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Races

{Elman} +3 to sense. NATURAL SIGHT: +5 rolls to navigation ELMAN’S INSTINCT: +5 to


searching for hostiles. WOODSMEN’S CONSTITUTION: +5 to tolerating poisons and toxins.

{Grelgish} +2 might, +1 to endurance SMITHS: +5 roll to upgrading equipment,


HONORBOUND: 10% more EXP when taking the moral high ground, MOON BLESSED:
Night vision once activated for 1 hour.

{Brigin}

{Kratish} +3 to charm BLUEBLOOD: +2 to whatever you roll on prices, NOBLEMAN: +5


charm with high class people, HIGHBORN +5 to determining if something is poisoned.

{Kulderan} +3 to endurance NOMAD: Rations go twice as far, ROAD SAVY: +5 to location


finding, SCAVENGER: +5 to locating food when traveling

{Trilish} +1 might, +1 charm, +1 endurance HORSEMAN: +5 roll on anything to do with


horses, CALMING AURA: +5 to calming down an animal or beast, FLEET: +5 to sprint rolls.

{Ongrish} +3 to might FEARED: +3 to intimidate rolls, STEAMROLLER: +5 to knocking


through weak walls, doors, and barricades, FURY: +5 to powering through pain.

{Frowli} +3 to knowledge RIDDLERS: Has 50% chance to know a riddle, BILINGUAL: 1 other
language of the player’s choice, KINSMAN: +5 charm to other Frowli

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