Or, their characters might encounter these races while journeying beneath the sea. Players wanting their characters to be ocean dwellers can use these variants. For residents of the aquatic realm, the sunny world of the air is as mysterious and unknown as the black depths of the sea. Inky depths conceal sunken cities, sleeping deities, and titanic monsters. The exception is aquatic humans, which, due to their ability to live and breathe underwater, are sufficiently different from other humans to warrant an environmental variant.īeneath the surface of the ocean lies an exotic and a alien world, complete with canyons, mountains, volcanoes, and forests. These adjustments take the place of the goblin's normal -2 Strength, +2 Dexterity, and -2 Charisma.īecause humans are, by nature, the most adaptable of races, environmental variants are generally not included for humans. For example, the aquatic goblin's ability score adjustments are -2 Strength, +2 Constitution, and -2 Charisma. In these cases, the adjustments given here supersede the standard race's adjustments. Many of the variant races described in this section provide alternate ability score adjustments. For instance, a human retains his extra skill points and extra feat at 1st level, a dwarf retains his stonecunning ability, and an elf retains her ability to spot secret doors, unless the variant description specifically indicates otherwise. All racial traits of the standard race-racial skill bonuses, bonus feats, special sensory capabilities (such as darkvision and low-light vision), ability modifiers, combat bonuses against specific foes, and racial weapon proficiencies-are retained unless the variant specifies otherwise. For example, you can use them as world-building tools-the existence of racial offshoots may constitute living proof of an ancient racial migration in response to some disaster.Įach racial variant modifies the race to which it is applied (hereafter called the standard race) in minor ways. For stance, in a desert-based campaign the desert races presented below could replace the normal versions of the races.Īlternatively, these variants could coexist with the standard races (or even with other variants) in your world. You may decide that one or more of these variants represent the “standard” version of a given race in your world. One method of altering the existing races is to introduce environmental variants, a number of which are presented here. If I'm going evil, I'll take NE with a mostly neutral day-to-day and pop evil when the trust has been built up.Racial variants are a great way add diversity to your game without drastically changing the ecology of your world. Personally, I've played the Thrall of Baphomet and it was nice for a short campaign, but CE alignment to the nth degree gets tiresome and one-dimensional IMO. You can probably have AC levels build on TOB and the LC build on AC which builds on TOB. 1 / AH 10 / LC 4"ĭemoNOM is Thrall of Baphomet. Too much cheese for pretty much any table.īut in the comments, the OP puts the standard progression like this: This link is a theoretical exercise in maxing the uber-mount. Since you're going Warblade that probably leaves Arcane Hierophant out, so I would look at some of the uber-mount builds out there. I would try to pick up a different prestige class that can build the Fiendish Companion but whose level stacks with TOB. If you do Thrall of Baphomet, what you are probably going for is the Super Companion.
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