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The Ortal (3.5e Race)
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=== RHD Hybrids === For some campaigns, level adjustment is a silly idea and should not be used. This, unfortunately, alienates some people from using rougly 90% of the Ortal. So, instead, instead; this variant replaces the level adjustment with racial hit die, which isn't too much of a stretch. To achieve this, remove all level adjustments from a hybrid and treat every base sect as having 1 racial hit die. This racial hit die is consumed by the first class level and, thus, base sect races don't need modifiying. However, when you combine two sects to form a hybrid, you do not increase the level adjustment by +1, you instead combine the racial hit die, meaning a first hybrid will have 2 RHD. As Humanoid RHD often have varying good saves, each the first Ortal sect chosen determines the good base save for all RHD gained. The saves are as follows; * '''-gai:''' [[SRD:Fortitude|Fortitude]] * '''-smi:''' [[SRD:Reflex|Reflex]] * '''-jit:''' [[SRD:Reflex|Reflex]] * '''-pha:''' [[SRD:Reflex|Reflex]] * '''-mak:''' [[SRD:Will|Will]] Examples are given below. ==== Ortal-makpha ==== * +2 [[Dexterity]], +4 [[Intelligence]], +2 [[Wisdom]], -2 [[Strength]], -2 [[Constitution]] * [[Humanoid]] (Ortal) * [[Medium]] * Ortal-makpha [[base land speed]] is 40 feet. * '''Greased Lightning ([[Ex]]):''' The Ortal-makpha can fully immerse themselves in the air around them, slowing their perception of time and increasing the speed of their body for a short amount of time, by increasing the adrenaline flow. Once per day as a standard, the Ortal-makpha can activate this ability. While active, the Ortal-pha gains +2 [[Dexterity]] and +2 [[Constitution]], but take a -2 [[Wisdom]] penalty. They can make one extra attack per round on a full-round attack at their highest attack bonus, but all other attacks that round take a -2 penalty. This ability lasts for 1 + enhanced [[constitution]] modifier rounds. * '''Enhanced Legs ([[Ex]]):''' The Ortal-makpha have exceptionally developed leg muscles and can use these to their dexterous advantage, nevermind their weak strength. An Ortal-makpha can use [[Dexterity]] for [[Jump]] and [[Climb]] checks and gain a +2 racial bonus on all [[Balance]] and [[Climb]] checks. * '''Spiritual Power ([[Ex]]):''' The Ortal-makpha are well versed in their connection with the spirit world and through that, they learn how to manipulate their spirits. As a standard action, an Ortal-makpha can deliver a touch attack to deal 1d6 + Wisdom modifier damage. This can also be used in reverse, allowing the Ortal-makpha to heal 1d6 + [[Wisdom]] modifier damage with a touch. The backlash from this ability causes the Ortal-makpha to take 2 points of [[Wisdom]] damage. The [[Wisdom]] damage heals naturally. The Ortal-makpha cannot use this ability if the [[Wisdom]] damage would reduce the Ortal-makpha's [[Wisdom]] to 9 or lower. * '''Knowledgable ([[Ex]]):''' The Ortal-makpha are trusted by the Ortal to be the most knowledgable; through spirit or learning. They can use their [[Wisdom]] modifier for [[Knowledge]] checks. They gain a +2 racial bonus on all [[Knowledge]] (Religion) and [[Knowledge]] (The Planes) checks. * '''At One With the Spirit ([[Su]]):''' Due to their connection with the Spirit, the Ortal-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all spells and effects. * '''Spirit Connection ([[Su]]):''' The Ortal-makpha do not actively need sleep, but instead they meditate. When the Ortal-makpha meditates for 8 hours, they heal at double their normal rate (including ability damage). However, they take an additional -5 to [[Listen]] checks while meditating. * '''At One With the Wind ([[Su]]):''' Due to their connection with the Wind, the Ortal-makpha are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all electricity spells and effects. * '''Wind's Embrace ([[Su]]):''' The deep connection with the Wind gives the Ortal-makpha more insight into how to manipulate fire. They cast spells with the Electricity descriptor at a +1 Caster Level. * '''Air Connection ([[Su]]):''' While outside (or in a building not enclosed by more than 4 walls), the Ortal-makpha gains a +1 [[dodge]] bonus to their AC. However, if the Ortal-makpha is entangled or otherwise kept slowed, they take a -1 penalty to attacks. * '''Racial [[SRD:Hit Dice (Creature Statistic)|Hit Dice]]:''' An Ortal-makpha begins with 2 levels of [[SRD:Humanoid Type|humanoid]], which provide 2d8 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +1, and base [[SRD:Saving Throw|saving throw]] bonuses depending on the most dominant sect; the good save is +3 and the poor saves are +0. * '''Racial [[SRD:Skills (Creature Statistic)|Skills]]:''' An Ortal-makpha’s [[SRD:Elemental Type|elemental]] levels give her [[SRD:Skill Points|skill points]] equal to (2 + [[SRD:Intelligence|Int]] modifier, minimum 1) per [[SRD:Hit Dice (Creature Statistic)|Hit Die]], with quadruple [[SRD:Skill Points|skill points]] for the first [[SRD:Hit Dice (Creature Statistic)|Hit Die]]. Ortal [[SRD:Class|class]] skills are [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]) and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]). [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]) and [[SRD:Swim Skill|Swim]] are always treated as class skills. * Proficient with all [[SRD:Simple Weapon|simple]] weapons. * [[Automatic Languages]]: Common, Maksek, Auran. * [[Bonus Languages]]: Aquan, Ignan and Terran. * [[Favored Class]]: [[Cleric]] or [[Ranger]] * [[Level Adjustment]]: +0 * [[ECL|Effective Character Level]]: 2 ==== Ortal-makphajit ==== * +4 [[Dexterity]], +4 [[Intelligence]], +4 [[Wisdom]], -4 [[Strength]], -4 [[Constitution]] * [[Humanoid]] (Ortal, Aquatic) * [[Medium]] * Ortal-makpha [[base land speed]] is 40 feet: The Ortal-makphajit have a swim speed of 40ft. * '''Greased Lightning ([[Ex]]):''' The Ortal-makpha can fully immerse themselves in the air around them, slowing their perception of time and increasing the speed of their body for a short amount of time, by increasing the adrenaline flow. Once per day as a standard, the Ortal-makpha can activate this ability. While active, the Ortal-pha gains +2 [[Dexterity]] and +2 [[Constitution]], but take a -2 [[Wisdom]] penalty. They can make one extra attack per round on a full-round attack at their highest attack bonus, but all other attacks that round take a -2 penalty. This ability lasts for 1 + enhanced [[constitution]] modifier rounds. * '''Enhanced Legs ([[Ex]]):''' The Ortal-makpha have exceptionally developed leg muscles and can use these to their dexterous advantage, nevermind their weak strength. An Ortal-makpha can use [[Dexterity]] for [[Jump]] and [[Climb]] checks and gain a +2 racial bonus on all [[Balance]] and [[Climb]] checks. * '''Spiritual Power ([[Ex]]):''' The Ortal-makpha are well versed in their connection with the spirit world and through that, they learn how to manipulate their spirits. As a standard action, an Ortal-makpha can deliver a touch attack to deal 1d6 + Wisdom modifier damage. This can also be used in reverse, allowing the Ortal-makpha to heal 1d6 + [[Wisdom]] modifier damage with a touch. The backlash from this ability causes the Ortal-makpha to take 2 points of [[Wisdom]] damage. The [[Wisdom]] damage heals naturally. The Ortal-makpha cannot use this ability if the [[Wisdom]] damage would reduce the Ortal-makpha's [[Wisdom]] to 9 or lower. * '''Knowledgable ([[Ex]]):''' The Ortal-makpha are trusted by the Ortal to be the most knowledgable; through spirit or learning. They can use their [[Wisdom]] modifier for [[Knowledge]] checks. They gain a +2 racial bonus on all [[Knowledge]] (Religion) and [[Knowledge]] (The Planes) checks. * '''[[Scent]] ([[Ex]])''' * '''Aquatic ([[Ex]]):''' The Ortal-jit are capable of breathing underwater and on land equally. * '''Trader's Intuition ([[Ex]]):''' Due to their sense of how to trade and barter, Ortal-jit can use their natural instinct to get their way, where charisma might fail them. They can use their [[Wisdom]] bonus on [[Diplomacy]] checks. They gain a +2 racial bonus to [[Sense Motive]] and [[Appraise]] checks. * '''At One With the Sea ([[Su]]):''' Due to their connection with the cold, the Ortal-jit are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all cold spells and effects. * '''At One With the Spirit ([[Su]]):''' Due to their connection with the Spirit, the Ortal-smi are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all spells and effects. * '''Spirit Connection ([[Su]]):''' The Ortal-makpha do not actively need sleep, but instead they meditate. When the Ortal-makpha meditates for 8 hours, they heal at double their normal rate (including ability damage). However, they take an additional -5 to [[Listen]] checks while meditating. * '''At One With the Wind ([[Su]]):''' Due to their connection with the Wind, the Ortal-makpha are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all electricity spells and effects. * '''Wind's Embrace ([[Su]]):''' The deep connection with the Wind gives the Ortal-makpha more insight into how to manipulate fire. They cast spells with the Electricity descriptor at a +1 Caster Level. * '''Air Connection ([[Su]]):''' While outside (or in a building not enclosed by more than 4 walls), the Ortal-makpha gains a +1 [[dodge]] bonus to their AC. However, if the Ortal-makpha is entangled or otherwise kept slowed, they take a -1 penalty to attacks. * '''At One With the Sea ([[Su]]):''' Due to their connection with the cold, the Ortal-jit are exceptionally resistant to it's effects when used against them. They a +2 racial bonus on saving throws against all cold spells and effects. * '''Water's Embrace ([[Su]]):''' The deep connection with Water gives the Ortal-jit more insight into how to manipulate the cold. They cast spells with the Cold descriptor at a +1 Caster Level. * '''Water Connection ([[Su]]):''' Whenever they are touching a body of water (a puddle, lake, river, etc), the Ortal-jit gains a +1 bonus to attacks. However, whenever they are in the air (without touching the ground), they take a -1 penalty to AC. * '''Racial [[SRD:Hit Dice (Creature Statistic)|Hit Dice]]:''' An Ortal-makphajit begins with 3 levels of [[SRD:Humanoid Type|humanoid]], which provide 3d8 [[SRD:Hit Dice|Hit Dice]], a [[SRD:Base Attack Bonus|base attack bonus]] of +2, and base [[SRD:Saving Throw|saving throw]] bonuses depending on the most dominant sect; the good save is +3 and the poor saves are +1. * '''Racial [[SRD:Skills (Creature Statistic)|Skills]]:''' An Ortal-makphajit’s [[SRD:Elemental Type|elemental]] levels give her [[SRD:Skill Points|skill points]] equal to (2 + [[SRD:Intelligence|Int]] modifier, minimum 1) per [[SRD:Hit Dice (Creature Statistic)|Hit Die]], with quadruple [[SRD:Skill Points|skill points]] for the first [[SRD:Hit Dice (Creature Statistic)|Hit Die]]. Ortal [[SRD:Class|class]] skills are [[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Knowledge Skill|Knowledge]] (religion) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]) and [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]). [[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]) and [[SRD:Swim Skill|Swim]] are always treated as class skills. * Proficient with all [[SRD:Simple Weapon|simple]] weapons. * [[Automatic Languages]]: Common, Maksek, Auran, Aquan. * [[Bonus Languages]]: Ignan and Terran. * [[Favored Class]]: [[Cleric]] or [[Ranger]] * [[Level Adjustment]]: +0 * [[ECL|Effective Character Level]]: 3
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