environments. (3) You braved the flaming breath of a hell hound and defeated it in single combat. You gain a +1 racial bonus on saving throws vs fear and fire. This ability replaces the "Sneaky" racial ability.

Illiterate: You cannot read. You may not make use any written materials, such as tomes, spell books, and scrolls. You fail any Linguistics checks that rely on reading and writing. However, you have a good head for spoken languages and a commanding voice. You learn two languages for each rank you place in Linguistics, and the save DCs against your language dependent effects is increased by one. This ability replaces the "Dyslexic" racial ability.

Trading Clan: You are a member of one of the great liontaur trading clans of Chessford on Liontaur Island. You gain a +2 racial bonus on Profession (Sailor) and Profession (Merchant) checks. This ability replaces the "Sneaky" and "Waterphobic" racial abilities.

Scent: Some liontaurs are not natural wrestlers, preferring careful stalking and hunting rather than ripping and shredding. You gain the Scent ability. This ability replaces the "Rake" ability.

Minotaurs

Brawler: Perhaps your horns are broken. Perhaps you preferred to wrestle, like Imod, rather than gore your foes. You gain the Improved Unarmed Attack feat or the Improved Grapple feat (your choice). This ability replaces the minotaur's "Natural Attacks" ability.

Meeker: You are thoughtful, bookish, and studious, and not especially imposing or sturdy. You gain a +2 racial bonus on one Knowledge skill of your choice and a +2 racial bonus Linguistics. Both the Knowledge skill chosen and Linguistics become class skills for you. This ability replaces the minotaur "Intimidating" and "Fearsome" abilities.

Direction Sense: Some minotaurs have an excellent sense of direction. They always know true north, are immune to Maze spells, and gain a +4 racial bonus on Survival checks to keep from getting lost. This ability replaces the minotaur's "Intimidating" ability.