Races

The Standard Races

Every race has a number of racial traits as follows:

  • Ability Adjustments: The adjustments to the character's ability scores.
  • Size: The character's size.
  • Speed: The character's speed
  • Vision: The character's vision type
  • Racial advantages: Every Race has two racial advantages
  • Racial Talents: Every Race (except human) has three racial talents. Humans have only one.
  • Racial Skills: Racial skills grant charaters a +2 racial bonus to that skill.
  • Languages:
    • Native: All characters are automatically fluent in their native language
    • Free Proficiency: The list of languages a player may choose from for a second language or lingua franca for their character to be proficient with
    • Other Available Languages: A player may choose a number of languages from this list up to their character's intelligence bonus (rounded down) in which to gain proficiency. A character may also become fluent in a language in which they are already proficient instead of learning another language.
  • Favoured Classes: The player must choose at level 1 which class listed is their character's favoured class.

Drughu

Drughu are a folk of short stature and fair endurance. They make their home in the wilderness, and are known for their skill in craft. Drughu live together in clans or tribes, and work together to guard their home from enemies. The name “drughu” is their own name for their race; they are often called all sorts of names by outsiders, including drufolk, druan, wildfolk, and wose. The degree of civilisation varies greatly from tribe to tribe, many live in well-built log cabins and clothe themselves in well-crafted clothing; others live in huts or shacks and clothe themselves in simple woven cloths, or in warmer regions, grass skirts if anything at all.

Drughu Racial Traits

  • Ability Adjustments: +2 Constitution, +2 Dexterity, -2 Intelligence.
  • Size: Medium.
  • Speed: 30 ft.
  • Vision: Normal.
  • Racial advantages:
    • Drughu rage: The drughu have the ability to rage 4 + Con modifier rounds per day similar to the barbarian’s rage ability. The Drughu may enter a rage as a free action. While in rage they recieve a +4 bonus to Strength and Constitution and a +2 morale bonus to will save. They suffer a -2 penalty to AC during rage. If a drughu takes levels in a class that grants the rage ability, then he instead gains 4 additional rounds of the rage ability per day. Whenever drughu rage, however, their eyes glow red and they do not speak.
    • Scent
  • Racial Talents:
    • Motionless contemplation: Drughu have the ability to sit perfectly still, without blinking, as though a lifeless statue. Drughu gain a +2 circumstance bonus to stealth checks when motionless in this way, and a +4 circumstance bonus to disguise themselves as a statue.
    • Intuitive artisan: Drughu use their wisdom bonus rather than their intelligence bonus when calculating craft skill checks.
    • Weapon familiarity: Drughu are proficient with all martial weapons made of wood, and treat exotic weapons with "drughu" in the name as a martial weapon.
  • Racial Skills: Craft, Survival.
  • Languages:
    • Native: Fluent in their native drughu dialect.
    • Free Proficiency: Trade common.
    • Other Available Languages: Any human language, sylvan, giant, orc, goblin, low elven.
  • Favoured Classes: Barbarian, druid, or ranger.

Dwarves

The dwarven kingdoms are relatively new in the ancient world, but the roots and origins of dwarves run strong and deep. Dwarven pride and identity stems from their emancipation from thraldom under the Ancient Gnome Civilisation. Ironically, dwarves owe their present strength of body and skill in craft to their centuries of slavery. Naturally, dwarves still harbour strong feelings against gnomes and stone giants (another artefact of the Gnome Civilisation). Elves are at best suspicious of dwarves, generally untrusting, and at worst consider them little better than goblins or orcs. It is thought that there is no such things as female dwarves, but it may be that they are simply too rare to be known to outsiders.

Dwarf Racial Traits

  • Ability Adjustments: +2 Constitution, +2 Wisdom, -2 Charisma.
  • Size: Medium.
  • Speed: 20 ft.
  • Vision: Poor, Heatsight.
  • Racial advantages:
    • +2 racial bonus on saving throws against poison.
    • Stability: +4 racial bonus to offensive combat maneuver difficulty class to resist bullrush or trip attempts while standing on the ground.
  • Racial Talents:
    • Stonecunning
    • Special Combat Training: Dwarves receive a +1 talent bonus on attack roles against creatures of the gnome and giant subtypes; they also receive a +4 dodge bonus to AC against creatures of the giant subtypes.
    • Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in it as a martial weapon.
  • Racial Skills: Appraise, Climb.
  • Languages:
    • Native: Fluent in their native dwarven dialect.
    • Free Proficiency: Trade common.
    • Other Available Languages: Any human language, gnomish, giant, orc, goblin, low elven.
  • Favoured Classes: Cleric, fighter, or gemologist.

Elves

Elves, since the rise of the human empires, have migrated away from the central lands of the known world to their own home across the northeastern seas. There are rumours of hidden enclaves in the mountains and hidden vales where elves still dwell, and wood elves still inhabit deep and untamed forests, but the only known home of grey elves still amid the human lands is a small foot-hold in the north-eastern corner of the Isle of Caphelsirgilith. Even still, this home is not common knowledge. Elves are born with an unlimited lifespan. They are not truly immortal, but will not normally die of old age.

Elf Racial Traits

  • Ability Adjustments: +2 Dexterity, +2 Intelligence, -2 Constitution.
  • Size: Medium.
  • Speed: 30 ft.
  • Vision: Good, Low-light Vision.
  • Racial Advantages:
    • Immune to magic sleep effects
    • +2 racial saving throw against enchantment spells or effects.
  • Racial Talents:
    • Elven Magic: +2 talent bonus on caster level checks to overcome SR.
    • Weapon Familiarity: Proficient with longbows, longswords, rapiers, and shortbows, and treat exotic weapons with "elven" in the name as a martial weapon.
    • Elves are entitled to a perception check to notice a concealed entrance merely by passing within 10 feet of it.
  • Racial Skills: Perception, Stealth.
  • Languages:
    • Native: Fluent in their dialect of an elven language (usually grey elven).
    • Free Proficiency: Low elven.
    • Other Available Languages: Any other elven language, any human language, gnome, orc, goblin, draconic, maritime common, old Umorit, or the dark tongue.
  • Favoured Classes: Bard, ranger or wizard.

Farrux

Farrux (singular farrugh), like halflings, belong to the same branch of folk as humans, though more distantly related. They have somewhat longer necks and folded ears, but their most striking feature is their long semi-prehensile tail. It is thought that the farrux lived wild in valley forests on a time, but since any culture of their own has been long lost as they have endured centuries of slavery among humans. Only recently among some cultures do farrux live as free citizens, though these occurences are still rare.

Farrugh Racial Traits

  • Ability Adjustments: +2 Dexterity, +2 Charisma, -2 Wisdom.
  • Size: Medium.
  • Speed: 30 ft.
  • Vision: Normal.
  • Racial Advantages:
    • +2 racial bonus on Acrobatics and Swim skill checks due to the stability when balancing and additional thrust afforded when swimming by their tails. A Farrugh can swim 30 ft as a full round action, and 15 ft as a move action.
    • Farrugh Psionics: Farrux with a Charisma of 11 or higher gain the following psi-like abilities: 1/day—catfall, empathy. The manifester level for these powers is equal to the farrugh's level. At third level, farrux with a Charisma of 13 or higher also gain 1/day—chameleon.
  • Racial Talents:
    • Farrux are used to getting out of the way quickly and receive a +4 talent bonus to combat maneuver class when on the defensive and a +2 talent bonus to reflex saves.
    • Weapon Familiarity: Proficient with light hammer, hand axe, light pick, and scythe, and treat exotic weapons with "farrugh" in the name as a martial weapon.
    • Farrux have full control over their tails and can attack with their tails. This attack is an unarmed strike unless the tail is affixed with a blade or other weapon, or if the farrux take the prehensile feat in order to learn to grip objects with their tails. If used as part of a full-round attack action it counts as a secondary attack (base attack bonus -5 and half strength bonus to damage).
  • Racial Skills: Diplomacy, Sense Motive.
  • Languages:
    • Native: Fluent in the dialect of the human community in which they live (or were born into)
    • Proficiencies: trade common or maritime common.
    • Other Available Languages: any other neighbouring human language, halfling, low elven, or old Umorit.
  • Favoured Classes: Bard, oracle, or rogue.

Gnomes

Gnomes are a pale remainder of the former glory of their ancesters. The Ancient Gnome Civilisation was the first great civilisation of the world, and great was its downfall. Present day gnomes are a scattered people who wander the realms with no real home of their own. Some possess a fraction of historical lore and knowledge of their ancestors which would be otherwise lost. Some gnomes travel with their families in small caravans, either self-sufficient, or serving those they can work for when they can. Gnomes are intellectual and agreeable, but seem not to have learned from the faults that caused their ancestors' downfall.

Gnome Racial Traits

  • Ability Adjustments: +2 Intelligence, +2 Charisma, -2 Wisdom.
  • Size: Small.
  • Speed: 20 ft.
  • Vision: Superior.
  • Racial Advantages:
    • Gnome Illusions: Gnomes with a Charisma of 11 or higher gain the following spell-like abilities: 1/day—dancing lights, ghost sound. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. At third level, gnomes with a Charisma of 13 or higher also gain 1/day—silent image.
    • Gnome Magic: Gnomes with a Charisma of 11 or higher gain the following spell-like abilities: 1/day—prestidigitation, speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. At third level, gnomes with a Charisma of 13 or higher also gain 1/day—obscuring mist.
  • Racial Talents:
    • Gnomes are entitled to a perception check to notice unsafe walls, ceilings, or floors merely by passing within 10 feet of them.
    • Ancient Knowledge: Gnomes may possess historical or ancient lore otherwise long lost. This ability works as per the Bardic Knowledge Special ability, but only for information over 500 years old. The bonus on the check is equal to half the Gnomes' character level + their Intelligence modifier.
    • Weapon Familiarity: Gnomes are proficient in light hammers and flails, and treat any weapon with the word "gnome" in its name as a martial weapon.
  • Racial Skills: Craft, Knowledge (Engineering).
  • Languages:
    • Native: Fluent in their dialect of the gnome language
    • Free Proficiency: Trade common, maritime common, low elven, or old Umorit.
    • Other Available Languages: any human language, draconic, dwarven, any surface elven language, giant, the orc, goblin, or the dark tongue.
  • Favoured Classes: Oracle, sorceror or wizard.

Goblins

More diminuitive relatives of Orcs, Hobgoblins, and Bugbears, goblins tend to be destructive, voracious, and have little regard for the civilisations of other more advanced creatures. The goblin homelands are in Western Scoeras, though in the last century or so they've spread rapidly across Nalbadonas.

Goblin Racial Traits

  • Ability Adjustments: +4 Dexterity, -2 Strength, -2 Charisma
  • Size: Small.
  • Speed: 20 ft.
  • Vision: Poor, Heatsight.
  • Racial Advantages:
    • Fast Movement: Goblins gain a +10 to their base movement (30 feet rather than 20 above)
    • Tough Stomach: Goblins gain a +4 bonus on Fortitude saves to avoid effects that cause the sickened or nauseated conditions.
  • Racial Talents:
    • Extra skilled: Goblins gain a +4 in their racial skills instead of a +2.
    • Fast climber: Goblins can climb at half their base speed instead of one quarter their base speed. If they attempt an accelerated climb, they can climb at their full base speed.
    • Weapon Familiarity: Goblins are proficient in short swords and short bows, and treat any weapon with the word "goblin" in its name as a martial weapon.
  • Racial Skills: Ride, Stealth
  • Languages:
    • Native: Fluent in their own dialect of the Goblin language
    • Free Proficiency: Trade common or the dark tongue
    • Other Available Languages: low Elven, low Giant, orcish
  • Favoured Class: Ranger, rogue, or witch.

Halflings

Halflings are among the closest relatives to humans, and live in communities not very different from their cousins. Wherever they live, however, their dwellings tend to blend into the surroundings. In plains, halflings live in sod and straw houses; in hilly regions they live in underground dwellings tunnelled into the hillsides; and in forests, halflings often live in houses built in the trees.

Halfling Racial Traits

  • Ability Adjustments: +2 Dexterity, +2 Charisma, -2 Strength.
  • Size: Small. (+1 size bonus to AC, +1 size bonus to attack, -1 size penalty to OCM, +1 size bonus to DCM, +4 size bonus to stealth)
  • Speed: 20 ft.
  • Vision: Good.
  • Racial Advantages:
    • +1 racial bonus on all saving throws
    • Amazing Luck: Halflings may reroll one d20 roll once per day. The player must announce the use of this ability before making the second roll, and must accept the new result.
  • Racial Talents:
    • Charming fingers: Halflings may use their charisma bonus rather than their dexterity bonus when calculating their sleight of hand skill bonus.
    • First Impression: Halflings may take 10 on diplomacy checks the first time they interact with a new character.
    • Weapon familiarity: Halflings are proficient with slings and treat and weapon with the word "halfling" in its name as a martial weapon. Halflings also have a +1 talent bonus to hit with slings and any thrown weapon.
  • Racial Skills: Acrobatics, Climb
  • Languages:
    • Native: Fluent in their own dialect of the halfling language
    • Free Proficiency: either the nearest local human language, trade common, old Umorit, or low elven.
    • Other Available Languages: Any human language, or maritime common.
  • Favoured Class: Alchemist, fighter or rogue

Humans

Human Racial Traits

  • Ability Adjustments: +2 to an ability of the player's choice.
  • Size: Medium
  • Speed: 30 ft.
  • Vision: Normal.
  • Racial Advantages:
    • Humans select one additional feat at first level.
    • Humans gain two additional proficient skills or one additional primary skill.
  • Racial Talents:
    • Weapon familiarity: Humans are proficient with any one martial weapon chosen at first level, and treat any single non-racial exotic weapon as a martial weapon.
  • Racial Skills: Any two skills chosen at first level.
  • Languages:
    • Native: Fluent in their own dialect of their own human language.
    • Free Proficiency: One other neighbouring human language or any one of the lingua francas.
    • Other Available Languages: Any other language or lingua franca, with the exception of secret languages.
  • Favoured Classes: Any base class.

Orcs

Orcs have a long history in the world, dating back to the first war. Originally created to battle the titans, later used to assault the elves, orcs are quick to turn to violence and slow to reason. Closely related to the goblin races, and distantly related to dwarves, they respect strength and rule by fear. Now left to their own devices, many orcs live in savage tribes, who hunt and pillage for their existence. Others live in relatively complex societies, attempting to mimic the civilisations of men and elves. As with dwarves, orcs seem to be an all-male race.

Orc Racial Traits

  • Ability Adjustments: +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma.
  • Size: Medium.
  • Speed: 30 ft.
  • Vision: Inferior, Heatsight., light sensitivity.
  • Racial Advantages:
    • Orc Ferocity: Once per day, when an orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
    • Orc Stamina: Orcs recover twice as fast as normal from exertion. They can recover (as fatigued) from exhaution with only 30 minutes of complete rest, and can recover from fatigue after only 4 hours of complete rest.
  • Racial Talents:
    • Close-quater fighting: +1 circumstance bonus on attack rolls when both the orc and the target are in a confined area of 10 ft. across or less. The bonus increases to +2 if the target is entirely sorrounded by occupied squares or walls.
    • +1 talent bonus on all attack rolls with two-handed melee weapons.
    • Weapon Familiarity: Orcs are proficient in greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
  • Racial Skills: Intimidate, Survival.
  • Languages:
    • Native: Fluent in their clan's dialect of the orc language.
    • Free Proficiency: Trade common or the dark tongue.
    • Other Available Languages: Any neighbouring human language, dwarven, goblin, or low elven.
  • Favoured Classes: Barbarian, brawler or fighter.

Characters of mixed Heritage

The different races may interbreed with varying degrees of success. In any case, the process for determining the racial traits inherited is the same.

  • Ability Adjustments: Ability adjustments are taken from both parents at half-value. (Thus, a half-elf would receive +1 Dexterity, +1 Intelligence, -1 Constitution, and +1 to an ability of the player's choice.)
  • Size: The size category of the mother. (Height and Weight are biased depending on those of the father)
  • Speed: The base speed of the mother.
  • Vision: The visual abilities of the mother if the character is male. The best visual abilities of the parents if the character is female. Light sensitivity is only inherited if shared by both parents.
  • Racial Advantages: One racial advantage is chosen from each parent's racial advantages.
  • Racial Talents: Racial talents are taken primarily from the racial community within which the character was primarily raised as a child. One racial talent may be selected from the other parent's list of racial talents if the character had at least some contact with members of that race in his or her formative years. Half-human characters either take the human talent and one talent from the other race's list if the character was raised by humans, or two talents from the non-human parent's list of talents if raised in the non-human community.
  • Racial Skills: Racial skills are taken primarily from the racial community within which the character was primarily raised as a child.
  • Languages:
    • Native: Fluent in the language of the community in which the character was primarily raised.
    • Free Proficiency: As the community in which the character was primarily raised, or the native language of the other parent, is there was significant contact with that parent or their community.
    • Other Available Languages: From either parent as long as there was at least significant contact with that parent or their community in the character's formative years.
  • Favoured Classes: Any class from either parent's list, chosen at level 1.

Vital Statistics

Random Starting Ages

Race Adulthood Barb, Rogue, Sorcerer Bard, Fighter, Ranger, Paladin Cleric, Druid, Monk, Wizard
Drughu 14 years +1d4 +1d6 +2d6
Dwarf 30 years +2d6 +4d6 +6d6
Elf 60 years +4d6 +6d6 +10d6
Farrugh 12 years +1d4 +1d6 +2d6
Gnome 40 years +4d6 +6d6 +9d6
Goblin 10 years +1d4 +1d6 +2d6
Halfling 20 years +2d4 +3d6 +4d6
Human 15 years +1d4 +1d6 +2d6
Orc 8 years +1d3 +1d4 +2d6

Aging Effects

Race Middle Age Old Venerable Max age
Drughu 32 years 50 years 65 years +3d10 years
Dwarf 93 years 140 years 186 years +2d% years
Elf 175 years +88 years* +87 years* +4d% years
Farrugh 40 years 50 years 60 years +2d10 years
Gnome 100 years 150 years 200 years +3d% years
Goblin 20 years 27 years 35 years +1d20 years
Halfling 50 years 75 years 100 years +5d20 years
Human 35 years 53 years 70 years +2d20 years
Orc 20 years 30 years 40 years +1d10 years

* Elves only advance past middle age if they mate with a member of a true mortal race, at which point, if they have already reached middle age, they live 88 more years before reaching old age, and so on.

Random Height and Weight

Race Base Height Modifier Base Weight Weight Multiplier
Drughu male 3' 6" 2d6 130 lbs × (2d8)
Drughu female 3' 4" 2d6 110 lbs × (2d8)
Dwarf 3' 8" 2d4 150 lbs × (2d6)
Elf male 5' 2" 2d8 100 lbs × (1d6)
Elf female 4' 10" 2d6 90 lbs × (1d6)
Farrugh male 4' 7" 2d8 80 lbs × (2d4)
Farrugh female 4' 3" 2d8 70 lbs × (2d4)
Gnome male 3' 0" 2d4 35 lbs × (1d4)
Gnome female 2' 10" 2d4 30 lbs × (1d4)
Goblin 3' 2" 1d10 45 lbs × (1d3)
Halfling male 2' 8" 2d4 33 lbs × 1
Halfling female 2' 6" 2d4 26 lbs × 1
Human male 4' 10" 2d10 120 lbs × (2d4)
Human female 4' 5" 2d10 85 lbs × (2d4)
Orc 4' 3" 2d12 120 lbs × (1d10)

Variant Races

Variant races represent the natural variety among some of the standard races. Despite their names, not all members of the various branches of the races represent here need use these rules. They simply represent the stereotypical extremes that are typified by the various branches of the races. The Ability adjustments given for the varient races are in addition to those of the standard race they are based on. Any Racial advantage or talent given for the variant races replaces any racial advantage or talent (respectively) of the base race of the player's choice. All other racial traits listed for the variant race replaces the corresponding trait of the base race.

Hill Dwarves

Hill dwarves live mainly in foothills and lesser mountain ranges, usually in family lodges hidden in the hills or close underground. They trade more openly with other races, though usually have less access to large amounts of ore or more precious minerals. They are much more accustomed to moving about on the surface, and dealing with outsiders.

Hill Dwarf Racial Traits

  • Ability Adjustments: +1 Charisma, -1 Dexterity.

Mountain Dwarves

Mountain Dwarves live mainly in the greater mountain ranges, often in deeply delved settlements. They are more aloof and tend to keep to themselves.

Mountain Dwarf Racial Traits

  • Ability Adjustments: +1 Strength, -1 Charisma.

Extended Races

Kobolds

Kobolds are a peculiar race as they come in two very different varieties. Mammalian dog/rat-like kobolds which are found primarily in Nalbadonas, and reptilian scaly kobolds which are found primarily in Kenamas. Sages are divided in their opinions of their origins, whether they are two separate races that grew to become incredibly similar, or one race that diverged into two varieties.

Kobold Racial Traits

  • Ability Adjustments: +2 Dexterity, -4 Strength, -2 Constitution.
  • Size: Small. (+1 size bonus to AC, +1 size bonus to attack, -1 size penalty to OCM, +1 size bonus to DCM, +4 size bonus to stealth)
  • Speed: 30 ft.
  • Vision: Normal, heatsight, light sensitivity
  • Racial Advantages:
    • Scaly or tough skin: +1 natural armour bonus
    • Prehensile Tail: Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action.
  • Racial Talents:
    • Echo Whistler: By observing the noises in underground tunnels, you learned to uncannily mimic any voice or sound you heard. You can attempt to trick someone in this way by making a Bluff check against the listener’s Sense Motive check. You get a +2 circumstance bonus on this check if you’re in tunnels or other structures where your voice can echo.
    • Crafty: Craft (trapmaking) and Stealth are always class skills for a kobold.
    • Shoulder to Shoulder: Having lived and worked in close quarters with your tribe-mates, you’ve learned how to maneuver within their personal space without disturbing them. You can occupy the same space as one other Small ally without penalty. If you share a space with another kobold or half-kobold who has this trait, you each gain a +1 circumstance bonus to AC, as you help jostle one another out of the way of incoming attacks. You also gain a +1 racial bonus on aid another rolls.
  • Racial Skills: Craft(trapmaking), Profession(miner)
  • Languages:
    • Native: Fluent in their own dialect of the kobold language
    • Free Proficiency: trade common, dark tongue, or draconic
    • Other Available Languages: Any human language, orc, goblin, or dwarven
  • Favoured Class: Brawler, rogue or sorcerer

Lizardfolk

Lizardfolk are a powerful people who thrive in the southern reaches of the world, and have recently begun to spread to southern Kenamas.

Lizardfolk Racial Traits

  • Ability Adjustments: +2 Strength, +2 Constitution, -2 Intelligence
  • Size: Medium
  • Speed: 30 ft., swim 15 ft.
  • Vision: Inferior, Low-light Vision
  • Racial advantages:
    • Armored Scales: Lizardfolk gain a +1 natural armor bonus to their Armor Class.
    • Bite: Lizardfolk gain a natural bite attack dealing 1d3 points of damage (or damage as a creature two size categories smaller, if the lizardfolk is not Medium). The bite is a primary attack, or a secondary attack if the lizardfolk is wielding manufactured weapons.
  • Racial Talents:
    • Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
    • Chameleon (Ex): The lizardfolk’s skin is soft and supple and changes coloration to match its background. This grants the lizardfolk a +4 racial bonus on Stealth checks. This is doubled to +8 when the lizardfolk is not moving. If the lizardfolk is prone, they gain an additional +2 circumstance bonus on Stealth checks.
    • Rock Lizard: The lizardfolk’s claws and tail are adapted for climbing in rocky terrain. She can move without impediment in light rubble and dense rubble (see Environment) and gains a climb speed of 15 feet, including a +8 racial bonus on Climb checks.
  • Racial Skills: Acrobatics, Swim
  • Languages:
    • Native: Lizardfolk
    • Free Proficiency: trade common, maritime common
    • Other Available Languages: draconic, koboldic, any nearby human language
  • Favoured Classes: Barbarian, ranger or fighter

Pallemi

Pallemi, pallemiodar, or palyenchuezra (singular pallemi, pallemiodat, or palyenchueza) are small flying humanoids who, instead of arms, have two large bat-like wings for flight. Their legs are prehensile, and function much like arms for them. As such, they spend most of their waking time in flight, though do pause occasionally to perch. Walking is therefore clumsy and difficult for them.

Pallemi Racial Traits

  • Ability Adjustments: +2 Strength, +2 Wisdom, -2 Dexterity
  • Size: Small. (+1 size bonus to AC, +1 size bonus to attack, -1 size penalty to OCM, +1 size bonus to DCM, +4 size bonus to stealth)
  • Speed: 10 ft., fly 40 ft. (average) [Special: half-pallemi have clumsy flight and can only glide]
  • Vision: Superior, Low-light vision
  • Racial Advantages:
    • Echolocation (Ex): Pallemi make chirps and clicks in the dark, granting them 40-ft blindsight.
    • Prehensile feet (Ex): Pallemi can grasp weapons in their feet to use to attack normally.
  • Racial Talents:
    • Dive (Ex): Pallemi may make an aerial charge with a piercing melee weapon. The total charge must be at least 15 feet and the total vertical distance travelled must be at least 10 feet. The dive deals an additional 1d4 damage for every 10 feet of vertical distance travelled in the charge (as per charge, up to twice the fulemip's fly speed total distance travelled). The dive cannot be completely vertical.
    • Foot Casting (Ex): Pallemi can learn to use their prehensile feet to cast spells (as they can't cast spells with their wings).
  • Racial Skills: Fly, Acrobatics
  • Languages:
    • Native: Fluent in their own dialect of the pallemian language
    • Free Proficiency: trade common, avian, or draconic
    • Other Available Languages: Any human language, low elven, gnome, halfling, or elven
  • Favoured Class: Cleric, ranger, or rogue

Zalorn

Zalorn are a humanoid race from northern Scoeras who are known for being powerful warriors and sorceresses. Among their most powerful sorceresses are those who ride phoenices or dragons, for which they are known in Nalbadonas. Their skin colour ranges from bronze to copper to deep red, and they have a pair of horns that protrude from their temples.

Zalorn Racial Traits

  • Ability Adjustments: +2 Wisdom, +2 Charisma, -2 Dexterity
  • Size: Medium
  • Speed: 30 ft.
  • Vision: Good
  • Racial advantages:
  • Racial Talents:
  • Racial Skills:
  • Languages:
    • Native: Zalorn
    • Free Proficiency:
    • Other Available Languages:
  • Favoured Classes: Barbarian, cleric, or sorcerer

Categories: General Campaign Rules

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