Taer

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A Dungeons & Dragons race introduced in Unapproachable East, a 3rd edition sourcebook covering the "East Asiatic" regions of the Forgotten Realms, the Taer are race of savage, white-furred arctic-dwelling man-apes of such fury and bloodthirstiness that even orcs and gnolls think they're a bunch of crazed lunatics!

No kidding: it's even stated that taers have the ability to literally turn off their cognitive thought to descend into a bestial rage.

Despite that, they're not entirely irredeemable. They actually have a fairly complex clan-structure, with long-held oral histories and generations-old wisdom used to preserve strict rules about how to conduct themselves within the clan. It's just that they're not very innovative and have issues seeing those who aren't members of their clan as being "people".

+4 Strength, +2 Constitution, -4 Intelligence, -2 Charisma
Giant
Medium
Base speed 30 feet
Climb speed 30 feet
+8 racial bonus on all climb checks, can always take 10 when climbing, can make an accelerated climb move at double the listed speed and with only a single Climb check with a -5 penalty, retain Dexterity bonus to AC whilst climbing, opponents get no special attack bonus against them whilst they are climbing.
Racial Hit Dice: Two levels in Giant, granting 2d8 Hit Dice, BAB +1, Fort +3, Ref +0, Will +0.
Racial Skills: 5 * (2 + Int modifier) skill points to spend on Climb, Hide and Spot.
Racial Feats: One free feat from racial hit dice.
Arctic Camouflage: A taer has +4 to Hide checks in snow-covered locales.
Weapon Familiarity: Greatclubs and Longspers are Simple Weapons for Taers.
Natural Armor +2
Natural Attacks: 2 Slam attacks (1d3) at normal attack bonus, 1 Bite attack (1d4) at a -5 penalty.
Cold Subtype (Ex): Immune to Cold Damage, vulnerable to fire attacks - take half again (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Level Adjustment: +1
Favored Class: Barbarian