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Yordle/en: mudanças entre as edições
Criou página com 'Aquatic Yordles have become attuned to the magic of the sea, having adapted to marine life and forming bonds with sea creatures. Strangely enough, even dangerous and gigantic creatures seem to form bonds and friendships with these Yordles.' |
Criou página com '{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto auto 10px 10px; float: right;" |- style="font-weight:bold; background-color:#B4A7D6;" ! colspan="2" | Masters of Glamour |- style="font-weight:bold;" | Proficiency | Dice |- style="background-color:#d9d2e9;" | 2 | 1d4 |- | 3 | 1d6 |- style="background-color:#d9d2e9;" | 4 | 2d4 |- | 5 | 2d6 |- style="background-color:#d9d2e9;" | 6 | 3d4 |} ''Masters of Glamour.'' G...' |
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Aquatic Yordles have become attuned to the magic of the sea, having adapted to marine life and forming bonds with sea creatures. Strangely enough, even dangerous and gigantic creatures seem to form bonds and friendships with these Yordles. | Aquatic Yordles have become attuned to the magic of the sea, having adapted to marine life and forming bonds with sea creatures. Strangely enough, even dangerous and gigantic creatures seem to form bonds and friendships with these Yordles. | ||
''Maritime.'' You have a swimming range of 35 feet. Additionally, underwater combat does not affect your movement or attack speed. While underwater, your Darkvision is doubled, and you can communicate normally with sea creatures. You have advantage on Persuasion checks to convince a sea creature not to attack you or your allies, as long as you have not attacked a creature yet. | |||
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''Slippery.'' You can add your proficiency bonus to your AC and gain resistance to bludgeoning damage. Additionally, you are unable to wear armor that is not tailored to you. | |||
'' | |||
== Faeric == | |||
The faerie yordles have become attuned to the magic of the Glade creatures, able to understand incomprehensible things and perceive strange things in reality that other yordles find common. Their naturalness with illusions and chimerical energy gives them distinctive traits and a certain resistance to spells. | |||
''Faerie Ancestry.'' You do not need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours each day. While meditating, you can dream; such dreams are a mental exercise that has become second nature through years of practice. After resting in this way, you gain the same benefits as a long rest. Additionally, you have advantage on saving throws against the charmed condition, and you cannot be put to sleep by spells. | |||
'' | |||
''Fey Essence.'' You touch a target and understand the target's current emotional state. If that creature fails a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier), you also know the creature's intentions. Additionally, you have small wings on your back, giving you a flying speed of 30 feet. | |||
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< | <span id="Felpudo"></span> | ||
== | == Fluffy == | ||
The fluffy Yordles are the most common breed of Yordles, citizens of Bandle City who mostly lead quiet lives without many adventures. Except when they don't, they end up getting into trouble trying to have adventures. | |||
''Extraordinary Ability''. Despite your size, you can carry and use heavy weapons made for Medium creatures normally. Additionally, if you are not wielding a heavy weapon, you have a walking speed of 40 feet, instead of 30 feet. | |||
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{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto auto 10px 10px; float: right;" | {| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto auto 10px 10px; float: right;" | ||
|- style="font-weight:bold; background-color:#B4A7D6;" | |- style="font-weight:bold; background-color:#B4A7D6;" | ||
! colspan="2" | | ! colspan="2" | Masters of Glamour | ||
|- style="font-weight:bold;" | |- style="font-weight:bold;" | ||
| | | Proficiency | ||
| | | Dice | ||
|- style="background-color:#d9d2e9;" | |- style="background-color:#d9d2e9;" | ||
| 2 | | 2 | ||
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| 3d4 | | 3d4 | ||
|} | |} | ||
'' | ''Masters of Glamour.'' Glamour causes yordles to go unnoticed or have their presence minimized in people's perception, confusing them with other people or simply focusing attention on others. The Yordle has a number of Glamour points equal to half his proficiency bonus for a full rest. Whenever a Yordle is attacked, as a reaction, he can spend a Glamour point to roll a die and reduce the value of that die on the attack roll or add it to his saving throw. | ||
Edição atual tal como às 21h07min de 18 de novembro de 2024
Members of the Yordle origin are among the most magical and mysterious creatures of Runeterra, spirit creatures that assume a bipedal form not over 80 centimeters tall, normally mammals but can also adapt to life in the sea by taking on amphibious traits. Their origin is unknown, but their presence has been known to exist throughout Runeterra since prehistoric times, appearing from time to time far from their hometown of Bandlecity.
Glamour
As spirit creatures, although Yordles assume a physical form, the perception of it can vary from person to person when seen behind the magical veil that protects them.
Glamor is a Yordle's natural form of expression that flirts with magic, altering their appearance to others and often giving them the appearance of small humans.
Appearance
Yordles are usually small, rarely exceeding 1 meter in height and usually range in the 80 centimeter range. Their skin varies between being completely smooth and even being covered with hair, traits that usually differentiate males and females of this race. Their hands have 4 fingers but their feet vary between individuals, having between 2 and 4 fingers.
Skin and fur coloration varies greatly, but a common trend is that males of the breed tend to be hairy while females tend to be sparsely haired. Their eyes are large, with circular irises and oval pupils, and they normally see frequencies below red, unlike humans.
Culture
Yordles have innate magic that helps them achieve extraordinary things that are normally impossible for someone of their stature. Furthermore, they have a greater need for social coexistence with others of their species, much more than humans, for example. Normally they are a friendly and peaceful species, often associated with joviality and small jokes, usually benevolent.
Yordles that isolate themselves for too long, especially if they are isolated from other Yordles, begin to have psychological problems. When they have nefarious inclinations this can make them become truly evil.
Yordle Names
Yordles do not have a surname, but when they do, it is usually a nickname that describes some habit or characteristic.
Male Names: Teemo, Rumble, Veigar, Ziggs, Aellhand, Brundon, Carrus, Ferrin, Greemus, Halbert, Jacoby, Lelando, Marko, Pellas, Raurus, Xavier, Zeke
Female Names: Tristana, Lulu, Poppy, Brandy, Catarine, Eala, Galli, Helena, Kellie, Kittie, Margo, Quiver, Sabrina, Terri.
Yordle Origin Traits
Attributes: You can add 2 points to an attribute and 1 to a second attribute.
Heritage: You have 2 Origin Heritage points, see Chapter 5: Customization - Heritages for the list of Heritages available. You gain 1 Origin Heritage point at level 5, 9, 13 and 17.
Age. Yordles have extremely long lifespans compared to humans, partly due to their magical nature. However, they almost always maintain a youthful appearance and a humor close to that of children. Therefore, it is practically impossible to determine the age of any one of them. Size. Most Yordles are less than 3 feet tall and weigh around 65 pounds. Their size is Small.
Speed: Your base walking speed is 30 feet.
Past: Choose a Past. See Chapter 4: Detailing - Pasts for the list of Pasts available.
Region: You have 2 Region Heritage points and 1 language from that region; you must choose your Region which will define where you grew up and much of how you see the world. You can see more about this in Chapter 11: Runeterra.
Need for Coverage. For some reason, every yordle feels the need to have something on their head like glasses, a hat, a cap, an earring, etc.
Languages. You can speak, read and write the Yordle language. Yordles are very efficient at communicating and easily learn other languages, taking half the normal time to learn a new language.
Darkvision. Because of their special eyes, yordles have superior vision in darkness and low light. You can see in dim light up to 60 feet away as if it were bright light, and in darkness as if it were dim light. You cannot discern colors in the dark, only shades of gray.
Nature Mask. Yordles can attempt to hide even when only slightly obscured by foliage, heavy rain, falling snow, or other natural phenomena. They can also attempt to hide behind a creature, as long as it is at least one size category larger than themselves.
Lineages. You must choose one of the following cribs:
Cradle
Aquatic
Aquatic Yordles have become attuned to the magic of the sea, having adapted to marine life and forming bonds with sea creatures. Strangely enough, even dangerous and gigantic creatures seem to form bonds and friendships with these Yordles.
Maritime. You have a swimming range of 35 feet. Additionally, underwater combat does not affect your movement or attack speed. While underwater, your Darkvision is doubled, and you can communicate normally with sea creatures. You have advantage on Persuasion checks to convince a sea creature not to attack you or your allies, as long as you have not attacked a creature yet.
Slippery. You can add your proficiency bonus to your AC and gain resistance to bludgeoning damage. Additionally, you are unable to wear armor that is not tailored to you.
Faeric
The faerie yordles have become attuned to the magic of the Glade creatures, able to understand incomprehensible things and perceive strange things in reality that other yordles find common. Their naturalness with illusions and chimerical energy gives them distinctive traits and a certain resistance to spells.
Faerie Ancestry. You do not need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours each day. While meditating, you can dream; such dreams are a mental exercise that has become second nature through years of practice. After resting in this way, you gain the same benefits as a long rest. Additionally, you have advantage on saving throws against the charmed condition, and you cannot be put to sleep by spells.
Fey Essence. You touch a target and understand the target's current emotional state. If that creature fails a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier), you also know the creature's intentions. Additionally, you have small wings on your back, giving you a flying speed of 30 feet.
Fluffy
The fluffy Yordles are the most common breed of Yordles, citizens of Bandle City who mostly lead quiet lives without many adventures. Except when they don't, they end up getting into trouble trying to have adventures.
Extraordinary Ability. Despite your size, you can carry and use heavy weapons made for Medium creatures normally. Additionally, if you are not wielding a heavy weapon, you have a walking speed of 40 feet, instead of 30 feet.
Masters of Glamour | |
---|---|
Proficiency | Dice |
2 | 1d4 |
3 | 1d6 |
4 | 2d4 |
5 | 2d6 |
6 | 3d4 |
Masters of Glamour. Glamour causes yordles to go unnoticed or have their presence minimized in people's perception, confusing them with other people or simply focusing attention on others. The Yordle has a number of Glamour points equal to half his proficiency bonus for a full rest. Whenever a Yordle is attacked, as a reaction, he can spend a Glamour point to roll a die and reduce the value of that die on the attack roll or add it to his saving throw.