Search SJML Archives! (Powered by Google)

Previous Message: Re: The World of JERA
Next Message: Players Options (Why?)
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.


Previous Message: Re: The World of JERA
Next Message: Players Options (Why?)
Month Index: December, 1996

[ SPJ-L@Cornell.edu ] [ Spelljammer@Leicester.ac.uk ] [ Spelljammer@MPGN.com ] [ Spelljammer-L@Oracle.Wizards.com ]