Post by Zyraen on Feb 22, 2024 20:38:48 GMT 8
Remarks: For those who played UB earlier, the term "Racial Trait" has been replaced with "Racial Bonus". This is to avoid confusion with the stat-related Traits in the main game.
All races are speed 6 and have low light vision, unless otherwise indicated.
R is for Racial ability, that you can trade out a green CA for. Racial ability is usable only once per battle.
You may trade out one of your two racial bonuses for any other racial bonuses on the Generic Bonuses list (see next post), or for +1 to one Fort Reflex Will defense. See Campaign Bonuses below.
Some racial bonuses improve a group check, which refers to when the party is using the same skill towards a single goal, and thus that character is able to interact with the others and offer input in their combined efforts. Also note that racial bonuses never stack with themselves.
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DWARF
Speed 5, not slowed by heavy armor
R) Swift Rally
Personal, Swift
Effect: You take the Rally action.
Bonus) Darkvision: You have darkvision 10.
Bonus) Stand Fast : You ignore 1 square of forced Movement (pull, push, slide). When an Attack would knock you prone, you can make a Saving Throw to avoid falling prone.
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HALFLING
Small*
R) Charmed Life
Personal, Interrupt
Trigger: You are hit by an attack.
Effect: The triggering attack roll is rerolled.
Special: The first time you use this ability and the outcome is not improved in your favour, you do not expend this ability. Whenever you roll a natural 1 on a d20 roll, you can expend this ability to reroll.
Bonus) Fearless: You gain +5 to saving throws against fear effects.
Bonus) Nimble: You gain +2 to all defenses against opportunity attacks (OAs)
* - up to four small creatures can occupy a square, and small creatures treat weapons as one size smaller
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HALF-ELF
Racial: A half-elf may choose a racial ability of either his human or elven heritage.
Bonus) Diplomatic: You gain +1 to persuasion, and grant this bonus to your party when making a group check.
Bonus) Survivor: You gain +2 to death saving throws.
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HALF-ORC
R) Smashing Blow
Personal, Free
Trigger: You hit with a melee attack that deals damage.
Effect: The damage increases by either your Sec, or by 1W (if it is a weapon attack), or by 1d8.
Bonus) Charger: You gain +2 speed when charging, and do not take penalties from running during your charge.
Bonus) Bloody Resilience: You gain 5 THP when Bloodied. This increases by 5 at Levels 11,21.
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HIGH ELF
R) Fey Jaunt
Personal, Move
Effect: You teleport 5 squares.
Bonus) Darkvision: You have darkvision 10.
Bonus) Resolute: You gain +2 to saving throws against effects that daze, dominate or stun.
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HUMAN
R) Heroic Focus
Personal, No action
Trigger: You make a d20 roll.
Effect: You gain Sec (max 6) bonus to the triggering roll. This uses up your interrupt action if you have one, or your next interrupt.
Bonus) Adaptive: You gain +1 to all saving throws.
Bonus) Combat Readiness: You gain +2 bonus to Initiative.
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SYLVAN ELF
R) Peerless Aim
Personal, Free
Trigger: You make an attack roll.
Effect: You gain +2 to the triggering roll, or reroll it.
Bonus) Eagle-Eyed: You gain +1 to perception, and grant this bonus to your party when making a group check.
Bonus) Surefooted Shift: You ignore difficult terrain when shifting.
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TIEFLING
R) Burning Backlash
Interrupt, Burst 10 (1 foe)
Trigger: You take damage from an attack that hits you.
Effect: The triggering enemy takes the same amount of damage.
Bonus) Fire Resistance: You gain Resist 5 fire. This increases by 5 at Levels 11, 21.
Bonus) Quick Recovery : You gain +2 to saving throws against ongoing damage.
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ADD-ONS / CUSTOMS
Bonuses of the custom race are not available to other races, unless explicitly with GM permission.
CATFOLK
R) Speed Burst
Swift, Personal
Effect: Until ENT, you gain Sec bonus to speed.
Bonus) Climber: You may take 10 on Athletics Checks to climb, and are not unguarded when climbing.
Bonus) Nimble Faller: You deduct 3 squares when calculating fall distance. You take half damage from falling and land on your feet even after taking falling damage. Note that if you are prone before falling, you still end up prone.
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SYLPH
R) Windy Escape
Interrupt, Personal
Trigger: You are hit by an attack, after damage is given.
Effect: You gain Resist Sec against the attack, and if it was a critical hit, it becomes a normal hit.
Bonus) Electrical Resistance: You gain Resistance 5 to lightning. This increases by 5 at Levels 11, 21.
Bonus) Nimble Faller: You deduct 3 squares when calculating fall distance. You take half damage from falling and land on your feet even after taking falling damage. Note that if you are prone before falling, you still end up prone.
Special: Sylph gains access to the following feat at L11.
L11) Wings of Air: You gain fly speed 6 (altitude limit 1) while in light or no armor, and while not heavily encumbered. This replaces one of your racial/background/campaign bonuses, or you lose access to Windy Escape.
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WAYANG
Small*
R) Dissolution
Interrupt, Personal
Trigger: You are hit by an attack.
Effect: After the attack resolves, you become invisible until ENT, and can shift halfSec squares and make a stealth check to become hidden.
Bonus) Darkvision: You have darkvision 10.
Bonus) Necrotic Resistance: You gain Resistance 5 to necrotic. This increases by 5 at Levels 11, 21.
All races are speed 6 and have low light vision, unless otherwise indicated.
R is for Racial ability, that you can trade out a green CA for. Racial ability is usable only once per battle.
Some racial bonuses improve a group check, which refers to when the party is using the same skill towards a single goal, and thus that character is able to interact with the others and offer input in their combined efforts. Also note that racial bonuses never stack with themselves.
=====
DWARF
Speed 5, not slowed by heavy armor
R) Swift Rally
Personal, Swift
Effect: You take the Rally action.
Remarks: As per the UB Combat cheatsheet, the Rally action lets you spend a Reserve and regain Reserve Value HP, and you also gain the benefits of Total Defense, ie +2 to all defenses.
Bonus) Darkvision: You have darkvision 10.
Bonus) Stand Fast : You ignore 1 square of forced Movement (pull, push, slide). When an Attack would knock you prone, you can make a Saving Throw to avoid falling prone.
=====
HALFLING
Small*
R) Charmed Life
Personal, Interrupt
Trigger: You are hit by an attack.
Effect: The triggering attack roll is rerolled.
Special: The first time you use this ability and the outcome is not improved in your favour, you do not expend this ability. Whenever you roll a natural 1 on a d20 roll, you can expend this ability to reroll.
Bonus) Fearless: You gain +5 to saving throws against fear effects.
Bonus) Nimble: You gain +2 to all defenses against opportunity attacks (OAs)
* - up to four small creatures can occupy a square, and small creatures treat weapons as one size smaller
=====
HALF-ELF
Racial: A half-elf may choose a racial ability of either his human or elven heritage.
Bonus) Diplomatic: You gain +1 to persuasion, and grant this bonus to your party when making a group check.
Bonus) Survivor: You gain +2 to death saving throws.
=====
HALF-ORC
R) Smashing Blow
Personal, Free
Trigger: You hit with a melee attack that deals damage.
Effect: The damage increases by either your Sec, or by 1W (if it is a weapon attack), or by 1d8.
Bonus) Charger: You gain +2 speed when charging, and do not take penalties from running during your charge.
Bonus) Bloody Resilience: You gain 5 THP when Bloodied. This increases by 5 at Levels 11,21.
=====
HIGH ELF
R) Fey Jaunt
Personal, Move
Effect: You teleport 5 squares.
Bonus) Darkvision: You have darkvision 10.
Bonus) Resolute: You gain +2 to saving throws against effects that daze, dominate or stun.
=====
HUMAN
R) Heroic Focus
Personal, No action
Trigger: You make a d20 roll.
Effect: You gain Sec (max 6) bonus to the triggering roll. This uses up your interrupt action if you have one, or your next interrupt.
Bonus) Adaptive: You gain +1 to all saving throws.
Bonus) Combat Readiness: You gain +2 bonus to Initiative.
=====
SYLVAN ELF
R) Peerless Aim
Personal, Free
Trigger: You make an attack roll.
Effect: You gain +2 to the triggering roll, or reroll it.
Bonus) Eagle-Eyed: You gain +1 to perception, and grant this bonus to your party when making a group check.
Bonus) Surefooted Shift: You ignore difficult terrain when shifting.
=====
TIEFLING
R) Burning Backlash
Interrupt, Burst 10 (1 foe)
Trigger: You take damage from an attack that hits you.
Effect: The triggering enemy takes the same amount of damage.
Bonus) Fire Resistance: You gain Resist 5 fire. This increases by 5 at Levels 11, 21.
Bonus) Quick Recovery : You gain +2 to saving throws against ongoing damage.
=====
ADD-ONS / CUSTOMS
Bonuses of the custom race are not available to other races, unless explicitly with GM permission.
CATFOLK
R) Speed Burst
Swift, Personal
Effect: Until ENT, you gain Sec bonus to speed.
Bonus) Climber: You may take 10 on Athletics Checks to climb, and are not unguarded when climbing.
Bonus) Nimble Faller: You deduct 3 squares when calculating fall distance. You take half damage from falling and land on your feet even after taking falling damage. Note that if you are prone before falling, you still end up prone.
=====
SYLPH
R) Windy Escape
Interrupt, Personal
Trigger: You are hit by an attack, after damage is given.
Effect: You gain Resist Sec against the attack, and if it was a critical hit, it becomes a normal hit.
Bonus) Electrical Resistance: You gain Resistance 5 to lightning. This increases by 5 at Levels 11, 21.
Bonus) Nimble Faller: You deduct 3 squares when calculating fall distance. You take half damage from falling and land on your feet even after taking falling damage. Note that if you are prone before falling, you still end up prone.
Special: Sylph gains access to the following feat at L11.
L11) Wings of Air: You gain fly speed 6 (altitude limit 1) while in light or no armor, and while not heavily encumbered. This replaces one of your racial/background/campaign bonuses, or you lose access to Windy Escape.
=====
WAYANG
Small*
R) Dissolution
Interrupt, Personal
Trigger: You are hit by an attack.
Effect: After the attack resolves, you become invisible until ENT, and can shift halfSec squares and make a stealth check to become hidden.
Bonus) Darkvision: You have darkvision 10.
Bonus) Necrotic Resistance: You gain Resistance 5 to necrotic. This increases by 5 at Levels 11, 21.