You are on page 1of 18

1

Table of Contents
Race

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

Dragonborn Inspiration: D&D 5th Edition PHB


Dragonborn Illustration: Liv Hathaway

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

Frost Men Inspiration: AD&D Fiend Folio


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

Klide Inspiration: Rifts Dimension Bk. 4, Skraypers


Klide Illustration: John Zeleznik

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

Kobold Inspiration: AD&D 2nd, Monstrous Compendium


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
Tieflings Illustration: Kelli Renae Cairns

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

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

Saurians

Core Race Modifications

Refer to the Titansgrave Adventure Series Book


(Page 20), except:

Dwarves

Replace the second bullet point under Playing a


Saurian with Pick one of the following ability
focuses: Intelligence (Arcane Lore) or Willpower
(Self-Discipline).

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


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

Replace 9 on the Saurian Benefits table with


Intelligence: (Military Lore).

Elves

Add Tough Scales: Your thick hide gives you 2


natural armor. This armor stacks with worn armor,
does not create an armor penalty, and doesn't cause
spell strain.

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


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

Gnomes
Refer to the Basic Rulebook (Page 12), except:
Add Master Tinkerer: Gnomes are especially
gifted in the art of tinkering. Gain the Intelligence
(Engineering) focus. If you are using this focus to
build a device, double your focus bonus.

Halflings
Refer to the Basic Rulebook (Page 12), except:
Add Uncanny Fortune: Halfings possess almost
supernatural luck. Up to three times a day, 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

If you choose to play a blaze, modify your character


as follows:
Pick one of the following ability focuses:
Intelligence (Arcane Lore) or Dexterity
(Acrobatics).
Ghost Walk: You can choose to temporarily
leave your skin and become a cloud of glowing
arcane energy. This costs a Major action and
your cloth skin, along with any worn armor or
carried equipment, collapses into a pile. In this
form, you gain a fly speed of 10 + Dexterity,
and can fit through an opening as small as an
inch wide. You can only be damaged by
magical attacks, and cannot use any attack
actions. You may stay in this form for up to
three hours before you begin to decay, taking
10 points of damage per minute. Re-entering
your skin costs a major action.
Fabric Flesh: You are bound to your cloth
skin. When another character performs a Heal
action on you, they must roll a Dexterity
(Crafting) check rather than an Intelligence
(Healing) check. In addition, when you are in
Ghost Walk form, a coup de grce can be
performed on your empty skin, killing you
instantly.
Your Speed is equal to 10 + Dexterity (minus
armor penalty if applicable).
You can speak and read the Common Tongue.

Wizards, especially those of an eccentric persuasion, frequently


have difficulty finding assistants for their experiments. Aiding
or apprenticing a wizard at work ranges from tedious to deadly,
and once word of the conditions in a wizard's laboratory
spreads, volunteers become scarce.
Some wizards take matters into their own hands, sewing a cloth
skin, filling it with pure arcane energy over a period of time,
and conducting a ritual to breathe a spark of life into it. This
process is expensive and requires at least one animal sacrifice,
but the result is a tireless, obedient servant. These beings of
arcana and fabric adore their wizard masters, working day and
night to serve them.
These relationships are commonly short-lived, however. A
wizard deep in study can fall victim to magical mishaps, or
even die of old age, leaving their thrall wandering an empty
workshop in mourning. Eventually, boredom or curiosity will
get the better of the abandoned creature, pushing it outside,
into the world.
These freed servants are nicknamed Blazes, so called for the
flame-like plume of arcane energy bursting from the top of
their cloth skins. This plume mimics hair, and a blaze can
change its color and shape at will to express emotions,
intimidate foes, or just to entertain itself. The only other
openings in a blaze's skin are two holes forming eyes, behind
which magic burns brightly. Blazes are naive, curious, and
honest, forming loyal friendships rather quickly. They are
roughly human-sized, immortal, and incapable of reproduction.

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

Roll twice on the Blaze 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.

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

Roll twice on the Cyclopskin Benefits table for


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

Cyclopskin
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 society is harsh and violent, following a


strict hierarchy. The only way to rise through the
ranks is to challenge a superior to hand to hand
combat. These bouts draw large crowds who come
to witness the political process. Cyclopskin will only
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.

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

Focus: Constitution (Stamina)

Focus: Intelligence (Natural Lore)

Focus: Strength (Might)

7-8
9

Dragonborn are independent and headstrong,


pursuing personal power and improvement with
borderline religious fervor. Though there are many
who wander the world as lone adventurers, most are
fiercely loyal to a clan. Clans have codes of 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.

+1 Willpower
Focus: Intelligence (Historical Lore)

10-11 Focus: Perception (Smelling)


12

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 Man Names

Frost Men

Female Names: A'thor, Freyath, Gren, Nanwar,


Ridla, Tohor, Vorthod
Male Names: Anthok, Crom, Drakrine, Krumegel,
Laconn, Sigtarg, Zulk

Frost men are an extraordinary subspecies of human


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

Playing a Frost Man


If you choose to play a frost man, modify your
character as follows:
Add 1 to your Constitution ability.
Pick one of the following ability focuses:
Constitution (Stamina) or Perception
(Tracking).
Ice Blast: You can lift your eye patch to
produce a projectile freezing attack. Make an
attack (Accuracy) on a single target. A hit deals
2D6 + Perception in cold damage. You must
spend a major action to recover before you can
use your Ice Blast again. You count as trained
with this attack.
Your Speed is equal to 10 + Dexterity (minus
armor penalty if applicable).
You can speak and read the Common Tongue.

The most apparent peculiar qualities of frost men


and women are their signature blue-tinted skin and
blue-black hair. Their flesh is cold to the touch,
though hot blood flows in their veins, and they
radiate a gentle chill wherever they walk. All frost
men wear an eye-patch over their right eye.
The eye-patch conceals their more unusual
deformity, a crystal clear sphere of an eye, capable
of terrible power. When the eye is opened it
produces a column of freezing mist that shoots forth,
chilling anything it touches with a screeching,
cracking sound like glass cutting glass. This attack
can freeze an unprotected person solid, and earns
frost men both their mythical reputation and their
solitude. On rare occasions, frost men and women
leave their tribes to seek fortune in the world,
superstition be damned.

Roll twice on the Frost Man Benefits table for


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

Frost Man Benefits


2d6
2
3-4
5
6
7-8
9
10-11
12

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

Female Names: Behshehir, Kizilelma, Latipan,


Majiilis, Toxxo, Uchimagi, Vorajiene

Gloamings are a rare race of subterranean, winged


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

Male Names: Abisimo, Kel'Ketchkhen, Jornas,


Maxwelten, Nito, Soldatskaya, Thabazibi

Playing a Gloaming
If you choose to play a NAME, modify your
character as follows:
Pick one of the following ability focuses:
Willpower (Courage) or Communication
(Investigation).
Bioluminescence: You can emit natural light,
ranging from a slight glow to the brightness of
a torch, illuminating up to a 15 yard radius.

At a glance, most people confuse gloamings with some


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

Your Speed is equal to 8 + Dexterity. You also have


a Fly Speed of 10 + Dexterity. Armor penalties
apply to both of these speeds.

You can speak and read Undercommon and


speak the Common Tongue.

Some travel to the surface to explore and indulge their


natural wanderlust. Gloamings are insatiable adventurers
and possess a restless curiosity. Determined and
individualistic, they frequently end up in peril due to their
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
the party hesitates.

Roll twice on the Gloaming Benefits table for


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

Gloaming Benefits
2d6
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

Female Names: Bugan, Drogmurch, Mapas,


Pagmaff, Opag, Ponk, Zapon
Male Names: Brukmak, Korgut, Kug, Mutta, Skab,
Sutzeg, Zeto
Clan Names: Bloodbather, Bugsnapper,
Deathscreamer, Kragstomper, Mulchchewer,
Skullripper, Spleeneater

Goblins are small, mean-spirited humanoids that live


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

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

Goblins live in clans that can have anywhere from 5 to


500 members, commonly in caves and hollows near
more civilized races they can steal and scavenge from.
These tribes are led by a Clan Boss, either the
strongest or smartest Goblin in the group. Underlings
are kept in line through false promises and bullying,
and goblins higher on the ladder can indulge in all the
selfishness and lewdness inherent to goblinkind.
Goblins will attack anyone if promised enough of a
reward, and are fiercely loyal to their tribe. They are
also cowardly, and will gladly sacrifice a peer rather
than themselves for the good of the group. Clan Bosses
try to give their tribes intimidating names, describing
acts of viciousness or boasting of past feats.
Most goblin adventurers are runts who grow weary of
constant beatings from their kin and are left behind as
they migrate. They value survival above all else, and
will adopt adventuring groups as their new clan,
occasionally even giving them a new clan name.

Roll twice on the Goblin Benefits table for


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

Goblin Benefits
2d6
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

Grippli are tiny, frog-like humanoids. They live in


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

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 stand, on average, two, to two and a half feet


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

Roll twice on the Grippli Benefits table for


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

Grippli are cheerful, bright, and energetic. They almost


never leave their tribes, and those who do always have
a very good reason for doing so. Grippli adventurers
tend to be sheltered, and bear no preconceptions about
the other races, forging enthusiastic friendships with
outcasts and monsters.

Grippli 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

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


follows:
Pick one of the following ability focuses:
Intelligence (Navigation) or Perception
(Searching).
Your Speed is equal to 10 + Dexterity. You also
have a Fly Speed of 14 + Dexterity. Armor
penalties apply to both of these speeds.
You can speak and read the Common Tongue and
Klideesi, the native language of the klide.

Resembling bipedal pterodactyls, klide make their homes


in mountaintop roost-cities. They have smooth, firm skin
punctuated with bony protrusions, and are born in a
variety of muted colors from moss green to pastel blue.
Their small, angular heads hide subtle features, ear-flaps,
slits for eyes, and a mouth whose seam is difficult to
discern unless it is open. Klide have clawed two-toed
feet, three-fingered hands, and large, leathery wings that
fold neatly onto their backs.
Legend tells that the first klide came to the world on
great ships from the sky, left behind by unknown masters.
The klide people are fixated on astrology, using the stars
for spiritual guidance and divination. As a result, their
cities are filled with observatories, ranging from huge
community domes to personal home units for wealthier
families. Outsiders visiting klide roosts for the first time
are often shocked by how developed they are, comparing
them quite accurately to elven metropolises. This
progress is driven by an obsession with technology and
the naturally sharp intellect of the klide people.

Roll twice on the Goblin Benefits table for additional


benefits. Roll 2d6 and add the dice together. If you get
the same result twice, re-roll until you get something
different.

Klide Benefits
2d6
2
3-4
5
6
7-8
9
10-11
12

Though advanced, klide settlements are relatively small


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

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

Kobolds don't distinguish names by gender.


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

Kobolds are two to four foot tall humanoids that


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

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.

Kobolds who set out on their own are typically looking


for special stones or artifacts to further their
experiments. The rare kobold that teams up with other
races does so to further her personal goals, and any
loyalty she exhibits is likely to be a thinly-veiled act to
further and objective.

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

Roll twice on the Minotaur Benefits table for


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

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

Focus: Intelligence (Writing)

Focus: Constitution (Stamina)

Focus: Strength (Intimidation)

7-8
9

+1 Intelligence
Focus: Perception (Tracking)

10-11 Focus: Intelligence (Cartography)

Minotaurs stand 7 to 8 feet tall, weighing around


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.

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

Nymph & Satyr Names

Satyrs & Nymphs

Nymph Names: Anthe, Asteria, Kleora, Nixie,


Orina, Semestra, Thrassa
Satyr Names: Chip, Dhob, Kys, Marner, Pibes,
Rham, Teaf

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.

Playing a Nymph or Satyr

Interactions between satyrs and nymphs are an everyday


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

If you choose to play a Satyr, modify your character


as follows:
Add 1 to your Communication ability.
Pick one of the following ability focuses:
Constitution (Drinking) or Communication
(Seduction).
Fey Allure: Provided that the target is attracted
to your gender, you may use the Flirt stunt at
will, without paying stunt points. You may only
keep one target enamored with you at a time,
and attempting to Flirt with the same target a
second time requires the normal stunt point
cost.
Your Speed is equal to 10 + Dexterity (minus
armor penalty if applicable).
You can speak and read the Common Tongue
and speak Sylvan.

Satyrs are elf-sized, horned, ruggedly handsome men with goat


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

Roll twice on the Nymph & Satyr Benefits table for


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

Nymph & Satyr Benefits


2d6
2
3-4
5
6
7-8
9
10-11
12

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

Tieflings are humans whose lineage is tainted with


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

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.

Tieflings are human-sized, with human skin tones,


or less commonly, reds, oranges, and purples. The
most obvious differentiating feature of a tiefling is a
pair of demonic horns sprouting from her forehead,
which can twist upwards or curl backwards around
her head. Some tieflings also have long, nonprehensile tails, pointed teeth, or solid black or white
eyes. The infernal features that present themselves
vary widely, but the more human a tiefling looks, the
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
together. If you get the same result twice, re-roll
until you get something different.

Tieflings mature and age at the same rate as humans.


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

Tiefling Benefits
2d6
2

Benefit
+1 Fighting

3-4

Focus: Intelligence (Religious Lore)

Focus: Constitution (Stamina)

Focus: Dexterity (Stealth)

7-8
9

+1 Willpower
Focus: Communication (Disguise)

10-11 Focus: Perception (Searching)


12

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

Dryads who participate in gloaming-hour trysts with


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

If you choose to play a treekin, modify your


character as follows:
Add 1 to your Perception ability.
Pick one of the following ability focuses:
Communication (Animal Handling) or
Intelligence (Natural Lore).
Forest Spirit: Using a Major action, you can
blend into any forest environment. Any creature
who didn't see you camouflage yourself must
make a Perception (Seeing) test of TN 10 +
double your Dexterity (Stealth) in order to
spot you. Taking any action other than
Prepare gives your position away.
Your Speed is equal to 10 + Dexterity (minus
armor penalty if applicable).
You can speak and read the Common Tongue
and Elven, and speak the language of one
species of woodland creature of your choosing.
Roll twice on the Treekin Benefits table for
additional benefits. Roll 2d6 and add the dice
together. If you get the same result twice, reroll until you get something different.

These children of the forest, colloquially referred to


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

Treekin Benefits
2d6
2
3-4
5
6
7-8
9
10-11
12

Treekin are human-sized and can be born as male or


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

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

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

Roll twice on the Undine Benefits table for


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

Female Names: Castina, Delemare, Katale,


Khemera, Lanthilimne, Lonikyra, Nikynne
Male Names: Dicane, Elilenen, Kynnacallo,
Lonikato, Oneralas, Phenike, Rhodemathea

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.

If you choose to play a Undine, modify your


character as follows:
Add 1 to your Dexterity ability.
Pick one of the following ability focuses:
Constitution (Swimming) or Dex. (Sailing).
Gills: You can breathe underwater for an
unlimited amount of time.
Your Speed is equal to 10 + Dexterity. You
also have a Swim Speed of 10 + Dexterity.
Armor penalties apply to both of these speeds.
You can speak and read the Common Tongue
and Aquan.

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
Black

Damage Type
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

You might also like