|
|
|
|
|
|
Posted: Mon Jun 17, 2013 8:20 am
Most shinobi coming from clans of their respective country are not typical, average humans due to the nature of their training and alterations inherited from their ancestors' bodies due to their training, either through various drugs or several generations following specific training methods and chakra manipulations. While a civilian wouldn't typically have a shinobi race, the offspring of a man whose family background includes 4 generations of extensively trained shinobi might.
Quote: Shinobi SpeciesFollowing the descriptive text of each species is a summary of special traits and abilities. Size: The species’ size. Species that are exceptionally large or small receive modifiers to their Defense, attack rolls, grapple checks, and Hide skill checks. Ability Modifiers: These modifiers adjust the ability scores of every member of the species. Size modifier to ability scores are already taken into account. Base Speed: The distance an average member of the species can move (in feet) during a move action. In general, Medium and Large characters have a base speed of 30 feet, while Small characters have a base speed of 20 feet. Special Qualities: Special qualities include species bonuses to skill checks and saving throws, bonus feats, and natural armor bonuses to Defense (if any). This section also describes any special abilities of the species, including special combat bonuses, the ability so see in low light or utter darkness, and the ability to resist magic. Elemental Affinity: Using the elemental affinity optional rules, the species automatically gains the specified entry instead of chosing. Free Language Skills: Nonhuman species receive a certain number of Read/Write Language and Speak Language skills for free, without spending any skill points. These free language skills are listed here. Other Languages: Other languages commonly known to members of the species. Shinobi may learn additional languages, following the rules presented under the Speak Language and Read/Write Language skill descriptions. Small and Large charactersSmall characters gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 penalty on grapple checks. Large characters suffer a -1 size penalty to Defense, attack rolls and a -4 size penalty on Hide checks. They gain a +4 bonus on grapple checks. Small characters’ lifting and carrying limits are three-quarters of those of Medium characters. Large characters' lifting and carrying limits are twice that of Medium characters. Small characters generally move about two-thirds as fast as Medium characters. Large characters generally move the same speed as Medium characters. Small characters must use smaller weapons than Medium characters. They must use two hands to wield a weapon of Medium, and a weapon must be of Tiny size or smaller for them to consider it as a light weapon. Large characters must use weapons larger than Medium characters. They may wield Large weapons with one hand, and must use a Medium or smaller for them to consider a light weapon. Armor for Small characters can be chopped down from existent protective outfits. It costs the same as Medium armor and weighs half as much. A Medium or larger creature cannot wear armor sized for a Small character. Armors for Large characters can be pieced together with existant protective outfits. It costs one-half again as Medium armor and weighs twice as much. A Medium or smaller creature cannot wear armor sized for a Large character.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jun 17, 2013 8:23 am
Quote: GiganticThese humans are just like typical humans except that they are unusually large. They grow up to be anywhere between 8 and 14 feet tall. Size: Large. Large characters suffer a -1 size penalty to Defense, attack rolls and a -4 size penalty on Hide checks. They gain a +4 bonus on grapple checks. Ability Modifiers: +8 Strengh, +4 Constitution, -2 Dexterity. Base Speed: 30 feet. Natural Armor: Gigantic humans gain a +2 natural armor bonus to Defense. Humans: Gigantic humans still counts as humanoids, though the type does not generally allow creatures of Large size. Their slam deals 1d4 points of damage, claws 1d6, bites 1d6 and gores 1d8. Bonus Feat: Gigantic humans receive Simple Weapons Proficiency as a bonus feat. Elemental Affinity: Any. Free Language Skills: Read/Write Common (or local language), Speak Common (or local language). Other Languages: Any. Challenge Rating: +1. Level Adjustment: +2.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jun 17, 2013 8:27 am
Quote: HumanThis species is the typical, adaptable human. They gain additional skill points and feats, and no other special bonuses. The default race in d20 Modern is human and the bonus feat and skill points are already represented in the Basic Classes section, therefore no adjustments need to be made from selecting this race. Size: Medium. Humans have no special bonuses or penalties due to their size. Base Speed: 30 feet. Bonus Skills: Humans gain 4 more skill points at 1st level, and 1 more every level thereafter. Bonus Feat: Humans gain an additional feat to choose from at 1st level, as well as Simple Weapons Proficiency. Elemental Affinity: Any. Free Language Skills: Read/Write Common (or local language), Speak Common (or local language). Other Languages: Any.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jun 17, 2013 8:30 am
Quote: Human/EarthHumans native from the earth country, they are generally sturdier and larger than their peers. Size: Medium. Humans have no special bonuses or penalties due to their size. Ability Modifiers: +2 Constitution, -2 Wisdom. Base Speed: 30 feet. Tremorsense (Ex): A human/earth can concentrate for 1 swift action to activate a tremorsense 30 ft. ability once per day. The tremorsense lasts for 1 minute or the duration of an encounter (whichever is shorter). This ability can be used twice per day at 10th level, and three times per day at 20th level. Skill Bonus: The human/earth gains a +2 racial bonus to Climb checks. Saving Throw Bonus: The human/earth gains a +1 racial bonus to saves against earthbased attacks. Bonus Feat: Humans receive Simple Weapons Proficiency as a bonus feat. Elemental Affinity: Earth. Free Language Skills: Read/Write Common, Speak Common, Speak Earth. Other Languages: Sign Earth Common, Sign Common, Fire, Lightning, Water, Wind.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jun 17, 2013 8:33 am
Quote: Human/FireHumans native from the fire country do not differ from the norm in sizes, but favor lighter-colored hair and tan more easily. Size: Medium. Humans have no special bonuses or penalties due to their size. Ability Modifiers: +2 Charisma, -2 Strength. Base Speed: 30 feet. Inspire Courage (Sp): The human/fire may inspire courage in all allies within 30 feet once per day. As a swift action, he may grant himself and his allies a +1 morale bonus to attack rolls, saves and skill checks, and a +4 morale bonus to saves against fear effects for 1 minute or the duration of an encounter (whichever is shorter). This ability can be used twice per day at 10th level, and three times per day at 20th level. Skill Bonus: The human/fire gains a +1 racial bonus to Diplomacy and Gather Information checks. Saving Throw Bonus: The human/fire gains a +1 racial bonus to saves against fire-based attacks. Bonus Feat: Humans receive Simple Weapons Proficiency as a bonus feat. Elemental Affinity: Fire. Free Language Skills: Read/Write Common, Speak Common, Speak Fire. Other Languages: Sign Fire Common, Sign Common, Earth, Lightning, Water, Wind.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jun 17, 2013 8:36 am
Quote: Human/WaterHumans native from the water country tend to be leaner, with longer limbs and darker hair. A typical trait of these folks are sharp, shark-like teeth. Size: Medium. Humans have no special bonuses or penalties due to their size. Ability Modifiers: +2 Strength, -2 Charisma. Base Speed: 30 feet. Humans/water have a swim speed of 20 feet. Hold Breath (Ex): The human/water can hold his breath twice as long as normal before suffocating or drowning. Skill Bonus: The human/water gains a +2 racial bonus to Swim checks. Saving Throw Bonus: The human/water gains a +1 racial bonus to saves against waterbased attacks. Bonus Feat: Humans receive Simple Weapons Proficiency as a bonus feat. Elemental Affinity: Water. Free Language Skills: Read/Write Common, Speak Common, Speak Water. Other Languages: Sign Water Common, Sign Common, Earth, Fire, Lightning, Wind.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jun 17, 2013 8:38 am
Quote: Human/WindHumans native from the wind country tend to be leaner, their skin golden and most commonly have pale-blond hair. Size: Medium. Humans have no special bonuses or penalties due to their size. Ability Modifiers: +2 Dexterity, -2 Wisdom. Base Speed: 30 feet. Quickness (Su): Once per day, the human/wind may activate this ability as an instant action. When he makes a Reflex save against an attack, technique or effect requiring a save for half damage, he takes no damage on a successful save. This ability is used regardless whether the save was successful or not. It must be declared before rolling the save. This ability can be used twice per day at 10th level, and three times per day at 20th level. Skill Bonus: The human/wind gains a +1 racial bonus to Balance and Tumble checks. Saving Throw Bonus: The human/wind gains a +1 racial bonus to saves against windbased attacks. Bonus Feat: Humans receive Simple Weapons Proficiency as a bonus feat. Elemental Affinity: Wind. Free Language Skills: Read/Write Common, Speak Common, Speak Wind. Other Languages: Sign Wind Common, Sign Language (Universal), Earth, Fire, Lightning, Water.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jun 17, 2013 8:45 am
N/A
Quote: MonstrousThese creatures were born deformed to an extreme degree either due to experiments or an extreme type of birth defect. Type: Monstrous Humanoid Size: Medium. Monstrous humans have no special bonuses or penalties due to their size. Ability Modifiers: +4 Strength, –2 Dexterity, +2 Constitution, –2 Charisma. Base Speed: 30 feet. Deformities: The monstrous human gains several benefits from his deformities, including natural weapons. He must choose two deformities (which may be two different natural attacks). Advanced Immune System (Ex): The monstrous human gains a +8 bonus to Fortitude saves against poisons and diseases. Amphibious (Es): The monstrous human is able to breathe water and air normally. Lithe (Ex): The monstrous human's racial ability score modifiers are –2 Strength, +4 Dexterity, +2 Constitution and –2 Charisma instead, and he gains a +2 racial bonus to Balance, Escape Artist and Tumble checks. Natural Attack (Ex): The monstrous human gains a natural attack, as shown below. If he selects this deformity more than once, he must decide which natural attack is his primary attack. The monstrous human cannot select the same type of natural attack twice. Natural Attack (bite): The monstrous human gains 1 bite attack that deals 1d4 points of piercing plus one-half his Strength modifier. Natural Attack (claws): The monstrous human gains 2 claw attacks that deal 1d4 points of slashing damage plus his Strength modifier. Natural Attack (gore): The monstrous human gains 1 gore attack that deals 1d6 points of piercing plus one-half his Strength modifier. Natural Attack (tail whip): The monstrous human gains 1 tail whip attack that deals 1d6 points of bludgeoning plus one-half his Strength modifier. Nocturnal (Ex): The monstrous human gains low-light vision and darkvision out to 60 feet. Powerful Legs (Ex): The monstrous human's base land speed increases by 10 feet. The monstrous human's feet might be digitigrade or capable of grasping and manipulating objects like hands. Scales (Ex): The monstrous human gains a +4 natural armor bonus to defense, and scales covering his entire body. Bonus Feat: Monstrous humans receive Archaic Weapon Proficiency or Simple Weapons Proficiency as a bonus feat. Elemental Affinity: Any. Free Language Skills: Read/Write Common (or local language), Speak Common (or local language). Other Languages: Any. Challenge Rating: +1. Level Adjustment: +2.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jun 17, 2013 8:50 am
Quote: SmallfolkThese humans are generally much smaller than their peers, but their bodies are also proportioned as a human would, rather than like a stout, dwarfish human. Smallfolks tend to be between 3 and a half to 4 and a half feet tall. Size: Small. Small characters gain a +1 size bonus to Defense, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. They suffer a –4 penalty on grapple checks. Ability Modifiers: +2 Dexterity. Base Speed: 30 feet. Bonus Feat: Smallfolks receive Simple Weapons Proficiency as a bonus feat. Elemental Affinity: Any. Free Language Skills: Read/Write Common (or local language), Speak Common (or local language). Other Languages: Any.
|
 |
 |
|
|
|
|
|
|
|
|
Posted: Mon Jun 17, 2013 9:58 am
N/A
Quote: Trueblooded HumanThese humans are the byproducts of selective breeding and a dozen generations of shinobi and highly-trained, chakra-able individuals. Size: Medium. Humans have no special bonuses or penalties due to their size. Ability Modifiers: +2 Strength, +2 Constitution, +2 Charisma. Base Speed: 30 feet. Low-light Vision: Trueblooded humans can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Darkvision: Trueblooded humans can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and trueblooded humans can function with no light at all. Elemental Affinity: Any. Bonus Feat: Trueblooded humans receive either Archaic Weapons Proficiency or Simple Weapons Proficiency as a bonus feat. Free Language Skills: Read/Write Common (or local language), Speak Common (or local language). Other Languages: Sign Common, Earth, Fire, Lightning, Water, Wind. Level Adjustment: +1.
|
 |
 |
|
|
|
|
|
|
|
|
|
|
Posted: Mon Jun 17, 2013 10:03 am
|
|
|
|
|
 |
|
|
|
|
|