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Table of Contents Credits


Race Page Written by: Kelsey Dragonslayer

Cover Art: David C. Sutherland III


Core Races Modifications ------------------ 3
Core Race Modifications Art: Michael C. Hayes
Blazes ------------------------------------------- 4
Blaze Inspiration: Rifts Dimension Bk. 4, Skraypers
Blaze Illustration: John Zeleznik
Cyclopskin ------------------------------------- 5
Cyclopskin Inspiration: AD&D Monster Manual II
Cyclopskin Illustration: Can't find a credit!
Dragonborn ----------------------------------- 6
Dragonborn Inspiration: D&D 5th Edition PHB
Frost Men -------------------------------------- 7 Dragonborn Illustration: Liv Hathaway

Frost Men Inspiration: AD&D Fiend Folio


Gloamings ------------------------------------- 8 Frost Men Illustration: Yama Orce

Goblins ----------------------------------------- 9 Gloamings Inspiration: D&D 4th Ed. Homebrew


Glaomings Illustration: Hykolai Aleksander
Grippli ---------------------------------------- 10 Goblins Inspiration: AD&D Monster Manual
Goblins Illustration: Wood Illustration
Klide ------------------------------------------- 11
Grippli Inspiration: Pathfinder Advanced Race Book
Grippli Illustration: Ryan Rhodes
Kobolds --------------------------------------- 12
Klide Inspiration: Rifts Dimension Bk. 4, Skraypers
Minotaurs ------------------------------------ 13 Klide Illustration: John Zeleznik

Kobold Inspiration: AD&D 2nd, Monstrous Compendium


Satyrs & Nymphs --------------------------- 14 Kobold Illustration: Can't find a credit!

Tieflings ---------------------------------------15 Minotaurs Inspiration: Greek Mythology


Minotaurs Illustration: Brad Van Camp

Treekin ---------------------------------------- 16 Satyrs & Nymphs Inspiration: Greek Mythology


Satyrs & Nymphs Illustrations: Can't find a credit!
Undines --------------------------------------- 17 Tieflings Inspiration: AD&D 2nd Edition Plainscape
Campaign Setting
Draconic Breath Talent -------------------- 18 Tieflings Illustration: Kelli Renae Cairns

Treekin Inspiration: Greek Mythology


Treekin Illustration: Lelia Alvarez

Undines Inspiration: Pathfinder Advanced Race Book


Undines Illustration: Can't find a credit!

Draconic Breath Talent Illustration: Tyler Jacobson

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Core Race Modifications Saurians
Refer to the Titansgrave Adventure Series Book
(Page 20), except:
Dwarves
Refer to the Basic Rulebook (Page 11), except: Replace the second bullet point under “Playing a
Saurian” with “Pick one of the following ability
Add "Pugnacious: Dwarves are famously stubborn focuses: Intelligence (Arcane Lore) or Willpower
and difficult to subdue. You start with 3 additional (Self-Discipline).”
Health Points at level one, and gain 1 extra Health
Point each time you gain a level.” Replace 9 on the “Saurian Benefits” table with
“Intelligence: (Military Lore).”
Elves Add “Tough Scales: Your thick hide gives you 2
Refer to the Basic Rulebook (Page 11), except: natural armor. This armor stacks with worn armor,
does not create an armor penalty, and doesn't cause
Add “Fey Blood: Elves to not require sleep, instead spell strain.”
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, whenever
you 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 “Add


2 points to any two of your ability scores. They must
be 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 instead
drops to 1. You may use this ability once per day.”

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Playing a Blaze
Blazes
If you choose to play a blaze, modify your character
Wizards, especially those of an eccentric persuasion, frequently as follows:
have difficulty finding assistants for their experiments. Aiding • Pick one of the following ability focuses:
or apprenticing a wizard at work ranges from tedious to deadly,
Intelligence (Arcane Lore) or Dexterity
and once word of the conditions in a wizard's laboratory
spreads, volunteers become scarce. (Acrobatics).
• Ghost Walk: You can choose to temporarily
Some wizards take matters into their own hands, sewing a cloth leave your skin and become a cloud of glowing
skin, filling it with pure arcane energy over a period of time, arcane energy. This costs a Major action and
and conducting a ritual to breathe a spark of life into it. This
process is expensive and requires at least one animal sacrifice,
your cloth skin, along with any worn armor or
but the result is a tireless, obedient servant. These beings of carried equipment, collapses into a pile. In this
arcana and fabric adore their wizard masters, working day and form, you gain a fly speed of 10 + Dexterity,
night to serve them. and can fit through an opening as small as an
inch wide. You can only be damaged by
These relationships are commonly short-lived, however. A
wizard deep in study can fall victim to magical mishaps, or
magical attacks, and cannot use any attack
even die of old age, leaving their thrall wandering an empty actions. You may stay in this form for up to
workshop in mourning. Eventually, boredom or curiosity will three hours before you begin to decay, taking
get the better of the abandoned creature, pushing it outside, 10 points of damage per minute. Re-entering
into the world. your skin costs a major action.
These freed servants are nicknamed “Blazes,” so called for the • Fabric Flesh: You are bound to your cloth
flame-like plume of arcane energy bursting from the top of skin. When another character performs a Heal
their cloth skins. This plume mimics hair, and a blaze can action on you, they must roll a Dexterity
change its color and shape at will to express emotions, (Crafting) check rather than an Intelligence
intimidate foes, or just to entertain itself. The only other (Healing) check. In addition, when you are in
openings in a blaze's skin are two holes forming eyes, behind
which magic burns brightly. Blazes are naive, curious, and
Ghost Walk form, a coup de grâce can be
honest, forming loyal friendships rather quickly. They are performed on your empty skin, killing you
roughly human-sized, immortal, and incapable of reproduction. instantly.
• Your Speed is equal to 10 + Dexterity (minus
Blaze Names armor penalty if applicable).
• You can speak and read the Common Tongue.
Blazes are technically genderless, but their creators
often sew their skin to mimic a specific gender or Roll twice on the Blaze Benefits table for additional
race, naming them appropriately. A blaze will hold benefits. Roll 2d6 and add the dice together. If you
on to their given name with nostalgia and pride. 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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Roll twice on the Cyclopskin Benefits table for
Cyclopskin additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
Cyclopskin are a race of nearly man-sized cyclopes. until you get something different.
Standing between seven and eight feet tall, these
hulking brutes sport a single red eye, ruddy brown to Cyclopskin Benefits
muddy yellow skin, and jet-black hair. They take 2d6 Benefit
strange and special pride in having large, misshapen 2 +1 Willpower
knuckles. This obsession often leads to cyclopskin 3-4 Focus: Strength (Intimidation)
punching trees or even intentionally breaking their
hands to create especially knobbly fingers. 5 Focus: Perception (Smelling)
6 Focus: Constitution (Stamina)
Cyclopskin society is harsh and violent, following a 7-8 +1 Fighting
strict hierarchy. The only way to rise through the 9 Focus: Strength (Climbing)
ranks is to challenge a superior to hand to hand
10-11 Focus: Willpower (Courage)
combat. These bouts draw large crowds who come
to witness the political process. Cyclopskin will only 12 +1 Accuracy
partner 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 and
strike 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, Wegg
Male 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.

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Dragonborn Benefits
Dragonborn 2d6 Benefit
2 +1 Intelligence
Combining traits of humanoids and dragons, the
dragonborn were hatched from eggs created by 3-4 Focus: Constitution (Stamina)
ancient draconic magic. Presumably created to serve
5 Focus: Intelligence (Natural Lore)
as disciples and servants for dragons or the dragon
gods themselves, modern dragonborn sport long 6 Focus: Strength (Might)
bloodlines, tracing the color of their scales back to
specific dragon species. They stand six to seven feet 7-8 +1 Willpower
tall, mature at age 15, and live around 80 years. 9 Focus: Intelligence (Historical Lore)
Dragonborn are independent and headstrong, 10-11 Focus: Perception (Smelling)
pursuing personal power and improvement with
borderline religious fervor. Though there are many 12 +1 Willpower
who wander the world as lone adventurers, most are
fiercely loyal to a clan. Clans have codes of behavior
and a strict social structure, and disobedience is
punished with dreaded exile. Dragonborn, in
general, prefer to deal with fellow dragonborn rather
than other races, but they will make exceptions
during times of dire need.

Dragonborn Names

Female Names: Akra, Etum, Lili, Nisab, Nocri,


Tana, Udajiit
Male 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.

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Frost Man Names
Frost Men
Female Names: A'thor, Freyath, Gren, Nanwar,
Frost men are an extraordinary subspecies of human Ridla, Tohor, Vorthod
who hail from the barbarian tribes of the harsh Male Names: Anthok, Crom, Drakrine, Krumegel,
northern wastes. Said to have originated in a single Laconn, Sigtarg, Zulk
male who appeared to a tribe of snow dwelling
savages, the frost men gene spread enough that there Playing a Frost Man
are entire settlements of the odd people. They are
reclusive, due to the fear and suspicion with which If you choose to play a frost man, modify your
they are met in more civilized society. Referred to character as follows:
by many as “Ice Demons,” they are misunderstood • Add 1 to your Constitution ability.
and are, in most ways, perfectly human. • Pick one of the following ability focuses:
Constitution (Stamina) or Perception
The most apparent peculiar qualities of frost men (Tracking).
and women are their signature blue-tinted skin and • Ice Blast: You can lift your eye patch to
blue-black hair. Their flesh is cold to the touch, produce a projectile freezing attack. Make an
though hot blood flows in their veins, and they attack (Accuracy) on a single target. A hit deals
radiate a gentle chill wherever they walk. All frost 2D6 + Perception in cold damage. You must
men wear an eye-patch over their right eye. spend a major action to recover before you can
use your Ice Blast again. You count as trained
The eye-patch conceals their more unusual with this attack.
deformity, a crystal clear sphere of an eye, capable • Your Speed is equal to 10 + Dexterity (minus
of terrible power. When the eye is opened it armor penalty if applicable).
produces a column of freezing mist that shoots forth, • You can speak and read the Common Tongue.
chilling anything it touches with a screeching,
cracking sound like glass cutting glass. This attack Roll twice on the Frost Man Benefits table for
can freeze an unprotected person solid, and earns additional benefits. Roll 2d6 and add the dice
frost men both their mythical reputation and their together. If you get the same result twice, re-roll
solitude. On rare occasions, frost men and women until you get something different.
leave their tribes to seek fortune in the world,
superstition be damned.
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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Gloaming Names
Gloamings
Female Names: Behshehir, Kizilelma, Latipan,
Gloamings are a rare race of subterranean, winged Majiilis, Toxxo, Uchimagi, Vorajiene
humanoids. They stand three and a half to four feet tall,
with pale, almost translucent skin, catlike eyes, and Male Names: Abisimo, Kel'Ketchkhen, Jornas,
black, furry wings. Their eyes reflect dazzling metallic Maxwelten, Nito, Soldatskaya, Thabazibi
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 Playing a Gloaming
themselves in dark inks that causes their glow to produce
shadowy patterns. Gloamings in their natural habitats If you choose to play a NAME, modify your
tend to be naked, while those out and about in the world character as follows:
adopt clothing as a means of fitting in. These diminutive • Pick one of the following ability focuses:
beings mature at around 150 years of age, and can live as Willpower (Courage) or Communication
long as 800. (Investigation).
• Bioluminescence: You can emit natural light,
At a glance, most people confuse gloamings with some
ranging from a slight glow to the brightness of
sort of halfing-born tiefling. The truth is much more
mysterious. Neither angelic nor demonic, they are said to a torch, illuminating up to a 15 yard radius.
be related to beings living in the lowest-most catacombs • Your Speed is equal to 8 + Dexterity. You also have
of the world, more closely related to illithid and a Fly Speed of 10 + Dexterity. Armor penalties
beholders than halflings. Whatever their origin, they apply to both of these speeds.
roam the darkest and deepest caves, forming occasional • You can speak and read Undercommon and
relationships and reproducing at an extremely slow rate. speak the Common Tongue.

Some travel to the surface to explore and indulge their Roll twice on the Gloaming Benefits table for
natural wanderlust. Gloamings are insatiable adventurers additional benefits. Roll 2d6 and add the dice
and possess a restless curiosity. Determined and together. If you get the same result twice, re-roll
individualistic, they frequently end up in peril due to their until you get something different.
desire 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 Gloaming Benefits
the party hesitates. 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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Goblin Names
Goblins
Female Names: Bugan, Drogmurch, Mapas,
Goblins are small, mean-spirited humanoids that live Pagmaff, Opag, Ponk, Zapon
short lives full of violence and malice. Standing Male Names: Brukmak, Korgut, Kug, Mutta, Skab,
around 3 feet tall, their skin tones are deep reds, Sutzeg, Zeto
oranges, and yellows, with red or yellow eyes to Clan Names: Bloodbather, Bugsnapper,
match. They have broad, flat noses, bat-like ears, and Deathscreamer, Kragstomper, Mulchchewer,
huge mouths full of needle-shaped teeth. They’re Skullripper, Spleeneater
nimble and scrappy, with low hanging arms and flat
feet. They mature at age 14 and can live as long as 60 Playing a Goblin
years, though the vast majority never make it that far.
If you choose to play a Goblin, modify your
Goblins live in clans that can have anywhere from 5 to
character as follows:
500 members, commonly in caves and hollows near
more civilized races they can steal and scavenge from. • Add 1 to your Dexterity ability.
These tribes are led by a Clan Boss, either the • Pick one of the following ability focuses:
strongest or smartest Goblin in the group. Underlings Constitution (Running) or Strength
are kept in line through false promises and bullying, (Jumping).
and goblins higher on the ladder can indulge in all the • You have Dark Sight, which allows you to see
selfishness and lewdness inherent to goblinkind. up to 20 yards in darkness without a light
Goblins will attack anyone if promised enough of a source.
reward, and are fiercely loyal to their tribe. They are • Nomnivore: You can eat and sustain yourself
also cowardly, and will gladly sacrifice a peer rather on any organic matter, regardless of whether is
than themselves for the good of the group. Clan Bosses is raw, spoiled, or just plain revolting.
try to give their tribes intimidating names, describing • Your Speed is equal to 10 + Dexterity (minus
acts of viciousness or boasting of past feats. armor penalty if applicable).
• You can speak Common and Goblin
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 Roll twice on the Goblin Benefits table for
will adopt adventuring groups as their new clan, additional benefits. Roll 2d6 and add the dice
occasionally even giving them a new clan name. 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 Names

Grippli are tiny, frog-like humanoids. They live in Female Names: Brishtal, Gremlock, Lurka
tight-knit communities among jungle-top treehouses, Morbeep, Peblar, Rhees, Zheerlot
hunting huge insects with bows and spears. Each Male Names: Braburk, Cillip, Eark, Frippa, Krikari,
grippli tribe is led by a Clutch Mother, a large, Meek, Treegot
protective matriarch who serves as council for the
entire clan and ambassador to outsiders. Most customs Playing a Grippli
in grippi culture are based around impressing the
Clutch Mother in some way, be it trophy hunting If you choose to play a Grippli, modify your
creatures from the surrounding jungle, or fermenting character as follows:
fine ceremonial wine from scavenged fruit. Grippli are
• Add 1 to your Accuracy ability.
especially adept at using poisoned darts to fell large
foes, making up in nimbleness and bravery what they • Pick one of the following ability focuses:
lack in size and technology. Most grippli worship an Strength (Jumping) or Constitution
unnamed frog goddess, whose likeness they mimic (Swimming).
with rainbow-colored, pot-bellied idols. • Sticky Feet: Any time you would make a
Strength (Climbing) test under normal
Grippli stand, on average, two, to two and a half feet circumstances, you may choose to
tall, mature in 30 years, and live to around 700. They automatically succeed the test.
appear very much like bipedal frogs, with slick, green, • Your Speed is equal to 8 + Dexterity (minus
brown or blue skin, bulbous eyes, and prehensile feet. armor penalty if applicable).
Grippli adore brightly colored clothes, and guard any • You can speak the Common Tongue and
they find jealously. They are also quite fond of shiny Chirrup, the native language of the Grippli.
metal objects, hanging trinkets they scavenge or win in
trade around their necks as status symbols. Roll twice on the Grippli Benefits table for
additional benefits. Roll 2d6 and add the dice
Grippli are cheerful, bright, and energetic. They almost
together. If you get the same result twice, re-roll
never leave their tribes, and those who do always have
until you get something different.
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 Grippli Benefits
outcasts and monsters. 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

10
Playing a Klide
Klide If you choose to play a Klide, modify your character as
Resembling bipedal pterodactyls, klide make their homes follows:
in mountaintop roost-cities. They have smooth, firm skin • Pick one of the following ability focuses:
punctuated with bony protrusions, and are born in a Intelligence (Navigation) or Perception
variety of muted colors from moss green to pastel blue. (Searching).
Their small, angular heads hide subtle features, ear-flaps, • Your Speed is equal to 10 + Dexterity. You also
slits for eyes, and a mouth whose seam is difficult to have a Fly Speed of 14 + Dexterity. Armor
discern unless it is open. Klide have clawed two-toed penalties apply to both of these speeds.
feet, three-fingered hands, and large, leathery wings that • You can speak and read the Common Tongue and
fold neatly onto their backs. Klideesi, the native language of the klide.

Legend tells that the first klide came to the world on Roll twice on the Goblin Benefits table for additional
great ships from the sky, left behind by unknown masters. benefits. Roll 2d6 and add the dice together. If you get
The klide people are fixated on astrology, using the stars the same result twice, re-roll until you get something
for spiritual guidance and divination. As a result, their different.
cities are filled with observatories, ranging from huge
community domes to personal home units for wealthier Klide Benefits
families. Outsiders visiting klide roosts for the first time
are often shocked by how developed they are, comparing 2d6 Benefit
them quite accurately to elven metropolises. This 2 +1 Dexterity
progress is driven by an obsession with technology and 3-4 Focus: Intelligence (Cultural Lore)
the naturally sharp intellect of the klide people.
5 Focus: Dexterity (Acrobatics)
Though advanced, klide settlements are relatively small 6 Focus: Communication (Investigation)
and very rare. The power of flight grants these winged 7-8 +1 Accuracy
people the ability to engage in trade while simultaneously
being isolated and well protected on the peaks of craggy 9 Focus: Intelligence (Historical Lore)
mountains. Klide mature at around age 25 and live up to 10-11 Focus: Willpower (Faith)
150 years. Young klide occasionally leave their homes to 12 +1 Intelligence
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'pa
Female Names: Ara'va, Drek'va, Kor'va, Meg'va,
Sleth'va, Trel'va
Neutral Names: Ara'ka, Drek'ka, Kor'ka, Meg'ka,
Sleth'ka, Trel'ka

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Kobold Names
Kobolds Kobolds don't distinguish names by gender.

Kobolds are two to four foot tall humanoids that Kobold Names: Buznag, Drurk, Goshog, Horngub,
resemble scrawny, bipedal dragons (to whom they are Ruglut, Smimbar, Zurslag
distantly related). They have scaly, reddish brown to
black skin, which they shed about once a year. Their Playing a Kobold
alligator-like heads sport stubby, ivory-colored horns,
and their mouths are filled with pointy fangs which If you choose to play a kobold, modify your
they lose and regrow constantly. Kobold eyes shine character as follows:
bright red in the dark, a trait they use to scare off other • Add 1 to your Perception ability.
races intruding on their territories. Despite their
• Pick one of the following ability focuses:
frequently dingy choices of habitat, kobolds keep
themselves exceptionally spotless, cleaning their teeth Dexterity (Crafting) or Willpower (Self-
and horns compulsively. They carry a natural musk Discipline).
that smells like a damp cavern, and they never, ever • You have Dark Sight, which allows you to see
wear shoes on their clawed, oversized feet. Kobolds up to 20 yards in darkness without a light
breed very quickly, maturing at around 9 years of age source.
and living well into their 120’s. • Impossible to Impress: Roleplaying stunts
These tiny reptiles are tremendously egotistical, have no effect on you.
believing in their own inherent superiority to other • Your speed is equal to 8 + Dexterity (minus
races (and even other kobolds) with imperturbable armor penalty if applicable).
confidence. Despite their arrogance, they manage to • You can speak and read the Common Tongue
live in subterranean mining communities, gathering and Draconic.
precious stones and inventing arcane devices. Kobolds
are short-sighted, but clever. Some say they are even as Roll twice on the Kobold Benefits table for
clever as gnomes (whom they despise), but their
additional benefits. Roll 2d6 and add the dice
pugnacious attitudes and aloof demeanors prevent
together. If you get the same result twice, re-roll
them from achieving much of anything.
until you get something different.
Kobolds who set out on their own are typically looking
for special stones or artifacts to further their Kobold Benefits
experiments. The rare kobold that teams up with other 2d6 Benefit
races does so to further her personal goals, and any
loyalty she exhibits is likely to be a thinly-veiled act to 2 +1 Dexterity
further and objective. 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

12
Roll twice on the Minotaur Benefits table for
Minotaurs additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, re-roll
Created by powerful wizards and mad kings for the until you get something different.
purpose of guarding castles, labyrinths, and magical
secrets, Minotaurs are bipedal, bull-like creatures of Minotaur Benefits
disarming might and unexpected intelligence. Over 2d6 Benefit
the centuries, individual Minotaurs escaped their
creators, slowly forming small settlements and 2 +1 Constitution
breeding natural-born calves. The first outsiders to 3-4 Focus: Intelligence (Writing)
accept Minotaurs were criminals and bands of
thieves, hiring them as mercenaries due to their 5 Focus: Constitution (Stamina)
intimidating appearance and impressive strength.
6 Focus: Strength (Intimidation)
Eventually, small segments of the civilized
population, especially professors and librarians, 7-8 +1 Intelligence
recognized the studious and obsessive intellect of the
bovine humanoids and afforded them limited 9 Focus: Perception (Tracking)
opportunities to live in cities with the common folk.
10-11 Focus: Intelligence (Cartography)
Minotaurs stand 7 to 8 feet tall, weighing around 12 +1 Fighting
700lbs on average. They reach maturity at around 15
years 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.

13
Nymph & Satyr Names
Satyrs & Nymphs
Nymph Names: Anthe, Asteria, Kleora, Nixie,
Nymphs and Satyrs are two types of fey who live together in Orina, Semestra, Thrassa
the wilds. Though separate creatures, they are male and female Satyr Names: Chip, Dhob, Kys, Marner, Pibes,
equivalents; all satyrs are male and all nymphs are female. Rham, Teaf
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. Playing a Nymph or Satyr
Interactions between satyrs and nymphs are an everyday If you choose to play a Satyr, modify your character
occurrence, but they make separate homes. Satyr villages are a as follows:
collection of charmingly ramshackle huts and terraces,
interspersed with bandstands and dance floors. They call their • Add 1 to your Communication ability.
communities “gruppos,” more of a collection of trusting • Pick one of the following ability focuses:
compatriots than a family or tribe. Each gruppo is looked over Constitution (Drinking) or Communication
by a council, and spends its days and nights throwing wildly (Seduction).
intoxicated parties (to which the nymphs are always invited).
Nymphs make their homes near springs, waterfalls and • Fey Allure: Provided that the target is attracted
fountains, under rich canopies of foliage. They spend their time to your gender, you may use the Flirt stunt at
bathing, preening, singing songs, and dancing under will, without paying stunt points. You may only
moonbeams. Eschewing leadership for simple, peaceful keep one target enamored with you at a time,
cohabitation, and cots for hammocks or flowerbeds, Nymphs and attempting to Flirt with the same target a
live for beauty and tranquility.
second time requires the normal stunt point
Satyrs are elf-sized, horned, ruggedly handsome men with goat cost.
legs and a goat’s tail. Their hair and fur can be light or dark • Your Speed is equal to 10 + Dexterity (minus
brown, and their horns and hooves are always black. Nymphs armor penalty if applicable).
appear as striking, painfully beautiful elven women. It’s almost
impossible to mistake them for elves, however. Their large, • You can speak and read the Common Tongue
unusually-shaped eyes and aura of otherworldliness instantly and speak Sylvan.
set them apart. Though perfectly able to mate with other
humanoid species (not to mention enthusiastic), nymphs and Roll twice on the Nymph & Satyr Benefits table for
satyrs can only reproduce with one another. All female children additional benefits. Roll 2d6 and add the dice
become nymphs and all male children become satyrs. They
both mature at around age 50, and live to around 800 years.
together. If you get the same result twice, re-roll
Most nymph and satyr adventurers are merely seeking out new until you get something different.
interactions or pleasures.
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

14
Tieflings Tiefling Names

Tieflings are humans whose lineage is tainted with Female Names: Dimhiri, Kiras, Letari, Maki,
infernal blood. Though demonic in appearance, they Natloth, Rokaria, Valbis
bear no predisposition towards evil, and the vast Male Names: Kyros, Malthos, Nephthor, Rafat,
majority are born of two human parents. This fact is Skaron, Urichar, Xarvir
lost on most other races, and all tieflings face racial
prejudice and subjugation of some sort or another. Playing a Tiefling
Being on the fringes of society takes its toll, and
many tieflings turn to a life of crime purely as an act If you choose to play a tiefling, modify your
of survival, inadvertently fulfilling the expectations character as follows:
of their oppressors. Still others fight to change the • Add 1 to your Communication ability.
image society has of them through acts of altruism • Pick one of the following ability focuses:
and virtue. Strength (Intimidation) or Dexterity
(Legerdemain).
Tieflings are human-sized, with human skin tones, • You have Dark Sight, which allows you to see
or less commonly, reds, oranges, and purples. The up to 20 yards in darkness without a light
most obvious differentiating feature of a tiefling is a source.
pair of demonic horns sprouting from her forehead, • Infernal Resistance: Fire, including magical
which can twist upwards or curl backwards around fire attacks, deals half damage to you.
her head. Some tieflings also have long, non- • Your speed is equal to 10 + Dexterity (minus
prehensile tails, pointed teeth, or solid black or white armor penalty if applicable).
eyes. The infernal features that present themselves
• You can speak and read the Common Tongue
vary widely, but the more human a tiefling looks, the
and Infernal.
less likely it is to be killed by its parents or the angry
mobs that all too often beat down their doors.
Roll twice on the Tiefling Benefits table for
additional benefits. Roll 2d6 and add the dice
Tieflings mature and age at the same rate as humans.
together. If you get the same result twice, re-roll
They are shrewd and suspicious in social situations,
until you get something different.
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
Tiefling Benefits
valuable. 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

15
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. Playing a Treekin
Dryads who participate in gloaming-hour trysts with If you choose to play a treekin, modify your
mortals bear an unusual seed, which they character as follows:
instinctively plant before abandoning to indulge a • Add 1 to your Perception ability.
curiosity or pursue an exciting new distraction. This • Pick one of the following ability focuses:
seed matures into an extraordinarily large bud, Communication (Animal Handling) or
which opens to reveal a brilliant flower. Lying inside Intelligence (Natural Lore).
it is a green-skinned baby of recognizable humanity, • Forest Spirit: Using a Major action, you can
but distinct otherworldly features. With luck, a blend into any forest environment. Any creature
traveler or a hunter making their way through the who didn't see you camouflage yourself must
woods will spot the bright flower and discover the make a Perception (Seeing) test of TN 10 +
infant within, taking it into their care. double your Dexterity (Stealth) in order to
spot you. Taking any action other than
These children of the forest, colloquially referred to “Prepare” gives your position away.
as “Treekin,” often grow up in human or elven
• Your Speed is equal to 10 + Dexterity (minus
settlements, garnering both suspicion and reverence
armor penalty if applicable).
from their pure-blood peers. They are said to have
• You can speak and read the Common Tongue
wooden bones, for as they age every place that bone
and Elven, and speak the language of one
comes close to the skin (elbows, ribs, spine, etc)
species of woodland creature of your choosing.
grows patches of bark and even small twigs. Rather
than hair, they sport a covering of leaves, which • Roll twice on the Treekin Benefits table for
changes color in the autumn and, much to their additional benefits. Roll 2d6 and add the dice
embarrassment, withers and falls off in the winter. together. If you get the same result twice, re-
The type of leaves and bark they grow mimics the roll until you get something different.
species of tree their mother possessed, while the
color of their eyes always reflects that of their father. Treekin Benefits
2d6 Benefit
Treekin are human-sized and can be born as male or 2 +1 Dexterity
female, but they are all infertile. Many are named 3-4 Focus: Perception (Seeing)
after the tree their features reflect. They mature in
5 Focus: Communication (Seduction)
about 20 years and live to around 300. Though
mortal in almost every aspect, all treekin share a 6 Focus: Dexterity (Initiative)
love of the woods and an affinity for nature. 7-8 +1 Willpower
9 Focus: Perception (Empathy)
Treekin Names 10-11 Focus: Intelligence (Healing)
Treekin Names: Ash, Birch, Elm, Oak, Willow
12 +1 Accuracy

16
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 have
a particular affinity for gnomes, finding them endlessly
amusing. Undine adventurers are frequently those who
have been exiled from their villages for some reason, and
are looking to find acceptance and a new community.

Undine Names Roll twice on the Undine Benefits table for


Female Names: Castina, Delemare, Katale, additional benefits. Roll 2d6 and add the dice
Khemera, Lanthilimne, Lonikyra, Nikynne together. If you get the same result twice, re-roll
Male Names: Dicane, Elilenen, Kynnacallo, until you get something different.
Lonikato, Oneralas, Phenike, Rhodemathea
Undine Benefits
Playing an Undine 2d6 Benefit
If you choose to play a Undine, modify your 2 +1 Communication
character as follows: 3-4 Focus: Perception (Seeing)
• Add 1 to your Dexterity ability. 5 Focus: Intelligence (Natural Lore)
• Pick one of the following ability focuses: 6 Weapon Group: Spears*
Constitution (Swimming) or Dex. (Sailing). 7-8 +1 Willpower
• Gills: You can breathe underwater for an
9 Focus: Constitution (Rowing)
unlimited amount of time.
• Your Speed is equal to 10 + Dexterity. You 10-11 Focus: Comm. (Animal Handling)
also have a Swim Speed of 10 + Dexterity. 12 +1 Fighting
Armor penalties apply to both of these speeds. *If the class you choose provides this already, you
• You can speak and read the Common Tongue can take the focus Fighting (Spears) instead.
and Aquan.

17
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 attack
a 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 penetrating
damage. Targets that succeed on an opposed
Dexterity (Acrobatics) test verses your Accuracy
test instead take no damage.

18

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