14 New Age Races for Fantasy AGE

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14 custom New Races for Fantasy AGE

Transcript of 14 New Age Races for Fantasy AGE

Page 1: 14 New Age Races for Fantasy AGE

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Table of Contents

Race Page

Core Races Modifications ------------------ 3

Blazes ------------------------------------------- 4

Cyclopskin ------------------------------------- 5

Dragonborn ----------------------------------- 6

Frost Men -------------------------------------- 7

Gloamings ------------------------------------- 8

Goblins ----------------------------------------- 9

Grippli ---------------------------------------- 10

Klide ------------------------------------------- 11

Kobolds --------------------------------------- 12

Minotaurs ------------------------------------ 13

Satyrs & Nymphs --------------------------- 14

Tieflings ---------------------------------------15

Treekin ---------------------------------------- 16

Undines --------------------------------------- 17

Draconic Breath Talent -------------------- 18

C redits Written by: Kelsey Dragonslayer

Cover Art: David C. Sutherland III

Core Race Modifications Art: Michael C. Hayes

Blaze Inspiration: Rifts Dimension Bk. 4, Skraypers Blaze Illustration: John Zeleznik

Cyclopskin Inspiration: AD&D Monster Manual IICyclopskin Illustration: Can't find a credit!

Dragonborn Inspiration: D&D 5th Edition PHBDragonborn Illustration: Liv Hathaway

Frost Men Inspiration: AD&D Fiend FolioFrost Men Illustration: Yama Orce

Gloamings Inspiration: D&D 4th Ed. HomebrewGlaomings Illustration: Hykolai Aleksander

Goblins Inspiration: AD&D Monster ManualGoblins Illustration: Wood Illustration

Grippli Inspiration: Pathfinder Advanced Race BookGrippli Illustration: Ryan Rhodes

Klide Inspiration: Rifts Dimension Bk. 4, SkraypersKlide Illustration: John Zeleznik

Kobold Inspiration: AD&D 2nd, Monstrous Compendium Kobold Illustration: Can't find a credit!

Minotaurs Inspiration: Greek MythologyMinotaurs Illustration: Brad Van Camp

Satyrs & Nymphs Inspiration: Greek MythologySatyrs & Nymphs Illustrations: Can't find a credit!

Tieflings Inspiration: AD&D 2nd Edition Plainscape Campaign SettingTieflings Illustration: Kelli Renae Cairns

Treekin Inspiration: Greek MythologyTreekin Illustration: Lelia Alvarez

Undines Inspiration: Pathfinder Advanced Race BookUndines Illustration: Can't find a credit!

Draconic Breath Talent Illustration: Tyler Jacobson

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Core Race Modifications

Dwarves Refer to the Basic Rulebook (Page 11), except:

Add "Pugnacious: Dwarves are famously stubborn and difficult to subdue. You start with 3 additional Health Points at level one, and gain 1 extra Health Point each time you gain a level.”

Elves Refer to the Basic Rulebook (Page 11), except:

Add “Fey Blood: Elves to not require sleep, instead meditating for four hours a day to receive the same benefits. Additionally, magic and spell-like abilities cannot put you to sleep or knock you unconscious.”

Gnomes Refer to the Basic Rulebook (Page 12), except:

Add “Master Tinkerer: Gnomes are especially gifted in the art of tinkering. Gain the Intelligence (Engineering) focus. If you are using this focus to build a device, double your focus bonus.”

Halflings Refer to the Basic Rulebook (Page 12), except:

Add “Uncanny Fortune: Halfings possess almost supernatural luck. Up to three times a day, wheneveryou roll an ability check, you may choose to re-roll the check. You must use the second result.”

Humans Refer to the Basic Rulebook (Page 13), except:

Replace “Add 1 to your Fighting ability” with “Add2 points to any two of your ability scores. They mustbe spent on separate abilities.”

Orcs Refer to the Basic Rulebook (Page 14), except:

Add “Tough to Kill: Orcs are nigh impossible to keep down. If your health would drop to 0, it insteaddrops to 1. You may use this ability once per day.”

Saurians Refer to the Titansgrave Adventure Series Book (Page 20), except:

Replace the second bullet point under “Playing a Saurian” with “Pick one of the following ability focuses: Intelligence (Arcane Lore) or Willpower (Self-Discipline).”

Replace 9 on the “Saurian Benefits” table with “Intelligence: (Military Lore).”

Add “Tough Scales: Your thick hide gives you 2 natural armor. This armor stacks with worn armor, does not create an armor penalty, and doesn't cause spell strain.”

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Blazes Wizards, especially those of an eccentric persuasion, frequentlyhave difficulty finding assistants for their experiments. Aiding or apprenticing a wizard at work ranges from tedious to deadly,and once word of the conditions in a wizard's laboratory spreads, volunteers become scarce.

Some wizards take matters into their own hands, sewing a clothskin, filling it with pure arcane energy over a period of time, and conducting a ritual to breathe a spark of life into it. This process is expensive and requires at least one animal sacrifice, but the result is a tireless, obedient servant. These beings of arcana and fabric adore their wizard masters, working day and night to serve them.

These relationships are commonly short-lived, however. A wizard deep in study can fall victim to magical mishaps, or even die of old age, leaving their thrall wandering an empty workshop in mourning. Eventually, boredom or curiosity will get the better of the abandoned creature, pushing it outside, into the world.

These freed servants are nicknamed “Blazes,” so called for the flame-like plume of arcane energy bursting from the top of their cloth skins. This plume mimics hair, and a blaze can change its color and shape at will to express emotions, intimidate foes, or just to entertain itself. The only other openings in a blaze's skin are two holes forming eyes, behind which magic burns brightly. Blazes are naive, curious, and honest, forming loyal friendships rather quickly. They are roughly human-sized, immortal, and incapable of reproduction.

Blaze Names

Blazes are technically genderless, but their creators often sew their skin to mimic a specific gender or race, naming them appropriately. A blaze will hold on to their given name with nostalgia and pride.

Playing a Blaze

If you choose to play a blaze, modify your character as follows:

• Pick one of the following ability focuses: Intelligence (Arcane Lore) or Dexterity (Acrobatics).

• Ghost Walk: You can choose to temporarily leave your skin and become a cloud of glowing arcane energy. This costs a Major action and your cloth skin, along with any worn armor or carried equipment, collapses into a pile. In this form, you gain a fly speed of 10 + Dexterity, and can fit through an opening as small as an inch wide. You can only be damaged by magical attacks, and cannot use any attack actions. You may stay in this form for up to three hours before you begin to decay, taking 10 points of damage per minute. Re-entering your skin costs a major action.

• Fabric Flesh: You are bound to your cloth skin. When another character performs a Heal action on you, they must roll a Dexterity (Crafting) check rather than an Intelligence (Healing) check. In addition, when you are in Ghost Walk form, a coup de grâce can be performed on your empty skin, killing you instantly.

• Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).

• You can speak and read the Common Tongue.

Roll twice on the Blaze Benefits table for additionalbenefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

NAME Benefits 2d6 Benefit

2 +1 Willpower

3-4 Focus: Communication (Etiquette)

5 Focus: Intelligence (Engineering)

6 Focus: Dexterity (Crafting)

7-8 +1 Intelligence

9 Focus: Dexterity (Calligraphy)

10-11 Focus: Intelligence (Cryptography)

12 +1 Communication

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Cyclopskin Cyclopskin are a race of nearly man-sized cyclopes. Standing between seven and eight feet tall, these hulking brutes sport a single red eye, ruddy brown tomuddy yellow skin, and jet-black hair. They take strange and special pride in having large, misshapen knuckles. This obsession often leads to cyclopskin punching trees or even intentionally breaking their hands to create especially knobbly fingers.

Cyclopskin society is harsh and violent, following a strict hierarchy. The only way to rise through the ranks is to challenge a superior to hand to hand combat. These bouts draw large crowds who come to witness the political process. Cyclopskin will onlypartner with someone of their same place in the hierarchy, so defeating a higher-ranked individual also involves inheriting their mate.

Cyclopskin travelers and adventurers are commonly those who have languished at the bottom of the pecking order, or those who are frustrated with the system altogether. These rejected individuals opt to leave the mountains and caves of their homeland andstrike it out on their own. Dim-witted, but ferocious and terrifying, they rarely struggle to find work.

Cyclopskin Names Female Names: Gronta, Frogaar, H'narg, Jindra, Troogah,Vickaru, WeggMale Names: Argog, Bunkag, Grinlah, Krieglah, Slurot, Sluurg, Trumeg

Playing a Cyclopskin

If you choose to play a cyclopskin, modify your character as follows:

• Add 2 to your Constitution and 2 to your Strength. Then subtract 1 from your Intelligence and 1 from your Perception.

• Pick one of the following ability focuses: Accuracy (Brawling) or Strength (Might).

• Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).

• You can speak and read the Common Tongue and speak Giant.

Roll twice on the Cyclopskin Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Cyclopskin Benefits 2d6 Benefit

2 +1 Willpower

3-4 Focus: Strength (Intimidation)

5 Focus: Perception (Smelling)

6 Focus: Constitution (Stamina)

7-8 +1 Fighting

9 Focus: Strength (Climbing)

10-11 Focus: Willpower (Courage)

12 +1 Accuracy

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Dragonborn Combining traits of humanoids and dragons, the dragonborn were hatched from eggs created by ancient draconic magic. Presumably created to serveas disciples and servants for dragons or the dragon gods themselves, modern dragonborn sport long bloodlines, tracing the color of their scales back to specific dragon species. They stand six to seven feet tall, mature at age 15, and live around 80 years.

Dragonborn are independent and headstrong, pursuing personal power and improvement with borderline religious fervor. Though there are many who wander the world as lone adventurers, most are fiercely loyal to a clan. Clans have codes of behaviorand a strict social structure, and disobedience is punished with dreaded exile. Dragonborn, in general, prefer to deal with fellow dragonborn ratherthan other races, but they will make exceptions during times of dire need.

Dragonborn Names

Female Names: Akra, Etum, Lili, Nisab, Nocri, Tana, UdajiitMale Names: Alishtar, Azugar, Bazzu, Esubah, Jonahbur, Hazaru, Kriv

Playing a Dragonborn

If you choose to play a dragonborn, modify your character as follows:

• Add 1 to your Constitution ability.• Pick one of the following ability focuses:

Willpower (Self-Discipline) or Strength (Intimidation).

• You add the "Draconic Breath" talent (page 18)to the list of starting talents for your chosen class.

• Your speed is equal to 10 + Dexterity (minus armor penalty if applicable).

• You can speak and read the Common Tongue and Draconic.

Roll twice on the Dragonborn Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Dragonborn Benefits 2d6 Benefit

2 +1 Intelligence

3-4 Focus: Constitution (Stamina)

5 Focus: Intelligence (Natural Lore)

6 Focus: Strength (Might)

7-8 +1 Willpower

9 Focus: Intelligence (Historical Lore)

10-11 Focus: Perception (Smelling)

12 +1 Willpower

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Frost Men Frost men are an extraordinary subspecies of human who hail from the barbarian tribes of the harsh northern wastes. Said to have originated in a single male who appeared to a tribe of snow dwelling savages, the frost men gene spread enough that thereare entire settlements of the odd people. They are reclusive, due to the fear and suspicion with which they are met in more civilized society. Referred to by many as “Ice Demons,” they are misunderstood and are, in most ways, perfectly human.

The most apparent peculiar qualities of frost men and women are their signature blue-tinted skin and blue-black hair. Their flesh is cold to the touch, though hot blood flows in their veins, and they radiate a gentle chill wherever they walk. All frost men wear an eye-patch over their right eye.

The eye-patch conceals their more unusual deformity, a crystal clear sphere of an eye, capable of terrible power. When the eye is opened it produces a column of freezing mist that shoots forth,chilling anything it touches with a screeching, cracking sound like glass cutting glass. This attack can freeze an unprotected person solid, and earns frost men both their mythical reputation and their solitude. On rare occasions, frost men and women leave their tribes to seek fortune in the world, superstition be damned.

Frost Man Names Female Names: A'thor, Freyath, Gren, Nanwar, Ridla, Tohor, VorthodMale Names: Anthok, Crom, Drakrine, Krumegel, Laconn, Sigtarg, Zulk

Playing a Frost Man

If you choose to play a frost man, modify your character as follows:

• Add 1 to your Constitution ability.• Pick one of the following ability focuses:

Constitution (Stamina) or Perception (Tracking).

• Ice Blast: You can lift your eye patch to produce a projectile freezing attack. Make an attack (Accuracy) on a single target. A hit deals2D6 + Perception in cold damage. You must spend a major action to recover before you can use your Ice Blast again. You count as trained with this attack.

• Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).

• You can speak and read the Common Tongue.

Roll twice on the Frost Man Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Frost Man Benefits 2d6 Benefit

2 +1 Strength

3-4 Focus: Willpower (Courage)

5 Focus: Dexterity (Traps)

6 Focus: Constitution (Drinking)

7-8 +1 Fighting

9 Focus: Intelligence (Navigation)

10-11 Focus: Strength (Intimidation)

12 +1 Perception

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Gloamings Gloamings are a rare race of subterranean, winged humanoids. They stand three and a half to four feet tall, with pale, almost translucent skin, catlike eyes, and black, furry wings. Their eyes reflect dazzling metallic colors in dim light or darkness, but look dull and gray in sunlight. The pallid skin of a gloaming has the unusual ability to emit light, and they are fond of tattooing themselves in dark inks that causes their glow to produce shadowy patterns. Gloamings in their natural habitats tend to be naked, while those out and about in the world adopt clothing as a means of fitting in. These diminutive beings mature at around 150 years of age, and can live as long as 800.

At a glance, most people confuse gloamings with some sort of halfing-born tiefling. The truth is much more mysterious. Neither angelic nor demonic, they are said to be related to beings living in the lowest-most catacombs of the world, more closely related to illithid and beholders than halflings. Whatever their origin, they roam the darkest and deepest caves, forming occasional relationships and reproducing at an extremely slow rate.

Some travel to the surface to explore and indulge their natural wanderlust. Gloamings are insatiable adventurers and possess a restless curiosity. Determined and individualistic, they frequently end up in peril due to theirdesire to try everything themselves. When gloamings do partner with a group, they naturally assume the role of a daredevil, heading bravely into danger while the rest of the party hesitates.

Gloaming Names Female Names: Behshehir, Kizilelma, Latipan, Majiilis, Toxxo, Uchimagi, Vorajiene

Male Names: Abisimo, Kel'Ketchkhen, Jornas, Maxwelten, Nito, Soldatskaya, Thabazibi

Playing a Gloaming

If you choose to play a NAME, modify your character as follows:

• Pick one of the following ability focuses: Willpower (Courage) or Communication (Investigation).

• Bioluminescence: You can emit natural light, ranging from a slight glow to the brightness of a torch, illuminating up to a 15 yard radius.

• Your Speed is equal to 8 + Dexterity. You also havea Fly Speed of 10 + Dexterity. Armor penalties apply to both of these speeds.

• You can speak and read Undercommon and speak the Common Tongue.

Roll twice on the Gloaming Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Gloaming Benefits 2d6 Benefit

2 +1 Intelligence

3-4 Focus: Willpower (Morale)

5 Focus: Intelligence (Cryptography)

6 Focus: Communication (Leadership)

7-8 +1 Perception

9 Focus: Perception (Hearing)

10-11 Focus: Dexterity (Legerdemain)

12 +1 Willpower

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Goblins Goblins are small, mean-spirited humanoids that live short lives full of violence and malice. Standing around 3 feet tall, their skin tones are deep reds, oranges, and yellows, with red or yellow eyes to match. They have broad, flat noses, bat-like ears, and huge mouths full of needle-shaped teeth. They’re nimble and scrappy, with low hanging arms and flat feet. They mature at age 14 and can live as long as 60 years, though the vast majority never make it that far.

Goblins live in clans that can have anywhere from 5 to 500 members, commonly in caves and hollows near more civilized races they can steal and scavenge from. These tribes are led by a Clan Boss, either the strongest or smartest Goblin in the group. Underlings are kept in line through false promises and bullying, and goblins higher on the ladder can indulge in all the selfishness and lewdness inherent to goblinkind. Goblins will attack anyone if promised enough of a reward, and are fiercely loyal to their tribe. They are also cowardly, and will gladly sacrifice a peer rather than themselves for the good of the group. Clan Bossestry to give their tribes intimidating names, describing acts of viciousness or boasting of past feats.

Most goblin adventurers are runts who grow weary of constant beatings from their kin and are left behind as they migrate. They value survival above all else, and will adopt adventuring groups as their new clan, occasionally even giving them a new clan name.

Goblin Names Female Names: Bugan, Drogmurch, Mapas, Pagmaff, Opag, Ponk, ZaponMale Names: Brukmak, Korgut, Kug, Mutta, Skab, Sutzeg, ZetoClan Names: Bloodbather, Bugsnapper, Deathscreamer, Kragstomper, Mulchchewer, Skullripper, Spleeneater

Playing a Goblin

If you choose to play a Goblin, modify your character as follows:

• Add 1 to your Dexterity ability.• Pick one of the following ability focuses:

Constitution (Running) or Strength (Jumping).

• You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source.

• Nomnivore: You can eat and sustain yourself on any organic matter, regardless of whether is is raw, spoiled, or just plain revolting.

• Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).

• You can speak Common and Goblin

Roll twice on the Goblin Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Goblin Benefits 2d6 Benefit

2 +1 Perception

3-4 Focus: Comm. (Animal Handling)

5 Focus: Strength (Climbing)

6 Focus: Perception (Smelling)

7-8 +1 Fighting

9 Focus: Perception (Hearing)

10-11 Focus: Dexterity (Stealth)

12 +1 Accuracy

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Grippli Grippli are tiny, frog-like humanoids. They live in tight-knit communities among jungle-top treehouses, hunting huge insects with bows and spears. Each grippli tribe is led by a Clutch Mother, a large, protective matriarch who serves as council for the entire clan and ambassador to outsiders. Most customs in grippi culture are based around impressing the Clutch Mother in some way, be it trophy hunting creatures from the surrounding jungle, or fermenting fine ceremonial wine from scavenged fruit. Grippli are especially adept at using poisoned darts to fell large foes, making up in nimbleness and bravery what they lack in size and technology. Most grippli worship an unnamed frog goddess, whose likeness they mimic with rainbow-colored, pot-bellied idols.

Grippli stand, on average, two, to two and a half feet tall, mature in 30 years, and live to around 700. They appear very much like bipedal frogs, with slick, green, brown or blue skin, bulbous eyes, and prehensile feet. Grippli adore brightly colored clothes, and guard any they find jealously. They are also quite fond of shiny metal objects, hanging trinkets they scavenge or win intrade around their necks as status symbols.

Grippli are cheerful, bright, and energetic. They almostnever leave their tribes, and those who do always have a very good reason for doing so. Grippli adventurers tend to be sheltered, and bear no preconceptions about the other races, forging enthusiastic friendships with outcasts and monsters.

Grippli Names Female Names: Brishtal, Gremlock, Lurka Morbeep, Peblar, Rhees, ZheerlotMale Names: Braburk, Cillip, Eark, Frippa, Krikari,Meek, Treegot

Playing a Grippli

If you choose to play a Grippli, modify your character as follows:

• Add 1 to your Accuracy ability.• Pick one of the following ability focuses:

Strength (Jumping) or Constitution (Swimming).

• Sticky Feet: Any time you would make a Strength (Climbing) test under normal circumstances, you may choose to automatically succeed the test.

• Your Speed is equal to 8 + Dexterity (minus armor penalty if applicable).

• You can speak the Common Tongue and Chirrup, the native language of the Grippli.

Roll twice on the Grippli Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Grippli Benefits 2d6 Benefit

2 +1 Fighting

3-4 Focus: Intelligence (Healing)

5 Focus: Dexterity (Acrobatics)

6 Focus: Willpower (Courage)

7-8 +1 Dexterity

9 Focus: Perception (Tracking)

10-11 Focus: Dexterity (Initiative)

12 +1 Perception

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Klide Resembling bipedal pterodactyls, klide make their homesin mountaintop roost-cities. They have smooth, firm skin punctuated with bony protrusions, and are born in a variety of muted colors from moss green to pastel blue. Their small, angular heads hide subtle features, ear-flaps, slits for eyes, and a mouth whose seam is difficult to discern unless it is open. Klide have clawed two-toed feet, three-fingered hands, and large, leathery wings that fold neatly onto their backs.

Legend tells that the first klide came to the world on great ships from the sky, left behind by unknown masters.The klide people are fixated on astrology, using the stars for spiritual guidance and divination. As a result, their cities are filled with observatories, ranging from huge community domes to personal home units for wealthier families. Outsiders visiting klide roosts for the first time are often shocked by how developed they are, comparing them quite accurately to elven metropolises. This progress is driven by an obsession with technology and the naturally sharp intellect of the klide people.

Though advanced, klide settlements are relatively small and very rare. The power of flight grants these winged people the ability to engage in trade while simultaneouslybeing isolated and well protected on the peaks of craggy mountains. Klide mature at around age 25 and live up to 150 years. Young klide occasionally leave their homes to wander the world and gather new technology, hoping to find something impressive to bring back and contribute.

Klide Names Telling klide males and females apart is nearly impossible, even for the klide themselves, so they have developed a naming system for differentiating physiological gender. The suffix “-pa” is used for males, “-va” for females, and “-ka” for unknowns. Sex is extremely personal in klide society, and asking about gender, or revealing the gender of another without permission, is considered extremely rude. Therefor, “-pa” and “-va” are reserved for close friends and mates, while “-ka” is akin to a formal title.

Male Names: Ara'pa, Drek'pa, Kor'pa, Meg'pa, Sleth'pa, Trel'paFemale Names: Ara'va, Drek'va, Kor'va, Meg'va, Sleth'va, Trel'vaNeutral Names: Ara'ka, Drek'ka, Kor'ka, Meg'ka, Sleth'ka, Trel'ka

Playing a Klide

If you choose to play a Klide, modify your character as follows:

• Pick one of the following ability focuses: Intelligence (Navigation) or Perception (Searching).

• Your Speed is equal to 10 + Dexterity. You also have a Fly Speed of 14 + Dexterity. Armor penalties apply to both of these speeds.

• You can speak and read the Common Tongue and Klideesi, the native language of the klide.

Roll twice on the Goblin Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Klide Benefits 2d6 Benefit

2 +1 Dexterity

3-4 Focus: Intelligence (Cultural Lore)

5 Focus: Dexterity (Acrobatics)

6 Focus: Communication (Investigation)

7-8 +1 Accuracy

9 Focus: Intelligence (Historical Lore)

10-11 Focus: Willpower (Faith)

12 +1 Intelligence

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Kobolds Kobolds are two to four foot tall humanoids that resemble scrawny, bipedal dragons (to whom they are distantly related). They have scaly, reddish brown to black skin, which they shed about once a year. Their alligator-like heads sport stubby, ivory-colored horns, and their mouths are filled with pointy fangs which they lose and regrow constantly. Kobold eyes shine bright red in the dark, a trait they use to scare off other races intruding on their territories. Despite their frequently dingy choices of habitat, kobolds keep themselves exceptionally spotless, cleaning their teeth and horns compulsively. They carry a natural musk that smells like a damp cavern, and they never, ever wear shoes on their clawed, oversized feet. Kobolds breed very quickly, maturing at around 9 years of age and living well into their 120’s. These tiny reptiles are tremendously egotistical, believing in their own inherent superiority to other races (and even other kobolds) with imperturbable confidence. Despite their arrogance, they manage to live in subterranean mining communities, gathering precious stones and inventing arcane devices. Kobolds are short-sighted, but clever. Some say they are even asclever as gnomes (whom they despise), but their pugnacious attitudes and aloof demeanors prevent them from achieving much of anything.

Kobolds who set out on their own are typically lookingfor special stones or artifacts to further their experiments. The rare kobold that teams up with other races does so to further her personal goals, and any loyalty she exhibits is likely to be a thinly-veiled act tofurther and objective.

Kobold Names Kobolds don't distinguish names by gender.

Kobold Names: Buznag, Drurk, Goshog, Horngub, Ruglut, Smimbar, Zurslag

Playing a Kobold

If you choose to play a kobold, modify your character as follows:

• Add 1 to your Perception ability.• Pick one of the following ability focuses:

Dexterity (Crafting) or Willpower (Self-Discipline).

• You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source.

• Impossible to Impress: Roleplaying stunts have no effect on you.

• Your speed is equal to 8 + Dexterity (minus armor penalty if applicable).

• You can speak and read the Common Tongue and Draconic.

Roll twice on the Kobold Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Kobold Benefits 2d6 Benefit

2 +1 Dexterity

3-4 Focus: Communication (Investigation)

5 Focus: Intelligence (Engineering)

6 Focus: Dexterity (Lock Picking)

7-8 +1 intelligence

9 Focus: Perception (Searching)

10-11 Focus: Intelligence (Evaluation)

12 +1 Willpower

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Minotaurs Created by powerful wizards and mad kings for the purpose of guarding castles, labyrinths, and magical secrets, Minotaurs are bipedal, bull-like creatures of disarming might and unexpected intelligence. Over the centuries, individual Minotaurs escaped their creators, slowly forming small settlements and breeding natural-born calves. The first outsiders to accept Minotaurs were criminals and bands of thieves, hiring them as mercenaries due to their intimidating appearance and impressive strength. Eventually, small segments of the civilized population, especially professors and librarians, recognized the studious and obsessive intellect of thebovine humanoids and afforded them limited opportunities to live in cities with the common folk.

Minotaurs stand 7 to 8 feet tall, weighing around 700lbs on average. They reach maturity at around 15years old, and can live up to 100 years. They sport broad shoulders and large, curved horns. Though they have a natural love of studying tomes and scrolls, most are called to the lure of combat, and all are powerless to resist the mazes of their origin. Minotaurs have a strong independent streak, and even those raised in Minotaur settlements feel the call of study halls, adventure, or sometimes both.

Names

Male Names: Cardor, Djunjar, Karban, Koorat, Loomi, Rasnas, Trakjar Female Names: Entita, Kidra, Kimas, Nankane, Raspe, Tiami, Weona

Playing a Minotaur If you choose to play a minotaur, modify your character as follows:

• Add 1 to your Strength ability.• Pick one of the following ability focuses:

Strength (Might) or Intelligence (Cryptography).

• Bull Charge: Whenever you take “Charge” as a major action, and your attack hits, your horns deal an additional 2 damage.

• Your speed is equal to 10 + Dexterity (minus armor penalty if applicable).

• You can speak and read the Common Tongue.

Roll twice on the Minotaur Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Minotaur Benefits 2d6 Benefit

2 +1 Constitution

3-4 Focus: Intelligence (Writing)

5 Focus: Constitution (Stamina)

6 Focus: Strength (Intimidation)

7-8 +1 Intelligence

9 Focus: Perception (Tracking)

10-11 Focus: Intelligence (Cartography)

12 +1 Fighting

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Satyrs & Nymphs Nymphs and Satyrs are two types of fey who live together in the wilds. Though separate creatures, they are male and female equivalents; all satyrs are male and all nymphs are female. They are both highly indulgent creatures of seduction and revelry, nymphs being masters of beauty and relaxation, and satyrs being experts at raucous merriment and pranks.

Interactions between satyrs and nymphs are an everyday occurrence, but they make separate homes. Satyr villages are a collection of charmingly ramshackle huts and terraces, interspersed with bandstands and dance floors. They call their communities “gruppos,” more of a collection of trusting compatriots than a family or tribe. Each gruppo is looked over by a council, and spends its days and nights throwing wildly intoxicated parties (to which the nymphs are always invited). Nymphs make their homes near springs, waterfalls and fountains, under rich canopies of foliage. They spend their timebathing, preening, singing songs, and dancing under moonbeams. Eschewing leadership for simple, peaceful cohabitation, and cots for hammocks or flowerbeds, Nymphs live for beauty and tranquility.

Satyrs are elf-sized, horned, ruggedly handsome men with goatlegs and a goat’s tail. Their hair and fur can be light or dark brown, and their horns and hooves are always black. Nymphs appear as striking, painfully beautiful elven women. It’s almostimpossible to mistake them for elves, however. Their large, unusually-shaped eyes and aura of otherworldliness instantly set them apart. Though perfectly able to mate with other humanoid species (not to mention enthusiastic), nymphs and satyrs can only reproduce with one another. All female childrenbecome nymphs and all male children become satyrs. They both mature at around age 50, and live to around 800 years. Most nymph and satyr adventurers are merely seeking out new interactions or pleasures.

Nymph & Satyr Names Nymph Names: Anthe, Asteria, Kleora, Nixie, Orina, Semestra, ThrassaSatyr Names: Chip, Dhob, Kys, Marner, Pibes, Rham, Teaf

Playing a Nymph or Satyr

If you choose to play a Satyr, modify your character as follows:

• Add 1 to your Communication ability.• Pick one of the following ability focuses:

Constitution (Drinking) or Communication (Seduction).

• Fey Allure: Provided that the target is attracted to your gender, you may use the Flirt stunt at will, without paying stunt points. You may onlykeep one target enamored with you at a time, and attempting to Flirt with the same target a second time requires the normal stunt point cost.

• Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).

• You can speak and read the Common Tongue and speak Sylvan.

Roll twice on the Nymph & Satyr Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Nymph & Satyr Benefits 2d6 Benefit

2 +1 Perception

3-4 Focus: Strength (Jumping)

5 Focus: Communication (Performance)

6 Focus: Intelligence (Natural Lore)

7-8 +1 Dexterity

9 Focus: Communication (Persuasion)

10-11 Focus: Constitution (Stamina)

12 +1 Intelligence

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Tieflings Tieflings are humans whose lineage is tainted with infernal blood. Though demonic in appearance, they bear no predisposition towards evil, and the vast majority are born of two human parents. This fact is lost on most other races, and all tieflings face racial prejudice and subjugation of some sort or another. Being on the fringes of society takes its toll, and many tieflings turn to a life of crime purely as an actof survival, inadvertently fulfilling the expectations of their oppressors. Still others fight to change the image society has of them through acts of altruism and virtue.

Tieflings are human-sized, with human skin tones, or less commonly, reds, oranges, and purples. The most obvious differentiating feature of a tiefling is a pair of demonic horns sprouting from her forehead, which can twist upwards or curl backwards around her head. Some tieflings also have long, non-prehensile tails, pointed teeth, or solid black or whiteeyes. The infernal features that present themselves vary widely, but the more human a tiefling looks, theless likely it is to be killed by its parents or the angrymobs that all too often beat down their doors.

Tieflings mature and age at the same rate as humans.They are shrewd and suspicious in social situations, and agile and ferocious in a fight. The world has taught them to be cynical, to expect that all friendships end in betrayal or heartbreak. The trust of a tiefling is extremely rare, and even more valuable.

Tiefling Names

Female Names: Dimhiri, Kiras, Letari, Maki, Natloth, Rokaria, ValbisMale Names: Kyros, Malthos, Nephthor, Rafat, Skaron, Urichar, Xarvir

Playing a Tiefling

If you choose to play a tiefling, modify your character as follows:

• Add 1 to your Communication ability.• Pick one of the following ability focuses:

Strength (Intimidation) or Dexterity (Legerdemain).

• You have Dark Sight, which allows you to see up to 20 yards in darkness without a light source.

• Infernal Resistance: Fire, including magical fire attacks, deals half damage to you.

• Your speed is equal to 10 + Dexterity (minus armor penalty if applicable).

• You can speak and read the Common Tongue and Infernal.

Roll twice on the Tiefling Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Tiefling Benefits 2d6 Benefit

2 +1 Fighting

3-4 Focus: Intelligence (Religious Lore)

5 Focus: Constitution (Stamina)

6 Focus: Dexterity (Stealth)

7-8 +1 Willpower

9 Focus: Communication (Disguise)

10-11 Focus: Perception (Searching)

12 +1 Strength

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Treekin Dryads are fey bound to trees, taking the form of beautiful, mysterious, bark-skinned women. They are woodland guardians who delight in tricking outsiders wandering through their territories, charming them and leading them to their deaths. On rare occasions, particularly during the twilight hours,dryads draw human men or male elves of particular interest (or rare handsomeness) into romantic engagements. The men wake at sunrise, lying nude on the forest floor, with no memory of the previous night and an embarrassing trek home.

Dryads who participate in gloaming-hour trysts withmortals bear an unusual seed, which they instinctively plant before abandoning to indulge a curiosity or pursue an exciting new distraction. This seed matures into an extraordinarily large bud, which opens to reveal a brilliant flower. Lying insideit is a green-skinned baby of recognizable humanity, but distinct otherworldly features. With luck, a traveler or a hunter making their way through the woods will spot the bright flower and discover the infant within, taking it into their care.

These children of the forest, colloquially referred to as “Treekin,” often grow up in human or elven settlements, garnering both suspicion and reverence from their pure-blood peers. They are said to have wooden bones, for as they age every place that bone comes close to the skin (elbows, ribs, spine, etc) grows patches of bark and even small twigs. Rather than hair, they sport a covering of leaves, which changes color in the autumn and, much to their embarrassment, withers and falls off in the winter. The type of leaves and bark they grow mimics the species of tree their mother possessed, while the color of their eyes always reflects that of their father.

Treekin are human-sized and can be born as male or female, but they are all infertile. Many are named after the tree their features reflect. They mature in about 20 years and live to around 300. Though mortal in almost every aspect, all treekin share a love of the woods and an affinity for nature.

Treekin Names Treekin Names: Ash, Birch, Elm, Oak, Willow

Playing a Treekin

If you choose to play a treekin, modify your character as follows:

• Add 1 to your Perception ability.• Pick one of the following ability focuses:

Communication (Animal Handling) or Intelligence (Natural Lore).

• Forest Spirit: Using a Major action, you can blend into any forest environment. Any creaturewho didn't see you camouflage yourself must make a Perception (Seeing) test of TN 10 + double your Dexterity (Stealth) in order to spot you. Taking any action other than “Prepare” gives your position away.

• Your Speed is equal to 10 + Dexterity (minus armor penalty if applicable).

• You can speak and read the Common Tongue and Elven, and speak the language of one species of woodland creature of your choosing.

• Roll twice on the Treekin Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Treekin Benefits 2d6 Benefit

2 +1 Dexterity

3-4 Focus: Perception (Seeing)

5 Focus: Communication (Seduction)

6 Focus: Dexterity (Initiative)

7-8 +1 Willpower

9 Focus: Perception (Empathy)

10-11 Focus: Intelligence (Healing)

12 +1 Accuracy

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Undines Undines are amphibious subspecies of humans whose bloodlines are mixed with aquatic races, like merfolk, water mephits, or marid. Each undine family is unique, tracing their particular traits back to a common ancestor species. Undine skin can be kelp-green to sky blue to pale white, with many variations. They usually have clear, blue eyes and webbed toes and fingers. The most common trait among undines is their signature finned ears. They live up to 300 years, and reach maturity around age 25. Undines are capable of reproducing with humans, but most prefer to partner with other undines to preserve their unique attributes.

Undines form reclusive communities in hamlets near bodies of water (or floating on top of them, given the proper resources), feeding off fish and aquatic plants. They are governed by a council of elders, and it is common practice for undine children to be raised communally by the entire village. Friendly towards outside races, but ultimately suspicious of them, undines prefer to keep to their own kind.

Undines are playful and affable around those they know and trust, and stoic and quiet around strangers. They havea particular affinity for gnomes, finding them endlessly amusing. Undine adventurers are frequently those who have been exiled from their villages for some reason, andare looking to find acceptance and a new community.

Undine Names Female Names: Castina, Delemare, Katale, Khemera, Lanthilimne, Lonikyra, NikynneMale Names: Dicane, Elilenen, Kynnacallo, Lonikato, Oneralas, Phenike, Rhodemathea

Playing an Undine

If you choose to play a Undine, modify your character as follows:

• Add 1 to your Dexterity ability.• Pick one of the following ability focuses:

Constitution (Swimming) or Dex. (Sailing).• Gills: You can breathe underwater for an

unlimited amount of time. • Your Speed is equal to 10 + Dexterity. You

also have a Swim Speed of 10 + Dexterity. Armor penalties apply to both of these speeds.

• You can speak and read the Common Tongue and Aquan.

Roll twice on the Undine Benefits table for additional benefits. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.

Undine Benefits 2d6 Benefit

2 +1 Communication

3-4 Focus: Perception (Seeing)

5 Focus: Intelligence (Natural Lore)

6 Weapon Group: Spears*

7-8 +1 Willpower

9 Focus: Constitution (Rowing)

10-11 Focus: Comm. (Animal Handling)

12 +1 Fighting*If the class you choose provides this already, you can take the focus Fighting (Spears) instead.

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DRACONIC BREATH TALENT

Draconic Breath Classes: Mage, Warrior, and Rogue Requirements: Race: Dragonborn

You wield a breath weapon gifted by your draconic heritage

Novice: You gain the following attack: Choose a target within 10 yards. Making a successful attack (Accuracy) against them deals 1d6 + 2 penetrating damage. You may use this attacka number of times per day equal to your Constitution.

The nature of your draconic breath is based on the specific bloodline of dragons you are descended from. Consult the following chart to determine the type of damage your breath attack deals.

Dragon Damage Type Black Acid

Blue Lightning

Brass Fire

Bronze Lighting

Copper Acid

Gold Fire

Green Poison

Red Fire

Silver Ice

White Ice

Journeyman: Your Draconic Breath attack now deals 2d6 + 2 penetrating damage. Master: Your Draconic Breath attack widens to an area of effect 10 yards long and 3 yards wide. Anyone caught in the blast takes 2d6 + 2 penetratingdamage. Targets that succeed on an opposed Dexterity (Acrobatics) test verses your Accuracy test instead take no damage.

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