Aggiorno la razza inserendo tutto il creato fin'ora!
Gli aggiornamenti comprendono:
- razza base
- nuovo sottotipo
- nuovi tratti razziali alternativi
- nuovi sottotipi razziali
- opzioni classi preferite (con lista ristretta ed espansa)
- nuovo archetipo razziale per ranger (Hruff)
- talenti razziali
PS: Se c'è qualcuno interessato alla razza ma che non mastica sufficientemente l'inglese me lo faccia sapere per favore. Avevo già in mente di tradurlo in italiano, ma per ora ho utilizzato l'inglese perchè l'Advanced Race Guide non è stato tradotto e non volevo che poi ci fossero problemi con i termini.
RACE IMAGE
Spoiler:
Credit: http://browse.deviantart.com/?q=werewolf+soldier#/d2tglml
LUPIN
Type
Humanoid (lupinid) (0 RP)
Size
Medium (0 RP)
Base Speed
Normal (0 RP)
Ability Score Modifiers
Standard (0 RP) +2 Cos, +2 Sag, -2 Car
Languages
Standard (0 RP) Common, Lupin
Racial Traits
Defense Racial Traits
Energy Resistance (cold) (1 PR)
Feat and Skill Racial Traits
Skill Bonus (2 RP) Keen Senses: Perception +2
Skill Bonus (2 RP) Survivalist: Survival +2
Senses Racial Traits
Low-Light Vision (1 PR)
Scent (4 RP)
Other Racial Traits
Canine Empathy (1 PR)
Total 11 RP
SUBTYPE
Spoiler:
Lupinid Subtype: Lupin are feral humanoids who live by hunting and who all speak Lupin. A Lupinid treat Perception as a class skill.
RACIAL TRAITS
Spoiler:
Canine Empathy: Lupins gain a +4 racial bonus on Handle Animal checks mate to influence canines.
Energy Resistance: The thick fur of the lupin gives him a resistance to cold out of the ordinary. Lupins have cold resistance 5.
Keen Senses: Lupins recive a +2 racial bonus on Perception checks.
Low-Light Vision: Lupins can see twice as far as humans in condition of dim light.
Scent: Lupins favor a keen sense of smell over sensitive sight. Lupins with this racial trait gain the scent ability.
Survivalist: Lupins recive a +2 racial bonus on Survival checks.
ALTERNATE RACIAL TRAITS
Spoiler:
Ancient Foe: Lupins gain a +1 racial bonus on attack rolls against humanoid creatures of the shapechanger subtypes because of their special training against these hated foes. This racial trait replaces energy resistance.
Battle-Hardened: Live in wild make defense second nature to some lupins. Lupins with this racial trait gain a +1 bonus to CMD. This racial trait replaces scent.
Bite: Some lupins use his mouth for a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces energy resistance.
Curiosity: Lupins are naturally inquisitive about the world around them, though some are more curious than others. Such lupins gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces keen senses and survivalist.
Darkvision: Though uncommon, some groups of lupins are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of an ancient heritage. Lupins with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
Endurance: Lupins gains Endurance as a bonus feat at 1st level. This racial trait replacessurvivalist.
Expert Rider: Lupins recive a +2 racial bonus on Ride checks. This racial trait replaces survivalist.
Forest Stride: A lupin can move through difficult terrain at its normal speed while within a forest. Magically altered terrain affect a lupin normally. This racial trait replaces canine empathy.
Natural Armor: Lupins gain a +1 natural armor bonus to their Armor Class. This racial trait replaces energy resistance.
Silent Hunter: Lupins are renowned for their subtlety and skill. Lupins with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces survivalist.
Sprinter: Lupins gain a 10-foot racial bonus to their speed when using the charge, run or withdraw actions. This racial trait replaces canine empathy.
Swarming: Lupins are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two lupins can share the same square at the same time. If two lupins in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This racial trait replaces energy resistance.
Wolf Ferocity: Once per day, when a lupin is brought below 0 hit points but not killed, he can fight on for 1 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. This racial trait replaces energy resistance.
NEW RACIAL TRAITS RULES
Spoiler:
Canine Empathy (1 RP): Prerequisite: Lupinid subtype; Benefit: Members of this race gain a +4 bonus on Handle Animal checks made to influence canines.
Wolf Ferocity (2 PR): Prerequisite: lupinid subtype; Benefit: Once per day, when a member of this 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.
RACIAL SUBTYPES
Spoiler:
You can combine various alternate racial traits to create lupin subraces or variant races, such as the following.
Ancient lupin: These lupins are children of an ancient nomad family who live fighting against werewolf. They have the ancient enemy, expert rider and darkvision alternate racial traits.
Born Hunter: Some lupins are born only to hunt in the forest surrounded by the wild. They have the forest stride, natural armor and silent hunter alternative racial traits.
Feral Heritage: These lupins are more beast than other. They have the bite, sprinter and darkvision alternative racial traits.
Warrior Aptitude: Some lupins are born only for fight, they have developed a natural sense of the battle. They have the battle hardened, endurance, sprint and wolf ferocity alternative racial traits.
FAVORED CLASS OPTIONS
(Scusate se non è in inglese ma questa parte l'ho scritta all'inizio, se qualcuno volesse contribuire a tradurla ben venga)
NB: In questa sezione ho scelto di creare sia una lista ristretta che espansa perchè personalmente ritengo la scelta di Paizo di dare la lista completa alle core races e ristretta alle featured races e alle uncommon races soltanto un modo per avere la scusa di fare altri manuali sulle razze. Tuttavia, siccome qualcuno potrebbe non condividere la mia idea, metto a disposizione le due liste e lascio alle persone la scelta su quale adottare.
RESTRICTED LIST:
Spoiler:
Barbaro: Aggiungere +1 al numero totale dei round d'ira giornalieri del barbaro.
Cavaliere: Aggiunge +1/2 ai danni bonus del cavaliere contro il bersaglio della sua sfida.
Druido: Aggiunge +1/3 al bonus di armatura naturale del druido quando usa forma selvatica.
Guerriero: Aggiungi +1 alla DMC del guerriero quando deve resistere a una manovra di sbilanciare e spingere.
Monaco: Aggiungi +1 alla DMC del guerriero quando deve resistere a una manovra di sbilanciare e spingere.
Paladino: Aggiungi +1 alla resistenza del paladino a un tipo di energia (massimo 10).
Ranger: Aggiunge +1/4 al bonus di un singolo nemico prescelto esistente (bonus massimo +1 per nemico prescelto)
EXTENDED LIST:
Spoiler:
Alchimista: Aggiunge +1/2 al numero di bombe al giorno che un alchimista può creare.
Barbaro: Aggiungere +1 al numero totale dei round d'ira giornalieri del barbaro.
Bardo: Aggiungere +1 al numero di turni di esibizione bardica giornalieri.
Cavaliere: Aggiunge +1/2 ai danni bonus del cavaliere contro il bersaglio della sua sfida.
Chierico: Selezionare un potere di dominio concesso al 1° livello che viene normalmente utilizzato per un numero di volte al giorno pari a 3 + modificatore di Saggezza. Il Chierico aggiunge 1/2 al numero di utilizzi al giorno di questo potere di dominio.
Convocatore: L’ammontare di tempo che il convocatore deve spendere per evocare il proprio idolo è ridotto di 1 round, fino a un minimo di 1 round.
Druido: Aggiunge +1/3 al bonus di armatura naturale del druido quando usa forma selvatica.
Fattucchiere: Aggiunge un incantesimo dalla lista degli incantesimi del fattucchiere al famiglio. Questo incantesimo può essere al massimo di un livello inferiore del livello più alto di incantesimi che un fattucchiere può lanciare. Se il fattucchiere dovesse sostituire il suo famiglio, il nuovo famiglio conosce questo incantesimo bonus.
Guerriero: Aggiungi +1 alla DMC del guerriero quando deve resistere a una manovra di sbilanciare e spingere.
Inquisitore: Aggiunge un bonus di +1 alle prove di Concentrazione effettuate per lanciare un incantesimo dell’inquisitore.
Ladro: Un ladro ottiene +1/6 di una nuova dote da ladro.
Mago: Aggiungi un incantesimo dalla lista incantesimi del mago al suo libro degli incantesimi. Questo incantesimo dev'essere di almeno un livello inferiore all'incantesimo di più alto livello che il mago può lanciare.
Magus: Un magus ottiene +1/6 di un nuovo segreto del magus.
Monaco: Aggiungi +1 alla DMC del guerriero quando deve resistere a una manovra di sbilanciare e spingere.
Oracolo: Aggiunge +1/2 al livello dell’oracolo al fine di determinare gli effetti di una rivelazione.
Paladino: Aggiungi +1 alla resistenza del paladino a un tipo di energia (massimo 10).
Pistolero: Aggiunge +1/4 ai punti grinta del pistolero.
Ranger: Aggiunge +1/4 al bonus di un singolo nemico prescelto esistente (bonus massimo +1 per nemico prescelto)
Stregone: Aggiungi un incantesimo conosciuto alla lista incantesimi dello stregone. Questo incantesimo dev'essere di almeno un livello inferiore all'incantesimo di più alto livello che lo stregone può lanciare.
RACIAL ARCHETYPES
The following racial archetypes are available to lupins:
HRUFF (RANGER ARCHETYPE)
Spoiler:
Some lupins have a special training to hunt one of the their most ancient enemy: werewolves.
Ancient Enemy (EX):
The werewolf hunter learns secrets of werewolf anatomy and special combat techniques for fighting his chosen foe. He gains a +1 bonus to all attack rolls and a +1d6 bonus to damage against werewolf creatures. At 5th level and every five levels thereafter, this bonus increases by an additional +1 to attack and +1d6 to damage. This ability replaces favored enemy.
Track Werewolf (Ex):
The werewolf hunter adds his class level to any Survival checks made to follow the tracks of canines creatures or werewolf creatures. This ability replaces track.
Improved Tracking (Ex):
At 1st level, a werewolf hunter gains a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, the werewolf hunter can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, the werewolf hunter is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm. This ability replaces wild empathy.
Hruff Tactics (Ex):
At 3rd level, a Hruff learns how to fight its enemies better. He chooses one of the tactics from the following list and can activate it as a swift action. A Hruff can use this tactic for a number of rounds per day equal to his Ranger level + his Wisdom modifier. This duration does not need to be consecutive, but it must be used in 1-round increments.
At 8th, 13th, and 18th-level, the Hruff selects an additional tactic from the list. The Hruff can only use one tactic at a time. Every time the Hruff wants to change his tactics he must spend a swift action to activate the new one. The ranger can use the camouflage and hide in plain sight class features whenever he is using tactics.
Curse Fortitude:
The Hruff gains a +1 resistance bonus to Fortitude saves to resiste the lycantrophy curse. This bonus increases by +1 for every 5 ranger levels the Hruff has up to a maximum of +5.
Expolit Weakness:
As a swift action, the Hruff can observe a werewolf to find its weak point by making a Wisdom check and adding his ranger level against a DC of 10 + the target’s CR. If the check succeeds any attacks the Hruff makes until the end of his turn ignore the creature DR. A Hruff may instead use this ability as a swift action to analyze the movements and expressions of one creature within 30 feet, granting a bonus on Sense Motive checks and Reflex saves and a dodge bonus to AC against that opponent equal to 1/2 his ranger level until the start of his next turn. A Hruff must be at least 8th level to select this tactics.
Fight Senses:
The Hruff's gain a +2 bonus on Bluff, Intimidate, Perception and Sense Motive checks. This bonus increase by +2 for every 5 ranger levels the Hruff has up to a maximum of +8 at 18th level.
Hold the Ground:
The Hruff's gains a +1 competence bonus to CMD when resisting trip attempts while standing on the ground. This bonus increase by +1 for every 5 ranger levels the Hruff has up to a maximum of +5.
Hunter Speed:
The Hruff's speed increase by 5 feet. This bonus increase by 5 feet for every 5 ranger levels the Hruff has up to a maximum of 20 feet at 18th-level.
Keen Defense:
The Hruff gains a +1 dodge bonus to AC against werewolves. This bonus increases by +1 for every 5 ranger levels the Hruff has up to a maximum of +5.
Mounted Hunter:
The Hruff's gain a +2 bonus on Ride checks. Furthermore, an Hruff gain the use of Mounted Combat even if he does not have the normal prerequisites. A Hruff must be at least 8th level to select this tactics.
Tough Hide:
The Hruff's natural armor increases by +1. This bonus increases by +1 for every 5 ranger levels the Hruff has up to a maximum of +5.
This class ability replaces favored terrain.
Soft Footfall (Ex):
Beginning at 7th level, the Hruff gains a bonus to his Stealth skill equal to his Wisdom bonus, if any. At 12th level, he gains an additional bonus to Stealth equal to 1/4 his ranger class level. This ability replaces camouflage and hide in plain sight.
Dual Tactics (EX):
At 10th level, when the Hruff takes on a tactics, he can combine two of his tactics. He gains the bonuses for both tactics. This ability replaces the 10th-level combat style feat.
Werewolf Slayer (Ex):
At 20th level, the werewolf hunter is a master of his craft, capable of slaying a werewolf in a single blow. He can always move at full speed while using Survival to follow tracks without penalty. Whenever he successfully hit a werewolf who is currently flat-footed, the werewolf must succeed on a Fortitude saving throw (DC 10 +1/2 the ranger’s level + the ranger’s Wisdom modifier) or die. Even creatures who succeed on their saving throws suffer damage as though the attack were a critical hit. This ability replaces master hunter.
RACIAL FEATS
Spoiler:
FEROCIOUS RESOLVE (LUPIN)
Your wolf heritage allows you to fight on.
Prerequisite: Con 13, lupinid, wolf ferocity racial trait.
Benefit: You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.
Normal: A lupin with the wolf ferocity racial trait can fight for 1 more round after he is brought below 0 hit points.
LUPIN EXEMPLAR (LUPIN)
Your wild traits are more defined and prominent than those of other members of your race.
Prerequisite: Lupinid.
Benefit: You can take the Aspect of the Beast feat even if you do not meet the normal prerequisite. Furthermore, your wolf nature manifests in one of the following ways. You choose the manifestation when you take this feat, and cannot change it later.
Enanched Senses (Ex): If you have low-light vision, you gain the darkvision racial traits without sensitivity to light. If you have the darkvision racial trait, you lose the sensitivity to light and darkvision increases of 30 feet.
Fast Sprinter (Ex): You gain a 10-foot racial bonus to your speed when using the charge, run, or withdraw actions. If you have the sprinter racial trait, your racial bonus to speed when using the charge, run, or withdraw action increases to a 20-foot bonus.
Sharp Bite (Ex): If you do not have the bite alternative racial trait, you gain the bite alternative racial trait. If you have either the bite alternative racial trait, your bite damage increases to 1d6.
Special: You can take this feat multiple times. Its effects do not stack. Each time you select it, you must choose a different manifestation.
WOLF STABILITY (LUPIN)
Your innate stability allows you to get out of the delicate situations.
Prerequisite: Dex 13, lupinid.
Benefit: You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers.
NIMBLE STRIKER (COMBAT, LUPIN)
You were born to charge your enemies and nobody does it better.
Prerequisite: Dex 13, base attack bonus +1, lupinid, sprinter racial trait.
Benefit: You do not take a –2 penalty to AC when you use the Cleave feat, Lunge feat, or when you charge.
IRONHIDE
Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13, lupinid.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide.
SMELL FEAR (LUPIN)
You can catch the sour scent of fear on the wild.
Prerequisite: lupinid, scent trait.
Benefit: You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way.