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 Post subject: Hackmaster Races
PostPosted: Thu Aug 11, 2016 11:26 am 
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Marquis
Marquis

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Wed Nov 25, 2015 11:58 pm
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Dwarves
Racial Bonuses:
• Infravision. Dwarves can see 60 feet in the dark
• Saving throw bonus on saves vs. magic*
• Saving throw bonus save vs. poison
• +1 on to-hits vs. Ores, half-orcs. Goblins, and Hobgoblins**
• Ogres.Trolls. Ogre Magi, giants, and Titans suffer a -4 to hit dwarves**
Initial Languages:
Common, dwarf, gnome, gnomeling, goblin, kobold, ore***
Talents:
• Detect grade or slope in passage I -5 on I d6
• Detect new tunnel/passage construction I -5 on I d6
• Detect sliding/shifting walls or rooms I -4 on I d6
• Detect stonework traps, pits, and deadfalls I -3 on I d6
• Determine approximate depth underground 1-3 on Id6
Allowable Classes:
Cleric, fighter, berserker, knight errant, battle mage, thief, assassin (Level restrictions apply)
Allowable Multi-Classes:
Fighter/assassin, cleric/assassin, fighter/cleric or fighter/thief
Attribute Modifiers:
Dwarves gain/suffer the following bonuses/penalties: +1 Constitution; - I Charisma; -I Comeliness
Building Point Bonus: 10
Additional Talents Which May be Purchased:
Acute Alertness, Ambidextrous, Astute Observation, Axe Bonus, Blind Fighting, Brewing, Close to the Earth, Constitution/Health Bonus, Crossbow Bonus, Dense Skin, Detect Evil, Detect Poison, Determine Age, Determine Stability, Endurance, Evaluate Gems, Expert Haggler, Hit Point Bonus, Illusion Resistant, Mace Bonus, Meld Into Stone, Mining Sense, Pick Bonus, Resistance, Short Sword Bonus, Sibling Empathy, Sixth Sense, Stealth, Stone Tell,Touched by Yurgain***.Warhammer Bonus
The Downside
Dwarves suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, and (if the character is a thief) items that duplicate thieving abilities. This penalty does not apply If the character is a battle mage or a cleric using a cleric item.
* Bonus for save vs. spells is lost if the dwarven character chooses to become a battle mage.
**This advantage is lost if the character chooses to become a battle mage.
***The number of languages a dwarf can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.
****The talent 'Touched by Yurgain' is free. Dwarves choosing the battle mage class MUST take this talent.
Constitution Score Saving Throw Bonuses
4-6: + 1, 7-10 +2, 11-13 +3, 14-17 +4, 18-20 +5, 21-24 +6, 25 +7

High Elves (incl. Sylvan Elves and Grey Elves) At a Glance:
Racial Bonuses:
• Infravision. Elves can see 60 feet in the dark
• 90% resistance to Sleep and all charm-related spells
Initial Languages:
Common, elf, gnome, gnomeling, halfling, goblin, hobgoblin, ore, and gnoll*
Talents:
• + 1 bonus on to-hit rolls when using a bow of any sort (except crossbow) or when using a short or long sword
• Move Silently. Opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.
• Detect secret doors when passing by: I on I d6
• Detect secret doors when searching: I or 2 on Id6
• Detect concealed doors when searching: I, 2 or 3 on Id6
• Move through undergrowth as if in open terrain
Allowable Classes:
Cleric, druid, fighter, berserker, cavalier, knight errant, ranger, magic-user, battle mage, bloodmage, thief, assassin (Level restrictions apply.)
Allowable Multi-Classes:
Fighter/magic-user, fighter/thief, fighter/magic-user/thief, or magic-user/thief
Attribute Modifiers:
Elves gain/suffer the following bonuses/penalties: +1 Dexterity; -1 Constitution; +1 Comeliness (sylvan elves only); +2 Comeliness (gray elves and high elves only)
Building Point Bonus: 12
Additional Talents Which May be Purchased:
Acrobatic, Acute Alertness, Ambidextrous, Animal Companion, Astute Observation, Blind Fighting, Bow Bonus, Cold Resistance, Dagger Bonus, Forest Movement, Grace Under Pressure, Heat Resistance, Javelin Bonus, Keen Sight, Less Sleep, Magic Identification, Photographic Memory, Seeking Grasping Hands, Sibling Empathy, Sixth Sense, Speak With Plants, Spear Bonus, Spell Abilities,Trident Bonus
The Downside
Except for some attribute penalties and class restrictions, none.
*The number of languages an elf can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.

Grunge Elves (aka Grel)

Racial Bonuses:
• Infravision. Grel can see 60 feet in the dark
• 90% resistance to Sleep and all charm-related spells
• Only surprised on a 1 on 1d10
Initial Languages:
Common, grel, elf, dwarf, ore, ogre, glersee, gnomish, brownie, pixie faerie*
Talents:
• War Cry: Enemies must save vs. fear at -5 or lose their first attack
• +1 bonus on to-hits when using a spear or bow
• Move Silently. Opponents suffer a -4 penalty to their surprise die rolls. If the Grel must open a door or screen to attack, this penalty is reduced to -2.
• Detect secret doors when passing by: 1 on 1d6
• Detect secret doors when searching: 1 or 2 on 1d6
• Detect concealed doors when searching: 1.2 or 3 on 1d6
• Tracking (automatically gain this Sophisticated Task)
• Move through undergrowth as if in open terrain (per High Elves)
Allowable Classes:
Cleric, druid, fighter, barbarian, berserker, cavalier, knight errant, ranger, magic-user, battle mage, bloodmage, thief, assassin (Level restrictions apply.)
Allowable Multi-Classes:
Fighter/magic-user, fighter/thief, fighter/magic-user/thief, or magic-user/thief
Attribute Modifiers:
Grunge elves gain/suffer the following bonuses/penalties: +1 Dexterity; -1 Constitution; -1 Comeliness
Building Point Bonus: 13
Additional Talents Which May be Purchased
Acrobatic Skill Suite, Acute Alertness, Ambidextrous, Animal Companion, Astute Observation, Blind Fighting, Bow Bonus, Cold Resistance, Constitution/Health Bonus, Dagger Bonus, Forest Movement, Grace Under Pressure, Heat Resistance, Javelin Bonus, Keen Sight. Less Sleep, Magic Identification, Mining Sense, Photographic Memory, Seeking Grasping Hands, Sibling Empathy, Sixth Sense, Speak With Plants, Spear Bonus, Spell Abilities
The Downside
The Grel must suffer the jealousy of the other races.
*The number of languages a grunge elf can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.

Drow
Racial Bonuses:
• Infravision. Drow can see 120 feet in the dark
• 90% resistance to Sleep and all charm-related spells
• Only surprised on a I on Id 10
• Chance of starting with Drow boots/cloak (see text)
• Chance of starting with Drow chainmail (see text)
• Spell Ability (see text)
• Base resistance to magic of 50%. Increases by 2% for each level of experience.
• +2 bonus on saves vs. all forms of magical attack (including devices)
Initial Languages:
Common, drow, drow silent language, elf. dwarf, gnome, undercommon, kuo-toa, bugbear, and orcish *
Talents:
• + 1 bonus on to-hits when using a crossbow, dart or a short/long sword.
• Move Silently. Opponents suffer a -4 penalty to their surprise die rolls. If the drow must open a door or screen to attack, this penalty is reduced to -2.
• Detect secret doors when passing by: 1 on 1d6
• Detect secret doors when searching: 1 or 2 on 1d6
• Detect concealed doors when searching: 1, 2 or 3 on 1d6
• Detect grade or slope in passage 1-5 on 1d6
• Detect new tunnel/passage construction 1-5 on 1d6
• Detect sliding/shifting walls or rooms 1-4 on 1d6
• Detect stonework traps, pits, and deadfalls 1-3 on 1d6
• Determine approximate depth underground 1-3 on 1d6
Allowable Classes:
Cleric, druid, fighter, berserker, cavalier, knight errant, ranger, magic-user, battle mage, bloodmage, thief, assassin (Level restrictions apply.)
Allowable Multi-Classes:
Fighter/magic-user. fighter/thief, fighter/magic-user/thief, or magic-user/thief
Attribute Modifiers:
Elves gain/suffer the following bonuses/penalties: +1 Dexterity; -1 Constitution;-2 Comeliness
Building Point Bonus: 13
Additional Talents Which May be Purchased:
Acrobatic Skill Suite, Acute Alertness, Ambidextrous, Animal Companion, Astute Observation. Blind Fighting, Close to the Earth, Cold Resistance, Constitution/Health Bonus, Crossbow Bonus, Dagger Bonus, Determine Stability, Grace Under Pressure, Heat Resistance, Javelin Bonus, Keen Sight, Less Sleep, Magic Identification, Mining Sense, Photographic Memory, Seeking Grasping Hands, Sibling Empathy, Sixth Sense, Speak With Plants, Sword Bonus
The Downside
• Dark elves suffer a - I penalty on all rolls when exposed to bright sunlight or Continual Light spells. Lesser light sources do not bother them.
• All other elves hate dark elves, resulting in an initial reaction roll penalty of -2.
*The number of languages a Drow can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.

Gnomes
Racial Bonuses:
• Infravision. Gnomes can see 60 feet in the dark.
• Saving throw bonus on saves vs. magic (See Table 2E)
• +1 on to-hits vs. Kobolds or Goblins.
• Gnolls, Bugbears, Ogres, Trolls, Ogre magi, giants, and Titans suffer a -4 to hit gnomish characters.
Initial Languages:
Common, dwarf, gnome, gnomeling, halfling, goblin, kobold, and the simple common speech of burrowing mammals (moles, badgers, weasels, shrews, ground squirrels, etc.)*
Talents:
• Detect grade or slope in passage I -5 on I d6
• Detect unsafe walls,ceiling,and floors 1-7 on Id 10
• Determine approximate depth underground 1-4 on Id6
• Determine approximate direction underground 1-3 on Id6
Allowable Classes:
Cleric, fighter, knight errant, illusionist, thief, assassin (Level restrictions apply.)
Allowable Multi-Classes:
Cleric/illusionist, cleric/thief, fighter/cleric, fighter/illusionist, fighter/thief, illusionist/thief
Attribute Modifiers:
Gnomes gain/suffer the following bonuses/penalties: +1 Intelligence; -1 Wisdom;-1 Comeliness
Building Point Bonus: 10
Additional Talents Which May be Purchased:
Acute Alertness, Ambidextrous, Animal Friendship, Astute Observation, Blind Fighting, Brewing, Close to the Earth, Dagger Bonus, Dart Bonus. Defensive Bonus, Engineering Bonus, Forest Movement, Freeze, Hide, Mining Sense, Opportunist, Potion Identification, Short Sword Bonus, Sibling Empathy, Sixth Sense, Sling Bonus, Stealth
The Downside
Gnomes suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities.
*The number of languages a gnome can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.

Gnome titans
Racial Bonuses:
• Infravision. Gnome titans can see 60 feet in the dark
• Saving Throw Bonus on Saves vs. Magic (as dwarves)
• +1 on to-hits vs. Kobolds or Goblins
• Gnolls, Bugbears, Ogres, Trolls, Ogre Magi, giants, and Titans suffer a -4 to hit gnomish characters
• Gnome titans attack at one level higher than their current experience level
• Gnome titans only pay half Building Point/training costs for any skill of a military or combat nature. (Talents still have full BP costs, regardless of their nature)
• Gnome titans fighting along side with other gnome titans receive a +1 to their to hit and damage rolls because of the incredible boost in morale they receive,
• Gnome titans fighting as a group cannot be broken or routed.
Initial Languages:
Common, dwarf, gnome, gnomeling. halfling, goblin, kobold, and the simple common speech of burrowing mammals (moles, badgers, weasels, shrews, ground squirrels, etc.)*
Talents:
• Detect grade or slope in passage 1-5 on 1d6
• Detect unsafe walls, ceiling, and floors 1-7 on 1d10
• Determine approximate depth underground 1-4 on 1d6
• Determine approximate direction underground 1-3 on 1d6
• Groin Stomp Attack (Special Combat Maneuver)
Allowable Classes:
Cleric, fighter, berserker, knight errant, battle mage, illusionist, thief, assassin. (Level restrictions apply.)
Allowable Multi-Classes:
Fighter/assassin, fighter/cleric, fighter/illusionist, fighter/thief
Attribute Modifiers:
Gnomes gain/suffer the following bonuses/penalties: +2 Strength; +1 Intelligence; -1 Wisdom;-1 Comeliness
Building Point Bonus: 15
Additional Talents Which May be Purchased:
Acute Alertness, Ambidextrous,Animal Friendship,Astute Observation, Blind Fighting, Brewing, Close to the Earth, Dagger Bonus, Dart Bonus, Defensive Bonus, Engineering Bonus, Forest Movement, Freeze, Hide, Mining Sense, Opportunist, Potion Identification, Short Sword Bonus, Sibling Empathy, Sixth Sense, Sling Bonus, Stealth
The Downside
• Gnomes suffer a 20% chance for failure every time they use any magical item except weapons, armor, shields, Illusionist items, and (if the character is a thief) items that duplicate thieving abilities.
• Gnome titans only earn 50% of any experience points awarded.
• Gnome titans must choose the gnomish gawd of war, Pangrus, as their patron gawd, and pay a tithe of 20% of all their income.
• Gnome titans only receive 50% of any hit points (rounded down) rolled on the hit dice for their class/level.This does not apply to the 20 hit point 'kicker'.
*The number of languages a gnome titan can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.

Gnomelings
Racial Bonuses:
• Infravision. Gnomelings can see 30 feet in the dark
• Saving throw bonus on saves vs. magic (as dwarves)
• +1 on to-hits vs. Kobolds or Goblins
• Gnolls, Bugbears, Ogres,Trolls, Ogre Magi, giants, and Titans suffer a -4 to-hit gnomish characters
• Have special stealth abilities. Are able to hide and move about unnoticed. There is only a 5% chance of noticing a gnomeling who is hiding, arid the person noticing must concentrate for one round.
Initial Languages:
Common, dwarf, gnome, gnomeling, halfling, goblin, kobold*
Talents:
• Detect grade or slope in passage 1-5 on 1d6
• Detect unsafe walls,ceiling,and floors 1-7 on 1d10
• Determine approximate depth underground 1-4 on 1d6
• Determine approximate direction underground 1-3 on 1d6 .
• + 1 bonus on to-hits when using a dagger
Allowable Classes:
Cleric, druid, fighter, berserker, knight errant, illusionist, thief, assassin, (Level restrictions apply.)
Allowable Multi-Classes:
Cleric/illusionist, cleric/thief, fighter/cleric, fighter/illusionist, fighter/thief, illusionist/thief
Attribute Modifiers:
Gnomelings gain/suffer the following bonuses/penalties: +1 Intelligence; +1 Dexterity; -1 Strength; -1 Wisdom; -1 Constitution
Building Point Bonus: 10
Additional Talents Which May be Purchased:
Acute Alertness, Ambidextrous, Animal Friendship, Astute Observation, Blind Fighting, Dagger Bonus, Dart Bonus, Defensive Bonus, Engineering Bonus, Experience Bonus, Forest Movement, Hide, Mining Sense. Potion Identification, Sixth Sense, Sling Bonus, Stealth
The Downside
Gnomelings suffer a 10% chance for failure every time they use any magical item except weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate thieving abilities.
*The number of languages a gnomeling can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.

Half Elf
Racial Bonuses:
• Infravision enables half-elves to see up to 60 feet in darkness
• 30% resistance to Sleep and all charm-related spells
Initial Languages:
Common, elf, gnome, gnomeling, halfling, goblin, hobgoblin, ore and gnoll*
Talents:
• Detect secret doors when passing by: 1 on 1d6
• Detect secret doors when searching: 1 or 2 on 1d6
• Detect concealed doors when searching: 1,2 or 3 on 1d6
Allowable Classes:
Cleric, druid, fighter, berserker, knight errant, ranger, magic-user, battle mage, bloodmage, thief, assassin, bard (Level restrictions apply.)
Allowable Multi-Classes:
Cleric (or druid)/fighter, cleric (or druid)/fighter/magic-user, cleric (or druid)/ranger, cleric (or druid)/magic-user, fighter/magic-user, fighter/thief, fighter/magic-user/thief and magic-user/thief
Attribute Modifiers:
Half-elves gain/suffer the following bonuses/penalties: +1 Comeliness
Building Point Bonus: 11
Additional Talents Which May be Purchased:
Acrobatic Skill Suite, Acute Alertness, Ambidextrous, Astute Observation, Balance Bonus, Blind Fighting, Bow Bonus, Cold Resistance, Heat Resistance, Keen Sight, Less Sleep, Photographic Memory, Sibling Empathy, Sixth Sense, Sword Bonus
The Downside
None.
*The number of languages a half elf can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.

Halflings
Racial Bonuses:
• Possible Infravision: 15% of halflings have normal infravision (60-foot range). Failing that, 25% have limited infravision (30-foot range). Otherwise, halflings has normal vision
• Saving throw bonus on saves vs. magic (as dwarves)
• Saving throw bonus on saves vs. poison (as dwarves)
• Surprise Bonus. Opponents suffer a -4 penalty to their surprise die rolls. If the halfling must open a door or screen to attack, this penalty is reduced to -2.
Initial Languages:
Common, halfling, dwarf, elf, gnome, gnomeling, goblin, and ore*
Talents:
• +1 bonus to attack rolls when using thrown weapons and slings
• If stout or partially stout blood, character can detect if a passage is an up or down grade with 75% accuracy
• If stout or partially stout blood, character can determine direction half the time
Allowable Classes:
Cleric, druid, fighter barbarian, berserker knight errant, thief assassins (thugs only), (Level restrictions apply.)
Allowable Multi-Classes:
Fighter/thief
Attribute Modifiers:
Halflings gain/suffer the following bonuses/penalties: +1 Dexterity, -1 Strength
Building Point Bonus: 11
Additional Talents Which May be Purchased:
Acute Alertness, Ambidextrous, Astute Observation, Balance Bonus, Blind Fighting, Brewing, Dagger Bonus, Detect Evil, Expert Haggler, Hide, Opportunist, Reaction Bonus, Sibling Empathy, Sixth Sense, Taunt
The Downside
Halflings are highly valued in the slave market.
*The number of languages a halfling can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.

Half-Orcs
Racial Bonuses:
• Infravision. Half-orcs can see 60 feet in the dark
Initial Languages:
Common, ore, dwarf, goblin, hobgoblin, and ogre*
Talents:
• Active Sense of Smell
• Acute Taste
Allowable Classes:
Cleric, fighter, barbarian, berserker, knight errant, thief, assassin (Level restrictions apply.)
Allowable Multi-Classes:
Fighter (or berserker)/cleric, fighter (or berserker)/thief, fighter (or berserker)/assassin
Attribute Modifiers:
Half-orcs gain/suffer the following bonuses/penalties: +1 Strength; +1 Constitution; -2 Charisma, -3 Comeliness
Building Point Bonus: 8
Additional Talents Which May be Purchased:
Acute Alertness, Ambidextrous, Attack Bonus. Blind Fighting, Damage Bonus, Dense
Skin, Endurance, Mace Bonus, Sibling Empathy
The Downside
• In human and halfling societies, half-orcs suffer a -2 reaction roll penalty. In dwarven, elven and gnomish societies, they suffer a -4 reaction roll penalty.
*The number of languages a half-orc can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.

Half-Ogres
Racial Bonuses:
• Infravision with a 30’ range
• Half-ogres receive a +1 to saving throws versus poison
• Starting Hit Dice are doubled at I st level
Initial Languages:
Common, ogre, ore. troll, stone giant, and gnoll*
Talents:
• +1 attack and damage bonus with one melee weapon
• Dense Skin
• Tough Hide
Allowable Classes:
Cleric, fighter, barbarian, berserker, knight errant, thief, assassin (Level restrictions apply.)
Allowable Multi-Classes:
none
Attribute Modifiers:
Half-ogres gain/suffer the following bonuses/penalties: +2 Strength; +2 Constitution; -1 Wisdom; -2 Intelligence; -3 Charisma; -5 Comeliness
Building Point Bonus: 8
Additional Talents Which May be Purchased:
Active Sense of Smell, Ambidextrous, Blind Fighting, Damage Bonus, Endurance, Mace Bonus, Sibling Empathy
The Downside
• Half-ogres qualify as large creatures and suffer more damage from many weapons.
• Certain smaller races enjoy combat bonuses against half-ogres.
• -2 penalty to attack rolls against dwarves.
• -4 penalty to attack rolls against gnomes.
• Their armor and other garb costs 200% that of humans.
*The number of languages a half-ogre can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.

Humans
Racial Bonuses:
• Can rise to any level in chosen class.
• Can choose any character class.
Initial Languages:
Common, human*
Talents:
Must be purchased
Allowable Classes:
Any
Allowable Multi-Classes:
None. Humans may only dual-class
Attribute Modifiers:
Humans are the norm and receive no modifiers for attributes.
Building Point Bonus: 10
Additional Talents Which May be Purchased:
Acrobatic, Acute Alertness, Ambidextrous, Astute Observation, Attack Bonus, Balance Bonus, Blind Fighting, Detect Secret Doors, Endurance, Experience Bonus, Grace Under Pressure, Hit Point Bonus, Keen Sight, Less Sleep, Opportunist, Photographic Memory, Resistance, Seeking Grasping Hands, Sibling Empathy, Sixth Sense,Tough Hide
The Downside
None
*The number of languages a human can learn is limited by his Intelligence or by the Building Points/training he devotes to languages.

Pixie Fairies

Racial Bonuses:
• Fly at 18” per round
• Can use Giant Moth and Butterfly mounts
• a +2 bonus to hit in mounted combat or flying combat
• Heal an extra hit point per day
• Never surprised
• Telepathic linking
• When a fairy dies he is reincarnated within I d4 months
• May cast a Faerie Phantom spell once per day
• At fifth level they may cast a Minor Sphere of Perturbation spell once per day
Initial Languages:
Common, elvish, gnomish, butterfly, bird, pixie fairy*
Talents:
• Turn invisible once per day.
Allowable Classes:
Cleric, fighter, berserker, cavalier, knight errant, magic-user. illusionist, or thief (Level restrictions apply.)
Allowable Multi-Classes:
Fighter/magic-user
Attribute Modifiers:
+ 1 Intelligence; +1 Wisdom; +2 Dexterity; -6 Strength; +2 Charisma; +3 Comeliness
Building Point Bonus: 14
Additional Talents Which May be Purchased:
Acrobatic Skill Suite, Acute Alertness, Ambidextrous. Astute Observation, Attack Bonus, Blind Fighting, Faerie Kind Martial Arts, Flutter, Hit Point Bonus, Keen Sight, Magic Bonus
The Downside
• Pixie fairies must pay 3 times the gp value for their daily food requirements unless they forage for their food
• They have a very short life span — generally only ten to fifteen years
• Pixie fairies don’t get the twenty hit point-kicker other characters receive at first level, instead they receive only a 10 hit point kicker
• They also only get half the hit points rolled for each level (rounded up)
*The number of languages a pixie fairy can learn is limited by his Intelligence or by the Building Points/training he devotes to language.
Pixie Fairy Tribal Tattoos (Only one tattoo of each type/name is allowed.)
Ardkrin: +1 AC against all melee attacks; Upper Arm; -1 CON; *5BP
Shewkrin: +1 AC against all missile attacks; Lower Arm; -1 CON; *5BP
Yiskrin: +1 to Charisma; Forehead; -1 CON; *2BP
Tarkrin: Diminish Evil**; any area; -1 CON; *10BP
Fakrin: Detect Evil***; any area; -1 CON; *5BP
Emphkrin: Detect Living Creature****; Forehead; -0 CON; *0BP
Shunkrin: +1 to All Saves; Forehead; -2 CON; *10 BP
Hurdkrin: + 1 to Hit Points (per level); Upper Arm; -1 CON; *10BP
Grekrin (2 slots): +2 to Strength; Lower Arm (both L & R); -1 CON; *15BP
Gorkrink: + 1 to Damage; Upper Arm; -1 CON; *10BP
* BP Cost: Pixie fairy characters can use Building Points during the character creation process to purchase beginning tattoos. Tattoos purchased with Building Points result in only 50% of the total Constitution penalty (rounded up) taking place.
** Gives -2 to all attacks from evil creatures.
*** Works like the spell of the same name.
**** This tattoo is free to pixie fairies and gives them their telepathic ability, which prevents them from being surprised.
Note: Grunge elves who eat pixie fairies are allowed to use tribal tattoos.


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