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Halfings of the Wild Run

Halfings of the Wild Run are a stotic people not typically what you expect when you think of stotic. They are not of stout build or expectionally muscled. No these Halfings are stotic of mind, they have seen things that would make others curl into a ball and return to infant like state. The wild run goes through the the Narvito Forest, where all aberations sprout from or so the lengends tell. There in the place forsaking by all other scientent beings they commit themselves to the ancient tradition. The Skill trade of Knowledge, find all they can about the Wilds, meeting with the mages and tome keeps of both the Artzil and Tartilia. However they do not commit it to such imprecice things such as paper or tablet. No everything they do is commited to memory, the only safe place to store such dangerious infomation.

+2 Dexterity +2 Intellgence -2 Strength They are commited to skill trade of knowledge but are still bound by there halfing frame.

Frail Wild Run recive a plus four bonus to there starting hit points

Slow Speed Wild Run have a base speed of twenty feet.

Low Light Vision the Wild Run, has many hazards and they are ever watchful, Wild Run can see twice the distance in low light conditions

Keen Senses Wild Run recive a plus two bonus to sight and sound based preception checks, In addition when every they are with ten feet of a trap or secert passage they can make a perception check whether they are actively looking or not

Skill Trade Knowledge Wild Run recive a plus two racail bonus to all knowledges also they are considered trained in all skills in addition when aiding another halfing the aid bonus becomes plus four rather than the standered plus two

Iron Will +2 Bonus to will save

The Knowledge you may use this ability be used three times per day. This ability maybe used as an Immidate action in responce to mind effecting abilites. You are now immune to that ability, you must only walk now when taking move actions. You may also use this ability as a standard action any creature that meets your must make a DC11 plus two for each other racial ability you have or become shaken.

Eye of Anger

Eye of Fury

Eye of Despair

Eye of the Relinquished

Eye of Dread

Eye of Horror

The Eye of Madness


Eclectic Knowledge


Perceive Weakness


The Passing

Eye of Anger

Prequiests: The Knowledge


You gain an additional use of The Knowledge when you select this feat. You may spend uses The Knowledge for this ability. To activate this ability, you take a standered action and make a gaze attack against a single target. That target must make a DC9 plus two for each other racial ability you have if they fail they become raged as per the Barbarian ability for rounds equal to number of racial abilites you have or you maintain the gaze and concertation. (Example you have this feat and the racial ability the knowledge the DC is 11)

Eye of Fury


Prequiests: Eye of Despair and Eye of Dread


You gain an additional use of The Knowledge when you select this feat. You may spend uses The Knowledge for this ability. That target must make a DC9 plus two for each other racial ability you have if they fail they become frenzied as per the Frenzied Beskers ability for rounds equal to number of racial abilites you have or you maintain the gaze and concertation.

Eye of Despair


Prequiests: The Knowledge


You gain an additional use of The Knowledge when you select this feat. You may spend uses The Knowledge for this ability. To activate this ability, you take a standered action and make a gaze attack against a single target. That target must make a DC9 plus two for each other racial ability you have if they fail they become cowered for rounds equal to number of racial abilites you have or you maintain the gaze and concertation.

Eye of the Relinquished

Prequiests: Eye of Dread and Eye of Anger


You gain an additional use of The Knowledge when you select this feat. You may spend uses The Knowledge for this ability. To activate this ability, you take a standered action and make a gaze attack against a single target. That target must make a DC9 plus two for each other racial ability you have if they fail they become ??????? for rounds equal to number of racial abilites you have or you maintain the gaze and concertation.

Eye of Dread

Prequiests: The Knowledge


You gain an additional use of The Knowledge when you select this feat. You may spend uses The Knowledge for this ability. To activate this ability, you take a standered action and make a gaze attack against a single target. That target must make a DC9 plus two for each other racial ability you have if they fail they become frightened for rounds equal to number of racial abilites you have or you maintain the gaze and concertation.

Eye of Horror

Prequiests: Eye of Despair and Eye of Anger


You gain an additional use of The Knowledge when you select this feat. You may spend uses The Knowledge for this ability. To activate this ability, you take a standered action and make a gaze attack against a single target. That target must make a DC9 plus two for each other racial ability you have if they fail they become panicked for rounds equal to number of racial abilites you have or you maintain the gaze and concertation.

The Eye of Madness

Prequiests: Eye of Horror and Eye of the Relinquished and Eye of Fury


You gain an additional use of The Knowledge when you select this feat. You may spend uses The Knowledge for this ability. To activate this ability, you take a standered action and make a gaze attack against a single target.When you use this ability you become helps until you end this ability. That target must make a DC9 plus two for each other racial ability you have if they fail they become stunned and for each three points they fail the save by (rounded up) they lose a charisma point until end of encounter

Eclectic Knowledge

Prequiests: The Knowledge


You gain an additional use of The Knowledge when you select this feat. You may spend uses The Knowledge for this ability. You may spend uses of the The Knowledge to re-roll any knowledge skill check. Also this repesents they strange tid bits you found out so you may roll for things that would ussally be denined to you.

Perceive Weakness

Prequiests: The Knowledge


You gain an additional use of The Knowledge when you select this feat. You may spend uses The Knowledge for this ability. You may observe a creautre for two rounds uninterupted you may discover it's weakness. Also for role play situations you may spend uses of The Knowledge re-roll a sense motive check by observing your target.

The Passing

Prequiests: The Knowledge


You gain an additional use of The Knowledge when you select this feat. You may spend uses The Knowledge for this ability. To activate this ability, you take a standered action and make a gaze attack against a single target. You may show your target thirty seconds of images you seen

Subcategories

This category has only the following subcategory.

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