Hazards DnD Edit
Here is a list of modifiers for each Race and element for The Hazards Dungeons and Dragons
Celestials get +2 dex, -1 con, -1 int.
Abilities: Fly, resistance to electric and water based attacks, windfury.
+ 1 int, + 1 char, - 2 con
Abilities: self illumination, Climb, aura detect. resistance to poisons and Life steal.
+ 1 con, +1 str, - 2 wis
Abilities: charge, resistance to sand, stone, bullets and blind.
+ 2 wis, - 2 dex
Abilities: Water heals, resistance to ice and water based attacks.
+ 1 con, + 1 char, - 1 str, - wis
Abilities: Natural Barter, Lucky, burrow, resistance to heat and fire.
+ 1 con, + 1 int, - 2 str
Abilities: Charm, taunt and confuse. Resistance to poison.
+ 1 dex, + 1 con, - 1 wis, - 1 str
Resistant to Terra and light based attacks. Can return a Terra based attack to an enemy.
Baphomet: Attune to one element. You can switch on a short heal, every half-hour or on a full heal.
Vita: + 2 Char
Terra: + 2 Con
Ignis: + 2 Str
Aer: + 2 Dex
Aqua: + 2 Wis