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(Criou página com 'This Heritage can be chosen a second time only at character creation, granting the following modifiers: *You gain 30 feet of darkvision underwater. If you already have, you add those 30 feet. *You have advantage on Dexterity saving throws against being Grappled or Restrained. </div></div>') |
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This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG] | This Article is in accordance with the '''version 0.94''' of [https://runarcana.org Runarcana RPG] | ||
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== | == Colossus == | ||
You are unusually large for your species, dwarfing most of those around you. You receive the following modifiers: | |||
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* | *Your size for carrying capacity purposes and weight you can push, drag or lift counts as one category above | ||
* | *Your melee attacks deal 1 additional damage, in contrast, your clothing, armor, and weapons cost 50% more, rounded up. | ||
This Heritage can be chosen a second time only at character creation, granting the following modifiers: | |||
*Your size increases by one category | |||
* | *You gain the Size Adjustments described in Chapter 9: Combat [[Combate/en#Creature_Size|Creature Size]] | ||
* | *All of your clothes, weapons, and armor cost twice as much. | ||
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Note: Large-sized creatures have several social difficulties such as entering establishments, finding clothes, in addition to having a higher expenditure on food and hardly finding mounts.</div></div> | |||
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== | == Half-Vastaya == | ||
You are the offspring of a “forbidden” relationship between a human and a Vastaya, a relationship that is considered taboo by both species. If you are already a Vastaya, you cannot choose a variant heritage from the same tribe as yours. When choosing a tribe of ancestry, you receive the following modifiers: | |||
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=== | === Half-Oovi-kat === | ||
Your Vastaya Heritage has brought out an Oovi-Kat trait in you. | |||
'''''Sho'ma's Heritage'''''. Using an action and making a DC 17 Transformation roll, you can change some minor aspect of your appearance, such as hair or eye color, while retaining a number of different traits equal to your Proficiency bonus. Additionally, a number of times equal to your Proficiency bonus per full rest, you can make this Transformation roll to transform into a different being, feel emotions, and glimpse part of that being's recent memory. Transforming into another creature requires 2 minutes of observation, to feel its emotions and a glimpse of its recent memories requires observation for at least 10 minutes. These recent memories are sensations and images about what happened in the last hour, before you try to understand its memories. When in another form, you retain all of your traits. On a success, you assume that creature's appearance for a maximum of 10 times your Proficiency bonus in minutes. This transformation requires Concentration. | |||
''''' | |||
=== Half-Marai === | |||
=== | |||
Your Vastaya heritage has brought out a Marai trait in you: | |||
'''''Heritage of the Deep'''''. You can breathe on land as well as in water, and combat underwater does not inflict movement penalties or disadvantages on you. While underwater, you have darkvision of 60 feet. Additionally, a number of times equal to your Proficiency bonus per full rest, you can use your action to trigger a sonar blast, unleashing a 10-foot cone that deals 1d4 + half your proficiency bonus + your Constitution modifier thunder damage. All creatures within range must make a Constitution saving throw with DC 8 + your proficiency bonus + your Constitution modifier or take that damage. On a success, they only take half that damage. Deaf creatures have advantage on this saving throw. | |||
''''' | |||
=== Half-Shimon === | |||
=== | |||
Your Vastaya heritage has brought out a Shimon trait in you: | |||
'''''Simian Heritage'''''. You can reroll a failed Strength, Dexterity or Constitution check a number of times equal to half your proficiency bonus per full rest. Additionally, your unarmed strikes have their damage increased by one category. | |||
''''' | |||
=== Half-Fauhwoon === | |||
=== | |||
Your Vastaya heritage has brought out a Fauhwoon trait in you: | |||
'''''Protector Heritage'''''. You have a smaller pair of horns than the Fauhwoon. The horns deal 1d4 + your Strength modifier in bludgeoning damage. Additionally, whenever you heal or otherwise protect an ally using an action or a bonus action, your next melee attack's damage increases by one on the scale and deals your proficiency bonus as additional damage. | |||
''''' | |||
=== Half-Ottrani === | |||
=== | |||
Your Vastaya heritage has brought out an Ottrani trait in you: | |||
'''''Stellar Heritage'''''. As an action, you can heal a creature within 30 feet of you by spending a Hit Dice, doing so you take half the amount healed as damage to yourself (this damage cannot be reduced or mitigated). You can spend an amount of dice equal to half your proficiency bonus per full rest. Additionally, you can touch a creature within 5 feet of you to heal it for a number of hit points equal to half your proficiency bonus + half your Wisdom modifier. You can use this ability a number of times equal to half your Proficiency bonus per full rest. | |||
''''' | |||
=== Half-Kiilash === | |||
=== | |||
Your Vastaya heritage has brought out in you a Killash trait: | |||
'''''Predatory Heritage'''''. You have claws and fangs that can be used as weapons, and you are proficient with both. Your claws deal 1d4 + half your proficiency bonus + your Dexterity or Strength modifier slashing damage, and your bite deals 1d6 + half your proficiency bonus + your Strength modifier piercing damage. Additionally, you see in dim light up to 30 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray. | |||
''''' | |||
=== Half-Lhotlan === | |||
=== | |||
Your Vastaya heritage has brought out in you a Lhotlan trait: | |||
'''''Aerial Heritage'''''. When performing high jumps, you can jump a number of times equal to up to 3 + one and a half times your Strength modifier (minimum of 1) feet in height. Additionally, you can use a bonus action to create 1 sharp feather and use it as a dagger, dealing your Proficiency bonus as additional damage to attacks you make with it. You can do this a number of times equal to half your Proficiency bonus per full rest. You may keep a number of Plumdaggers equal to your Proficiency bonus. | |||
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==Progressão Tecnológica== | ==Progressão Tecnológica== | ||
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===Advantages of the Technological Variant=== | |||
=== | |||
*''Climbing Adaptation''. You gain a climbing speed equal to your walking speed. | |||
*'' | *''Underwater Adaptation''. You can breathe both air and water, and you gain a swimming speed equal to your walking speed. | ||
*'' | *''Integrated Weapon''. Technologically-enhanced creatures can replace a limb of their body with a melee or ranged weapon that is in your starting equipment, you use that weapon normally. This perk can be chosen more than once. | ||
*'' | *''Natural Weapons''. You have claws that can deal 1d8 + your Strength modifier slashing damage, and fangs that can deal 1d6 + your Strength modifier piercing damage. | ||
*'' | *''Ink Sac''. You can use an action to make a special ranged attack to blind a creature in your line of sight within 15 feet of you if it fails a DC 12 Dexterity saving throw. If you are able to make multiple attacks with the Attack action, this attack replaces one of them. Creatures that don't need sight are unaffected by this attack, and affected creatures must use an action to wipe off the ink. This skill works differently underwater: As a bonus action, you can create a heavy area of obscuration in a 5-foot radius of you. Once you use this ability, you can't use it again until you finish a short or long rest. You can select this ability multiple times. | ||
*'' | *''Carapace''. Your skin has additional coverage. When you take damage other than spiritual and true damage, you decrease the damage taken by an amount equal to your proficiency bonus. You do not lessen damage taken through conditions. | ||
*'' | *''Adaptive Defense''. As a bonus action, you send a command to your core, causing it to emit a field that shields you from attacks for 1 minute. When sending the command you must direct it to physical or magical attacks, the chosen type of attack has disadvantage against you. You can use this feature a number of times equal to your Proficiency Bonus per Full Rest. | ||
*'' | *''Chromatic Epidermis''. You have advantage on Stealth checks you make to hide. Additionally, while unarmored, you can attempt to hide even without light or heavy cover, as long as you remain stationary. | ||
*'' | *''Maneuver Hook''. You have a hook attached to a 60-foot long metal line. As an action, you can fire the grappling hook at a surface within range, latching onto it. Additionally, as a bonus action, you can break free and leap to a target within 15 feet of you, making a melee attack against that target. | ||
*'' | *''Frozen Age''. Your physical age may not match the years you've lived, unlike a normal human. | ||
*'' | *''Robotic Limb''. You have 1 mechanical upper limb somewhere on your body and you have control over it normally. This advantage can be chosen more than once for additional members. | ||
*'' | *''Patagium''. You have membranes that act like fins and can be used like wings to slow your fall or allow you to glide. If you take a fall and are not Incapacitated, you can subtract up to 100 feet from the fall damage calculation, you can also move 2 feet forward for every 1 foot you are falling. | ||
*'' | *''Intoxicating Skin''. Any creature that grabs you or comes into direct contact with your skin must pass a DC 12 Constitution saving throw or be Intoxicated for 1 minute. An Intoxicated creature that is no longer in contact with your skin can repeat the saving throw at the end of its turn, ending the effect on a success. | ||
*'' | *''Metallic Protection''. You have coated your skin with a metallic alloy that grants you natural protection. As long as you are not wearing any armor, your AC equals 13 + your Dexterity modifier. | ||
*'' | *''Superior Sense''. Technologically Enhanced creatures have advantage on Perception checks through hearing, smell or sight. | ||
*'' | *''Darkvision''. Your eyes have been replaced by cameras with the ability to adapt to darkness. You see in dim light up to 30 feet as if it were bright light and in the dark as if it were dim light. You cannot discern colors in the dark, only shades of gray. | ||
*'' | |||
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