SKILLS: Classes with 2+int are automatically upped to 4+int
Action Points:
You start with full Action points at beginning of the game having just made 2nd level:
Hard To Kill: Use an action point to automatically stabilize.
Second Wind: Heal # of Hit points = to roll.
NEW ACTION POINT USE!
In the tradition of L5R allowing void to be used to gain temporary use of a skill...
Independence: gain use of a skill as if you were trained in the skill with Action points worth of ranks.
Attack!: make a full attack as a standard action with the use of an action point.
Strain: Gain an additional standard action.[/b]
I will post additional uses for Action points.
GOBLINOID LEXICON (goblinoid words I'll be adding as we go through the game, adds a little more flavor!
I've also be added the well-known words from the Eberron books)
Spoiler:
Paramilitary Ranks
Olihirot - spear-bearer or spear-catcher (grunt)
Thradaask - Shock trooper (private)
Lhikor - Warblade (corporal)
Lhuruusk - War-leader (sgt)
Lhevk - Warlord (lt)
Lhevk-rhu - Skilled warlord (captain)
Lhevket - Elder Warlord (Colonel)
Lhesh - High Warlord (general, only Haruuc can claim this rank.)
Spoiler:
Basic language
A
Akesh Dhakaani! - Glory for the Dhakaani
akesh - glory
ap -son of
apa -daughter of
B
Maka'akesh - An annual tournament (Right of Glory)
C
D
dae - stupid (used after the object in question...such as Karuush'dae)
dar - people
draal - city
duur - singer
duur'kala - dirge singer
G
ghaal - mighty
Ghaal'dar - mighty people
H
K
kala - dread/doom
kaan - skull
kech - bearer
Kech Sharaat - Bladebearers
Kech Volaar - Wordbearers
kesh - Guard
khesh - silent
keshk - Sire
keshka - Lady (made that the feminine version.
khaar - fortified dwelling
R
rhukaan - razor
Rhukaan Tash - Razor Crown
rhysh - rat
S
shaarat'khesh - silent blade (goblin tribe)
shak - crush (shakak - crusher)
shekh v'takka - What is your name
T
tash - crown
taarka - wolf
taarka'khesh - silent wolves (goblin tribe)
Z
zja - yes (pronounced Zyah, like Zhya fer'sure)
zjaazja - maybe
zja'a - no (pronounced Zyah-ah)
Other Races
Spoiler:
kegkl - Aerenal Elf (literally - lover of the dead)
mal'druun - Valenar Elf (sea lion)
paashkar - Drow Elf (scorpion, hidden danger)
karuush - Human (dangerous)
graach - Dwarf (literally - Stone, tough as or thick as)
meklech - Halfling and gnome (Literally, meat)
vel'k'draal - Goblin (sneaky thieves, rats (rhysh) are sometimes called vel'k'draal)
kaan'shakak - Bugbear (crushers of skulls)
Weapons
Spoiler:
shaarat - blade
shusk - a pick-like improvised weapon made from a bugbear's canine
Medium Monstrous Scorpion 28 HP
14 (+4 natural), touch 10, flat-footed 14
FRW: +5/0/0
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Monstrous Scorpion Poison Size Fort DC Damage
Tiny 12 1 Con
Small 12 1d2 Con
Medium 13 1d3 Con
Large 14 1d4 Con
Huge 18 1d6 Con
Gargantuan 23 1d8 Con
Colossal 33 1d10 Con
Constrict (Ex)
A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex)
To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex)
A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The save DCs are Constitution-based. The indicated damage is initial and secondary damage.
Skills
A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.
2 claws +2 melee (1d4+1) and sting -3 melee (1d4 plus poison)
[/spoiler]
Spoiler:
Efficient Quiver
Standard of Valor
Vicious
Mystic's Pouch (=center pocket of handy haversack 1000gpv)