zenanarchist
2010-07-14, 10:17 PM
Heralds
These children of the heavens are natural messengers and warriors. Natural diplomats -born to run, fight and talk. A herald is a lithe, but muscular, charismatic individual who all seem automatically drawn to, but will find hard to follow. They are free spirited characters and they hate being tied down- metaphorically and physically. Heralds are always ready to fight and are quick to anger, however their natural charisma usually gets them out of a bind.
They will regularly be seen in taverns talking into the small hours of the night and they love their freedom.
LA +0
+2 Charisma, +2 Strength, -2 Wisdom, -2 Constitution.
Heralders are strong and charismatic, able to fight their way through a war to deliver any particular item or message. However most consider them unwise for such actions and they cannot take much punishment.
Land Speed 40ft
TRAITS
Natural Messenger
Heralds have a +2 racial bonus to diplomacy and gather information checks.
Vikings
Heralds gain a +1 to all attacks with composite bows and all large weapons (Great Sword, Bastard Sword, Hammer, Double Sword, Great Axe etc).
SPECIAL TRAITS
Fast
Heralds gain the Run feat for free.
Mobile
Heralds qualify for Mobility without taking Dodge as a prerequisite, this also nullifies the Dodge prerequisite for Spring Attack.
PENALTIES
Flighty
Heralds take a -2 to all spot and listen checks, they are too flighty to notice subtelties.
Crude
Heralds are not fans of smaller weapons, their large hands and physiques seem ill fitted and take -4 on all attacks with light or small weapons.
Lithe
Heralds may never take the Endurance feat.
They also take -2 on the first attack roll if they strike immediately after conversing with the target. They are quick to anger and become unfocused temporarily as they madden.
These children of the heavens are natural messengers and warriors. Natural diplomats -born to run, fight and talk. A herald is a lithe, but muscular, charismatic individual who all seem automatically drawn to, but will find hard to follow. They are free spirited characters and they hate being tied down- metaphorically and physically. Heralds are always ready to fight and are quick to anger, however their natural charisma usually gets them out of a bind.
They will regularly be seen in taverns talking into the small hours of the night and they love their freedom.
LA +0
+2 Charisma, +2 Strength, -2 Wisdom, -2 Constitution.
Heralders are strong and charismatic, able to fight their way through a war to deliver any particular item or message. However most consider them unwise for such actions and they cannot take much punishment.
Land Speed 40ft
TRAITS
Natural Messenger
Heralds have a +2 racial bonus to diplomacy and gather information checks.
Vikings
Heralds gain a +1 to all attacks with composite bows and all large weapons (Great Sword, Bastard Sword, Hammer, Double Sword, Great Axe etc).
SPECIAL TRAITS
Fast
Heralds gain the Run feat for free.
Mobile
Heralds qualify for Mobility without taking Dodge as a prerequisite, this also nullifies the Dodge prerequisite for Spring Attack.
PENALTIES
Flighty
Heralds take a -2 to all spot and listen checks, they are too flighty to notice subtelties.
Crude
Heralds are not fans of smaller weapons, their large hands and physiques seem ill fitted and take -4 on all attacks with light or small weapons.
Lithe
Heralds may never take the Endurance feat.
They also take -2 on the first attack roll if they strike immediately after conversing with the target. They are quick to anger and become unfocused temporarily as they madden.