Arcanos desenterrados
VARIANTES RACIALES ELEMENTALES
The d20 cosmology has six Inner Planes, four of which correspond
to the classic elements: aire, tierra, Fuego, and Agua. You can link races to various
elements without making them extraplanar creatures. In fact, you
can create an entire philosophical system based on various
combinations of element types and their relative strengths.
The races described below are the elemental races tied to each
element. While members of these races are not actually Elementales, y son, como la mayoría de los
criaturas, compuestas de los cuatro elementos, cada una tiene un
afinidad por uno de los cuatro. Este elemento es el más poderoso
influencia en los miembros de esa raza y moldea fuertemente no sólo
la fisiología de la raza, sino también la perspectiva de sus miembros y
personalidad.
A pesar de su afinidad por un elemento en particular, estos
Los tipos y subtipos de criaturas no cambian.
Cada variante racial modifica la raza a la que se aplica
(la raza estándar) en formas menores. Todos los rasgos raciales de la
raza estándar (incluidas las bonificaciones de habilidades raciales, las proezas de bonificación,
Capacidades sensoriales especiales, modificadores de habilidad, bonificaciones de combate
contra enemigos específicos, y las habilidades raciales en el uso de armas)
a menos que la variante especifique lo contrario.
La mayoría de estas razas variantes proporcionan habilidades alternativas
Ajustes. Los ajustes de puntuación de habilidad que se dan aquí reemplazan
los ajustes de la carrera estándar.
Al igual que con las variantes raciales ambientales, el equilibrio y la
La naturaleza adaptable de los seres humanos les impide tener una fuerte
proclividad elemental. La personalidad de un ser humano individual
refleja, quizás, la fuerza de varios elementos dentro de ese
individuo, pero los seres humanos no adquieren virtudes particulares o
vulnerabilidades relacionadas con sus componentes elementales.
Razas de
Aire
Traits associated with air include an intuitive and emotional
nature. Creatures with strong ties to the air element tend to be
curious and investigative, capable of influencing others with
their words. Politically they believe in sacrifice for a cause or
belief.
Los miembros de las razas aéreas a menudo difieren en apariencia de sus
primos típicos. Las características comunes incluyen azul claro o blanco pálido
piel, cabello azul claro o blanco, y carne que es fría al
Toque.
Rasgos generales de las razas aéreas
All members of air races have the following traits.
- +1 racial bonus on attack rolls against creatures of the
tierra subtype, including
extraplanar creatures from the Plano Elemental de la Tierra.
- -2 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities with the earth subtype or
used by creatures of the tierra subtype, including extraplanar
creatures from the Plano Elemental de la Tierra.
- Breathless (Ex): Members of air races do not breathe, so they
have immunity to ahogamiento, asfixia, and
attacks that require inhalation (such as some types of veneno).
GNOMOS DE AIRE
Air gnomes are identical with standard gnomes, except for some
differences in racial traits.
Rasgos raciales
Air gnomes have the general Rasgos de las razas aéreas described above
and all gnomo
Rasgos raciales, with additions and exceptions as noted below.
- +2 Destreza, -2 Fuerza: Los gnomos de aire son ágiles, pero carecen de
poder físico.
- No racial bonus on attack rolls against Kóbolds and
Goblinoides.
- +4 dodge bonus to Armor Class against Large or larger
creatures of the tierra subtype: This bonus replaces
the gnome's racial bonus to AC against Gigantes.
DUENDES DEL AIRE
Air goblins are an example of the air traits turned to evil.
Their strongest emotions are fear and anger, and their creativity
is usually malicious and hurtful.
Rasgos raciales
Air goblins have the general Rasgos de las razas aéreas described above
and all Rasgos raciales de los duendes, with additions
and exceptions as noted below.
- +4 Destreza, -2 Fuerza, -2 Constitución: Los goblins del aire son
más ágiles y persuasivos que los goblins normales, pero son físicamente
débil y frágil. Los hechiceros son mucho más comunes entre los goblins aéreos
de lo que son entre los duendes normales.
- No racial bonus on Montar checks: Air goblins don't commonly
ride mounts.
Razas de
Tierra
Traits associated with earth include insight and thoughtfulness.
Creatures with strong ties to the earth element tend to be
serious folk. Many are careful researchers or masterful
strategists. Politically they believe in self-reliance and in
benefiting from their own efforts. Members of earth races often
vary in appearance from their typical cousins. Common earth race
features include earthlike skin, eyes like gems or like black
pits, gravelly voices, large hands and feet, iron gray hair, and
a metallic sheen to the skin.
Rasgos Generales De Las Razas Terrestres
All members of earth races have the following traits.
- +1 racial bonus on attack rolls against creatures of the
aire
subtype, including extraplanar creatures from the Plano Elemental de
Aire.
- -2 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities with the air subtype or
used by creatures of the aire subtype, including extraplanar
creatures from the Plano elemental de aire.
- Stability: An earth creature gains a +4 bonus on ability
checks made to resist being Toro apurado or Tropezó when
standing on the ground (but not when climbing, flying, riding, or
otherwise not standing firmly on the ground). If the standard
race already has this ability, the bonuses stack.
TIERRA
ENANOS
Earth dwarves are identical with standard dwarves, except for
some differences in racial traits.
Rasgos raciales
Earth dwarves have the general Rasgos de las razas terrestres described
above and all Rasgos raciales de los enanos, with additions and
exceptions as noted below.
- +2 Fuerza, +2 Constitución, -2 Destreza, -2 Carisma:
Los enanos terrestres son físicamente poderosos, pero algo torpes en
acción y palabra.
- Improved Stonecunning: An earth dwarf's racial bonus on
Buscar
checks to notice unusual stonework is +4 (instead of +2).
- No hay bonificación racial de +2 en tiradas de salvación contra hechizos y
efectos similares a los de un hechizo.
- No +1 racial bonus on attacks against Orcos and
Goblinoides.
- +4 racial bonus on Valorar checks and Oficio checks
that are related to stone or metal items: An earth dwarf has a
particularly strong familiarity with objects made of the bones of
the earth, hence the higher racial bonus.
TIERRA
KÓBOLDS
Earth kobolds personify earth traits turned toward evil. They are
less emotional than their normal kobold cousins, and are cunning
with trickery and traps.
Rasgos raciales
Earth kobolds have the general Rasgos de las razas terrestres described
above and all Rasgos raciales de Kobold, with
additions and exceptions as noted below.
- -2 Fuerza, -2 Constitución: Los kóbolds de la Tierra son más fuertes,
aunque menos ágiles que sus típicos primos kobold.
- +4 racial bonus on Oficio (trapmaking) checks related to
stonework traps: Earth kobolds are particularly skilled at
crafting traps made from the earth.
Razas de
Fuego
Members of fire races are sensualists, existing to experience
sensation of all sorts. They tend to be highly perceptive, and
are often artists and artisans. Politically they disdain
constraints on behavior, especially moral or religious
inhibitions, or constraints imposed by conventional authority.
Los miembros de las razas de fuego a menudo varían en apariencia de sus
primos normales. Las características raciales comunes del fuego incluyen el gris carbón
o piel de color rojo intenso, cabello rojo o anaranjado que ondea como llamas,
piel inusualmente caliente y dientes grandes y rojos.
Rasgos generales de las razas de fuego
All members of fire races have the following traits.
- +1 racial bonus on attack rolls against creatures of the
Agua subtype, including
extraplanar creatures from the Plano elemental del agua.
- -2 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities with the water or cold
subtype or used by creatures of the Agua or frío subtype,
including extraplanar creatures from the Plano Elemental de
Agua.
- Resistencia al fuego 5.
ELFOS DE FUEGO
Fire elves are identical with standard elves, except for some
differences in racial traits.
Rasgos raciales
Fire elves have the general Rasgos de las razas de fuego described above
and all duende
Rasgos raciales, with additions and exceptions as noted below.
-
+2 Destreza, -2 Constitución, +2 Inteligencia, -2 Carisma:
Los elfos de fuego son rápidos en la acción y el pensamiento, pero comparten la
fragilidad de la raza estándar.
FUEGO
SEMIELFOS
Half-elves and half-orcs are part elemental race and part human.
As a result, they have some of the elemental traits of their
nonhuman parents-but not all of them. In appearance, they rarely
possess more than one variant feature: A fire half-elf might have
the charcoal gray skin, but not hair that waves like flames or
large red teeth.
Los semielfos de fuego disfrutan de las cosas buenas de la vida, pero no son tan buenos
hedonistas como sus padres elfos de fuego. Su lado humano permite
para moderar sus indulgencias a través del dominio propio.
Rasgos raciales
Fire half-elves do no
have the general Rasgos de las razas de fuego.
Fire half-elves have all Rasgos raciales de los semielfos, as well as
the following traits.
- +1 racial bonus on attack rolls against Agua
creatures, including extraplanar creatures from the Plano Elemental de
Agua.
- -1 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities used by Agua
creatures, including extraplanar creatures from the Plano Elemental de
Agua.
FUEGO
HOBGOBLINS
Where fire elves prefer pleasurable sensations and pleasing
aesthetics, fire hobgoblins revel in pain and the sensations of
battle. Their favorite arts are those of strategy and tactics.
Rasgos raciales
Fire hobgoblins have the general Rasgos de las razas de fuego described above
and all Rasgos raciales de los hobgoblin, with
additions and exceptions as noted below.
- +2 Destreza, +2 Constitución, +2 Inteligencia, -2 Carisma:
Los hobgoblins de fuego son tan rápidos y resistentes como sus primos normales,
pero poseen un intelecto mayor.
- Visión con poca luz: Un hobgoblin de fuego puede ver el doble de lejos que un
humano a la luz de las estrellas, a la luz de la luna, a la luz de las antorchas (la iluminación preferida
condición entre los hobgoblins de fuego), y condiciones similares de
iluminación. Conserva la capacidad de distinguir el color y
detalle bajo estas condiciones.
- Sin visión oscura.
- No racial bonus on Muévete en silencio checks.
Razas de
Agua
Water races are creatures of sensation, but their response to it
is more careful and critical than that of the fire races. They
take action only after prudent consideration, but remain flexible
and adaptable. Politically they are traditionalists, more
comfortable with proven systems than radical new ideas.
Los miembros de las razas acuáticas a menudo varían en apariencia de sus
primos típicos. Las características raciales comunes del agua incluyen ligeramente
piel escamosa, carne húmeda, piel o pelo de color azul verdoso y cabello grande
ojos negros.
Rasgos generales de las carreras acuáticas
All members of water races share the following traits.
- +1 racial bonus on attack rolls against creatures of the
Fuego
subtype, including extraplanar creatures from the Plano Elemental de
Fuego.
- -2 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities with the fire subtype or
used by creatures of the Fuego subtype, including extraplanar
creatures from the Plano elemental de fuego.
- Natural Swimmers: Members of water races have a swim speed
equal to their base land speed. (If the creature already has a
swim speed, it improves by 10 feet.) A water creature can move
through water at its swim speed without making Nadar checks. It
has a +8 racial bonus on any Swim check to perform some special
action or avoid a hazard. A water creature can always choose to
take 10 on a Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims in a
straight line.
AGUA
SEMIORCOS
Half-elves and half-orcs are part elemental race and part human.
As a result, they have some of the elemental traits of their
nonhuman parents-but not all of them. In appearance, they rarely
possess more than one variant feature: A fire half-elf might have
the charcoal gray skin, but not hair that waves like flames or
large red teeth.
Los semiorcos de agua combinan la flexibilidad y el cuidado
consideración de su parentesco de orcos acuáticos con capacidades humanas
para la resolución y la acción rápida.
Rasgos raciales
Water hald-orcs do no
have the general Rasgos de las razas acuáticas.
Water half-orcs have all Rasgos raciales de los semiorcos, as well as the
following traits.
- +1 racial bonus on attack rolls against Fuego
creatures, including extraplanar creatures from the Plano Elemental de
Fuego.
- -1 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities used by Fuego
creatures, including extraplanar creatures from the Plano Elemental de
Fuego.
AGUA
MEDIANOS
Water Halflings are identical with standard halflings, except for
some differences in racial traits.
Rasgos raciales
Water Halflings have the general Rasgos de las razas acuáticas described
above and all Rasgos raciales de los medianos, with additions
and exceptions as noted below.
- -2 Fuerza, +2 Destreza, +2 Constitución: Medianos de agua
son rápidos y sanos, pero físicamente débiles.
ORCOS DE AGUA
Water orcs exemplify the water traits turned to evil. Though slow
to reach decisions, once a water orc chooses a course of action
its resolve is harder to shift than a tidal wave.
Rasgos raciales
Water orcs have the general Rasgos de las razas acuáticas described
above and all Rasgos raciales de los orcos, with additions and
exceptions as noted below.
- +4 Fuerza, +2 Constitución, -2 Inteligencia, -2 Sabiduría, -2
Carisma: Los orcos de agua son fuertes y resistentes, pero comparten el estándar
las limitadas capacidades mentales de la raza.
|