Moogles Lunars Half-Lunars Nanaki's Race Star Trek Races Elven Cats
A note about hit points: some races in the Complete Book of Humanoids
and Player's Option: Skills&Powers had flat bonuses to hit points.
This is no longer the case; they now have an adjustment to the size of
the hit die that they use. A +1 die size means that if a character
of that race is a priest, he uses a d10 instead of a d8. The table below
details the maximum constitution/fitness bonus for a given die size, and
the bonus to hit points after level nine that corresponds to each die size.
| Die Size | Maximum Const. Bonus | HP plus after lev. 9 |
| 1 | 0 | 1 |
| 1d2 | 1 | 1 |
| 1d3 | 1 | 1 |
| 1d4 | 2 | 1 |
| 1d6 | 2 | 2 |
| 1d8 | 3 | 2 |
| 1d10 | 4 | 3 |
| 1d12 | 5 | 3 |
| 1d20 | 6 | 4 |
| 1d30 | 6 | 5 |
| 1d50 | 7 | 6 |
| 1d100 | 7 | 8 |
Races with -2 to hit die size: Elven Cat, Fremlin, Leprechaun, Pixie
Races with -1 to hit die size: Kender, Aarakocra, Giant Eagle, Goblin,
Kobold, Moogle, Flyer Saurial, Ferengi
Races with normal hit die size: All that are not listed here (DM's
discretion at those races which aren't listed anywhere else. Tell me if
I should change anything.)
Races with +1 to hit die size: Bugbear, Centaur, Flind, Giff, Gnoll,
Half-ogre, Hornhead Saurial, Klingon, Ogre, Voadkyn (wood giant), Wemic
Races with +2 to hit die size: Alaghi, Firbolg, Minotaur, Verbeeg
Moogles:
Ability adjustments: +1 Con, -1 int
Minimums Str 7, Con 8, Wis 5, Cha 4
Maximums Int 16, Wis 17
Class level limits
Fighter: 14
Ranger: 14
Thief: 10
Bard: 10
Cleric: 12 (Cleric, Crusader, Shaman)
Druid: 14
Mage: 8
Psionicist: 8
Available multi-class: Fighter/Cleric, Fighter/Thief, Ranger/Cleric,
Ranger/Thief, Cleric/Thief
Movement Rate: 9
Age: As halfling
Special advantages:
Warriors automatically get specialization in a weapon of their choosing.
It must be an uncommon weapon such as a flail or halberd... and it must
be a melee weapon. Nonwarriors get proficiency in such a weapon, even if
it is not normally allowed to their class.
Moogles can fly, although it is very exhausting. Their flight movement
is 3/E, and they lose one point of constitution for each round flying.
(These points are recovered if the moogle can rest for one hour per point.)
What's more, the moogle needs to pass a Con chack at -4 to start flight.
Special disadvantages:
Because of their size, they wield weapons as small creatures, except
for their weapon of choice which they wield as medium creatures.
You know what moogles look like, are you going to take them seriously?
Lunars:
Ability adjustments: -1 Str, -1 Con, +1 Int, +2 Wis, -2 Cha
Minimums Int 9, Wis 10, Cha 5
Maximums Con 16
Class Level Limits
Fighter: 9
Thief: 9
Cleric: 15 (Cleric, Monk, Shaman)
Wizard: 16
Psionicist: 15
Available multi-class: Fighter/Cleric, Fighter/Wizard, Fighter/Psionicist,
Thief/Psionicist, Cleric/Wizard.
MAYBE Monk/Psionicist.
Movement rate: 12
Age: As human, but hibernation completely stalls the aging process.
It takes a month to start hibernating, and during this month aging occurs
normally. After this, aging stops-- it is as if time does not pass for
the Lunarian. He may set a specific time or event that can wake him, such
as a change in climate, someone hitting him with a stick, etc.
After this, it takes a week to completely wake up, and until then the
lunar will be very groggy, "out-of-it" and incapable of spellcasting, psionic
activity, or combat.
Special advantages:
Can memorize wizard spells in half the time, and can pray for priest
spells in 7/10 the time.
Special disadvantages:
Requires 11 hours sleep a day instead of 8.
Half-Lunar:
Ability score adjustments: +1 Wis, -1 Cha
Special Disadvantage: Requires 9 hours sleep a day.
Otherwise they are equivalent to humans.
Nanaki-type character
Ability score adjustments: +1 Dex, -1 Cha
Minimums Str 5, Dex 5, Con 6, Wis 7
Class level limits:
Fighter: 15
Ranger: 9
Bard: 7
Cleric: 10 (Cleric, Shaman)
Mage: 9
Available multi-class: Fighter/Cleric, Ranger/Cleric
Movement rate: 18
Age: As elf
Special advantages:
They can attack with their front claws for 1d4+1 damage each (slashing).
This is considered an ambidextrous attack, and no penalties are made because
both hands are attacking. They can also bite for 2d4 damage, but unless
they take a proficiency in this, biting and clawing at the same time causes
a -2 penalty to the claw attacks and a -1 penalty to the bite. They may
also choose to take proficiency in four-claw attack, which gives a -3 penalty
to each front claw, and a -5 penalty to each hind claw. (This is cumulative
with the penalty if the character also tries to bite.)
These creatures do not lose constitution as they age, but they do lose
dexterity and strength normally.
Their tail carries a light flame when they reach old age, which is
about as useful as a candle, and a larger flame when they become venerable,
which carries fire equal to any torch. Putting the flame out has no effect
on the creature, but he must spend 2d6 hours regenerating it if he wishes
to bring it back.
Special disadvantages:
They aren't very good at using anything but their claws, and
consequently cannot perform actions that we find routine. They don't have
opposable thumbs. They can attempt to do things with their mouths, but
they recieve a -8 penalty to any proficiency/ability check that requires
the use of hands. This penalty may be eliminated at a rate of 1 slot for
four penalty points, or one character point for two, but only for that
one particular proficiency/type of action.
Klingon
Ability adjustments: +2 Str, -2 Cha
Minimums: Str 9, Dex 9, Con 12, Wis 5
Maximums: Con 20, Cha 16 (Note that although Klingons cannot start
with Con greater than 18, 20 is still considered the "racial maximum" later
in the game.)
Romulan
Ability adjustments: +1 Int, -1 Wis
Vulcan
Ability adjustments: +1 Str, +1 Dex, +2 Int, -2 Wis, -2 Cha
Minimums: Str 15, Int 16, Wis 5
Ferengi
Ability adjustments: -1 Str, +1 Dex, +1 Int, -1 Cha
Minimums: Dex 6, Con 8, Int 6
Maximums: Int 17, Cha 14
Cardassian
Ability adjustments: +1 Con, +1 Int, -1 Wis, -1 Cha
Bajoran
Ability adjustments: -1 Con, +1 Wis
Trill
Joined Trill ability adjustments: -1 Str, -3 Con, +2 Int, +1 Wis, +2
Cha, plus bonuses for age
Unjoined Trill ability adjustments: -1 Con, +1 Cha
Minimums: Con 9, Cha 6
There are no special maximums for Trills, but aging bonuses still can
not increase ability scores beyond maximums.
Elven Cat
Ability scores: After scores are calculated by the initial method,
divide Strength and Dexterity by two, and add nine to Dexterity. Round
up fractional strength scores; round down fractional Dexterity scores.
Use the following tables for ability score modification. (Note: an elven
cat's natural AC is 8, due to small size and difficulty to strike. Dexterity
is responsible for the other four points of armor class in the Monstrous
Manual.) Cats cannot effectively open a door or bend a bar in the same
manner that a humanoid can. Most of their strength for carrying materials
or exerting force is in their jaws; although they may also have strength
in their limbs--limb strength is helpful in running, climbing, and jumping.
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| Score | Att. Adj | Damage/Attack | Max. Carried Weight | Weight Allowance |
| 1 | -3 | 1/1* | 1/5 | 1/10 |
| 2 | -2 | 1/1d2* | 1/2 | 1/4 |
| 3 | -1 | 1/1/1d2 | 2 | 1 |
| 4 | -1 | 1d2/1d2/1d2 | 4 | 2 |
| 5 | 0 | 1d2/1d2/1d3 | 7 | 3 |
| 6 | 0 | 1d2/1d2/1d3 | 10 | 4 |
| 7 | 0 | 1d2/1d2/1d3 | 13 | 6 |
| 8 | 0 | 1d3/1d3/1d3 | 16 | 7 |
| 9 | +1 | 1d3/1d3/1d4 | 20 | 9 |
| 10 | +1 | 1d4/1d4/1d6 | 25 | 12 |
| 11 | +2 | 1d4/1d4/1d6+1 | 35 | 17 |
| 12 | +2 | 1d4+1/1d4+1/1d6+1 | 50 | 30 |
| 13 | +2 | 2d3/2d3/2d4 | 70 | 45 |
| 14 | +3 | 2d3/2d3/2d6 | 100 | 75 |
| 15** | +3 | 2d4/2d4/2d6+1 | 175 | 125 |
*If character has strength 1 or 2, both claws are treated
as only one attack.
** Elven Cats cannot ever have strength greater than
15 in their natural form, with any aid short of divine intervention by
a greater power. Naturally, they cannot have Strength greater than 9. (9
is analogous to a human's 18; 15 is analogous to a human's 25.)
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| Score | Reac. Adj.* | Def. Adj.** | Score | Reac. Adj.* | Def. Adj.** |
| 1 | -7 | +5 | 14 | 0 | -4 |
| 2 | -6 | +4 | 15 | 0 | -4 |
| 3 | -5 | +3 | 16 | 0 | -5 |
| 4 | -4 | +2 | 17 | +1 | -5 |
| 5 | -3 | +1 | 18 | +1 | -6 |
| 6 | -2 | 0 | 19 | +2 | -6 |
| 7 | -1 | 0 | 20 | +2 | -7 |
| 8 | -1 | -1 | 21 | +3 | -8 |
| 9 | 0 | -1 | 22 | +4 | -9 |
| 10 | 0 | -2 | 23 | +5 | -10 |
| 11 | 0 | -2 | 24 | +6 | -11 |
| 12 | 0 | -3 | 25 | +7 | -13 |
| 13 | 0 | -3 | |||
*Reaction Adjustment modifies the cat's chance to be surprised.
It is assumed that if this adjustment is zero, the cat can only be surprised
on a 1. A positive modifier seems useless, because without special magical
aid all mortal beings can be surprised on a 1, but it will actually be
useful if the being trying to surprise the cat has a bonus of his own.
**Defensive Adjustment is applied to the cat's base AC
of 8. On average, Elven Cats have an AC of 4.
Minimums: Dex 10, Int 6, Cha 6
Maximums: Str 9, Int 17
Class Level Limits:
Fighter: 7
Ranger: 5
Thief: 9
Bard: 9
Priest: 5 (Shaman, Druid)
Mage: 7
Psionicist: 5
Available multi-class: Thief/Mage, Ranger/Thief
Movement Rate: 18
Age: Elven Cats reach middle age at 15, old age at 20, and become venerable
at 30. Max age is 30+2d20, and starting age is 1+1d8.
Special Advantages:
Elven Cats are very stealthy, imposing a penalty to opponents' surprise
rolls. This penalty is -3 at first level, -4 at second level, and -5 at
third and each level after third. They are surprised only on a 1. Elven
Cats have a 99.9% chance to move silently, and a 90% chance to hide in
wilderness areas. They are excellent climbers (a 30% bonus to their climb
walls rate), can leap 20 feet with ease, and enjoy swimming and playing
in water.
Elven cats gain magical abilities as they increase in level. They have
limited ESP which is used to determine intent; it is usable twice/day/level.
They can use enlarge and tree twice per day. Enlarge
increases an elven cat's hit dice (something it does not do for most characters)
and tree allows it to assume the form of a tree's limb. For these
magical abilites, elven cats are treated as 9th-level spellcasters.
Special disadvantages:
The disadvantages of being a cat are obvious. Unless the character
makes use of special magic or psionics, he/she forfiets the benefits of
opposable thumbs and cannot hold anything except in the mouth. They can
attempt to do things with their mouths, but they recieve a -8 penalty to
any proficiency/ability check that normally requires the use of hands.
This penalty may be eliminated at a rate of 1 slot for four penalty points,
or one character point for two, but only for that one particular proficiency/type
of action. (This is up to the DM's discretion; some actions will be near-impossible
without hands, such as playing most musical instruments, but some may not
be much harder at all, such as painting. Someone who has learned their
whole life how to use their mouth effectively to deal with objects would
have no trouble using a paintbrush in this manner.