As requested by Ronald J Paris!
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Ferrin (Advanced Race, 11 RP)
Among all half-elemental races, ferrin are distinguished for the metallic smoothness and glow of their bodies, their love for both fighting and creating fine metal tools and jewelry, and their ability to sustain their bodies by eating any kind of metal. On the other hand, they never drink water and feel repulsed by the very sight of many liquids that can “give them rust”.
Type: Outsider (Native) (3 RP)
Size: Medium (0 RP) Ferrin have no bonus or penalties due to size.
Speed: Normal (0 RP) 30 ft.
Ability Score Modifiers: Specialized (1 RP) +2 Str, +2 Con, -2 Cha. Ferrin are strong and resistant but their metallic appearance can intimidate those who first meet them.
Defense Racial Traits
Improved Electricity Resistance (Advanced Trait, 3 RP): Ferrin gain resistance 10 to electricity.
Improved Natural Armor (Advanced Trait, 3 RP): Ferrin gain a +2 natural armor bonus.
Magical Racial Traits
Metal Affinity (1 RP) Ferrin are treated as 1 level higher when casting spells or using powers from the Metal school, domain powers of the Metal subdomain and revelations of the oracle’s metal mystery. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait.
Mithral Symbiosis (2 RP): Ferrin can use strong metals to repair damage to their bodies. Eating three ounces of mithral has on a ferrin the same effect of a cure light wounds spell.
Senses Racial Traits
Darkvision, 60 ft.
Weakness Racial Traits
Hydrophobia (-2 RP): Ferrin take a -4 penalty on saves against spells and effects with the water descriptor.
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