Professional Documents
Culture Documents
Table of Contents
Race
Credits
Page
Blazes ------------------------------------------- 4
Cyclopskin ------------------------------------- 5
Dragonborn ----------------------------------- 6
Frost Men -------------------------------------- 7
Gloamings ------------------------------------- 8
Goblins ----------------------------------------- 9
Grippli ---------------------------------------- 10
Klide ------------------------------------------- 11
Kobolds --------------------------------------- 12
Minotaurs ------------------------------------ 13
Tieflings ---------------------------------------15
Treekin ---------------------------------------- 16
Undines --------------------------------------- 17
Saurians
Dwarves
Elves
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.
Playing a Blaze
Blazes
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.
NAME Benefits
2d6
2
3-4
5
6
7-8
9
10-11
12
Benefit
+1 Willpower
Focus: Communication (Etiquette)
Focus: Intelligence (Engineering)
Focus: Dexterity (Crafting)
+1 Intelligence
Focus: Dexterity (Calligraphy)
Focus: Intelligence (Cryptography)
+1 Communication
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 to
muddy 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 Benefits
2d6
2
3-4
5
6
7-8
9
10-11
12
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.
Benefit
+1 Willpower
Focus: Strength (Intimidation)
Focus: Perception (Smelling)
Focus: Constitution (Stamina)
+1 Fighting
Focus: Strength (Climbing)
Focus: Willpower (Courage)
+1 Accuracy
Dragonborn Benefits
Dragonborn
Combining traits of humanoids and dragons, the
dragonborn were hatched from eggs created by
ancient draconic magic. Presumably created to serve
as 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.
2d6
2
Benefit
+1 Intelligence
3-4
7-8
9
+1 Willpower
Focus: Intelligence (Historical Lore)
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.
+1 Willpower
Frost Men
Benefit
+1 Strength
Focus: Willpower (Courage)
Focus: Dexterity (Traps)
Focus: Constitution (Drinking)
+1 Fighting
Focus: Intelligence (Navigation)
Focus: Strength (Intimidation)
+1 Perception
Gloaming Names
Gloamings
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.
Gloaming Benefits
2d6
2
3-4
5
6
7-8
9
10-11
12
Benefit
+1 Intelligence
Focus: Willpower (Morale)
Focus: Intelligence (Cryptography)
Focus: Communication (Leadership)
+1 Perception
Focus: Perception (Hearing)
Focus: Dexterity (Legerdemain)
+1 Willpower
Goblin Names
Goblins
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
Goblin Benefits
2d6
2
3-4
5
6
7-8
9
10-11
12
Benefit
+1 Perception
Focus: Comm. (Animal Handling)
Focus: Strength (Climbing)
Focus: Perception (Smelling)
+1 Fighting
Focus: Perception (Hearing)
Focus: Dexterity (Stealth)
+1 Accuracy
Grippli
Grippli Names
Female Names: Brishtal, Gremlock, Lurka
Morbeep, Peblar, Rhees, Zheerlot
Male 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.
Grippli Benefits
2d6
2
3-4
5
6
7-8
9
10-11
12
10
Benefit
+1 Fighting
Focus: Intelligence (Healing)
Focus: Dexterity (Acrobatics)
Focus: Willpower (Courage)
+1 Dexterity
Focus: Perception (Tracking)
Focus: Dexterity (Initiative)
+1 Perception
Playing a Klide
Klide
Klide Benefits
2d6
2
3-4
5
6
7-8
9
10-11
12
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
11
Benefit
+1 Dexterity
Focus: Intelligence (Cultural Lore)
Focus: Dexterity (Acrobatics)
Focus: Communication (Investigation)
+1 Accuracy
Focus: Intelligence (Historical Lore)
Focus: Willpower (Faith)
+1 Intelligence
Kobold Names
Kobolds
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 (SelfDiscipline).
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
2
3-4
5
6
7-8
9
10-11
12
12
Benefit
+1 Dexterity
Focus: Communication (Investigation)
Focus: Intelligence (Engineering)
Focus: Dexterity (Lock Picking)
+1 intelligence
Focus: Perception (Searching)
Focus: Intelligence (Evaluation)
+1 Willpower
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 the
bovine humanoids and afforded them limited
opportunities to live in cities with the common folk.
Minotaur Benefits
2d6
2
Benefit
+1 Constitution
3-4
7-8
9
+1 Intelligence
Focus: Perception (Tracking)
12
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
+1 Fighting
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.
14
Benefit
+1 Perception
Focus: Strength (Jumping)
Focus: Communication (Performance)
Focus: Intelligence (Natural Lore)
+1 Dexterity
Focus: Communication (Persuasion)
Focus: Constitution (Stamina)
+1 Intelligence
Tieflings
Tiefling Names
Female Names: Dimhiri, Kiras, Letari, Maki,
Natloth, Rokaria, Valbis
Male 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.
Tiefling Benefits
2d6
2
Benefit
+1 Fighting
3-4
7-8
9
+1 Willpower
Focus: Communication (Disguise)
15
+1 Strength
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
Treekin Benefits
2d6
2
3-4
5
6
7-8
9
10-11
12
Treekin Names
Treekin Names: Ash, Birch, Elm, Oak, Willow
16
Benefit
+1 Dexterity
Focus: Perception (Seeing)
Focus: Communication (Seduction)
Focus: Dexterity (Initiative)
+1 Willpower
Focus: Perception (Empathy)
Focus: Intelligence (Healing)
+1 Accuracy
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
Undine Benefits
Playing an Undine
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.
17
Damage Type
Acid
Blue
Lightning
Brass
Fire
Bronze
Lighting
Copper
Acid
Gold
Fire
Green
Poison
Red
Fire
Silver
Ice
White
Ice
18