Hairdar the Accursed / Hairdar Yunan

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Everything was kept under or exactly to 15 point buy. First test pass.

Viera Points: roughly around 10
Medium Humanoid (elf subtype) Speed 40ft
-2 Con +2 Dex +2 Wis
Languages:(xenophobic) Elven (vieran), Common, Slyvan, Gaint, Terran
Racial traits:
Low Light Vision: Members of this race can see twice as far as Humans in conditions of dim light.
Skill Bonus: Perception
Camouflage: Viera gain a +4 racial bonus on Stealth checks while in marshes or forested areas.
Spell Like Ability: 1/day Detect Magic
Proficient: With Bows and Rapiers

Bangaa Points: 11
Medium Humanoid(reptilian) Speed 30ft
-2 Wis +2 Dex +2 Con
Languages: Draconic, Common, you decided the standard amount of other languages got lazy here. heh
Racial Traits:
Defensive Training: Bangaa gain a +2 dodge bonus to Armor Class.
Natural Armor: Bangaa gain a +3 natural armor bonus.
Natural Weapon: Bangaa possess natural claw attacks that inflict 1d4 points of damage and a Bite that inflicts 1d6 on a successful hit. This is a primary attack, or a secondary attack if the Bangaa wields a manufactured weapon.

Moogle Points:15
Small Fey Speed 30ft Fly:40 ft average
-4 Str -2 Cha +4 Int +2 Dex
Languages: Sylvan, Common, and any number except druidic of course
Low Light Vision: Members of this race can see twice as far as Humans in conditions of dim light.
Nimble Attacks: Moogles receive Weapon Finesse as a bonus feat.
Spell Like Ability: 1/day Detect Magic
Skill Focus: Craft or Profession

Seeq Points: 11
Medium Humanoid(orc) Speed 40ft
-2 Int -2 Cha -2 Wis +4 Str
Languages: Orc, Common, and two others
Low Light Vision: Members of this race can see twice as far as Humans in conditions of dim light.
Fearless: Seeq gain a +2 racial bonus on all saving throws against fear.
Natural Armour: Seeq gain a +1 natural armour bonus
Sprinter: Seeq gain a +10 ft. racial bonus to their speed when using the charge, run, or withdraw actions.
Orc Ferocity: Seeq race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.
Frenzy: Once per day, whenever Seeq takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Hoofed

The inspiration for their traits mainly came from a base summary about each that can be found here: http://www.ffextreme.com/ff12/races.html

Any thoughts on the races?