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species--humanoid [2018/11/27 14:26] davespecies--humanoid [2018/11/27 14:35] (current) dave
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 While these species are human-like in basic body shape, they belong to species considered hostile to humans and are usually unwelcome in human communities, causing fear and alarm. While these species are human-like in basic body shape, they belong to species considered hostile to humans and are usually unwelcome in human communities, causing fear and alarm.
  
-  * Bugbear:  Move 40; AC 9; Class: C,F,T;  Ability: Str+1, Con +1, Dex +1; darkvision; Special: surprise on a 1-3, normal weapons do 2d4 damage at 3rd level or above. -20% experience point modifier. +  * **Bugbear**:  Move 40; AC 9; Class: C,F,T;  Ability: Str+1, Con +1, Dex +1; darkvision; Special: surprise on a 1-3, normal weapons do 2d4 damage at 3rd level or above. -20% experience point modifier. 
-  * Dreenoi (bugmen): Move 30; AC 9; Class: F,T; darkvision; Special:may make weapon attack or 1d4 bite, communicate telepathically. Some thief skill mods +  *** Dreenoi** (bugmen): Move 30; AC 9; Class: F,T; darkvision; Special:may make weapon attack or 1d4 bite, communicate telepathically. Some thief skill mods 
-  * Gnolls:  Move 30; AC 9; Class: C,F,T;  Ability: Str+1, Int-1; darkvision; Special: none  +  * **Gnolls**:  Move 30; AC 9; Class: C,F,T;  Ability: Str+1, Int-1; darkvision; Special: none  
-  * Goblin:  Move 25; AC 9; Class: F,T; darkvision; Special: small size (hit dice lowered).  Darkvision.  At first and second level suffer -1 to rolls when in daylight. May not use heavy weapons, treat small weapons as normal, normal as heavy +  * **Goblin**:  Move 25; AC 9; Class: F,T; darkvision; Special: small size (hit dice lowered).  Darkvision.  At first and second level suffer -1 to rolls when in daylight. May not use heavy weapons, treat small weapons as normal, normal as heavy 
-  * Half Orc:  Move 30; AC 9; Class: C,F,T; darkvision; Special: some thief skill mods  +  * **Half Orc:**  Move 30; AC 9; Class: C,F,T; darkvision; Special: some thief skill mods  
-  * Hobgoblin: Move 30; AC 9; Class: C,F,T; darkvision; Special: at 5th level, hobgoblin fighters do 1d10 damage with heavy weapons. +  * **Hobgoblin**: Move 30; AC 9; Class: C,F,T; darkvision; Special: at 5th level, hobgoblin fighters do 1d10 damage with heavy weapons. 
-  * Kobold: Move 25; AC 9; Class: C,F,T; darkvision; Special: Smaller size (hit die lower),May not use heavy weapons, treat small weapons as normal, normal as heavy.  +3 save vs. magic.  -1 to rolls in daylight. +  * **Kobold**: Move 25; AC 9; Class: C,F,T; darkvision; Special: Smaller size (hit die lower),May not use heavy weapons, treat small weapons as normal, normal as heavy.  +3 save vs. magic.  -1 to rolls in daylight. 
-  * Lizardman:   Move 30, Swim 30; AC 5; Class: F, T; darkvision; Special: at 2nd level, lizardmen do 1d8 with normal weapons. +  * **Lizardman**:   Move 30, Swim 30; AC 5; Class: F, T; darkvision; Special: at 2nd level, lizardmen do 1d8 with normal weapons. 
-  * Ogre: Move 30; AC 6; Class: F; Strength +1; darkvision; Special: at 2nd level normal weapons do 1d8, at 4th level normal weapons do 1d10. +  * **Ogre:** Move 30; AC 6; Class: F; Strength +1; darkvision; Special: at 2nd level normal weapons do 1d8, at 4th level normal weapons do 1d10. 
-  * Orc: Move 30; AC 9; Class: F,T; darkvision; Special: -1 to rolls under daylight.  Some thief skill mods. +  *** Orc**: Move 30; AC 9; Class: F,T; darkvision; Special: -1 to rolls under daylight.  Some thief skill mods. 
-  * Sagath (Ape-man):  Move 30; AC 8; Class: F;  Ability: Str+1; darkvision; Special: at 2nd level 1d6 damage weapons are increased to 1d8.+  * **Sagath (**Ape-man):  Move 30; AC 8; Class: F;  Ability: Str+1; darkvision; Special: at 2nd level 1d6 damage weapons are increased to 1d8.
  
species--humanoid.txt · Last modified: 2018/11/27 14:35 by dave