There are four cardinal gods of the five principal peoples:
One may notice an absence of elves, gnomes, and halflings. Basalt Tides does not have these species in the classic sense of D&D; it instead has fey. There are dryads and sprites, but there is nothing that seems part way between the fey and men.
D&D recently re-defined gnomes to be more distinct from halflings and dwarves, but the base races (human, dwarf, elf, gnome, half-elf, halfling, half-orc) were still all extremely similar in that they were exaggerations of humans (dwarves are short and tough men, elves are graceful and feminine men, gnomes are short elves, halflings short men, and half-orcs are larger short-tempered men).
Instead, we see a range similar in abilities to the base set but with a far wider spectrum of appearances: human, Amdur dwarf, Yahku lizardfolk, Glizzen kobold, -, Uzgok gnoll, Dimpka kreen. The Amdur are a tough-hide species of rock-men, Yahkus are a scaled reptilian people, Glizzens are small lizardlings covered with hair, Uzgoks are dog-men, and Dimpka are a four-armed insectiod people.
The standard set of races also lacks a good set of pantheons; humans always have intricate pantheons with many relationships and politics, while almost every world (including the base world of Greyhawk and the popular Forgotten Realms) shafts non-human races, giving them one god and few others, always unique and distanced from other pantheons. This same set of non-human pantheons is pasted into every world. Basalt Tides introduces a single pantheon with four major figures representing the four major peoples.
BETA: Several aspects of this are not ironed out. Nothing is set in stone.
Racial class is a mechanism to balance more powerful races (notably, kreen, gnolls, and lizardfolk, who all "normally" would have base statistics too powerful for first level).
Standard Dungeons & Dragons 3.5 edition (D&D) and its d20 System utilize a mechanic called Effective Character Level (ECL), in which a more powerful race is simply treated as requiring more experience to reach a level, as determined by the creature's Level Adjustment (see Monster Manual) added to the number of hit dice; drow have a +2 level adjustment and thus an ECL of +2. To reach first level, they need an amount of experience equal to a standard race's total on third level. Kreen are based on Thri-kreen, which have a level adjustment of 2 and 2 hit dice, thus their ECL modifier is +4 and they hit first level when their peers attain fifth.
ECL seems to be balanced for combat-based classes in mid and high level campaigns. In lower levels, a thri-kreen cannot be played (since it already has four levels, it cannot have a class), and at fifth level, a thri-kreen fighter of first level cannot compete with a half-orc fighter of fifth level. Non-combat classes lose out everywhere, suffering the same problem at lower levels and suffering from a lack of spells and spell levels (and/or feats and skills) at higher levels.
The racial class mechanic, introduced by D&D's Savage Species and brought to maturity in the d20 System rulebook Monte Cook's Arcana Unearthed, gets rid of all of those problems. It allows for each race to be balanced at first level, able to stand alone without requiring fullfillment of any number of levels in the class. Arcana Unearthed offers three racial levels for every race (sometimes requiring a metamorphosis) and does not bother with matching these levels to the race's favored class since this variant book removes the favored class concept (and all other multi-class restrictions).
Racial Classes sometimes stack with caster level, removing the problem of spellcasters being limited by their race's natural combat worthiness. The levels are all optional, as well, since they are technically prestige classes.
A racial class may be taken at any time before a character attains middle age (this is different from other implementations of this concept).
The concept of favored classes has been trumped by racial classes in this presentation. The racial classes are designed to act as superior versions of what would otherwise be favored classes. This further encourages multi-classing, which seems to lead to better diversity.
If you would prefer to allow favored classes in addition to (or in place of) the racial classes, it should be easy to figure out which race is tied to which class; humans are already specified (use lowest level in any class rather than highest), amdurians are artisans (or fighters if artisan is not a player character class), yahkus are wizards, glizzins are bards, gnolls are barbarians (though if you are discarding racial levels, they should be rogues), and dimpka are druids.
No changes here. Only thing to note is that the Intsnef, a thickly populated canyon with numerous large rivers (of a magical red water) flowing along its sides, is nearly exclusively human. Before the Great War, the Great River divided the massive lizardfolk population of Slazzill from the human cities in the Intsnef. The only contact between the two cultures was that of border patrols and occasional raids. Even today, most of the area at the source of the Great River is segregated, and all of the oldest cities reside inside either the Intsnef or Slazzill.
Automatic Language: Common. Bonus Languages: Any.
Humans do not have a racial class, as they are too versitile to group in this manner. NOTE: There may be development of an avian-man prestige class that has lower requirements for a human than for other races.
These are a raven people, known for their ability to mimic voices and famed for their flying around the Intsnef Valley. Pawkas have the heads of ravens, complete with black eyes and beaks that vary from yellow to black, sometimes with darker spots. While a few pawka have brown plumage, most have completely black feathers covering their entire bodies. Pawka wings are also arms, ending in hand-like talons that function as well as the hands of humans, gnolls and other races.
Automatic Languages: Common. Bonus Languages: Donaire, Gnoll.
Pawka are natural messengers, gaining the ability to fly and enterntain in their racial levels.
Hit Die: d6.
| Base | Fort | Ref | Will | ||
|---|---|---|---|---|---|
| Level | Attack | Save | Save | Save | Special |
| 1 | +1 | +0 | +2 | +0 | Beak attack (1d4+1) |
| 2 | +2 | +0 | +2 | +0 | Fly 40 ft (average maneuverability) |
| 3 | +3 | +1 | +3 | +1 | Use hands in flight |
Requirements: Race must be Pawka, age catagory must be adult (a middle aged Pawka cannot take further levels in this class), 4 ranks in Perform.
Class Skills:
A pawka's skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Search (Int), Spellcraft (Int), and some other stuff TBD...
Skill points per level: 6 + Int modifier.
Weapon and Armor Proficiency: Pawka are proficient with all simple weapons and with no armor or shields.
Beak attack: Pawka may use their beak as an attack for 1d4+1 damage. This counts as an off-hand attack.
Fly 40 ft: At second level, a pawka gains a flight speed. This is average manueverability. Flying requires heavy use of the arms, and while items may be held, they may not be actively used. Similarly, somatic components of spells become problematic.
Use of hands in flight: A third level, a pawka can manage to keep a steady enough flight path to use his/her hands and arms actively. Spells with somatic components and casting times greater than one action are still forbidden.
Ex-Pawka: If a pawka ceases to be of the pawkan race, all special features of this class are removed, but the modifiers from attack and saves remain.
There are two types of dwarves: Noble and Worker. Nobles are direct decendents of the original dwarven inhabitants of the lands while Workers are direct decendents of the dwarves brought by the Great War. There was much intermingling after the war, and very few dwarves can prove claims of pure blood one way or another. Noble and worker dwarves may even be siblings who have taken different paths. Dwarves with pure noble bloodlines are generally darker skinned than pure workers, who are paler and more likely to have red hair.
Automatic Languages: Common and Amdurian. Bonus Languages: Azik (the Dwarven tongue brought by the Workers during the Great War), Draconic, Donaire, Gnoll.
Dwarves get stronger, tougher, and more attuned to the land. The difference between noble and worker also lessens.
Hit Die: d10.
| Base | Fort | Ref | Will | ||
|---|---|---|---|---|---|
| Level | Attack | Save | Save | Save | Special |
| 1 | +1 | +2 | +0 | +2 | Disable trap, Caster progression, Artisan bonus, Spellcaster Proxy |
| 2 | +2 | +3 | +0 | +3 | Smithy aptitude, +1 Natural AC, saves at +4, Increased caster progression |
| 3 | +3 | +3 | +1 | +3 | Dwarven Tremorsense, Further Caster Progression, Bonus Item Creation Feat |
Requirements: Race must be Amdurian dwarf, age catagory must be adult (a middle aged Amdurian dwarf cannot take further levels in this class), 4 ranks in Craft.
Class Skills:
A dwarf's skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Disable Device (Int), Knowledge (Arcana, Divine, Architecture/Engineering), Open Lock (Dex), Profession (Miner) (Wis), Search (Int), Spellcraft (Int), Use Magic Device (Cha).
Skill points per level: 4 + Int modifier.
Weapon and Armor Proficiency: Dwarves are proficient with all simple weapons plus either axes (battleaxe and handaxe), picks (light and heavy), or hammers (warhammer and light hammer), with light and medium armor, and all shields. A dwarven waraxe may be wielded in one hand by a dwarf who chooses axes.
Disable trap: Dwarves can disable traps as effectively as rogues.
Caster progression: Dwarven racial levels count as caster levels in a casting class of the dwarf's choice. If there are no candidates, the racial class counts on its own (which is useful for item creation). Different racial levels may be added to different classes. This does not grant additional spells.
Artisan Bonus: +2 to Use Magic Device checks for any device which the dwarf has the appropriate item creation feat for.
Spellcaster Proxy: +5 bonus to Use Magic Device checks to emulate a class for spell access when activating a scroll. Dwarves may take ten on Use Magic Device checks emulating class features, including a spell list, provided there is another Use Magic Device check in the same action (like activating the scroll or device).
Smithy aptitude: At second level, dwarves gain +2 to all Intelligence ability and skill checks.
Increased Caster Progression: A second level dwarf may add up to four levels of additional class(es) to his caster level, so a dwarf with two racial levels and five fighter levels has a caster level of six. A Wizard 3/Fighter 3/Dwarf 2 has a caster level of eight. This ability does not stack with the "spellcasting prodigy" feat which has the same effect.
Bonus Item Creation Feat: At third level, a dwarf may take a free item creation feat.
Dwarven Tremorsense: Dwarves of third level can detect presence of nearby movement with a successful wisdom check (DC is half the distance in feet). This movement must be on a surface that the dwarf is also in contact with. For each bare hand, foot, and cheek in contact with that surface, a +2 circumstance modifier is applied. This check may be performed as a free action, assuming there is nothing in or on the dwarf's hands and/or feet (it is otherwise a move-equivalent action).
Further caster progression: Bonus combat feats provided by any class with a full base attack bonus may be exchanged to further increase a dwarf's effective caster level.
Ex-Dwarf: If a dwarf ceases to be of the dwarven race, all special features of this class are removed, but the modifiers from attack and saves remain.
Peluman are elephant men. Extremely stout, giant hands and feet, enormous ears, and a giant trunk. Their skin is a thick gray to brown hide with small bits of hair that do not really accumulate to anything. A few are able to groom a head of hair, but it is very thin at best.
Automatic Languages: Common and Amdurian. Bonus Languages: Azik (the Dwarven tongue brought by the Workers during the Great War), Draconic, Donaire, Gnoll.
Blah de blah.... TBD
Hit Die: d10.
| Base | Fort | Ref | Will | ||
|---|---|---|---|---|---|
| Level | Attack | Save | Save | Save | Special |
| 1 | +0 | +0 | +0 | +2 | Extra hand, charge +1d6 |
| 2 | +1 | +0 | +0 | +3 | Tusks (1d4+1/×3), +1 Natural AC |
| 3 | +2 | +1 | +1 | +3 | +2 Strength, charge +2d6 |
Requirements: Race must be Peluman, age catagory must be adult (a middle aged Peluman cannot take further levels in this class), 4 ranks in Appraise.
Class Skills:
A peluman's skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (Architecture/Engineering), Perform (Cha), Profession (Any) (Wis), Search (Int).
Skill points per level: 6 + Int modifier.
Weapon and Armor Proficiency: Peluman are proficient with all simple weapons, light armor, and all shields except tower shields.
Extra Hand: A peluman with racial class levels may use his/her trunk for any purpose a hand could normally serve so long as it does not require fingers (so a ring cannot be worn). This allows a peluman to wield a two-handed weapon while holding something in one hand.
Charge +1d6: At first level and again at third level, a peluman adds 1d6 damage to any charging melee attack. This stacks with sneak attack damage.
Tusks: At second level, a peluman's tusks grow to a large enough size to use in combat. They deal 1d4+1 damage (×3 on a critical). In a charge, these tusks are considered two-handed weapons for determining strength bonus and power attack damage.
+2 Strength: A third level peluman is stronger than others.
Ex-Peluman: If a dwarf ceases to be of the dwarven race, all special features of this class are removed, but the modifiers from attack and saves remain.
The lizardfolk are a proud people, known for their agility and arcane mastery. They are most comfortable in damp areas, and their home lands are often covered in one to four feet of swamp water.
Yahku societies have a history of being at odds with the human lands. Their ancestral opposition only ended when they needed to cooperate to survive against the invading force during the Great War. Many of these prejudices still exist, especially in the older Yahku and Human cities.
Automatic Languages: Yahku, Common. Bonus Languages: Donaire, Draconic, Gnoll.
Yahkus keep growing, gaining about half a foot over three levels (but remaining medium size). Their tails also grow out and become more useful in keeping balance and swimming.
Hit Die: d6.
| Base | Fort | Ref | Will | |||
|---|---|---|---|---|---|---|
| Level | Attack | Save | Save | Save | Special | |
| 1 | +0 | +0 | +2 | +0 | +1 Intelligence, Natural Attacks, +2 Balance, Caster progression | - |
| 2 | +1 | +0 | +3 | +0 | +1 Constitution, Scent, +2 Balance, +2 Swim, Swim speed 30 | +1 arcane caster level |
| 3 | +2 | +1 | +3 | +1 | +1 Intelligence, +1 Natural AC, +2 Swim, Swim speed 15, Natural Attacks | +1 arcane caster level |
Requirements: Race must be Yahku lizardfolk, age catagory must be adult (a middle aged Yahku lizardfolk cannot take further levels in this class), 4 ranks in Knowledge (Arcana).
Class Skills:
A Yahku's skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Arcana), Spellcraft (Int), Swim (Str).
Skill points per level: 2 + Int modifier.
Weapon and Armor Proficiency: Yahkus are proficient with all simple weapons, with no armor or shields.
Spells: Yahkus add one caster level for purposes of progression to an arcane spellcasting class on second and third level. If there is more than one such class, a different one may be chosen for each level.
Caster Progression: Add all racial levels to an arcane caster level rather than just the levels that increase caster progression. If there is more than one eligible class, the levels may be split between them as desired.
Natural Attacks: At first level, yahku claws are sharp enough to inflict 1d4 damage and their bite is good for 1d4 damage. Upon reaching third level, their tail has matured such that it can be used for a trip attack with a +2 bonus, dealing 1d3 subdual damage.
Ex-yahku: If a yahku ceases to be of the yahku race, all special features of this class are removed, but the modifiers from attack, saves, and caster levels remain.
Glizzins are ugly little creatures, looking like some sort of scaled dog-man standing only a few feet tall.
Glizzins are the product of yahku and uzgok, though they are most often children of other glizzins. Of course, reptiles and mammals would have difficulty mating were it not for magical means. During the Age of Seph, Seph granted fertility to any such couple that devoted themselves to his faith and its causes. So as to not lose followers, Myphoth made the same offer, though only to yahku and uzgok. Human-yahku offspring were therefore more rare. After that war, such unions have come to require the blessing of a priest of either of the two gods, who must cast a second-level spell to enable child-bearing. Every three months after conception (or the laying of an egg if the mother is yahku), an orison must be placed on the womb or egg.
While gnolls are common in the human lands, they are rare in the yahku lands. The obverse is true of glizzins; they are commonly found living among yahkus and less common among humans.
Glizzins have no language of their own, and their languages vary depending on where they grew up. Automatic Languages: choose one of common, gnoll, Yahku. Glizzins with a charisma greater than 11 choose two to reflect the fact that glizzins are more social. Bonus Languages: (Common), Draconic, (Gnoll), (Yahku).
Hit Die: d6.
| Base | Fort | Ref | Will | |||
|---|---|---|---|---|---|---|
| Level | Attack | Save | Save | Save | Special | |
| 1 | +0 | +2 | +2 | +0 | Low-light vision, extra cantrips, long breath, caster progression | - |
| 2 | +1 | +3 | +3 | +0 | Natural performer, smell, +1 Natural AC | +1 perform-based caster level |
| 3 | +2 | +3 | +3 | +1 | +2 Str, size increase | +1 perform-based caster level |
Requirements: Race must be Glizzin kobold, age catagory must be adult (a middle aged Glizzin kobold cannot take further levels in this class), 4 ranks in Perform.
It should be noted that though glizzins are technically two other races, they may not take levels in any racial class but this one.
Class Skills:
A Glizzin's skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Any) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill points per level: 6 + Int modifier.
Weapon and Armor Proficiency: Glizzin are proficient with all simple weapons, with no armor, and no shields.
Spells: Glizzins add one caster level for purposes of progression to a spellcasting class on second and third level, but this class must attain its spells through the act of performing.
Caster Progression: Add all racial levels to a perform-based caster level rather than just the levels that increase caster progression. If there is more than one eligible class, the levels may be split between them as desired.
Extra cantrips: Glizzens with racial levels may cast mage hand in addition to the standard list of spells. Add glizzin racial levels to the number of glizzin spell slots available each day.
Long Breath: At first level, a glizzin can hold its breath for twice as long as normal.
Natural Performer: A second level glizzin with five or more ranks in each of any two Perform skills may add a synergy bonus equal to his glizzen racial level to all Perform checks.
Smell: If there is something nearby that would be detectable by the Scent ability, a glizzin may roll a Spot check to notice it, with a DC equal to the distance divided by three (round up). Locating the scent's direction requires the same check (automatic if within 5 feet). A glizzin may not use this ability to track as if with Scent.
Ex-glizzin: If a glizzin ceases to be of the glizzin race, all special features of this class are removed, but the modifiers from attack, saves, and caster levels remain.
Gnolls looks vary from bipedal hyenas to jackal-headed humans with short fur. They have a yellow to reddish-brown coat of fur, usually with darker spots, and a few have more dark spots than not. Young gnolls are very small and set out early, before becoming full grown. Sometimes their occupations demand so much of them that they never grow over four feet tall. Other times, they embrace their bestial heritage and grow to over eight feet high.
Automatic Languages: Gnoll, Common. Bonus Languages: Goblin, Amdur Dwarven, Kreen, Orc.
While the standard gnoll stands around three feet tall, some take the effort to encourage their ancestral rage; gnoll lore states that they came to these lands to bring forth a new age of ideas and change, which their people fulfilled by embracing chaos. These gnolls grew, some becoming towering soldiers of considerable prestige. A gnoll grows about one foot for each racial level, making the size medium at second level and almost large by fourth.
Hit Die: d10.
| Base | Fort | Ref | Will | ||
|---|---|---|---|---|---|
| Level | Attack | Save | Save | Save | Special |
| 1 | +0 | +2 | +0 | +0 | +1 Constitution, Low-light vision, Rage progression, +1 Natural Armor |
| 2 | +1 | +3 | +0 | +0 | +2 Strength, -2 Dexterity, -1 Intelligence, Size increase, Smell (spot +4), Speed +10 |
| 3 | +2 | +3 | +1 | +1 | +1 Constitution, +1 Natural AC |
| 4 | +3 | +4 | +1 | +1 | +2 Strength, -2 Dexterity, -1 Intelligence, Powerful build, Smell (Scent), Speed +10 |
Requirements: Race must be Uzgok gnoll, age catagory must be adult (a middle aged Uzgok gnoll cannot take further levels in this class), 4 ranks in Intimidate.
Class Skills:
A Gnoll's skills (and the key ability for each skill) are Intimidate (Cha), Listen (Wis), Spot (Wis), Survival (Wis), and Swim (Int).
Skill points per level: 2 + Int modifier.
Weapon and Armor Proficiency: Gnolls are proficient with all simple weapons, with light armor, and shields (except tower shield).
Rage Progression: Gnoll racial levels count as barbarian levels for calculating rage, even if the gnoll has no barbarian levels.
Size increase: Gnolls grow about a foot every level, which makes them medium size by second level and all but large by fourth level. All ability score and speed increases are already marked. When a gnoll becomes medium size, the +1 size modifier goes away.
This size increase makes clothes and armor a complicated issue. Fortunately, most of this growth is in the limbs, so clothes and light or medium armor may still be worn even if one size too small (sleeves and pantlegs will be too short and everthing will be very tight, but this has no effect on the numbers), though a fourth level gnoll's powerful build prevents wearing armor for a small character unless it has specific properties that would permit it. Heavy armor must be replaced (or altered with the Craft (Armorer) skill) every level. For weapons, the standard -2 penalty for inappropriately sized weapons is waived if the gnoll was able to use them in the previous racial level.
Powerful Build: The physical stature of a fourth level gnoll lets him function in many ways as if he were one size category larger. Whenever such a gnoll is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the gnoll is treated as one size larger if this is deemed advantageous. A gnoll is considered one size larger for determining whether a creature's special attacks based on size (such as improved grab or swallowed whole) can affect him. A gnoll can use weapons designed for a creature one size larger without penalty, though his space and reach remain those of a creature of his actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change the subject's size.
Smell: The racial +4 to scent-related spot checks increases to +8 at second level. A fourth level gnoll has the scent ability and thus no longer needs to roll a check.
Ex-gnoll: If a gnoll ceases to be of the gnoll race, all special features of this class are removed, but the modifiers from attack and saves remain.
Kreen are the mantis warriors of the desert. They are an insect people with four arms and two legs. They despise cities and hold no love for the gods. Clerics see them as animalistic.
Language: a lack of lips prevents kreen from pronouncing letters like b and p. In cases where there is a "b" or "p" in a dimpkan word, they are approximations for the language's hums and clicks, largely recognized as an acceptable way for non-kreen to pronounce dimpka words. The "pk" sound is a labial-velar consonant (IPA k͡p) in which the "p" is voiceless (phoneticians may note that all labial consonants are produced by a part of the kreen's throat not posessed by other species, which makes it sound slightly different, like vibrating with the "b" sound and clicking with the "p" sound). In addition to approximating labial sounds, Kreen also often hum while speaking and make clicking noises to display emotion, making for an interesting accent.
Automatic Languages: Kreen, Common. Bonus Languages: Amdur Dwarven, Gnoll.
Hit Die: d8.
| Base | Fort | Ref | Will | |||
|---|---|---|---|---|---|---|
| Level | Attack | Save | Save | Save | Special | |
| 1 | +0 | +0 | +2 | +2 | +1 Wisdom, +1 Natural AC, Strong hands, Wild shape progression | - |
| 2 | +1 | +0 | +3 | +3 | +1 Dexterity, Large weapons, Leap (+12), Claw, +1 Natural AC | +1 divine caster level* |
| 3 | +2 | +1 | +3 | +3 | +1 Wisdom, Independent arms, Bite, +1 Natural AC | - |
| 4 | +3 | +1 | +4 | +4 | +1 Dexterity, Leap (+16), Speed +10, +1 Natural AC | +1 divine caster level* |
Requirements: Race must be Dimpka kreen, age catagory must be adult (a middle aged Dimpka kreen cannot take further levels in this class), 4 ranks in Survival.
Class Skills:
A Kreen's skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Listen (Wis), Spot (Wis), and Survival (Wis).
Skill points per level: 4 + Int modifier.
Weapon and Armor Proficiency: Kreen are proficient with all simple weapons with no armor, and no shields.
Spells: Kreen add one caster level for purposes of progression to a divine spellcasting class on second and third level, but this class must attain its spells from a source other than a diety (nature, for example).
Caster Progression: Add all racial levels to a non-diety-derived divine caster level rather than just the levels that increase caster progression. If there is more than one eligible class, the levels may be split between them as desired.
Strong hands: At first level, kreen may use like-sized weapons in one hand as normal (rather than requiring two same-side hands), but this requires the other hand to be inactive in combat. Similarly, large weapons may be wielded in two hands of opposite sides provided the remaining two hands are inactive.
Wild shape progression: Kreen add their racial class levels to any class that grants the wild shape ability (choose one class if you have more than one).
Large weapons: At second level, a kreen may use weapons designed for large creatures. This requires two same-side hands for "one-handed" large weapons and all four hands for "two-handed" large weapons. This will not provide any reach beyond what is provided by the medium size version of the weapon. Additionally, two-handed medium weapons that do not provide reach (e.g. a greatsword but not a glaive) may be used in two same-side hands.
Leap: At second level, a kreen's racial modifier to Jump increases from +8 to +12 and the kreen's maximum jumping distance is not limited by height. At fourth level, this bonus increases to +16.
Independent arms: At third level, a kreen can use weapons in all four hands and take the Multiweapon Fighting feat. If the kreen already has Two-Weapon Fighting, this feat comes for free. Kreen are also now eligible for the Multiattack feat.
Claw: Kreen can attack with a claw to deal 1d4 damage.
Bite: Kreen can bite as a secondary attack (-5 penalty on the attack roll, half Strength bonus to damage) and deal 1d4 damage. Once per day, a kreen can make a bite poisonous, dealing 1d6 Dexterity damage with paralysis as a secondary effect. DC is 7 + Kreen Level + Con modifier.
Ex-kreen: If a kreen ceases to be of the kreen race, all special features of this class are removed, but the modifiers from attack, saves, and caster levels remain.
| Race | Adulthood | Barbarian Rogue Sorcerer |
Bard Fighter Honorguard Rover |
Cleric Druid Monk Wizard |
|---|---|---|---|---|
| Human | 15 | +1d4 | +1d6 | +2d6 |
| Birdman, Pawka | 10 | +1d3 | +1d4 | +2d4 |
| Dwarf, Amdur | 32 | +2d4 | +3d6 | +5d6 |
| Peluman | 36 | +2d4 | +2d10 | +2d12 |
| Lizardfolk, Yahku | 21 | +1d6 | +2d4 | +2d6 |
| Kobold, Glizzin | 18 | +1d4 | +2d4 | +3d4 |
| Gnoll, Uzgok | 14 | +1d4 | +1d6 | +1d12 |
| Kreen, Dimpka | 3 | +1 | +1d2 | +2d4 |
| Race | Adulthood | Middle Age1 |
Old2 | Venerable3 | Death |
|---|---|---|---|---|---|
| Human | 15 | 35 | 53 | 70 | +2d20 |
| Birdman, Pawka | 10 | 25 | 38 | 50 | +3d20 |
| Dwarf, Amdur | 32 | 75 | 113 | 150 | +4d20 |
| Peluman | 36 | 80 | 120 | 160 | +4d20 |
| Lizardfolk, Yahku | 21 | 50 | 75 | 100 | +1d% |
| Kobold, Glizzin | 18 | 42 | 63 | 84 | +3d20 |
| Gnoll, Uzgok | 14 | 33 | 50 | 66 | +2d20 |
| Kreen, Dimpka | 3 | 10 | 15 | 20 | +1d12 |
|
1: At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha. 2: At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. 3: At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha. | |||||
| Race | Base Height | Height Modifier |
Base Weight | Weight Modifier |
|---|---|---|---|---|
| Human, Male | 4'10 | +2d10 | 100 lb | (×2d4) lb |
| Human, Female | 4'5 | +2d10 | 85 lb | (×2d4) lb |
| Birdman (Pawka), Male | 3'8 | +3d6 | 30 lb | (×1d2) lb |
| Birdman (Pawka), Female | 3'8 | +2d8 | 30 lb | (×1d2) lb |
| Dwarf (Amdur), Male | 3'9 | +2d4 | 130 lb | (×2d6) lb |
| Dwarf (Amdur), Female | 3'7 | +2d4 | 110 lb | (×2d6) lb |
| Peluman, Male | 4'0 | +2d4 | 140 lb | (×2d8) lb |
| Peluman, Female | 3'10 | +2d4 | 120 lb | (×2d8) lb |
| Lizardfolk (Yahku), Male | 4'10 | +2d8 | 120 lb | (×2d4) lb |
| Lizardfolk (Yahku), Female | 4'9 | +2d8 | 110 lb | (×2d4) lb |
| Kobold (Glizzin), Male | 2'8 | +2d4 | 30 lb | (×1) lb |
| Kobold (Glizzin), Female | 2'6 | +2d4 | 25 lb | (×1) lb |
| Gnoll (Uzgok), Male | 3'0 | +2d4 | 40 lb | (×1) lb |
| Gnoll (Uzgok), Female | 2'10 | +2d4 | 35 lb | (×1) lb |
| Kreen (Dimpka), Male | 4'10 | +2d12 | 135 lb | (×2d6) lb |
| Kreen (Dimpka), Female | 4'10 | +2d12 | 140 lb | (×2d6) lb |
| Race | Height Range | Weight Range (@average height) |
Body Mass Index (kg/m²) |
|---|---|---|---|
| Human, Male | 5'0-6'6 | 104-(122-188)-260 lb | 17-32 |
| Human, Female | 4'7-6'1 | 89-(107-173)-245 lb | 21-32 |
| Birdman (Pawka), Male | 3'11-5'2 | 36-(42-53)-66 lb | 11-12 |
| Birdman (Pawka), Female | 3'10-5'0 | 32-(39-48)-62 lb | 11-12 |
| Dwarf (Amdur), Male | 3'11-4'7 | 134-(140-190)-226 lb | 43-53 |
| Dwarf (Amdur), Female | 3'9-4'5 | 114-(120-170)-206 lb | 40-52 |
| Peluman, Male | 4'2-4'8 | 144-(150-220)-268 lb | 41-60 |
| Peluman, Female | 4'0-4'6 | 124-(130-200)-248 lb | 38-60 |
| Lizardfolk (Yahku), Male | 5'0-6'2 | 124-(138-192)-248 lb | 24-32 |
| Lizardfolk (Yahku), Female | 4'11-6'1 | 114-(128-182)-238 lb | 23-31 |
| Kobold (Glizzin), Male | 2'10-3'6 | 32-(35)-38 lb | 19-15 |
| Kobold (Glizzin), Female | 2'8-3'4 | 27-(30)-33 lb | 19-14 |
| Gnoll (Uzgok), Male | 3'2-3'8 | 42-(45)-48 lb | 20-17 |
| Gnoll (Uzgok), Female | 3'0-3'6 | 37-(40)-43 lb | 20-17 |
| Kreen (Dimpka), Male | 5'0-6'10 | 139-(161-291)-423 lb | 27-44 |
| Kreen (Dimpka), Female | 5'0-6'10 | 144-(166-296)-428 lb | 28-45 |
All content copyright © 2003-08 by Adam Katz unless otherwise noted. All rights reserved. Page last updated Sat Nov 29 14:54:38 2008.