Stercules (3.5e Race)
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Contents
Stercules
Personality
Physical Description
Relations
Alignment
Lands
Religion
Language
Names
Racial Traits
- +2 Constitution, -2 Dexterity: Resilient and well built, they lack agility.
- Humanoid (Anthro)
- Small: As a Small creature, a stercules gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on special attack (bull rushes, grapples, overruns, and trips) checks, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
- Stercules base land speed is 20 feet.
- Elytron Carapace: Stercules are covered in a chitin carapace which keeps them safe, and grants them a +1 armor bonus to AC, no maximum dexterity bonus, no armor check penalty, and does not count as armor for class features or pre-requisites. This chitin carapace prevents them from wearing actual armor, but it may be enhanced as if it was masterwork armor. They can also put armor crystals on themselves.
- Strength of the Scarab: They are deceptively and incredibily strong, despite their size. They have the Powerful Build feature, making them count as one size larger when they are subject to a size modifier and it would be advantageous, or in any case in which being larger would be beneficial. They can also use weapons designed for creatures one size larger than them. They count as Large quadrupedal creatures when determining carrying capacity (that is, they multiply their actual Strength score x3 to determine their ability to carry load. Lastly, they have a +4 racial bonus to Strength-based skill and ability checks.
- Life in the Desert: Stercules are quite resistant to the effects of heat, gaining a +2 racial bonus on such saving throws. They also move well in sand, avoiding reduction to their speed due to it.
- Builder's Craft: Having very crafty minds, no stercules is strange to at least some degree of engineering and craftmanship. They have a +2 racial bonus Craft and Knowledge (engineering) checks. They also always treat Knowledge (engineering) as a class skill.
- Magic of the Scarab (Su): Each stercules has been blessed by the gods with different magical prowess. You may choose one of the following abilities:
- Azul Defense: You can invoke the divine protection of spirits as a free action and transform your armor bonus (plus the enhancements) from Elytron Carapace in a deviation bonus for one round per each 4 HD you have (minimum 1).
- Holy Bolt: By calling the gods, you may strike your foes, using a standard action to launch a missile of light, which strike's unerringly and deals 1d4 + 1d4 per each 5HD you have of radiant damage.
- Good Fate: You gain the Luck domain's granted power, which stacks with the actual power. You may share this effect with another creature by letting it touch you. The benefit is transferred to the creature until the next morning. You also gain a +2 bonus to checks made to stabilize yourself.
- Horn: They have an horn feral strike, with the staticts presented below.
- Vermin-like: Being sentient insects, they are still affected by effects that work on vermins or insects, but they gain a +2 racial bonus against such effects.
- Automatic Languages: Common, Celestial or Aklo
- Bonus Languages: Any, except for secret ones
- Favored Class: Any
- Level Adjustment: +0
- Effective Character Level: 1
Facts about "Stercules (3.5e Race)"
Author | the bluez in the dungeon + |
Effective Character Level | 1 + |
Favored Class | Any + |
Identifier | 3.5e Race + |
Level Adjustment | 0 + |
Racial Ability Adjustments | +2 Constitution + and -2 Dexterity + |
Rating | Undiscussed + |
Size | Small + |
Subtype | Anthro + |
Title | Stercules + |
Type | Humanoid + |