Gripers in The Stopped World | World Anvil
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Gripers

Grippers are the less known version of the Engagers since they can survive alone mostly doesn't need live in community, they are bigger than normal Engagers, stronger and with better capabilities for arcane magic.

This Race has the following Race Traits:

  • Type: Fey (Reptilian)
  • Score Modifiers: +4 Strength +4 Charisma; Gripers are very strong and somehow alluring
  • Size: Large (take a –1 size penalty to their AC and attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks)
  • Base Speed: 12 mts (8 tiles)
  • Low-Light Vision (Ex): Gripers are able to see colors at the light of a torch or moonlight
  • Toxic Blood (Ex): Gripers commonly can poison wild animals by getting bitten and poison their weapon with their blood as swift action, said venom make 1 CON damage each round for 6 rounds, doing Fortitude saves (DC= 10 + 1/2 Hit Dice + Constitution mod.) each round to mitigate to the poison. Gripers can use this trait a number of times per day equal to their Constitution modifier (minimum 1)
  • Desert Runner (Ex): Grippers has +4 to Constitution and Fortitude checks to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
  • Spell Resistance (Ex): Gripers obtain 11 + Character level Spell Resistance
  • Disguise (Sp): Gripers can use the spell Disguise as a caster of their level at will
  • Mayor Image (Sp): Once in a day, Gripers can use the spell Mayor Image as a caster of their level (DC= 13 + Charisma mod.)
  • Automatic Languages: Silvain, Common; Additional Languages: Laspanian, Meiokanesse, Giant, Alko, Under-common
  • Common Alignments: Always Chaotic Neutral, but can be any chaotic alignment
  • Common Way: Ancestry (Fay)

  • Aleatory Initial Age:

    Youth Adulthood Simple Work-out Harsh
    10 years 20 years +1d6 years +2d6 years +4d6 years
    • You can choose if you want your character start at their youth or adulthood
    • Intuitive, Work-out and Harsh Occupations will give your character a higher starter level

    Aging Effects:

    Middle Age1 Old2 Venerable3 Maximum Age
    250 years 375 years 500 years +6d100 years
    1. -1 Stg, Dex, Con; +1 Int, Wis, Cha
    2. -2 Stg, Dex, Con; +1 Int, Wis, Cha
    3. -3 Stg, Dex, Con; +1 Int, Wis, Cha

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