Added Greenfolk
Added 2DA & TLK entries for all of the Greenfolk genotypes.
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Flowering greenfolk are known as bloomers. As being generally attractive to most other creatures on Gamma Terra isn't always a good thing, bloomers are able to subtlety effect other sentient creatures via their pheromone-like pollen.
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Bloomer Ability Adjustments: +1 CHA, +2 CON
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Bloomer Ability Adjustments: +2 CHA, +2 CON
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Special Abilities:
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- Medium: As Medium creatures, bloomers have no special bonuses or penalties due to their size.
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- Bloomer base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Pheromones: Bloomers have an innate understanding of how to effect other living sentient creatures with their pheromone-pollen & gain a +4 bonus to their Bluff & Intimidate skills.
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- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
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- Skill Affinity (Intimidate) & Skill Affinity (Bluff): Bloomers have an innate understanding of how to effect other living sentient creatures with their pheromone-pollens.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from vine-like plants are known as creepers. Creepers are the fastest moving of all of the greenfolk. Agile & proficient climbers, a creeper's living areas usually has a vertical orientation.
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Creeper Ability Adjustments: +1 DEX, +2 CON
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Creeper Ability Adjustments: +2 DEX, +2 CON
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Special Abilities:
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- Medium: As Medium creatures, creepers have no special bonuses or penalties due to their size.
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- Creeper base land speed is 30 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
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- Grappler: Due to their wiry, vermicular nature, Creepers recieve Improved Grapple as a bonus feat.
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- Natural Climber: Creepers receive a +10 bonus to their Climb skill.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from cacti & succulents are called culens. They are generally vigorous and tough with a knack for surviving in harsh climates with few resources.
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Culen Ability Adjustments: +3 CON
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Culen Ability Adjustments: +4 CON
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Special Abilities:
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- Medium: As Medium creatures, mycos have no special bonuses or penalties due to their size.
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- Culen base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Tough: Culens recieve the Toughness feat for free at 1st level.
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- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
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- Spiny Hide: Culens are covered with blunt spines that provide a +1 Natural Armor bonus.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Greenfolk that are decended from trees called ents, but the reason for this is lost to antiquity. They are the largest & strongest of all of the types greenfolk.
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Culen Ability Adjustments: +1 STR, +2 CON
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Ent Ability Adjustments: +2 STR, +2 CON
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Special Abilities:
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- Large: As Large creatures, ents receive -1 penalties to their Attack and Armor Class, and -4 to their Hide skill.
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- Culen base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Towering: An ent's sheer size gives them a +3 bonus to the Intimidate skill.
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- Ent base land speed is 20 feet.
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- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
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- Skill Affinity (Intimidate): A Ent's towering size gives it an advantage in intimidation..
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- Bark Hide: Like normal trees, ents have a bark-like hide that grants them a +2 Natural Armor Bonus.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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NOTES/Greenfolk.txt
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NOTES/Greenfolk.txt
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Sentient plants, or greenfolk, are a wondrous new life form. Sentient Plants have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants. a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance. Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 random minor negative mutation.
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- Medium: As Medium creatures, mycos have no special bonuses or penalties due to their size.
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- Myco base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Sense Motive vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Hardy: Mycos fungal physiology renders them resistant to most physical ailments & grants them a +2 to all Fortitude saves.
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- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
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- Hardy: Mycos fungal physiology renders them resistant to most physical ailments & grants them a +1 to all Fortitude saves.
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- Rubbery Hide: Mycos rubbery flesh makes them immune to subdual damage.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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Sentient plants, or greenfolk, are a wondrous new life form. Mobile and sometimes ferocious, they have the ability to think and reason and can carry unusual mutations. They can be fearsome opponents and valued allies. Generally, looking like their plant ancestor they can uproot themselves to move and all Gamma Age player character greenfolk have the ability to manipulate their surroundings and can communicate verbally and sometimes even telepathically. Bush-like greenfolk are known as shrubbos. They are generally agile & have no trouble blending in with both natural & urban environments.
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Shrubbo Ability Adjustments: +1 DEX, +2 CON
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Shrubbo Ability Adjustments: +2 DEX, +2 CON
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Special Abilities:
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- Medium: As Medium creatures, shrubbos have no special bonuses or penalties due to their size.
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- Shrubbo base land speed is 20 feet.
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- Greenfolk: All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants. a -2 penalty to Lore (Decipher Script) and a -4 penalty to Tumble & Balance.
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- Plant: Greenfolk are plants. Plants are immune to sleep, paralyze, poison, mind-affecting effects, and critical hits.
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- Unobtrusive: Shrubbos are very good at making themselves unnoticed & gain a +3 to their Hide & Move Silently skills.
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- Greenfolk: Greenfolk have all of the usual Plant creature immunities, immunity to sleep, paralyze, poison, stunning and critical hits, but they do not receive immunity to mind-affecting effects. All greenfolk receive +2 racial bonus to their Hide & Move Silently skills, a –2 penalty to Bluff & Diplomacy vs non-plants, a -2 penalty to Decipher Script and a -4 penalty to Tumble & Balance.
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- Skill Affinity (Hide) & Skill Affinity (Move Silently): Shrubbos are very good at making themselves unnoticed.
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- Mutations: Greenfolk characters begin with 1 minor positive mutation, 1 major positive mutation and 1 minor negative mutation. Choose the positive mutations, and then roll for the negative one.
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- Genetic Instability: Mutants of all sorts suffer from genetic instability. All mutant characters suffer a –2 penalty on all saves against developing new mutations (such as when exposed to environmental mutagens. This penalty increases by –1 for every two character levels (for example, a 2nd-level mutant suffers a –3 to her save against mutation).
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