B&B Races

Last 3 Edits

July 23rd, 2014

  • Added Fortune TT to Halflings.

July 18th, 2014

  • Added Goliaths.

July 16th, 2014

  • Added in the penalties for the listed Hindrances. I had just stated that you get this Hindrance, but I have now put the penalties here, so you only need to go to one source and it is easier to copy and paste :)
  • Added the Anti-Magic TT to Dwarves.
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Fey/Forest Gnome Features

Draft
This entry describes gnomes with a fey origin, as described in the Dungeons & Dragons 4th Edition Player's Handbook 2.

Gnome1

Abilities

  • Ability that starts at d8: Smarts. Wild Card gnomes also begin with a d8 in one other ability from the following choices: Agility, Persuasion or Stealth.
  • Double the Advancement cost at character creation to raise: Athletics, Coercion, or Warfare or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Elven. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Fey and Small Talent Trees.

Specialties

Gnomes gain 5 extra Advances to spend on the following Specialties:

  • (Animal Handling): Charm, Train
  • (Deception): Bluff, Cheat, Disguise
  • (Expertise): Any profession/craft appropriate to gnomish life
  • (Knowledge): Streetwise, Arcana, History
  • (Language): Any appropriate enemy (such as Draconic and Giant) or ally tongues according to setting. Can also improve Elven.
  • (Perception): Insight, Notice, Search
  • (Perform): Act, Dance, Oratory, Sing, Woodwind, Stringed instruments
  • (Persuasion): Bargain, Charm, Convince
  • (Smarts): Cunning, Decipher, Logic, Memory
  • (Stealth): Blend In, Hide, Sleight of Hand, Sneak
  • (Survival): Forage, Orientation
  • (Vigor): Resilience
  • (Will): Spirit

Racial Traits

  • Affable: Advantage on Persuasion (Bargain and Charm) checks. Gnomes enjoy the gift of the gab and are generally likable.
  • Fey Origin: Considered fey creatures for the purpose of origin.
  • Forest-Born: Treat woods and forest terrain as one category lower when using the Overland pace system. Gnomes are used to moving through wooded terrain.
  • Small Frame: Can swap the Specialties of Climb and Swim from Athletics to Agility. Like a lot of small beings, gnomes' bulk is not a factor for some athletic tasks.
  • Trickster's Cunning: Advantage on Smarts (Logic) rolls against illusions.

Racial Drawbacks

  • Size -1: Size penalty is subtracted from: Pace, Toughness, and Athletics die before determining Encumbrance. Being only about four foot tall, gnomes move slower and are less sturdy.
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Goliaths (Half-giant/Giant)

Draft
Goliaths are a type of giant character, typically native to mountain ranges. They are known for thier daring and competitive nature. They have appeared in generic products like the Dungeons & Dragons 4th Edition Player's Handbook 2. The most information can be found in the 3rd Edition Races of Stone. They were also used to represent half-giants for 4E Dark Sun. Half-giants also appeared in the 3E Expanded Psionics Handbook. This race can also serve as template for the giants in Monte Cook's Arcana Unearthed (d20) with some cultural modifications.

GoliathX2

Abilities

  • Ability that starts at d8: Athletics. Wild Card goliaths also begin with a d8 in one other ability from the following choices: Survival, Vigor or Will.
  • Double the Advancement cost at character creation to raise: Agility, Deception, Knowledge, Technical Vehicle Operation or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common and Giant. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Earth/Stone, Endurance, Tough and Wilderness Talent Trees.

Specialties

Goliaths gain 5 extra Advances to spend on the following Specialties:

  • (Athletics): Climb, Jump, Run, Strength, Throw
  • (Expertise): Leatherwork, Primitive craft (flintknapping, bone/wood carving).
  • (Fighting): Brawling
  • (Language): Dwarven. Can also improve Common or Giant.
  • (Marksmanship): Slings & Thrown
  • (Perception): Insight, Notice
  • (Stealth): Hide
  • (Survival): Forage, Hunt, Orientation, Track
  • (Vigor): Durability, Gorging, Resilience, Stamina
  • (Will): Spirit

Racial Traits

  • Determined: When pitted against a single opponent in any endeavour, a goliath gains a +1 to all opposed rolls vs that opponent. This does not include rolls made to resist a caster's power.
  • Mountain Born: Treat mountain terrain as one step less for the purpose of overland movement. Furthermore, goliaths ignore penalties attributed to high altitudes.
  • Size +2: Size bonus is added to Toughness and to Athletics die for determining Encumbrance limits. Goliaths are bulky and stand over 7 feet tall.
  • Strong: Strength specialty die may advance above Athletics die. (The higher of the two is used for melee damage rolls).

Racial Drawbacks

  • Curious Hindrance: Goliaths are natural explorers, and have little fear of the unknown.
  • Illiterate Hindrance: Goliaths have an oral tradition. (Some tribes that trade with dwarves have learnt the dwarven script).
  • Outsider Hindrance: -2 to Persuasion checks when dealing with non-giants. Most people are a little put off or fearful of goliaths upon first encountering them, but this usually turns to friendship when they realise how amiable goliaths are.
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Half-Elves

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The following entry tries to cover several views of half-elves, including those that act as great diplomats between humans and elves, those that were raised amongst one of their parent races, or those that do not fit into either culture. It often depends upon the setting (and edition of the game) as to where half-elves belong. The Dungeons & Dragons 4th Edition Player's Handbook describes half-elves that are very good intermediaries between the races. The Pathfinder Core Rulebook describes half-elves as adaptable. In 13th Age half-elves are a symbol of friendship between the elves and humans. Savage Worlds (and some earlier versions of Dungeons & Dragons) describe half-elves that are outsiders to their parents' races.

The entry below also suggests a human - wood elf union, but the 'elf' side could easily be switched to eladrin.

Half-elf1

Abilities

  • Ability that starts at d8: Perform, Persuasion OR an Ability from their elven heritage. Wild Card half-elves also begin with a d8 in one other ability from the following choices: Perform, Persuasion, Vigor OR an Ability from their elven heritage. (The same ability cannot be raised twice).
  • Double the Advancement cost at character creation to raise: Status or any of its Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Elven. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Adaptable OR Fey Talent Tree.

Specialties

Half-Elves typically do not have their own list of Specialties to chose from (see below), though Perception (Insight) is a common choice.

Racial Traits

  • Elven Heritage: Gain 1 Racial Trait and 3 Advances to spend on the Specialties listed under the Elf entry.
  • Fey Origin: Considered fey creatures for the purpose of origin
  • Human Heritage: Gain 2 Advances to spend freely.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. A half-elf's eyes amplify like a cat’s.

Racial Drawbacks

  • Mixed Heritage: A starting half-elf must take one of the following draw-backs: Slender (as high or wood elf above); Outsider Hindrance (if of wood elf heritage); or Wayward (for half-elves that do not fit into to either culture - similar to the Outsider hindrance (-2 Persuasion) for interactions around elves and humans).
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Half-Orcs

Draft
Earlier version of half-orcs from most games (including Dungeons & Dragons) describe half-orcs as being the result on an unwanted union. This is the case in Pathfinder Core Rulebook and Savage Worlds too. More recent interpretations, such as in 13th Age suggest it is a race apart. 4th Edition Dungeons & Dragons also takes this approach, offering several suggestions for the origins of the race.

half-orc1

Abilities

  • Ability that starts at d8: Athletics. Wild Card half-orcs also begin with a d8 in one other ability from the following choices: Agility, Coercion, or Vigor.
  • Double the Advancement cost at character creation to raise: Knowledge, Perform, Persuasion, Smarts, Status or Technical or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Orcish. Other languages must be purchased as separate Abilities. (Some may choose to start with only one of these languages).
  • Talent Tree Access: You gain free access to 2 of the following TTs: Adaptable, Tough or the Crushing & Cleaving or Fury Fighting Styles.

Specialties

Half-orcs gain 3 extra Advances to spend on the following Specialties:

  • (Agility): Quickness
  • (Athletics): Climb, Jump, Run, Strength, Throw
  • (Coercion): Intimidate
  • (Expertise): Any one
  • (Fighting): Axes & Picks, Brawling, Clubs & Maces, Heavy Blades, Spears
  • (Language): Any appropriate enemy or ally tongues according to setting. Can also improve Common or Orcish.
  • (Vigor): Durability, Resilience, Stamina
  • (Warfare): Tactics
  • (Will): Spirit

Racial Traits

  • Half-orc Resilience: Whenever you take a Wound in combat, you gain +1 Toughness for the rest of that combat.
  • Human Heritage: Gain 2 Advances to spend freely.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. A half-orc's eyes are adapted to seeing in the dark.
  • Orc Blood: Anything that affects orcs, also affects half-orcs.
  • Swift Charge: Anytime you move (including run) towards an enemy and fall up to 3” short, you can move adjacent to the enemy.

Racial Drawbacks

  • Outsider Hindrance: -2 to Persuasion checks when dealing with anyone bar half-orcs. Unfortunately, half-orcs find it hard to be trusted among civilised races (and in some settings are not accepted by orcs either).
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Halflings

Draft
The following entry is mostly based upon the halflings from the Dungeons & Dragons Player's Handbook; a river-dwelling semi-nomadic folk. There is also a 'kender feel' (from Dragonlance) to the following. Rustic, hobbit-like halflings would likely need a new entry.

Halflings1

Abilities

  • Ability that starts at d8: Agility. Wild Card halflings also begin with a d8 in one other ability from the following choices: Persuasion or Stealth.
  • Double the Advancement cost at character creation to raise: Athletics, Status and Warfare or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Fortune and Small Talent Trees.

Specialties

Halflings gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Acrobatics, Balance, Climb (see below) Contortions, Dodge, Quickness, Swim (see below)
  • (Coercion): Taunt
  • (Expertise): Any profession/craft appropriate to halfling life
  • (Fighting): Light Blades, Maritime/Shipboard (if a water-based culture)
  • (Knowledge): Streetwise
  • (Language): Any appropriate enemy or ally tongues according to setting. Can also improve Common.
  • (Marksmanship): Thrown & Slings
  • (Perception): Notice
  • (Persuasion): Bargain, Charm
  • (Stealth): Blend In, Hide, Sleight of Hand, Sneak
  • (Vehicle Operation): Oared Boats, Sailing Ships (if this is a cultural norm, such as DnD 4E halflings)
  • (Vigor): Resilience
  • (Will): Spirit

Racial Traits

  • Fortunate: 1 extra Benny per session. Can also use Bennies to make enemies reroll any attack or ability that would affect the halfling.
  • Small Frame: Can swap the Specialties of Climb and Swim from Athletics to Agility. Like a lot of small beings, halflings' bulk is not a factor for some athletic tasks.
  • Spirited: Advantage on Will (Spirit) rolls to resist fear and Intimidate. Halflings have a lot of verve and are known for their fearlessness.

Racial Drawbacks

  • Size -1: Size penalty is subtracted from: Pace, Toughness, and Athletics die before determining Encumbrance. Being only about four foot tall, halflings move slower and are less sturdy.
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Harkrinn (Hawk folk)

Draft
Another race originally created for our Kage setting (Nyaatan campaign). I also used them in the Summer Isles campaign (a Dark Age fantastical British Isles 4E game). I have attached the 4E racial write-up I did for this second campaign under Files below for those wishing to gain more information on harkrinn personality, culture, etc.

Harkrinns1

Abilities

  • Ability that starts at d8: Will. Wild Card harkrinn also begin with a d8 in one other ability from the following choices: Perception or Status.
  • Double the Advancement cost at character creation to raise: Deception, Smarts, Technical or Vehicle Operation or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Auran. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Awareness and Flyer Talent Trees.

Specialties

Harkrinn gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Balance, Quickness
  • (Athletics): Climb, Jump
  • (Coercion): Intimidate
  • (Expertise): Any one
  • (Fighting): Heavy Blades, Spears
  • (Language): Any appropriate enemy or ally tongues according to setting. Can also improve Common or Auran.
  • (Perception): Insight, Notice, Search
  • (Perform): Oratory
  • (Persuasion): Convince
  • (Status): Lineages, Reputation
  • (Survival): Orientation
  • (Will): Concentrate, Co-ordinate, Spirit

Racial Traits

  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. Harkrinn have amazing vision.
  • Penetrating Gaze: Advantage on Perception (Insight & Notice) rolls where vision is important.
  • Presence: +1 to all Coercion (Intimidate) and Persuasion (Charm and Convince) checks. Harkrinn are widely known as honorable and have a commanding presence and proud bearing about them.
  • Wings: As long as there is at least 2 free adjacent squares/spaces throughout the movement, a harkrinn: gains advantage on Athletics (Jump) checks, can ignore falling damage, or glide forward 1"/Sq for every 1"/sq descended. Although most harkrinn do not have the strength in their wings for sustained flight, their wings are still functional.

Racial Drawbacks

  • Light-boned: -1 to Soak Wound rolls. Although fit and able, harkrinn's bones are light to enable them the use of their wings.
  • Wings: Disadvantage on Athletics (Swim) checks. Wings can also be a hindrance for some other activities.
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Humans

Draft
Obviously humans appear in practically all settings. Their main feature is usually adaptability. Any source book would serve as a description, including Savage Worlds or Dungeons & Dragons 4th Edition Player's Handbook.

Humans1

Abilities

  • Ability that starts at d8: Any one ability. Wild Card humans also begin with a d8 in one other ability of their choice.
  • Language: Humans start with a d8 in Common and in their regional language if they have one. Other languages have to be purchased separately (as if a new Ability).
  • Talent Tree Access: You gain free access to the Adaptable Talent Tree.

Racial Traits

  • Extra Advances: Start with +5 Advances to spend freely.
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Ibisils (Ibis Folk)

Draft
Ibisils are smart avian folk that were central to the Egyptian-influenced land of Nyaat in our Kage campaign setting. The Word doc for our 3E DnD version has been posted under Files below, for those seeking information on roleplaying and background for ibisils.

Ibisils1

Abilities

  • Ability that starts at d8: Smarts. Wild Card ibisils also begin with a d8 in one other ability from the following choices: Healing, Knowledge, or Will.
  • Double the Advancement cost at character creation to raise: Athletics, Coercion, Fighting, and Vigor or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Auran. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Academic/Sage Racial Talent Tree.

Specialties

Ibisils gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Balance, Dodge
  • (Expertise): Any one (most likely to do with working with books or life by the river)
  • (Healing): Diagnose, Treat Mind
  • (Knowledge): Education, Research, Any Specific Study
  • (Language): Any
  • (Smarts): Decipher, Logic, Memory
  • (Status): Lineages, Reputation
  • (Stealth): Hide
  • (Will): Concentrate, Co-ordinate

Racial Traits

  • Educated: Gain a further 2 Advances to spend on Knowledge or Smarts-based Specialties.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. Ibisils have large, light-sensitive eyes.
  • Magical Affinity: You gain free access to the Arcana Talent Tree and begin with the Arcane Familiarity Talent (even if you do not meet the prerequisites). You begin with an inherent understanding of magic, from identifying spells as they are being cast to knowledge of how to defend your body and mind against them, to uttering minor protection incantations to ward yourself.

Racial Drawbacks

  • Armor Aversion: -1 from any benefit gained through the use of metal armor. This aversion can be 'bought off' with an Advance. Ibisils typically do not wear armor for a number of reasons: they often live near water (and in the heat); it is uncomfortable on their feathers; they have small shoulders and armor irritates their nodules; being bookish, most ibisil are simply untrained in the use of armor.
  • Light-boned: -1 to Soak Wound rolls. Ibisil bones are still light - a hangover from times when they could fly.
  • Size -1: Size penalty is subtracted from: Pace, Toughness, and Athletics die before determining Encumbrance. Ibisils are typically taller than other Size -1 creatures, but are very slight of build and have an ungainly gait.
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Kreen

Draft
These four-armed insectoid creatures, better known as thri kreen, have long been associated with the Dungeons and Dragons setting of Dark Sun. You could use any edition write up for a description of the race, including the 4th Edition Dark Sun Campaign Setting.

Kreen1

Abilities

  • Ability that starts at d8: Agility. Wild Card kreen also begin with a d8 in one other ability from the following choices: Athletics, Perception, Stealth, or Survival.
  • Double the Advancement cost at character creation to raise: Deception, Gaming, Perform, Persuasion, Status, Technical and Vehicle Operation or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Thri-Kreen. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Endurance and Wilderness Talent Trees.

Specialties

Kreen gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Acrobatics, Balance, Dodge, Quickness
  • (Athletics): Climb, Jump, Run, Strength
  • (Coercion): Intimidate
  • (Expertise): Any primitive craft or profession
  • (Fighting): Natural, Pole Arms, Spears
  • (Language): Any enemy or ally, inc Common.
  • (Marksmanship): Slings & Thrown
  • (Perception): Notice
  • (Smarts): Cunning, Memory
  • (Stealth): Hide, Sneak
  • (Survival): Hunt, Orientation, Tracking
  • (Vigor): Durability, Resilience, Stamina
  • (Warfare): Tactics
  • (Will): Concentrate, Spirit

Racial Traits

  • Alien Mind: +2 Sanity. Kreen rarely suffer from typical mental conditions common to other races.
  • Armored: +1 Armor (which equates to +1 Toughness). All kreen are covered in hard chitin.
  • Claws: Athletics +1d4 slashing damage. As a natural fighter, a kreen is never considered unarmed. Kreen arms end in claws that can be used as natural weapons.
  • Fast: Pace 7.
  • Low Light Vision: Insectoid eyes allow kreen to ignore attack penalties for Dim and Dark lighting.
  • Multiple Arms: Gain the Quick Draw and Ambidextrous edges for free. (Although they do not begin with it, each time a kreen takes the Two-Weapon Wielder edge they can make an extra attack, up to a maximum of 4). Having 4 upper appendages allows kreen to attempt several things in round.
  • Natural Jumper: Jump specialty die may exceed Athletics die. Each raise on a Jump check adds a further 1" to the distance jumped. Make all Jump rolls as if the kreen had a running start, and gain Advantage if actually taking the run action.
  • Torpor: Kreen do not sleep, but enter a torpid state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, they are fully aware of their surroundings and can make Perception (Notice) rolls as normal.

Racial Drawbacks

  • Alien Mind: -2 to all Persuasion checks with all creatures outside their clutch (including other kreen). Close friends can become new clutch mates. Kreen minds are pragmatic and survival-tuned to the extreme.
  • Primitive: Start with a d4 in Technical and Vehicle Operation abilities. All starting weapons are made from primitive materials (and gain the Fragile 1 quality). Also begin with the Illiterate hindrance.
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Minotaurs

Draft
Though usually an enemy, player character minotaurs have appeared in several products such as in Dragonlance where they have had a Viking influence (or Roman for Taladas). The entry here is more generic and follows the idea of a being torn between savagery and civilised from the Dungeons & Dragons 4th Edition Player's Handbook 3.

Minotaurs1

Abilities

  • Ability that starts at d8: Athletics. Wild Card minotaurs also begin with a d8 in one other ability from the following choices: Fighting or Vigor.
  • Double the Advancement cost at character creation to raise: Agility, Deception, Perform, Persuasion, Status, Stealth, and Technical or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common and Giant. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Fury and Tough Talent Trees.

Specialties

Minotaurs gain 5 extra Advances to spend on the following Specialties:

  • (Athletics): Jump, Run, Strength, Throw
  • (Coercion): Intimidate
  • (Expertise): Any one
  • (Fighting): Axes & Picks, Clubs & Maces, Hammers, Heavy Blades, Natural
  • (Language): Any appropriate enemy or ally tongues according to setting. Can also improve Common or Giant.
  • (Perception): Notice
  • (Smarts): Decipher
  • (Survival): Dungeoneering, Orientation, Track
  • (Vigor): Durability, Resilience, Stamina
  • (Will): Spirit

Racial Traits

  • Berserk: Start with the Berserk Edge. (This can be 'bought off' later with an Advance and swapped to another edge if the minotaur has shown a genuine interest in becoming civilised). This represents a minotaur's constant struggle to tame the inner beast.
  • Heedless Charge: If the minotaur moves at least 4" it can make an attack with its horns, dealing damage and counts as a Push attack. Minotaurs are considered armed for this attack.
  • Horns: Athletics +1d6 damage. A minotaur is not considered an armed combatant with only their horns as weapons (except when charging - see Heedless Charge). Minotaurs can use their horns to attack, but prefer to do so only when charging.
  • Scent: Minotaurs ignore cover and concealment penalties to Perception checks out to 6sqs. They do not take poor visibility penalties on Survival (Track) rolls either. Minotaurs have a keen sense of smell.
  • Size +2: Size bonus is added to Toughness and to Athletics die for determining Encumbrance limits. Minotaurs are bulky and stand over 7 feet tall.
  • Strong: Strength specialty die may advance above Athletics die. (The higher of the two is used for melee damage rolls).

Racial Drawbacks

  • Outsider Hindrance: -2 to Persuasion checks when dealing with non-minotaurs. Minotaurs suffer from suspicion to outright hatred from other races. This animosity not only stems from the minotaur's monstrous appearance, but from the infamy of their race for savage brutality.
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Muls

Draft
Muls are tough, resilient descendants from the union of dwarves and humans in the Dark Sun campaign Setting. Their description appears in the Dungeons & Dragons 4th Edition rulebook, or one could use the description from the 2nd Edition Dark Sun Box Set.

Muls1

Abilities

  • Ability that starts at d8: Vigor. Wild Card muls also begin with a d8 in one other ability from the following choices: Agility, Athletics, Fighting, or Will.
  • Double the Advancement cost at character creation to raise: Deception, Persuasion, Status or Technical or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Dwarven. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to Endurance, Tough and two of the following TTs: Adaptable, Earth or the following Fighting Styles - Brawling, Crushing & Cleaving, Fury, Skirmisher, Slayer, Two-Weapon, Unfettered, Weapon Master - Melee.

Specialties

Muls gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Balance, Quickness
  • (Athletics): Jump, Run, Strength
  • (Coercion): Intimidate
  • (Expertise): Any one
  • (Fighting): Any
  • (Knowledge): Streetwise
  • (Language): Any tongue they may have had to learn. Can also improve Common or Dwarven.
  • (Vigor): Durability, Resilience, Stamina
  • (Warfare): Tactics
  • (Will): Concentrate, Spirit

Racial Traits

  • Bred For Battle: If dealt a Club on the first round of combat you gain Advantage on any Fighting and Athletics (Run) rolls you make in the first round.
  • Determined: When pitted against a single opponent in any endeavour, a mul gains a +1 to all opposed rolls vs that opponent. This does not include rolls made to resist a caster's power.
  • Tireless: Advantage on Vigor (Stamina) rolls to resist Fatigue due to environmental effects, including a lack of sleep. Any cumulative penalties for lack of sleep are also halved.

Racial Drawbacks

  • Outsider Hindrance: -2 Persuasion when dealing with non-muls. It does not apply to Persuasion (Convince) though. Being so self-focused and often blunt and uncaring, tends to make it hard for them to get along with others.
  • Slave: Muls are typically slaves in the Dark Sun Setting and thus begin with no dice in Status. A player may choose to play a free mul and can start with a d4 in Status. Increases from here are payed for normally, (not forgetting it costs double for mul characters to raise Status) and there are no bonus Advances for starting with a reduced Status.
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Nautolan

Draft
Here is another aquatic race from the Star Wars setting I have used before. In fact, the Nautolans are probably my favourite Star Wars species and I think make a perfect fantasy amphibious race. In fact I made a fantasy mini of a nautolan with a sword and shield (after removing 2 blasters). Of course there are some good Kit Fisto figures where the removal of his light saber would work too. If you use nautolans in your setting you may add extra cultural modification (especially for Specialties).

Nautolan1

Abilities

  • Ability that starts at d8: Vigor. Wild Card nautolans also begin with a d8 in one other ability from the following choices: Coercion, Perception, Perform OR Persuasion.
  • Double the Advancement cost at character creation to raise: Knowledge, Smarts or Will or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common and Aquan for fantasy settings; Basic & Nautila for Star Wars. Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Aquatic/Water Talent Tree.

Specialties

Nautolans gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Contortions
  • (Athletics): Swim
  • (Coercion): Intimidate
  • (Perception): Insight, Notice, Search
  • (Persuasion): Charm, Seduce
  • (Vigor): Durability, Resilience, Stamina

Racial Traits

  • Aquatic: Cannot drown. Have a swim speed equal to Pace. Advantage on Athletics (Swim) checks. +2 attacks in the water vs non-Aquatic creatures.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. A nautolan's large, dark eyes amplify light.
  • Pheromone Sensors: Advantage on Perception (Insight) rolls with adjacent targets. (This extends to 6sqs underwater). A nautolan's head tendrils 'read' pheromones.
  • Rubbery Hide: +1 Armor (which adds to Toughness). The pressure of the deeps and their thick rubbery hides make nautolans tougher than most.

Racial Drawbacks

  • Pheromone sensors: If another creature adjacent to the nautolan displays a strong emotion, the nautolan must make a Will (Spirit) roll or replicate that emotion. (This extends to 6 sqs underwater). This often means taking on Hindrances temporarily, and can even result in replicating Edges like Berserk. The absorption of pheromones through the head tendrils can cause unwanted chemical changes. This is why a nautolan's mood often replicates the strongest emotion around them.
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Shardminds

Draft
Shardminds are psionic creatures formed from physical and psychic crystals. Their description is from the Dungeons & Dragons 4th Edition Player's Handbook 3.

Shardminds1

Abilities

  • Ability that starts at d8: Smarts. Wild Card shardminds also begin with a d8 in one other ability from the following choices: Coercion, Knowledge, Persuasion or Will.
  • Double the Advancement cost at character creation to raise: Animal Training, Status, Stealth, and Survival or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common & Deep Speech. (Or whatever language is common to aberrations in the campaign). Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Construct/Droid and Psionic Talent Trees.

Specialties

Shardminds gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Contortions
  • (Coercion): Incite, Intimidate, Taunt
  • (Deception): Bluff
  • (Healing): Treat Mind
  • (Knowledge): Education, Special Studies (any)
  • (Persuasion): Convince
  • (Smarts): Cunning, Decipher, Logic, Memory
  • (Technical): Constructs
  • (Vigor): Durability, Resilience, Stamina
  • (Will): Concentrate, Co-ordinate, Spirit

Racial Traits

  • Crystaline Mind: +2 Sanity. Shardminds' 'minds' are stronger and operate very differently than living beings.
  • Expressionless: Those interacting with a shardmind suffer -2 to Perception (Insight) checks. Not having facial expressions makes it hard for others to read shardminds.
  • Immortal Origin: Being from the Astral Sea, shardminds are considered Immortal creatures for the purpose of creature origin.
  • Living Construct: Shardminds do not need to eat, drink, breathe, or sleep. They never make checks to resist starvation, thirst, or suffocation. They are not affected by standard poisons or disease. They receive a +2 to remove the Shaken condition and gain a +1 bonus to Soak Wound and Soak Madness rolls. Furthermore, shardminds cannot be healed (though magical healing works normally). Instead they need to be repaired using the Technical (Constructs) ability.
  • Telepathy: Shardminds can communicate telepathically with any creature within 6" that has a language.
  • Unsleeping Watcher: Shardminds do not sleep, but enter a state of inactivity for 6 hours to gain the benefits of an extended rest. While in this state, they are fully aware of their surroundings and can make Perception (Notice) rolls as normal.

Racial Drawbacks

  • Intolerant Hindrance: (Major). -4 to Persuasion checks when dealing with Aberrations. It is possible shardminds were created with the direct purpose of fighting aberrations.
  • Living Construct: Normal healing and natural healing have no effect on a shardmind.
  • Moving Crystals: Disadvantage on Stealth (Sneak) checks. Shardminds are made up of many individual crystals that are in constant movement, and hence, make constant grinding and tinkling sounds. (This can be 'bought off' with an Advance, as a shardmind learns to 'separate' when stealth is needed).
  • Uneasy Appearance: -2 to all Persuasion checks with living creatures. Shardminds do not have expressions and 'rocks that communicate' can be a little unnerving for some.
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Therans (Catfolk)

Draft
This entry can be used for the many catfolk that have appeared in various fantasy settings. The base racial features below present a dextrous being, like the catfolk or rakasta from earlier editions of Dungeons & Dragons or the rakashans from Savage Worlds. With the right ability selections, other more powerful cat-types can be created, such as stronger tiger-like catfolk (tigrans on Kage), tougher leopard-like ones (the original therans of Kage) or even lionfolk like the Litorians from Arcana Unearthed. (In time, these might need separate write-ups, but for now we have an adaptable template, with several options for a second raised ability score to reflect subrace choice).

Theran-Tigran

Abilities

  • Ability that starts at d8: Agility. Wild Card therans also begin with a d8 in one other ability from the following choices: Athletics, Perception, Stealth, Survival or Vigor.
  • Double the Advancement cost at character creation to raise: Deception, Knowledge, Persuasion, Status, Technical, Vehicle Operation and Will or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Theran (or whatever their racial language may be). Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Animal Affinity and Wilderness Talent Trees.

Specialties

Therans gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Acrobatics, Balance, Contortions, Dodge, Quickness
  • (Animal Handling): Charm, Train
  • (Athletics): Climb, Jump, Run, Strength, Swim
  • (Coercion):Intimidate
  • (Expertise): Any primitive profession/craft
  • (Fighting): Natural
  • (Language): Any enemy or ally tongues; typically Common, Elven, Goblin, Orc, Sylvan. Can also improve Theran.
  • (Perception): Notice
  • (Stealth): Hide, Sneak
  • (Survival): Hunt, Orientation, Track
  • (Vigor): Durability, Resilience, Stamina
  • (Warfare): Tactics
  • (Will): Spirit (but this still costs double).

Racial Traits

  • Cat Affinity: Advantage on all Animal Handling rolls with feline creatures.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. A theran's eyes amplify like a cat’s.
  • Natural Climbers: Advantage on all Athletics (climb) checks. Therans' have capable claws and an canny ability to climb.
  • Natural Weapons: Athletics +1d6 slashing damage. As a natural fighter, a theran is never considered unarmed. Theran arms end in retractable claws and they have sharp teeth that can be used as natural weapons.
  • Scent: Therans ignore cover and concealment penalties to Perception checks out to 6sqs. They do not take poor visibility penalties on Survival (Track) rolls either. Therans have a keen sense of smell.

Racial Drawbacks

  • Canine Aversion: Disadvantage on any Animal Handling rolls made concerning canine creatures.
  • Intolerant Hindrance: (Major). -4 to Persuasion checks made when dealing with canisarans (or other canine-like races). There is been animosity between these two races since their creation.
  • Outsider Hindrance: -2 to all Persuasion checks when dealing with non-primitive cultures. Therans typically live in the wilds and rarely involve themselves with other races.
  • Primitive: Start with a d4 in Technical and Vehicle Operation abilities. All starting weapons are made from primitive materials (and gain the Fragile 1 quality). Also begin with the Illiterate hindrance.
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Warforged

Draft
Warforged are constructs that have long been associated with the Dungeons & Dragons setting of Eberron. The 3rd edition description could be used, just as easily as the 4th Edition version from the Eberron Player's Guide. In 13th Age they are crafted by dwarves and known as forgeborn or dwarf-forged.

Warforged1

Abilities

  • Ability that starts at d8: Athletics. Wild Card warforged also begin with a d8 in one other ability from the following choices: Fighting, Vigor, Warfare, or Will.
  • Double the Advancement cost at character creation to raise: Agility, Animal Training, Deception, Healing, Perform, Persuasion, Stealth, Status and Survival or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Common. (Or another language if created by another race). Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Construct/Droid, Tough and one of the following Fighting Style Talent Trees: Artillery, Brawling, Crushing & Cleaving, Defender/Knight/Warmain, Fury, Reach, Two-Weapon, Weapon Master - Melee.

Specialties

Warforged gain 5 extra Advances to spend on the following (but see Special Purpose below)
Specialties:

  • (Athletics): Jump, Run, Strength, Throw
  • (Coercion): Intimidate
  • (Expertise): Any one
  • (Fighting): Any
  • (Smarts): Logic, Memory
  • (Vigor): Durability, Resilience, Stamina
  • (Warfare): Command, Strategy, Tactics
  • (Will): Concentrate, Spirit

Racial Traits

  • Armored: +1 Armor (which equates to +1 Toughness). All warforged are created with hard materials.
  • Expressionless: Those interacting with a warforged suffer -2 to Perception (Insight) checks. Not having facial expressions makes it hard for others to read warforged.
  • Living Construct: Warforged do not need to eat, drink, breathe, or sleep. They never make checks to resist starvation, thirst, or suffocation. They are not affected by standard poisons or disease. They receive a +2 to remove the Shaken condition and gain a +1 bonus to Soak Wound and Soak Madness rolls. Furthermore, warforged cannot be healed (though magical healing works normally). Instead they need to be repaired using the Technical (Constructs) ability.
  • Special Purpose: At creation a warforged Wild Card may select 1 Ability (including from the list above that normally requires double Advances to raise). It does not cost double to raise this ability during creation and specialties from the selected ability are also added to the above list for spending Specialty Advances. Whilst primarily built for war and little else, some warforged were imbued with other skills.
  • Unsleeping Watcher: Warforged do not sleep, but enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, they are fully aware of their surroundings and can make Perception (Notice) rolls as normal.

Racial Drawbacks

  • Living Construct: Normal healing and natural healing have no effect on a warforged.
  • Uneasy Appearance: -2 to all Persuasion checks with living creatures. Warforged do not have expressions and are generally hard for others to relate to.
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Wemics

Draft
Wemics are the lion equivalent of centaurs. They rarely appear as a player race. The monster entry in Dungeons & Dragons 3rd Edition Monster Compendium: Monsters of Faerun would do. In some settings wemics may be a type of sphinx and in Fighting Fantasy they were called felinaurs.

Wemic1

Abilities

  • Ability that starts at d8: Athletics. Wild Card wemics also begin with a d8 in one other ability from the following choices: Stealth, Survival or Vigor.
  • Double the Advancement cost at character creation to raise: Deception, Knowledge, Perform, Status, Technical, Vehicle Operation and Will or any of their Specialties at character creation. (This does not affect Advances after character creation).
  • Languages: Auto start with d8 in Theran (or whatever their racial language may be). Other languages must be purchased as separate Abilities.
  • Talent Tree Access: You gain free access to the Animal Affinity and Wilderness Talent Trees.

Specialties

Wemics gain 5 extra Advances to spend on the following Specialties:

  • (Agility): Balance, Quickness
  • (Animal Handling): Charm, Train
  • (Athletics): Climb, Jump, Run, Strength
  • (Coercion):Intimidate
  • (Expertise): Any primitive profession/craft
  • (Fighting): Natural, Spears
  • (Language): Any enemy or ally tongues; typically Canisaran, Common, Elven. Can also improve Theran.
  • (Marksmanship): Thrown & Sling
  • (Perception): Notice
  • (Stealth): Hide, Sneak
  • (Survival): Hunt, Orientation, Track
  • (Vigor): Durability, Gorging, Resilience, Stamina
  • (Warfare): Strategy, Tactics
  • (Will): Spirit (but this still costs double).

Racial Traits

  • Four-Legged: +2 bonus to Agility (Balance) or Athletics (Strength) rolls to resist forced movement or being knocked prone. Quadrupeds multiply the total from Athletics and other modifiers by 10 (instead of 5) to determine Encumbrance limits.
  • Lion Affinity: Advantage on all Animal Handling rolls with lions or part-lion creatures.
  • Low Light Vision: Ignore attack penalties for Dim and Dark lighting. A wemic's eyes amplify like a cat’s.
  • Natural Climber: Advantage on climb checks. This bonus does not apply on vertical and perfectly smooth surfaces, like walls. Wemics have four lion-legs, each ending in retractable claws.
  • Natural Weapons: Athletics +1d6 slashing damage. As a natural fighter, a wemic is never considered unarmed. Wemics never suffer an 'off-hand' attack penalty for using their claws, though all penalties for extra actions still apply - just like attacking with two weapons. (Although they do not begin with it, each time a wemic takes the Two-Weapon Wielder edge they can make an extra attack, up to a maximum of 4, where 2 of these must be claws). Wemic legs end in retractable claws that can be used as natural weapons when the wemic rears up.
  • Natural Jumper: Jump specialty die may exceed Athletics die. Each raise on a Jump check adds a further 1" to the distance jumped. Make all Jump rolls as if the wemic had a running start, and gain Advantage if actually taking the run action.
  • Size +2: Size bonuses are added to Toughness and to Athletics die before determining Encumbrance. 6-7 foot tall and 10-12 feet long.
  • Swift: Pace 8 and Run specialty die may exceed Athletics die.

Racial Drawbacks

  • Canine Aversion: Disadvantage on any Animal Handling rolls made concerning canine creatures.
  • Outsider Hindrance: -2 to all Persuasion checks when dealing with non-primitive cultures. Wemics typically live in the wilds and rarely involve themselves with other races.
  • Primitive: Start with a d4 in Technical and Vehicle Operation abilities. All starting weapons are made from primitive materials (and gain the Fragile 1 quality). Also begin with the Illiterate hindrance.
  • Intolerant Hindrance: (Major). -4 to Persuasion checks made when dealing with canisarans (or other canine-like races). There is been animosity between these two races since their creation.
  • Taurian: Some actions are impossible (such as climbing vertical surfaces or up ropes) or impose Disadvantage (such as fighting in cramped tunnels). Having such a large and unusual body means wemics will not be able to perform some actions. They also need more room to fight and move around in.
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