razas

Razas

Dwarfs

Los enanos en Athas, como muchas otras razas, son muy diferentes a los que existen en otros mundos. Fisicamente son completamente lampiños, de hecho, el pelo les da asco. Además tienen un color de piel muy tostado y rara vez usan tatuajes. Por lo general suelen ser lawful y tinen un “foco” en su vida, que los guia siempre.

  • +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
  • Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Dwarves can see in the dark up to 60 feet. See Vision and Light.
  • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
  • Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Weapon Familiarity: To dwarves, the urgrosh is treated as a martial rather than exotic weapon.
  • Languages: Common and Dwarven. Bonus Languages: Elven, Giant, Gith, Kreen, Saurian.
  • Focus: +1 morale bonus on all checks directly related to their focus. This includes a skill bonus, an attack bonus, a damage bonus, or a saving throw bonus, or even a bonus to manifestation or spell save DCs.

Aarakocra:

Pajaros humanoides clautrofóbicos y xenófobos.

•–2 Strength, +4 Dexterity, –2 Constitution, +2 Wisdom: Aarakocra have keen reflexes, but their lightweight bones are fragile. • Monstrous Humanoid: Aarakocra are not subject to spells or effects that affect humanoids only, such as charm person or dominate person. • Medium: As Medium creatures, aarakocra have no special bonuses or penalties due to size. • Low‐light vision: Aarakocra can see twice as far as a human in moonlight and similar conditions of poor illumination, retaining the ability to distinguish color and detail. • Aarakocra base land speed is 20 feet, and can fly with a movement rate of 90 feet (average maneuverability). • +6 racial bonus to Spot checks in daylight. Aarakocra have excellent vision. • Natural Armor: Aarakocra have +1 natural armor bonus due to their bone chest plate that provides some protection from blows. • Natural Weaponry: An aarakocra can rake with its claws for 1d3 points of damage, and use its secondary biteattack for 1d2 points of damage. • Claustrophobic: Aarakocra receive a –2 morale penalty on all rolls when in an enclosed space. Being underground or in enclosed buildings is extremely distressing for them. • Aerial Dive: Aarakocra can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet. If attacking with a lance, the aarakocra deals double damage on a successful attack. Optionally, the aarakocra can make a full attack with its natural weapons (two claws and one bite) at the end of the charge, dealing normal damage. • Automatic Languages: Auran and Common. Bonus Languages: Elven, Gith, and Saurian. Aarakocra often learn the languages of their allies and enemies. • Favored Class: Cleric. A multiclass aarakocra’s cleric class does not count when determining whether he takes an experience point for multiclassing. • Level Adjustment: +1. Aarakocra are slightly more powerful and gain levels more slowly than most of the humanoid races of the Tablelands.

Elves:

Los elfos de Dark Sun también son diferentes. Viven en sociedades tribales, son increiblemente desconfiados de cualquier no-elfo. Les encanta correr y no van a ningun lado de cualquier otra forma aunque ir a caballo sea más fácil o cómodo.

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • Weapon Familiarity: 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: 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.
  • Elves have a natural resistance to extreme temperatures and aren’t adversely affected by the heat of the day or the chill of the night. They treat extreme heat or cold as if it were only very hot or cold, (see DMG for rules on temperature effects) but suffer normally from abysmal heat, or from magical supernatural heat and cold.
  • Elf Run: After a minute of warm–up and a Concentration check (DC 10), elves can induce an elf run state. This state allows elves to hustle for long distances as easily as a human can move normally, and run for long distances as easily as a human can hustle. Each day that an elf continues the elf run, he must make additional Concentration checks to maintain his elf run state: A trivial check (DC 10) on the second day, an easy check (DC 15) on the third day, an average check (DC 20) on the fourth day, a difficult check (DC 30) on the fifth day, and an heroic check (DC 40) on the sixth day. Once the elf fails his Concentration check, he loses the elf run benefits and suffers normal penalties for extended hustling and running (PH 164). After a full day’s rest, the elf may attempt again to induce an elf run state. With a group of elves, runners add their leader’s Charisma bonus both to their movement rate and to any Fortitude checks related to movement.

Half-elves:

  • +2 dex, -2 cha, +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Half-elves have a base speed of 30 feet.
  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.
  • Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
  • +2 racial bonus on all Survival and Handle Animal checks. Half‐elves spend a lot of time in the wilds of the tablelands.
  • Half‐elves gain a +2 racial bonus to Disguise checks when impersonating elves or humans.
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
  • Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.
  • Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Half-Giants:

  • +8 Strength, +4 Constitution, –2 Dexterity, –4 Intelligence, –4 Wisdom, –4 Charisma: Half‐giants are renowned for their great strength and dull wits.
  • Large: As Large creatures, half‐giants take a –1 size penalty to Armor Class and a –1 penalty on all attack rolls. They also have a reach of 10 feet.
  • Giant: Half‐giants are creatures with the giant type.
  • Half‐giant base land speed is 40 feet.
  • Darkvision: Half‐giants can see in the dark out to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half‐giants can function just fine with no light at all.
  • Natural Armor: Half‐giants have a +2 natural armor bonus to AC.
  • Axis Alignment: One aspect of the half‐giant’s alignment must be fixed, and chosen during character creation. The other half must be chosen when they awake each morning. They are only bound to that alignment until they sleep again. For example, a half‐giant may have a fixed lawful alignment. Every morning, he must choose to be lawful good, lawful neutral or lawful evil. This alignment change is not mandatory.
  • Favored Class: Barbarian. A multiclass half‐giant’s barbarian class does not count when determining whether he takes an experience point for multiclassing.
  • Automatic Languages: Common. Bonus Languages: Dwarven, Gith, Giant. Half‐giants will often pick up a race’s tongue if imitating them long enough.
  • Level Adjustment: +2. Half‐giants are more powerful than the other races of the Tablelands and gain levels accordingly.

Halflings:

  • +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
  • Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Halflings have a base speed of 20 feet.
  • Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
  • Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
  • Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven.

Muls:

Cruza entre enanos y humanos. Los Muls son estériles y se crian exclusivamente para ser gladiadores. Tienen la altura de un humano pero la contextura y resistencia de un enano. Como ellos, son completamente lampiños.

  • +4 Strength, +2 Constitution, –2 Charisma, +2 Wisdom: Combining the human height with the Dwarven musculature, muls end up stronger than either parent race, but their status as born–to–be slaves makes them insecure in their dealings with others.
  • Humanoid (dwarf): Muls are humanoid creatures with the dwarf subtype.
  • Medium: As Medium creatures, muls have no bonuses or penalties due to size.
  • Mul base land speed is 30 feet.
  • Darkvision: Muls can see in the dark up to 30 feet. Darkvision is black and white only, but is otherwise like normal sight, and muls can function just fine with no light at all.
  • Tireless: Muls get a +4 racial bonus to checks for performing a physical action that extends over a period of time (running, swimming, holding breath, and so on). This bonus stacks with the Endurance feat. This bonus may also be applied to savings throws against spells and magical effects that cause weakness, fatigue, exhaustion or enfeeblement.
  • Extended Activity: Muls may engage in up to 12 hours of hard labor or forced marching without suffering from fatigue.
  • Dwarven Blood: For all effects related to race, a mul is considered a dwarf. Muls, for example, are just as vulnerable to effects that affect dwarves as their dwarf ancestors are, and they can use magic items that are only usable by dwarves.
  • Nonlethal Damage Resistance 1/–. Muls are difficult to subdue, and do not notice minor bruises, scrapes, and other discomforts that pain creatures of other races.
  • Favored Class: Gladiator. A multiclass mul’s gladiator class does not count when determining whether he takes an experience point for multiclassing.
  • Automatic Language: Common. Bonus Languages: Dwarven, Elven, Gith, and Giant.
  • Level Adjustment: +1. As a hybrid half‐race, muls are considerably more powerful than either of their parent races, thus they gain levels more slowly.

Pterran:

  • –2 Dexterity, +2 Wisdom, +2 Charisma: Pterrans’ strong confidence and keen instincts for others’ motives make them keen diplomats, and when they take the path of the psion, powerful telepaths.
  • Humanoid (psionic, reptilian): Pterrans are humanoid creatures with the psionic and reptilian subtypes.
  • Medium: As Medium creatures, pterrans have no special bonuses or penalties due to size.
  • Pterran base land speed is 30 feet.
  • Poor Hearing: Pterrans have only slits for ears, and their hearing sense is diminished. Pterrans suffer a –2 penalty to Listen checks.
  • Natural Weaponry: Pterrans can use their natural weapons instead of fighting with crafted weapons if they so choose. A pterran can rake with their primary claw attack for 1d3 of damage for each claw, and they bite for 1d4 points of damage as a secondary attack. For more on natural attacks, see MM section on natural weapons.
  • Psi‐Like Ability: At will—missive. All pterrans are gifted from the day they hatch with the ability to communicate telepathically, but only with their fellow reptiles. Manifester level is equal to 1/2 Hit Dice (minimum 1st).
  • Weapon Familiarity: The following weapon is treated as martial rather than as an exotic weapon: thanak. This weapon is more common among pterrans than among other races.
  • Automatic Languages: Saurian. Bonus Languages: Common, Dwarven, Elven, Halfling, Giant, Gith, Kreen, and Yuan–ti. Pterran know the languages of the few intelligent creatures that live in the Hinterlands.
  • Life Path: A pterran’s life path determines his favored class. Those following the Path of the Druid have druid as a favored class; the Path of the Mind gives psion as a favored class, while the Path of the Warrior gives ranger as a favored class. A Pterran chooses a life path upon coming of age, and the path cannot be changed once chosen at character creation time.

Thri-Kreen:

  • +2 Strength, +4 Dexterity, +2, Constitution, —2 Intelligence, +2 Wisdom, —4 Charisma: Thri‐kreen are fast, but their alien mindset makes it difficult for them to relate to humanoids; furthermore, their “clutch–mind” instincts leave them with a poor sense of themselves as individuals.
  • Monstrous Humanoid: Thri‐kreen are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium: Thri‐kreen receive no advantages or penalties due to size.
  • Thri‐kreen base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Sleep Immunity. Thri‐kreen do not sleep, and are immune to sleep spells and similar effects. Thri‐kreen spellcasters and manifesters still require 8 hours of rest before preparing spells.
  • Natural Armor: Thri‐kreen have a +2 natural armor bonus to AC due to their naturally tough and resistant chitin.
  • Multiple Limbs: Thri‐kreen have four arms, and thus can take the Multiweapon Fighting feat (MM 304) instead of the Two‐Weapon Fighting feat. Thri‐kreen can also take the Multiattack feat. (These are not bonus feats).
  • Natural Weapons: Thri‐kreen may make bite and claw attacks as a full round action. Their primary claw attack does 1d4 points of damage for each of their four claws. Their secondary bite attack, deals 1d4 points of damage, and has a chance to poison. A thri‐kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack.
  • Leap (Ex): Thri‐kreen are natural jumpers, gaining a +30 racial bonus to all Jump checks.
  • Deflect Arrows: Thri‐kreen gain the benefit of the Deflect Arrows feat.
  • Poison (Ex): A thri‐kreen delivers its poison (Fortitude save DC 11 + Con modifier) with a successful bite attack. The initial damage is 1d6 Dex, and the secondary damage is paralysis. A Thri‐kreen produces enough poison for one bite per day.
  • Weapon Familiarity: To thri‐kreen, the chatkcha and gythka are treated as martial rather than exotic weapons. These weapons are more common among thri‐kreen than among other races.
  • Thri kreen have a +4 racial bonus on Hide checks in sandy or arid areas.
  • Automatic Languages: Kreen. Bonus Languages: Common, Dwarven, Elven, Entomic, Saurian, and Terran.
  • Favored Class: Psychic warrior.
  • Level Adjustment: +2.

Humanos:

  • +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Humans have a base speed of 30 feet.
  • Bonus Feat: Humans select one extra feat at 1st level.
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

razas

Survival decisions Aldaron