| Krimson |
I still say Half-Race templates that you can mix and match would be nice. Also if you take a look in races of destiny there is a race called the Mongrelfolk, they are the bastard offspring of nearly any races you can think of. I played 1 in a game once and would tell people my ancestry which consisted of nearly every race in the core rulebook plus some from the monster manuals (I think I had goblin, kenku, and tiefling, or at least that's what I'd tell people).
I did not remember where it (mongrelfolk) was from, thanks for the cue.
Krimson wrote:I'm vaguely familiar with the book. Let's just handwave it and say there was help from a third party. This 'munchkin' is pretty much going to be a Thog-Belkar OOTS mashup. Hope that explains my direction. :DI wouldn't want to introduce obscure and unofficial publications, but back in an old book called "Book of Erotic Fantasy", compatible with the D&D alignment and races.
It had a table that talked of interspecies breeding. Orcs and Halfling are, "According to the book", not compatible for breeding;
Halfling mothers would be quite too small for an orcish baby (And probably other orcish things) and I can't imagine an orcish mother with a flea in her uterus.
Indeed. You do what you want with your games, y'know. I just pointed out stuff. Supplements are there to be amusing; if your table is happy with your customisation decision, it's fine by me.
| SilvercatMoonpaw |
If/when you (or anyone else) has a moment, I'd love to see the crunch (mechanics) on this. Thanks! =)
Like I said, prepare to be underwhelmed: (Also I'm not sure if I'm allowed to just print mechanics like this or not.)
(3.5e mechanics)
+2 Dex, -2 Int, -2 Cha
Medium, Slight Stature (may wear Medium/Small sized items, including armor, but not weapons)
+2 bonus Hide
40 ft speed
Sees 4x as far as a human in low-light conditions.
+2 bonus Listen
+2 bonus Climb, Jump
+1 bonus on all saving throws
Considered a halfing.
Considered a half-orc.
Has a 50% chance each to be considered orc or human when that effect is needed. +4 bonus each to activate orc or human racial magic items.
Oversized Hunger: Considered 1 size category larger for food and water needs. -2 penalty to starvation and dehydration effects.
Automatic Languages: Common, Hafling, Orc; Bonus: Abyssal, Draconic, Dwarven, Giant, Goblin
Favored Class: Barbarian
Velcro Zipper
|
Its been written that half-orcs could be produced as a result of orcs mating with virtually every other humanoid race apart from elves since 1st Edition (an old issue of Dragon Magazine even had stats for orc-kobolds!) I'm sure this isn't what you're looking for (it's nowhere near as spiffy or glamorous as coming up with your own race,) but I rule that the half-orc, as written, can be the offspring of an orc and nearly any of the other humanoid races. Where you put that +2 to any ability score could be used as an indicator for who your parents were. Like I said, it doesn't have the "neat factor" you get with a distinctly different race with its own set of abilities, but its simple and it allows the player to roleplay all those elements of who his parents were rather than describe his PC solely in terms of what he can do. I'm also not that hung up on or upset by the changes that were made to the half-orc in Pathfinder.
| Abraham spalding |
Abraham spalding wrote:I would point out that this isn't any worse than say a dwarf on save throws...A dwarf's saving throw bonus is situational. The other one suggested is not. It's the equivalent of a feat (Great Fortitude). You may have trouble finding a situation that a dwarf doesn't get that bonus, but there are plenty: all supernatural effects, and a few random others.
So, I say it's better than a dwarf's hardy racial ability.
If the orc, half-orc or the halfling had a similar ability, I'd be all for it, but none do.
I was talking about the +2 bonus against spells and spell like abilities.
You add that to the +2 to Con and Wis, and the +2 against poisons and dwarves will typically have +3 against all spells and spell like abilities and all poisons... that covers a full 80% of all saves a character is going to have to make at least.| xAverusx |
You add that to the +2 to Con and Wis, and the +2 against poisons and dwarves will typically have +3 against all spells and spell like abilities and all poisons... that covers a full 80% of all saves a character is going to have to make at least.
I'll agree that dwarves get to use their racial bonuses to saves often, but I think you're over-estimating it.
This racial bonus doesn't apply to non-poison supernatural effects. This is a fair share of saving throws. MANY class and monster abilities fall into this category.
So, I reiterate that the dwarf's racial saving throw is a situational modifier. The situation may be relatively common, but it is not "all-the-time" or even close.
It's like comparing a paladin's divine grace with a hexblade's arcane resistance. I've played a hexblade and it was incredible how often I DIDN'T get the bonus to my saves.
| Abraham spalding |
Well I would point out while fort saves are important, it is still only one of three saves.
The dwarf's bonus is to all saves under a specific circumstances... spells, spell-like abilities, and poisons. There are a lot more spells, spell-like abilities and poisons than anything else that allows a save throw in pathfinder, and this is in addition to stat boosts that give the dwarf another +1 on two of those saves.
The hardy condition would give a +2 on one type of save. Even with a boost to Con that's a +3 total.
I'm not saying it's not useful, I'm simply saying it's not overpowering, or out of line for a basic race.
| xAverusx |
I'm not saying it's not useful, I'm simply saying it's not overpowering, or out of line for a basic race.
Well, you're right. It won't unravel the fabric of the game.
However, giving the race the equivalent of a feat (Great Fortitude) for free in addition to several other useful abilities is a little unfair. In comparison to other races, this little guy is getting quite a bit.
I'm only suggesting minor tweeks. Take hardy down to a +1.
| Captain Sir Hexen Ineptus |
Abraham spalding wrote:I'm not saying it's not useful, I'm simply saying it's not overpowering, or out of line for a basic race.Well, you're right. It won't unravel the fabric of the game.
However, giving the race the equivalent of a feat (Great Fortitude) for free in addition to several other useful abilities is a little unfair. In comparison to other races, this little guy is getting quite a bit.
I'm only suggesting minor tweeks. Take hardy down to a +1.
Half Elf???
| Captain Sir Hexen Ineptus |
Orclings
+2 Str, +2 Dex, -2 Int, -2 Wis
-Small: Orclings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
-Slow Speed: Orclings have a base speed of 20 feet.
-Darkvision: Orclings can see in the dark up to 60 feet.
-Fearless: Orclings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
-Ferocious: Orclings are naturally more fearsome than others of their size. Treat them as one size bigger when dealing with intimidation checks to or from others.
-Mix Blood: Orclings count as both halflings and orcs for any effect related to race.
-Keen Senses: Orclings receive a +1 racial bonus on Perception skill checks.
-Steady Footed: Orclings share a unique footing like their halfing ancestors. However their stronger stature makes for this to show up in a different matter, they receive a +1 bonus on all combat maneuver defenses against bull rush, trip, and grapple attempts to make the target go prone.
______________________
They have to be darkvision as humans do not have any low light or darkvision, in in my opinion darkvision>Low light, so if a half-breed between something that has nether and one that has both gives you one with, a half-breed with one that has low light already would have to have darkvision
| Spyder25 |
How about:
Orcling Characters
Orclings are the bastard offspring of Orcs and Halflings. They are shunned by both races and are treated as less than second class citizens.
+2 Strength, +2 Dexterity, -2 Intelligence, -2 Wisdom: Orclings are agile and powerful for their size, but they lack cunning and foresight like their orc parent.
Small: Orclings are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, a -4 penalty to Intimidate checks and a +4 size bonus on Stealth checks.
Athletic: Orclings gain a +2 racial bonus to Acrobatic, Climb and Swim checks.
Darkvision: Orclings have darkvision out to 60 feet.
Intimidating: Despite their size, Orclings are menacing. Orclings gain a +2 racial bonus to Intimidate checks.
Keen Senses: Orclings gain a +2 racial bonus to Perception checks.
Lucky: Like their Halfling parent, Orclings gain a +1 luck bonus on all saving throws.
Mixed Blood: Orclings count as both Orcs and Halflings for any effect relating to race.
I don't know if this has been commented or not ( I was too lazy to keep reading), but wouldn't the bold parts be a little redundant?
| Urizen |
Urizen wrote:I'm here to help! I like feed back on the stuff I create, so i try to do the same.Spyder25 wrote:I don't know if this has been commented or not ( I was too lazy to keep reading), but wouldn't the bold parts be a little redundant?Good observation, and I would have to agree!
Well, you look like a guy that has good taste. Like that avatar. :P
Right now, I'm going with Flash's 3.0 version of the orcling as that seems to be the preference of the GM who's going to run the PbP on here. Sure, I would love the bonus to both physical stats, but I had to concede that my little munchkin would be a bit too munchkin-y.
| Spyder25 |
Well, you look like a guy that has good taste. Like that avatar. :PRight now, I'm going with Flash's 3.0 version of the orcling as that seems to be the preference of the GM who's going to run the PbP on here. Sure, I would love the bonus to both physical stats, but I had to concede that my little munchkin would be a bit too munchkin-y.
Hahahahahahahaha, yea he would be like a block of C4.
| Urizen |
Urizen wrote:Hahahahahahahaha, yea he would be like a block of C4.
Well, you look like a guy that has good taste. Like that avatar. :PRight now, I'm going with Flash's 3.0 version of the orcling as that seems to be the preference of the GM who's going to run the PbP on here. Sure, I would love the bonus to both physical stats, but I had to concede that my little munchkin would be a bit too munchkin-y.
Right now, we'll have to settle for .. C-PF. ;)
I need to statblock the booger using a 25 point buy and I'll post 'em for feedback. GM doesn't plan to launch until after May-Day.
| Spyder25 |
Spyder25 wrote:Hahahahahahahaha, yea he would be like a block of C4.
Right now, we'll have to settle for .. C-PF. ;)
I need to statblock the booger using a 25 point buy and I'll post 'em for feedback. GM doesn't plan to launch until after May-Day.
Awesome, I'd like to see the stats for your character.
flash_cxxi
RPG Superstar 2009 Top 32
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If anybody is interested, here is my Final Version:
Orcling Characters
Orclings are the bastard offspring of Orcs and Halflings. They are shunned by both races and are treated as less than second class citizens.
+2 Constitution, +2 Wisdom, -2 Intelligence: Orclings are hardy, having learned to withstand many hardships. They are also cunning, but not particularly bight.
Small: Orclings are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Orclings are have a base speed of 20 feet.
Darkvision: Orclings can see in the dark up to 60 feet.
Swift: At 1st level, Orclings receive Fleet as a bonus feat.
Mixed Blood: Orclings count as both Orcs and Halflings for any effect relating to race.
Hardy: Orclings gain a +2 racial bonus on Fortitude Saves.
Orc Ferocity: Once per day, when an Orcling is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Second Class Citizen: Orclings always begin any encounter with Orcs or Halflings as if that being’s attitude were Unfriendly.
* I relented and upped the low-light to darkvision.
* I dropped the Base Speed back to 20, but kept them with the Swift ability, so they are slightly faster than other small creatures, but not as fast as a Goblin.
* I kept hardy as is. I can see where you are all coming from that it is a +3 to one save, but Halfling Luck is still a +3 across 3 and one of the Orcling's points comes from their ability score. I think +2 to one is equal to +1 to three.
So there you have it. My version of the Orcling. :D
flash_cxxi
RPG Superstar 2009 Top 32
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Ack...you got a new version....just when I liked version 3.0. Hm.... No, throw back in the +2 DEX and drop the +2 WIS.
EDIT: I cannot see how a orc-halfing mix could be ... WISE.... ironically heretical, dontcha think? :P
Well in the Beta version of Half-Orcs, they had a +2 WIS.
Wisdom also equates to cunning, which is why a lot of animals have a low INT, but high WIS. This was the basis for me giving them +@ WIS. Also I can't see them being either greatly Intelligent or highly Charismatic...So, my base peed will be 25', then? Heh.
I corrected that before you posted this, so *pffffffff* ;)
| Urizen |
Well in the Beta version of Half-Orcs, they had a +2 WIS.
Wisdom also equates to cunning, which is why a lot of animals have a low INT, but high WIS. This was the basis for me giving them +@ WIS. Also I can't see them being either greatly Intelligent or highly Charismatic...
Remember, this one is going to be a Thog-Belkar mash. Wise? :P I want him to be nimble, not wise. *smirk*
flash_cxxi
RPG Superstar 2009 Top 32
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flash_cxxi wrote:Well in the Beta version of Half-Orcs, they had a +2 WIS.
Wisdom also equates to cunning, which is why a lot of animals have a low INT, but high WIS. This was the basis for me giving them +@ WIS. Also I can't see them being either greatly Intelligent or highly Charismatic...Remember, this one is going to be a Thog-Belkar mash. Wise? :P I want him to be nimble, not wise. *smirk*
Cunning Wisdom... Not the Monk version!
Big John has 8 INT but 12 WIS for this reason. He was based of Belkar (well his personality was at least).
| xAverusx |
* I relented and upped the low-light to darkvision.
* I dropped the Base Speed back to 20, but kept them with the Swift ability, so they are slightly faster than other small creatures, but not as fast as a Goblin.
* I kept hardy as is. I can see where you are all coming from that it is a +3 to one save, but Halfling Luck is still a +3 across 3 and one of the Orcling's points comes from their ability score. I think +2 to one is equal to +1 to three.
Finally! Vindication! Darkvision!
Swift is a good compromise. This guys are probably as big as "small" creatures can be without becoming medium (like bugbears are medium but nearly large), so the might have slightly longer legs.As for Hardy, I'd argue that a +2 to one area is equivalent to a +1 over three similar areas. My reasoning? Magic items. A stat boosting item that increases a stat by 4 (a +2 modifier increase) is the same cost as one that increases three stats by 2 (a +1). You could get three +1 AC items (Ring of Protection, Amulet of Natural Armor, +1 shield) for less than a +2 AC item. So, Hardy >= Halfling Luck.
Since you propose giving them a +2 Con and +2 Wis, I suppose it's all good. They'll get a bonus to Will. It's equivalent to what a halfling get for saves.
To finish it completely, I'd recommend a few racial skill bonuses. Sure footed or athletic or even keen senses.
Overall, it looks awesome. I can't say it's the version I'm going to use, but it has sparked my imagination. Thanks!
flash_cxxi
RPG Superstar 2009 Top 32
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flash_cxxi wrote:* I relented and upped the low-light to darkvision.
* I dropped the Base Speed back to 20, but kept them with the Swift ability, so they are slightly faster than other small creatures, but not as fast as a Goblin.
* I kept hardy as is. I can see where you are all coming from that it is a +3 to one save, but Halfling Luck is still a +3 across 3 and one of the Orcling's points comes from their ability score. I think +2 to one is equal to +1 to three.Finally! Vindication! Darkvision!
Swift is a good compromise. This guys are probably as big as "small" creatures can be without becoming medium (like bugbears are medium but nearly large), so the might have slightly longer legs.
Yeah, that's how I see them. Gangly and on the verge of being Medium.
As for Hardy, I'd argue that a +2 to one area is equivalent to a +1 over three similar areas. My reasoning? Magic items. A stat boosting item that increases a stat by 4 (a +2 modifier increase) is the same cost as one that increases three stats by 2 (a +1). You could get three +1 AC items (Ring of Protection, Amulet of Natural Armor, +1 shield) for less than a +2 AC item. So, Hardy >= Halfling Luck.
Since you propose giving them a +2 Con and +2 Wis, I suppose it's all good. They'll get a bonus to Will. It's equivalent to what a halfling get for saves.
Yeah I don't always go with magic item equivalents for comparisons. By magic item reasoning Darkvision is a 12,000gp advantage to a Race... :/
To finish it completely, I'd recommend a few racial skill bonuses. Sure footed or athletic or even keen senses.
I did consider givng them Sure-Footed stuff from Halflings, but I thought it might be too much. They are already pretty good.
Do you think I should add it?
Overall, it looks awesome. I can't say it's the version I'm going to use, but it has sparked my imagination. Thanks!
Thanks for your feedback throughout the process, it's been extremely helpful. :)
flash_cxxi
RPG Superstar 2009 Top 32
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I would drop the Orcish ferocity and keep the athletic thing and possible the keen senses... just my 2 cp.
The Orc Ferocity hearkens back to them being Hardy (hence the Hardy Ability and the +2 CON. Plus, I wanted them to be a mix of Orc and Halfling abilities. The Halflings so far are underrepresented, so adding Sure-Footed is still on the cards.
flash_cxxi
RPG Superstar 2009 Top 32
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Alright, let's see what a new rebuild looks like again, gents.
EDIT: This isn't going to be Big John. Me wants DEX over WIS. :P
No and No... one boosted Physical + one boosted Mental - one negative.
Sorry, but I like that about the Core Races (yes I know this isn't a Core Race, but I still like the base use).
Sorry, I'm not gonna budge on that one. I could be persuaded to swap CON for DEX, but I do like the CON.
| Urizen |
Urizen wrote:Alright, let's see what a new rebuild looks like again, gents.
EDIT: This isn't going to be Big John. Me wants DEX over WIS. :P
No and No... one boosted Physical + one boosted Mental - one negative.
Sorry, but I like that about the Core Races (yes I know this isn't a Core Race, but I still like the base use).
Sorry, I'm not gonna budge on that one. I could be persuaded to swap CON for DEX, but I do like the CON.
This is LPM's world. What would I need to survive more ... a benny to the DEX or to the CON? :P I'd drop the CON for a DEX.
flash_cxxi
RPG Superstar 2009 Top 32
|
Alright then... here we go. This is it, no more changes:
Orcling Characters
Orclings are the bastard offspring of Orcs and Halflings. They are shunned by both races and are treated as less than second class citizens.
+2 Constitution, +2 Wisdom, -2 Intelligence: Orclings are hardy, having learned to withstand many hardships. They are also cunning, but not particularly bight.
Small: Orclings are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Orclings are have a base speed of 20 feet.
Darkvision: Orclings can see in the dark up to 60 feet.
Swift: At 1st level, Orclings receive Fleet as a bonus feat.
Hardy: Orclings gain a +2 racial bonus on Fortitude Saves.
Sure-Footed: Orclings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Orc Ferocity: Once per day, when an Orcling is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Mixed Blood: Orclings count as both Orcs and Halflings for any effect relating to race.
Second Class Citizen: Orclings always begin any encounter with Orcs or Halflings as if that being’s attitude were Unfriendly.
* I like them with CON, it shows how hardy they are. They're survivors above all else.
* I added in Sure-Footed. Not sure if this makes them a little too powerful, but I'm comfortable with it since they do have a (very minor) drawback.
| xAverusx |
I would drop the Orcish ferocity and keep the athletic thing and possible the keen senses... just my 2 cp.
I agree.
Drop Orc Ferocity. Their toughness is represented well enough with other racial abilities (Con bonus and Hardy).
Represent their halfing side a bit more. Give them Keen Senses. It goes along with their "cunning."
| Urizen |
Alright then... here we go. This is it, no more changes:
Orcling Characters
Orclings are the bastard offspring of Orcs and Halflings. They are shunned by both races and are treated as less than second class citizens.
+2 Constitution, +2 Wisdom, -2 Intelligence: Orclings are hardy, having learned to withstand many hardships. They are also cunning, but not particularly bight.
Small: Orclings are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Orclings are have a base speed of 20 feet.
Darkvision: Orclings can see in the dark up to 60 feet.
Swift: At 1st level, Orclings receive Fleet as a bonus feat.
Hardy: Orclings gain a +2 racial bonus on Fortitude Saves.
Sure-Footed: Orclings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Orc Ferocity: Once per day, when an Orcling is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Mixed Blood: Orclings count as both Orcs and Halflings for any effect relating to race.
Second Class Citizen: Orclings always begin any encounter with Orcs or Halflings as if that being’s attitude were Unfriendly.* I like them with CON, it shows how hardy they are. They're survivors above all else.
* I added in Sure-Footed. Not sure if this makes them a little too powerful, but I'm comfortable with it since they do have a (very minor) drawback.
Okay, sir. I'll play ball. :D What version are we up to now? Heh.
| xAverusx |
I'm mixed on the Keen Senses... it bugs me so many already have it.
True, but here's my reasoning: Elves get it and Half-Elves get it. So, if a parent has keen senses, it's offspring has a good chance of having it too.
It's an extension of the argument for Orclings to get Darkvision. Orcs get it and Half-Orcs get it.
If it's shown to occur in other very similar circumstance, why not follow suit?
| Spyder25 |
Ok I know this isn't really on topic, but I want to get your guy's opinion.
Rostungur
Rostungar are arctic dwelling, bipedal walrus people.
+2 Constitution, +2 Wisdom, –2 Intelligence. Rostungur are wises an sturdy, they can easily weather physical hardship, but their simple society does not allow for much intellectual stimulation.
Medium: As Medium creatures, Rostungur have no bonuses or penalties based on their size.
Rostungur base land speed is 30 feet.
Thick Fat: Rostungur gain a +2 racial bonus on any saving throws made to resist the effects of being in cold conditions, and a +1 racial bonus on all saving throws against cold effects. A Rostungur has a layer of tough blubber beneath his hide.
Weapon Familiarity: Rostungur are proficient with nets
+2 racial bonus on Perception and Survival checks.
Automatic Languages: Common and Rostungur.
Bonus Languages: Aquan, Dwarven, Giant, Orc, Sylvan
Crimson Jester
|
Ok I know this isn't really on topic, but I want to get your guy's opinion.
Rostungur
Rostungar are arctic dwelling, bipedal walrus people.+2 Constitution, +2 Wisdom, –2 Intelligence. Rostungur are wises an sturdy, they can easily weather physical hardship, but their simple society does not allow for much intellectual stimulation.
Medium: As Medium creatures, Rostungur have no bonuses or penalties based on their size.
Rostungur base land speed is 30 feet.
Thick Fat: Rostungur gain a +2 racial bonus on any saving throws made to resist the effects of being in cold conditions, and a +1 racial bonus on all saving throws against cold effects. A Rostungur has a layer of tough blubber beneath his hide.
Weapon Familiarity: Rostungur are proficient with nets
+2 racial bonus on Perception and Survival checks.
Automatic Languages: Common and Rostungur.
Bonus Languages: Aquan, Dwarven, Giant, Orc, Sylvan
Shoot it and use its blubber for candle wax.
flash_cxxi
RPG Superstar 2009 Top 32
|
Ok I know this isn't really on topic, but I want to get your guy's opinion.
Rostungur
Rostungar are arctic dwelling, bipedal walrus people.+2 Constitution, +2 Wisdom, –2 Intelligence. Rostungur are wises an sturdy, they can easily weather physical hardship, but their simple society does not allow for much intellectual stimulation.
Medium: As Medium creatures, Rostungur have no bonuses or penalties based on their size.
Rostungur base land speed is 30 feet.
Thick Fat: Rostungur gain a +2 racial bonus on any saving throws made to resist the effects of being in cold conditions, and a +1 racial bonus on all saving throws against cold effects. A Rostungur has a layer of tough blubber beneath his hide.
Weapon Familiarity: Rostungur are proficient with nets
+2 racial bonus on Perception and Survival checks.
Automatic Languages: Common and Rostungur.
Bonus Languages: Aquan, Dwarven, Giant, Orc, Sylvan
They're a little weak, but otherwise well done. I'd give them a Swim Speed and probably another ability. Maybe a +1 Natural AC Bonus because of their Blubbery Hide?
Rostungur
Rostungar are arctic dwelling, bipedal walrus people.
+2 Constitution, +2 Wisdom, –2 Intelligence. Rostungur are wises an sturdy, they can easily weather physical hardship, but their simple society does not allow for much intellectual stimulation.
Medium: As Medium creatures, Rostungur have no bonuses or penalties based on their size.
Normal Speed: Rostungur base land speed is 30 feet. They also have a Swim Speed of 50 feet.
Thick Fat: Rostungur gain a +2 racial bonus on any saving throws made to resist the effects of being in cold conditions, and a +1 racial bonus on all saving throws against cold effects. A Rostungur has a layer of tough blubber beneath his hide that grants a +1 Natural Armour bonus to AC.
Survivor: +2 racial bonus on Perception and Survival checks.
Weapon Familiarity: Rostungur are proficient with nets
Automatic Languages: Common and Rostungur.
Bonus Languages: Aquan, Dwarven, Giant, Orc
| Spyder25 |
Do walruses move fast?
Should have a +2 racial bonus to swimCan't figure how Sylvan or Giant would be a bonus language....
I just threw sylvan in there, I was thinking of taking that out. As for giant, there are a lot of giants in the region, which most of them cause problem s for the Rostungar. The racial bonus to swim is good, but they have boats for that.