The Beastlands Animal
The Beastlands character race are animal creatures, once native to the Beastland inner plane, now residents of the prime material plane. Virtually any animal race is playable due to the Beastlands effect of raising the animal's intelligence to near or exceeding human levels. The intelligence factor allows the animal to accept player classes, though keep in mind that due to their animal form a player character may have certain difficulties in performing certain skills. A wolf or quadruped would have major difficulty picking up objects or performing fine manipulation of objects.
These physical drawbacks should be kept in mind during character creation, though even with the physical drawbacks, animal forms offer certain benefits.
*Choose an animal race for the character.
*The natural base movement rate is bettered by +1
*The natural armor class of the animal race does not change for surprised or rear values. Dexterity armor class bonus is added as normal. It should be noted that if actual Armor or Barding is purchased, only the better of the two bases Armor classes is kept. Wearing armor does not add a bonus for a character with a base armor class lower than that of the armor.
*For every base Hit Dice of the animal race the character may add 1point to his/her base class hit points.
*Use natural weapons. All Beastlands animals gain an automatic nonmagical+1to hit and damage with their natural body weapons (i.e. claws, teeth, tail).
*Choose your primary character statistic. Add +2
*Choose your secondary statistic. Add +1
*Choose a minor Statistic (Str, Int, Wis, Dex, Con, Chr)
and subtract 2pts.
*Choose a minor Statistic and subtract 1pt.
*A first level BeastLands animal and choose two powers/Abilities.
(+1 to any statistic, +2 to armor class, Natural spell casting ability either mage or cleric of equal level-use M-U spell progression chart, +5 hit points, Raise natural weapons damage die to next highest, Increase movement by +5, 5% Magic resistance, +3 to any save category, Evasion 12 or higher on a die20, Half damage from edged weapons, half damage from blunt weapons, Half damage from missile weapons, Half damage from fire, Half damage from cold. Half damage from lightning, half damage from acid, 1/day per level charge one attack with - fire,cold,lightning - causes +1d8 damage, 1/day per level "speed" effect for 3rounds of combat. Regeneration 1pt a round till neg. hitpoints. -1pt damage per die versus all attacks.
Base statistics are rolled as normal characters. For Beastlands Mages, clerics, and Druids need not perform semantic or components for spell casting, likewise thieves suffer a half penalty to pick locks, pick pockets and remove traps.
Very few Beastlands animals can speak any language other than their own species, however they may understand any amount of languages as permitted by their intelligence.
Race Written by Kenneth Haun -- Based on D&D Planewalker
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