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Month Index: December, 1996
From: TLHawkins@???.com Date: Sat, 7 Dec 1996 14:14:59 -0500 Subject: Re: Astromundi Cluster: Player's Options
Players Options rules of Planescape were presented in Dragon issue 235 and Darksun was covered in the Dragon Annual issue 1. Spelljammer being defunct however, will probably never see Players Options rules in official print. Here is an unofficial version of the Players Options rules for Spelljammer races. Race Points Allotted Dracon 25 Giff 30 Grommam 25 Hadozee 25 Half-Elf 25 Lizard Man 35 Pirate of Gith 30 Rastipede 45 Scro 20 Xixchil 40 Dracon [25] Standard abilities: improved movement, thumb-claws, tough hide Breath Weapon (15): The PC can breath a blast of super-heated air for 2d8+4 points of heat damage once per day. The blast has a range of 20' and is 5' wide. Improved Movement (5): The PC has a base movement rate of 18. Charge (10): The PC may cause double damage with a lance or spear by charging an opponent. The PC needs at least 30' running distance to preform this attack. Fitness Bonus (10): PC gains a +1 to Constitution/Fitness sub-ability. Health Bonus (10): PC gains a +1 to Constitution/Health sub-ability. Muscle Bonus (10): PC gains a +1 to Strength/Muscle sub-ability. Reptile Empathy (10): The PC can affect the reaction of animals as per the ranger ability, except it is effective with reptilian creatures only. Speak with Reptiles (15): The PC can speak with reptilian creatures (animal or monster) once per day. Tail Attack (10): The PC can make an attack to any creature to his rear or flank of 1d6 points of damage and at no penalty to hit.. Thumb Claws (5): The PC has bony spikes on his hands and can attack once per round with each at no penalty. The thumb claws do 1d4 plus strength damage. Tough Hide (10): The PC's hide provides protection equal to AC 5. Trample (10): The PC gains a +4 to hit if attempting to over-bear an opponent. Giff [30] Racial penalties: Takes Damage as Large Creature (no bonus) Standard abilities: magic resistance, head-butt, tough hide Cold Resistance (5): The PC's hide and body fat provides protection to cold attacks. +1 bonus to saving throws vs cold based attacks. Head-Butt (5): PC may make a head-butt attack for 2d6 damage plus strength bonus. Heat Resistance (5): The PC's hide and body fat provides protection to heat attacks. +1 bonus to saving throws vs heat or fire based attacks. Horn Mutation (20): This exceedingly rare mutation is manifested with a smaller, narrow mouth and a rhino-like horn which does 2d8 piercing damage plus strength bonus. Infravision (10): The Giff PC has infravison 30' (instead of 60' due poor eyesight). Initiative Bonus (10): Due to years of military training, the PC has quick reflexes and gains a +1 bonus to his initiative roll. This bonus does not apply if in an untrained (non-military) group. Light Sleeper (10): Accustomed to being on watch from many years, the PC is as alert to attack in his sleep as if he were awake. Armor cannot be worn to sleep, despite popular myth. Magic Resistance (10): PC has 10% magic resistance. Muscle Bonus (10): PC gains +1 to the Strength/Muscle sub-ability. Stronger Legs (5): more powerful leg muscles allow the PC a base movement rate of 9 instead of 6. Extra Hit Points (15): The PC gains a bonus +1 hit point per level. Tough Hide (10): The PC's thick skin provides a tough hide granting a natural AC of 6. Weapon Lore (10): as the bards History or Legend Lore ability, but only applies to weapons that Giff can use. This is a result of the races fanatic love of well crafted weaponry. Grommam [25] Racial penalties: Pyrophobia (-5): The PC must make a Wisdom/Willpower check to remain in the presence of an open flame larger than a candle for any reason. Takes Damage as Large Creature (no bonus) Standard abilities: Sign-language, climbing bonus, two-weapon style, muscle bonus. Balance Bonus (10): +1 bonus to PC's Balance sub-ability score. Climbing Ability (5): The PC has a +25% bonus to any climbing or swinging rolls. If the PC does not have any climbing skills, treat as 25% Climb Walls as per the thief ability. Muscle Bonus (10): The PC gains +1 to the Muscle sub-ability score. Sign Language (5): The PC understands and can communicate in a non-verbal sign language that is widely know by the Grommam. Creatures communicated with must also know the language. Roar (15): In battle the grommam PC can let out a blood-chilling roar that acts as Cause Fear (reverse of the priests Remove Fear spell) once per day. Tough Hide (10): The PC's tough hide and fur provides a base armor class of 7. Two-Weapon Style (15): Two weapons can be wielded without penalty as per the ranger class ability. Hadozee [25] Standard abilities: Ambidexterity, climbing bonus, gliding Ambidexterity (5): The PC can attack with two weapons with no penalty as per the Ranger ability. Balance Bonus (10): +1 bonus to PC's Balance sub-ability score. Climbing Bonus (5): The PC has a +25% bonus to any climbing or swinging rolls. If the PC does not have any climbing skills, treat as 25% Climb Walls as per the thief ability. Gliding (10): Membranes along the side of the body allow the PC to glide 1' forward for every 1' of height descended. Gliding speed is 18', MC D. This ability allows to PC to avoid damage from a fall from any height. Infravision (10): The PC's has 60' infravision. Lizard Man [35] Racial penalties: Dehydration (no bonus): The PC must wet his entire body (one galleon of water required) three times per day, or lose 2 points of Constitution per missed bath. If the PC's Constitution score falls to 0, he dies of dehydration. Standard abilities: Expert swimmer, bite, claws, infravision, scaly hide Bite (5): The PC has a longer than normal snout and crocodile-like teeth and can make a bite attack for 1d4 points of damage. Chameleon Powers (10): If the PC concentrates for one round, his body scales blend in with the surrounding, granting 90% invisibility. If the PC moves, the concealment is canceled. Claws (5): The PC can make two claw attacks per round at no penalty. Damage per claw is 1d2. Dry Adaptation (20): The PC is from a tribe that has migrated to a dry desert region and learned to survive. Their scales tend to be browns and tans, with warty putrescence, but most importantly the racial penalty of Dehydration is negated. The PC only needs the normal amount of water that a human would in a desert setting. Expert Swimmer (10): The PC can swim at a rate of 12 by using its powerful tail much like a crocodiles. Breath can be held for up to two-thirds of the PC's constitution in rounds. Improved Movement (10): The PC has a base land movement rate of 12 instead of 6. Infravison (10): +1 bonus to PC's Balance sub-ability score. Musk (15): Once per day, the PC can release a disgusting cloud of musk that causes mammals great discomfort. All mammals, including humans, demi-humans, and humanoids within 10' of the PC must make a saving throw vs breath weapon or suffer a -2 to hit and on saving throws for 1d6 rounds. Resist Cold (15): The PC is of a tribe that has migrated to colder regions and learned to adapt. The PC can stand cold temperatures as well as a human. Clothing and/or protection from bitter cold is still required. No bonus is granted vs magical cold attacks. Scaly Hide (5): The PC's tough scaly hide grants a base AC of 5. Tail Attack (10): The PC can make a sweeping tail attack for 1d6 point of damage. Pirate of Gith [30] Racial penalties: Xenophobic (-5): The PC that takes this optional penalty must make a saving throw vs wisdom to suppress feelings of fear and/or hatred of other races. Once the PC has made three successful checks with respect to any one individual of another race, a level of comfort has been established (but not real friendship) and further checks are not required. Standard abilities: Astral travel, ESP, plane shift Aim Bonus (10): The PC gains +1 to the Dexterity/Aim sub-ability. Astral Travel (10): Starting at 3rd level, the PC can shift into the Astral plane (as per the 5th level Priest spell) once per day per every three levels up to a maximum of three times pre day at 9th level. Climbing Bonus (10): The PC has a +20% bonus to any climbing or swinging rolls. If the PC does not have any climbing skills, treat as 20% Climb Walls as per the thief ability. ESP (10): The PC can ESP as the spell once per day for every three levels. Illithid Hunter (10): The PC gains +2 to hit illithids. Infravision (10): The PC gains infravision to 90'. Knowledge Bonus (10): The PC gains +1 to the Intelligence/Knowledge sub-ability. Magic Resistance (10): PC has 10% magic resistance. Mental Shield (10): The PC gains +1 to all saving throws vs mind affecting spells and psionics. Plane Shift (10/15): Starting at 3rd level, the PC can Plane Shift (as per the 5th level Priest spell) once per day per every three levels up to a maximum of three times pre day at 9th level. For 15 character points the PC may Plane Shift with large organic items such as an Elven Flitter (see MC entry on Pirate of Gith). Sword Bonus (5): The PC gains +1 to hit with any sword of gith design. Rastipede [45] Standard abilities: Claws, antennae, chitinous armor, increased speed, underground abilities, spelljamming bonus Ambidexterity (5): The PC can attack with two weapons with no penalty as per the Ranger ability. Antennae (10): The PC has a very keen sense of smell via the antennae. The PC cannot be surprised by creatures as long as they have any order whatsoever. Chitinous Armor (10): The PC's chitinous exoskeleton provides a base armor class of 3. It is near impossible for Rastipedes to acquire armor due to their body structure and their body is too large for a shield to provide additional protection. Claws (5): The PC may make two claw attacks per round for 1d10 points of damage each. Digging (10): The PC is an expert digger and can tunnel through loose soil at a movement rate of 3'. Health Bonus (10): The PC gains +1 to the Constitution/Health sub-ability. Increased Speed (5): The PC has a base movement rate of 15 instead of 12. Infravision (10): The PC has 60' infravision. Speak with Insects (10): Once per day the PC may speak with insects and insect like creatures. At 6th level, this may be done twice per day. Spelljamming Bonus (10): The PC's effective level for spelljamming purposes is three times that of its mage level. Spider Climb (15): The PC can crawl along surfaces using the back eight legs. Only surfaces with some roughness can be climbed on in this manner. A mirrored surface would be too smooth to get a sufficient grip. Underground Abilities (5): The PC has the following underground abilities: determine approximate depth underground on a 1-4 on 1d6. At 3rd level, the PC can detect a grade or slope in a passage on a 1-5 on a 1d6 and detect unsafe construction on a 1-7 on a 1d10. The PC must concentrate for one round to preform any one of these abilities. Scro [20] Standard abilities: Infravision, tusks Active Sense of Smell (5): The PC gains a +1 bonus to surprise rolls. Acute Taste (5): The PC gains +2 bonus to saving throws vs ingested poisons. Elven Raider (10): The PC gains +2 to hit elven opponents. The bonus is only +1 vs half-elven opponents. Fitness Bonus (10): The PC gains +1 to the Constitution/Fitness sub-ability. Infravision (10): The PC possesses infravision 60' Magic Resistance (10): The PC possesses 10% magic resistance. Mining Detection Abilities (5): The PC has the following underground abilities: Detect a grade or slope in a passage on a 1 on 1d4 and detect new or unsafe construction on a 1-2 on 1d6. The PC must concentrate for one round to preform any one of these abilities. Muscle Bonus (10): The PC gains +1 to the Strength/Muscle sub-ability. Stamina Bonus (10): The PC gains +1 to the Constitution/Stamina sub-ability. Tusks (5): The PC has a large set of tusks that allow him to deliver a vicious bite attack for 1d4 points of damage. If a weapon attack is used in the same round as a bite, consider it as a two weapon attack. Xixchil [40] Standard abilities: Exoskeleton, blade-claws, ambidexterity, Aim Bonus (10): The PC gains +1 to the Dexterity/Aim sub-ability. Ambidexterity (5): The PC can attack with two weapons with no penalty as per the Ranger ability. Antennae (10): Some Xixchil have added antennae sensors that detect subtle disturbances in the air, granting them immunity to surprise as long as the treat is in the same air envelope. Balance Bonus (10): The PC gains +1 to the Dexterity/Balance sub-ability. Body Alterations (10): The PC possess the Body Manipulation non-weapon proficiency for free and one alteration listed under that ability has been preformed on the PC. Note that only one such alteration can be preformed on a single creature and the alteration is permanent. Blade Claws (10): The PC possesses a pair of front limbs that end in sharp retractable chitin blades. These blades do 2d6 damage each and a PC can make two non-penalty attacks per round with them, but may not attack with other weapons or a bite on the same round. Dodge Missiles (10): At 7th level, the PC can dodge missile attacks on a roll of 9 or better on a 1d20. Only physical missiles can be dodged, not magical effects. Enchanted items apply a penalty to the roll for of -1 for every +1 of the enchantment. Exoskeleton (5): The PC's chitinous carapace provides a base armor class of 5. This may be enhanced with use of the Body Manipulation non-weapon proficiency. Jump (10): At 3rd level, the Xixchil PC can jump 20' straight up or 50' feet forward. Poison Bite (5): At 5th level, the Xixchil PC can deliver a poisonous bite. Targets bitten must make a saving throw vs poison or be paralyzed for 1d4 rounds. Quick Movement (5): The PC has a base movement rate of 18. Reference Material: Player's Option: Skills & Powers, Player's Option: Spells & Magic, Dragon Magazine #235: Planar Heros, Dragon Annual #1: Heros of Athas, and the web site: http://mdstud.chalmers.se/~md4ado/s&p.html : The Half-Elf.
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Month Index: December, 1996