Akyian | |
Description | A desert-dwelling species to the world of post magicopalypse alternate reality Pathfinder/Earth, (one that not only has magic, but whose technology ranges from old western to world war one germany depending on where you are. Decreasing magic with increasing technology.) with ancestral ties to the forest-dwelling velociraptor. Akyian are nimble, group-altruistic, nomadic and opportunistic, nocturnal bird-like desert scavenger-hunters that originated after an apocalyptic desertification, and a result of long term environmental pressures of both natural and quasi-natural origin. Achi once originated from the more anomalous parts of the wasteland, but eventually migrated towards the tamer fringes and were hunted to near extinction early-on in their discovery by the more established races of the land until somewhat recently. See this for more detail (Case sensitive): http://goo.gl/fqc3MJ |
Stat Adjustments | strength-2, dexterity+2, constitution+2, save vs cold-50, save vs poison+50, max strength adj.-2, max dexterity adj.+2, max constitution adj.+2 |
Bonus Abilities | darkvision, Dodge(25%) |
Bonus Languages | |
Life expectancy | 150 years |
Starting Equipment | a sturdy backpack |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Burmecian | |
Description | null |
Stat Adjustments | dexterity+2, constitution-2, max dexterity adj.+2, max constitution adj.-2 |
Bonus Abilities | Dodge(15%) |
Bonus Languages | |
Life expectancy | 95 years |
Starting Equipment | a white shirt, a feathered cap, a pair of black trousers |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Centaur | |
Description | Centaurs are half man, half horse, with the body of a human from the waist up, and the body of a horse below that. |
Stat Adjustments | strength+4, dexterity-4 |
Bonus Abilities | Ranged Weapon Specialization(80%), Track(20%) |
Bonus Languages | |
Life expectancy | 78 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Clockwork | |
Description | Clockworks are a race of mechanical golems. They have a gender identity, despite having no actual sexual characteristics, and are thirstless and hungerless as well as unable to regenerate naturally. They can repair themselves, but will be helpless while doing so. Read more: http://quest.lv/wiki/Clockwork |
Stat Adjustments | constitution+2, charisma-2, save vs gas+100, save vs poison+100, save vs undead+100, save vs disease+100, max constitution adj.+2 |
Bonus Abilities | can't eat, Self Repair(100%) |
Bonus Languages | |
Life expectancy | 200 years |
Starting Equipment | a knitted weapon belt |
Qualifying Classes | Apprentice Artisan Assassin Barbarian Bard Burglar Charlatan Cleric Doomsayer Engineer Fighter Gaoler Healer Jester Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Shaman Soldier Special Ops Templar Thief Trapper Veteran |
Curelian | |
Description | A race of neotenous creatures whose bodies can alter depending on the air pressure of their environment. They have three horns at the back of their heads, and two on the sides, pointing out. Culturally, they tend to have loose senses of identity, and often have two or more names, including a nickname and a long form title-like name. They live in stone structures in tribal groups, and do not often war with each other. They come in shades of grey, but other colors through various means are not uncommon. Many are colorblind. |
Stat Adjustments | dexterity+1, wisdom+2, max dexterity adj.+1 |
Bonus Abilities | darkvision, Swim, Speculating, Masonry, Winged Flight(100%), Climb, Speculating(65%), Climb, Swim, Masonry(25%) |
Bonus Languages | |
Life expectancy | 100 years |
Starting Equipment | a sash, a pocketed pair of pants |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Cutebold | |
Description | |
Stat Adjustments | strength-1, dexterity+2, constitution-2, charisma+2, wisdom-1, general save-5, max strength adj.-2, max dexterity adj.+4, max constitution adj.-3, max charisma adj.+2 |
Bonus Abilities | Scrimshawing(65%) |
Bonus Languages | |
Life expectancy | 290 years |
Starting Equipment | a pair of pants, a pair of shoes, a backpack, a nice tunic |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Cyral | |
Description | One of two intelligent species of the planet Uis, collectively known as Silirw. Silirw Cyrals are adorable, 4-eyed, vaguely lizardy aliens with 2 ears which look like stiff rectangley things that stick upward and out behind their eyes, as well as 4 similarly-shaped breathing structures along their necks, which may occasionally give a brief flap. Their skin colouration can change at their whim. In their throats are teeth for crushing, and in their mouths are retractible teeth for cutting. Their voices sound a bit raspy, and females (being larger on average) often have deeper voices. It is difficult for uninitiated members of other races to tell a male Cyral from a female, but Cyrals can tell by pheromones and by knowing what to look for. Their psychology is decidedly unhumanlike... Read more: http://dl.dropbox.com/u/1467119/Cyroleplay.html |
Stat Adjustments | dexterity+1, constitution+1, charisma-1, wisdom-2 |
Bonus Abilities | Hide(65%) |
Bonus Languages | Cyral Language One, Cyral Language One(100%) |
Life expectancy | 500 years |
Starting Equipment | a colored sash |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Doll | |
Description | |
Stat Adjustments | |
Bonus Abilities | Restitch(100%) |
Bonus Languages | |
Life expectancy | 2147483647 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Dwarf | |
Description | Dwarves are shorter than humans, but much stockier, and enjoy sporting beards (including the women). They receive one bonus Constitution point, but lose one Charisma point. They also have Infravision, or the ability to see other creatures in the dark. Dwarves are natural Miners, though their class choices will be limited. |
Stat Adjustments | constitution+1, charisma-1, save vs poison+10, max constitution adj.+1, max charisma adj.-1 |
Bonus Abilities | infravision, Mining(50%) |
Bonus Languages | Dwarven(100%) |
Life expectancy | 290 years |
Starting Equipment | a grey work tunic, a pair of hefty work boots, some hefty work pants, a knitted weapon belt |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Elf | |
Description | Elves are slightly shorter and more slender than humans, but are quick and agile. They receive one bonus Dexterity point, but lose one Constitution point. Elves have Infravision, are skilled at Foraging. Though their class choices are more limited than humans, they have the broadest choices of all demi-humans. |
Stat Adjustments | dexterity+1, constitution-1, save vs magic+10, max dexterity adj.+1, max constitution adj.-1 |
Bonus Abilities | infravision, Foraging(50%) |
Bonus Languages | Elvish(100%) |
Life expectancy | 430 years |
Starting Equipment | a delicate green shirt, a pair of sandals, some delicate leggings, a knitted weapon belt |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Ezilot | |
Description | A race at home by volcanoes and tall mountains. They are large, furry creatures with long manes that extend from the tops of their heads all the way down to the ends of their tails, usually ending with a small ball of fur. They are almost completely fireproof, but not entirely heat proof, see infrared over normal sight, and come in coppery reds, golds, browns, and the rare black. |
Stat Adjustments | strength+1, constitution+1, wisdom+1, save vs fire+70, save vs cold+15, max strength adj.+1, max constitution adj.+1 |
Bonus Abilities | infravision, see invisible, Climb(85%), Smelting, Blacksmithing, Blacksmithing(25%), Smelting(5%) |
Bonus Languages | |
Life expectancy | 100 years |
Starting Equipment | a thick shirt, a treated cloak, a pocketed pair of pants |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Felnier | |
Description | The cat people. They`re catty. Domestic cats, wild cats, lazy cats, hyper cats. They start out with lower stats, making starting out difficult, but can grow to become very powerful. |
Stat Adjustments | strength-2, intelligence-2, dexterity-2, constitution-2, charisma-2, wisdom-2, max strength adj.+2, max intelligence adj.+2, max dexterity adj.+2, max constitution adj.+2, max charisma adj.+2, max wisdom adj.+2 |
Bonus Abilities | Hide(20%) |
Bonus Languages | |
Life expectancy | 78 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Garden Lamia | |
Description | |
Stat Adjustments | strength-3, dexterity+2 |
Bonus Abilities | |
Bonus Languages | |
Life expectancy | 150 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Gnoll | |
Description | Race Name : Gnoll (Humanoid)
Stat Mods.: Strength+2, intelligence-3, dexterity+1, charisma-2, wisdom-1, max strength adj.+2, max intelligence adj.-3, max dexterity adj.+1, max charisma adj.-2 Abilities : Infravision, Kick(75%), Woodland Lore(20%), Track(75%) Languages : Life Exp. : 64 Years Desc. : A race of bipedal hyena-like creatures. Strong and tough but not particularly bright. |
Stat Adjustments | strength+2, intelligence-3, dexterity+1, charisma-2, wisdom-1, max strength adj.+2, max intelligence adj.-2, max dexterity adj.+2 |
Bonus Abilities | infravision, Kick(75%), Woodland Lore(20%), Track(75%) |
Bonus Languages | |
Life expectancy | 64 years |
Starting Equipment | a loincloth, a gnoll bracer, a gnoll bracer |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Goblin | |
Description | Goblins are slightly short humanoids with long ears and nimble fingers. |
Stat Adjustments | strength-1, intelligence+2, dexterity+1, save vs traps+5, max intelligence adj.+2, max dexterity adj.+1 |
Bonus Abilities | darkvision, Mining(75%) |
Bonus Languages | Goblinese(100%) |
Life expectancy | 100 years |
Starting Equipment | a small ratty tunic, a cotton loincloth, a knitted weapon belt |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Half Elf | |
Description | Half Elves are a mixture of humans and elves, possing human drive and elven grace. They have Infravision, are skilled Fishermen, and have almost as many class choices as normal Humans. |
Stat Adjustments | justice save+5, save vs magic+5 |
Bonus Abilities | infravision, Fishing(50%) |
Bonus Languages | Elvish(50%) |
Life expectancy | 137 years |
Starting Equipment | a nice shirt, a pair of shoes, a pair of pants, a knitted weapon belt |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Human | |
Description | Just like you and me! Humans are versatile and successful adventurers. They receive 2 bonus training points at first level, make powerful lumberjacks. Humans also have the broadest class choices. |
Stat Adjustments | justice save+10, trains+2 |
Bonus Abilities | Wood Chopping(50%) |
Bonus Languages | |
Life expectancy | 78 years |
Starting Equipment | a nice shirt, a pair of shoes, a pair of pants, a knitted weapon belt |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Kaprid | |
Description | Kaprids are goat-like humanoids that typically live isolated lives either as loners or in small communities high in the mountains. They are as surefooted as the beasts they resemble and their often gruff and unwelcoming personalities hide a wealth of common sense and cunning. |
Stat Adjustments | dexterity+2, charisma-2, wisdom+2, save vs cold+20, max dexterity adj.+2, max charisma adj.-2, max wisdom adj.+2 |
Bonus Abilities | Charge(100%) |
Bonus Languages | |
Life expectancy | 95 years |
Starting Equipment | a loose fitting shirt, a pair of comfy pants |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Kenku | |
Description | A kenku is a bird-like, flightless, humanoid creature.
Despite their birdlike appearance, kenkus lack wings, instead having human like arms, with talons in place of feet. Kenkus are covered in russet-brown feathers and have black beaks, but have a relatively humanoid build. Though more agile than humans, they tend to be physically weaker as well. They have small black beady eyes and are quite light for their size due to their hollow bones. They average five feet in height and weigh roughly 75 pounds (32 kilos). Kenkus commonly wear brown robes held in place by a sashes of the same color. Kenkus often conceal weapons beneath these robes. Kenkus typically work as gangs in large cities, where they gather riches through theft and robbery. They are not particularly strong, and therefore tend to use cunning rather than force. |
Stat Adjustments | strength-1, dexterity+2, constitution-1, wisdom+1, max strength adj.-1, max dexterity adj.+2, max constitution adj.-1, max wisdom adj.+2 |
Bonus Abilities | Searching(95%), Foraging(70%) |
Bonus Languages | |
Life expectancy | 73 years |
Starting Equipment | a brown robe, a brown sash |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Kitsune | |
Description | |
Stat Adjustments | strength-2, intelligence+2, dexterity+2, wisdom-2, max strength adj.-2, max intelligence adj.+2, max dexterity adj.+2, max wisdom adj.-2 |
Bonus Abilities | Disguise(50%), Drain(90%), Prestidigitation(100%), Detect Magic, Detect Magic(95%) |
Bonus Languages | Fey, Fey(100%) |
Life expectancy | 1200 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Kobold | |
Description | A small reptilian race of crafty opportunists. |
Stat Adjustments | strength-1, dexterity+3, charisma-2, save vs traps+10, max strength adj.-1, max dexterity adj.+3, max charisma adj.-2 |
Bonus Abilities | infravision |
Bonus Languages | Draconic(75%) |
Life expectancy | 128 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Lagomorph | |
Description | |
Stat Adjustments | strength-1, dexterity+2, constitution-1, save vs traps+15, max dexterity adj.+2 |
Bonus Abilities | Tumble(65%) |
Bonus Languages | |
Life expectancy | 78 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Lamia | |
Description | |
Stat Adjustments | strength+2, dexterity-3, constitution+2, max strength adj.+2, max dexterity adj.-3, max constitution adj.+2 |
Bonus Abilities | infravision |
Bonus Languages | |
Life expectancy | 150 years |
Starting Equipment | a lamia neckpiece, a silk loincloth |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Lazurek | |
Description | Lazurek (LAHZ uh wreck) are a race of creatures appearing in Journey. They come in three varieties, Jungle, River and Mountain. The Lazurek mostly worship Nalos, the goddess of fire and nature. Usually depicted as a lithe figure whose lower portion is melded with a tree, arms out stretched, mimicking the branches of the tree she is bound to, a mournful look on her face. It is said that as punishment for a great crime involving setting the world ablaze, she was bound to an immobile object, and her flesh turned to a flammable substance. The world would then be populated with similar flora, and their pain would be her pain, their life would be her life, and should they prosper, she would prosper. The Lazurek worship this deity because it is her sacrifice that gives them their homes, their greatest weapons, and shelters them from most of their enemies. The Mountain Lazurek version of the story involves much more fighting and harsh language. It also describes the "mournful look" on the deity's face as more of a rage filled face. For specific help, see Jungle Lazurek, River Lazurek, and Mountain Lazurek. Also see http://www.tgchan.org/wiki/Lazurek. |
Stat Adjustments | |
Bonus Abilities | blind, Listen(100%), Echolocation(100%) |
Bonus Languages | |
Life expectancy | 75 years |
Starting Equipment | a loincloth |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Lazurek | |||||||||||||||||||||||||||||||||||||||||||||||||
Lazurek Subraces |
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Lian | |
Description | Lians are agile and clever hunters. They`re mammals who stand upright, and their bodies are covered in short fur. Their coloration is generally brown. They have spines on the backs of their heads and down their arms and legs, which can be hardened and used as weapons. Their tails are tipped in venomous spines which they use to paralyze enemies. Their nation, originally divided into rivaling clans, was united a few hundred years ago by the huntress known as Lisandi. She was such a powerful and charismatic leader that to this day the Lians worship her as a goddess. Lians generally rely on stealth to catch their prey unaware, but some prefer direct combat if it`s suitably challenging. Due to a long-standing war with the Tezakians, Lians have developed sophisticated weaponry, including firearms. Some prefer to hunt the traditional way (using low tech weapons), while others embrace the new technologies. |
Stat Adjustments | strength+1, paralysis save+75, save vs poison+45, max strength adj.-1, max dexterity adj.+2 |
Bonus Abilities | Ghoultouch(35%) |
Bonus Languages | |
Life expectancy | 78 years |
Starting Equipment | a cotton shirt, a pair of cotton pants |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Sklix | |
Description | |
Stat Adjustments | strength-2, intelligence+2, dexterity+2, charisma+2, wisdom-2, save vs fire+20, save vs cold-20, max strength adj.-2, max intelligence adj.+2, max charisma adj.+2 |
Bonus Abilities | |
Bonus Languages | Draconic(100%) |
Life expectancy | 200 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Lohrke | |
Description | Lohrke are a subterranean species of humanoid mammals whose flesh closely resembles a sort of fungus. The bottom of their feet and thick, wide tail is lined with hundreds of tiny fibers that excrete a sticky mucous, allowing Lohrke to walk along cavern walls and ceilings. Lohrkes have low-quality vision ranging a few feet around them with little to no light, but instead light the area around them using their bioluminescent globes, located on their backs and shoulder/collar region. The effects of prolonged exposure to sunlight cause a Lohrke's body to slowly burn. In one hour, the damage is akin to a bad sunburn. After two hours any exposed part of the Lohrke's body develops blisters then painful burns that can leave scars. As a species they have an affinity for SCIENCE. They tend to develop fantastical technological devices known to them as 'Technomancy', using whatever resources and power sources available in their region. The Lohrke worship Urn'kel, the God of the Depths. Read more: http://quest.lv/wiki/Lohrke |
Stat Adjustments | intelligence+2, dexterity-2, constitution-2, wisdom+2, save vs fire-10, save vs electricity+20, max intelligence adj.+2, max dexterity adj.-1, max wisdom adj.+2 |
Bonus Abilities | climbing, Climb(100%), Bioluminescence(100%) |
Bonus Languages | |
Life expectancy | 80 years |
Starting Equipment | a shirt, a pair of pants, a pair of shoes, a backpack |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Lumera | |
Description | A race of partially translucent blue, slightly slick humanoids that have some resemblances to jellyfish. Their bodies are solid, but soft, and they are not very strong, or fast, however, they can shrug off and recover from injury incredibly fast, and their immune systems are very advanced. Four thin appendages droop down from the backs of their heads, and along with the tiny nodes in their bodies, they can sense bioelectricity and even create enough to shock, with practice. They live primarily in the waters of oceans and lakes alike, but can live comfortably on land as well. |
Stat Adjustments | strength-2, dexterity-2, constitution+2, wisdom+1, paralysis save+40, save vs electricity+35, save vs poison+50, save vs disease+70, max constitution adj.+4 |
Bonus Abilities | infravision, Swim(100%), Shocking Grasp(65%), Paralyze(60%), Light(75%), Fishing, Tailoring, Fishing(70%), Tailoring(35%) |
Bonus Languages | |
Life expectancy | 100 years |
Starting Equipment | an oiled poncho, a pair of oiled pants |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Miklik | |
Description | Mikliks are a species of mobile plants that sprout out of the ground, and are subject to various mutations. Physically mundane mikliks are wirey and nimble with a long tail that sometimes sprouts leaves, and typically are skittish towards direct confrontation. Aside from physically altering mutations such as additional arms and a tendency to have wildly varying eye color and pupil shape, they have difficulty even telling each other apart. It is common to wear distinguishing clothes or accessories as a result. |
Stat Adjustments | strength-2, dexterity+4, constitution-2, wisdom+2, max strength adj.-2, max dexterity adj.+4 |
Bonus Abilities | infravision |
Bonus Languages | |
Life expectancy | 130 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Moogle | |
Description | An Ivalice Moogle. Short, rabbity, says Kupo. |
Stat Adjustments | intelligence+1, dexterity+2, max dexterity adj.+1 |
Bonus Abilities | Alchemy(25%), Swipe gold(25%) |
Bonus Languages | |
Life expectancy | 78 years |
Starting Equipment | a moogle cloak, some shorts, a long sleeve shirt |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Nedynvor | |
Description | Nedynvor are large avian humanoids that hail from the Island of the Great Sky Dragon. They are tall, long necked creatures with long, wide, wing-like arms that end in broad flat fingers. Males possess an extra finger in the form of a sharp claw-like index finger, they possess the same bones as a female, except rather than having two sets of phalanges in each finger, the male`s have one set that breaks away to form the finger claw. Their tails are long and typically end in 3 or more prongs. Their tails also split along the prongs and spread out into a large tail wing. The male`s tails possess colorful and intricate patterns across their plumage which is used for intimidation and to attract mates. Their legs end in sharp blade like extensions made up of a combination of bone and keratin. On the back of their head, Nedynvor possess an organ that collects additional oxygen supplying it to their brain, this allows them to function properly in areas with low oxygen content, such as very high altitudes. Their tongue is long and prehensile, extending several feet from their mouth at full maturity. At the end of the tongue a small, hard tip is capable of delivering a potent bio-electric shock, used for stunning food. Atop their head is a surprisingly hard plate of keratin that protects their cranium. Nedynvor hatch from eggs and are considered adults at the age of 8 where they leave their nest. They tend to live, on average, around 40-50 years. |
Stat Adjustments | strength-1, intelligence+1, dexterity+1, charisma+2, max strength adj.-1, max charisma adj.+1 |
Bonus Abilities | Winged Flight(100%) |
Bonus Languages | |
Life expectancy | 60 years |
Starting Equipment | a pair of pants, a nice tunic, a scarf |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Neumono | |
Description | The neumono are a mammalian species resembling a bipedal cross between a rabbit and a dog with lopped ears. They tend to be somewhat stocky, and particularly dense and heavy. Their fur color is typically blue, red or gray with varying degrees of saturation and darkness, although other colors are not uncommon. Their hands resemble an oven mitt with 3 stubby fingers, and are not well suited for fine motor functions. They possess short range telepathy that allows them to sense another neumono`s moods and presence. |
Stat Adjustments | dexterity-2, constitution+4, wisdom-2, max dexterity adj.-2, max constitution adj.+4 |
Bonus Abilities | |
Bonus Languages | |
Life expectancy | 180 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Nevrean | |
Description | A race of people with avian features, they are shown more frequently with advanced technology than other races. They are shorter than most races, with a thin body build and long tails. Males are brightly colored (often in warm hues), and feature a large, striking plume at the tips of their tails, while females have predominantly black, brown or grey plumage, with a little color on their faces and small horns above their eyes. |
Stat Adjustments | strength-2, intelligence+3, dexterity+2, constitution-2, max strength adj.-1, max intelligence adj.+3, max dexterity adj.+2, max constitution adj.-2 |
Bonus Abilities | |
Bonus Languages | Nevrean(100%) |
Life expectancy | 80 years |
Starting Equipment | a poncho |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Olao | |
Description | A wide-eyed furry monkey-like species with tails, large, sensitive ears, and incredible flexibility. They can see in the dark, and their circadian rhythm does not fully align with the day and night. They tire easily, but are also more energetic than most races when they are awake. They are at home in trees, climb easily, and jump high. They come in shades of browns, greys, and blonds. Red olao are quite rare. |
Stat Adjustments | dexterity+3, constitution-1, wisdom+1, paralysis save+5, max dexterity adj.+3, max constitution adj.-1 |
Bonus Abilities | darkvision, Foraging, Carpentry, Climb(80%), Dodge(15%), Foraging(35%), Carpentry(25%) |
Bonus Languages | |
Life expectancy | 100 years |
Starting Equipment | a thick shirt, a pocketed pair of pants |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Orc | |
Description | Orcs are large, extremely aggressive humanoids that can often be found serving as warriors in armies of brutal overlords throughout the multiverse, along with their smaller cousins, the goblins, who they often bully into subservience. Both male and female are thickly muscled, with large canines, pointed ears, thick greasy manes of dark hair and skin tones usually ranging from green to various shades of grey to occasionally even more exotic colours. They are strong and robust, but their manner is often very crude. |
Stat Adjustments | strength+2, constitution+2, charisma-2, save vs disease+10, max strength adj.+2, max constitution adj.+2, max charisma adj.-2 |
Bonus Abilities | infravision, Berzerk(100%) |
Bonus Languages | Orcish, Orcish(100%) |
Life expectancy | 60 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Pidoti | |
Description | Moth people. They lack noses and visible ears in lieu of a pair of antennae. Four arms, big fuzzy wings, the works. They usually come in gray and sepia tones, but muted greens and blues are not unheard of. Generally speaking, they have a harder time developing muscle and hand-eye coordination than humans. Regardless, their determination is unmatched, and they are physically and mentally able to take on many punishing tasks. |
Stat Adjustments | max strength adj.-1, max intelligence adj.+2, max dexterity adj.-1, max constitution adj.+2 |
Bonus Abilities | darkvision, Winged Flight(100%) |
Bonus Languages | |
Life expectancy | 90 years |
Starting Equipment | a nice shirt, some delicate leggings |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Pit Lamia | |
Description | |
Stat Adjustments | strength+2, dexterity-3, constitution+2, max strength adj.+2, max intelligence adj.+2, max dexterity adj.-3, max constitution adj.+2, max charisma adj.-2 |
Bonus Abilities | infravision, Poison(100%) |
Bonus Languages | |
Life expectancy | 150 years |
Starting Equipment | a lamia neckpiece, a silk loincloth |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Prairie Burmecian | |
Description | A tinier version of normal burmecians. |
Stat Adjustments | dexterity+4, constitution-4, max dexterity adj.+4, max constitution adj.-4 |
Bonus Abilities | |
Bonus Languages | |
Life expectancy | 48 years |
Starting Equipment | a feathered hat |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Sakeet | |
Description | |
Stat Adjustments | strength-2, intelligence+2, max strength adj.-2, max intelligence adj.+2 |
Bonus Abilities | Dodge(50%) |
Bonus Languages | |
Life expectancy | 78 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Scellor | |
Description | Scellor are a species of psychic animal/plant symbiotes from the innermost depths of the galaxy. They most resemble mammalian humanoids with mottled or spotted green skin and brightly coloured hair, with large eyes, no nose and three tongues in a mouth filled with sharp retractible teeth; they have a fleshy antenna on top of their forehead called an orel, and their ears are long tubes that hang down their backs, through which they also breathe. The majority of scellor are nameless drones that gladly obey the will of their species' collective consciousness, referred to as the Undermind, and through which their minds and memories persist through death and reincarnate in new bodies. Some scellor, however, have minds powerful and wilful enough to assert their own desires, becoming sentient individuals. Due to their "immortality", scellor are a recklessly inquisitive species and not afraid to push the limits of science, exploration or hedonism. Scellor have six castes, roughly describable as diplomats, workers, scientists, doctors, warriors and spies, each predisposed towards a particular discipline of psychic ability. For specific help, see Orthan, Niiar, Ulkam, Praal, Orthe, and Ayaar. Also see http://tgchan.org/wiki/Scellor. |
Stat Adjustments | strength+1, intelligence+1, dexterity-2, constitution+1, charisma-2, wisdom+1, max strength adj.+1, max intelligence adj.+1, max dexterity adj.-2, max constitution adj.+1, max wisdom adj.+1 |
Bonus Abilities | |
Bonus Languages | |
Life expectancy | 30 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Psychic Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Scellor | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Scellor Subraces |
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Seraph | |
Description | |
Stat Adjustments | strength-2, intelligence+1, dexterity-1, charisma+1, wisdom+1, justice save+40 |
Bonus Abilities | Winged Flight(100%), Cure Light Wounds, Cure Light Wounds(20%) |
Bonus Languages | |
Life expectancy | 1200 years |
Starting Equipment | a clarion, some sandals, ^wa lightweight robe^? |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Sergal | |
Description | Some kind of wolf-shark-raptor thing. See Northern Sergal or Southern Sergal for more detail. |
Stat Adjustments | |
Bonus Abilities | |
Bonus Languages | |
Life expectancy | 80 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Sergal | |||||||||||||||||||||||||||||||||
Sergal Subraces |
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Shade | |
Description | A shade is any amount of mana that has consolidated and become sentient. They can take any shape they wish, including no particular form at all, but the majority of them choose to emulate bipedal races of moderate size. In practice, taking the form of a larger race makes them weaker, as more effort is required to retain their appearance. Civilized shades tend to take pride in their own identities, and will become attached to specific objects and attire. In rare cases, a shade close to death may claim to have lived another life. It is unclear if this is the mana recalling past shades it has formed, or if they use a soul of the departed to form in the first place. Being made of mana, shades are susceptible to any form of magic or method of manipulating mana. To put pyrite close to them is equivalent to threatening someone with a knife, except the knife also makes whatever it touches explode. |
Stat Adjustments | save vs magic-10, max strength adj.-1, max constitution adj.-1, max wisdom adj.+3 |
Bonus Abilities | Airyform(100%), Animate Weapon(100%) |
Bonus Languages | |
Life expectancy | 78 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Carcharon | |
Description | A race of shark-esque creatures at home in water that come in a variety of different sorts. These sharky folk are ruggedly strong and quick, but many races will find it hard to get past the sharp teeth, and adjusting to the land makes them a bit slower. They receive +2 strength and +2 dexterity, but also -2 charisma and start with reduced move. |
Stat Adjustments | strength+2, dexterity+2, charisma-2, max strength adj.+2, max dexterity adj.+2, max charisma adj.-2 |
Bonus Abilities | Swim(100%), Tracking |
Bonus Languages | |
Life expectancy | 400 years |
Starting Equipment | a swimming shirt, a pair of swimming pants |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Sheeple | |
Description | |
Stat Adjustments | strength+1, charisma+2, save vs cold+30 |
Bonus Abilities | Shearing(70%), Tailoring(40%) |
Bonus Languages | |
Life expectancy | 78 years |
Starting Equipment | a wool loincloth, a wool mantle |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Slime | |
Description | Slimes are a race of sentient liquid, able to change their shape at will to interact with their environment. Due to their tendency to dissolve anything they touch, whether acidic or alkaline, slimes have trouble fitting in with mainstream society. They most often keep to their own kind in caves and abandoned dungeons or ruins, only the most adventurous Slimes emerging into the world to make a name for themselves. Slimes are resistant to physical damage and have an improved unarmed attack, but are unable to wield most equipment, including weapons. More experienced slimes find themselves able to manipulate their own body with greater skill, allowing them to launch digestive fluids at enemies. Their abilities compliment those classes that don't rely on equipment to fight. |
Stat Adjustments | strength-1, dexterity-1, constitution+2, max strength adj.-1, max dexterity adj.+1, max constitution adj.+2 |
Bonus Abilities | Acid Arrow(100%) |
Bonus Languages | |
Life expectancy | 78 years |
Starting Equipment | |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Tezakian | |
Description | A race of feathered bird-like bipeds, deceptively large from their fluffy feathers. They have large wings with hands on the end, and their frequent flying makes them very strong. They are not exceptionally hardy, however, as their bones are hollow to ease their flight. Their governments are at war with the lians, and many are prejudiced against them. |
Stat Adjustments | strength+2, constitution-2, max strength adj.+2, max constitution adj.-2 |
Bonus Abilities | Winged Flight(100%) |
Bonus Languages | |
Life expectancy | 78 years |
Starting Equipment | a pair of stretchy pants, a plain shirt |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Tiefling | |
Description | Simultaneously more and less than mortal, tieflings are the offspring of humans and fiends. With otherworldly blood and traits to match, tieflings are often shunned and despised out of reactionary fear. Most tieflings never know their fiendish sire, as the coupling that produced their curse occurred generations earlier. The taint is long-lasting and persistent, often manifesting at birth or sometimes later in life, as a powerful, though often unwanted, boon. Despite their fiendish appearance and netherworld origins, tieflings have a human's capacity of choosing their fate, and while many embrace their dark heritage and side with fiendish powers, others reject their darker predilections. Though the power of their blood calls nearly every tiefling to fury, destruction, and wrath, even the spawn of a succubus can become a saint and the grandchild of a pit fiend an unsuspecting hero. No two tieflings look alike; the fiendish blood running through their veins manifests inconsistently, granting them an array of fiendish traits. One tiefling might appear as a human with small horns, a barbed tail, and oddly colored eyes, while another might manifest a mouth of fangs, tiny wings, and claws, and yet another might possess the perpetual smell of blood, foul incenses, and brimstone. Typically, these qualities hearken back in some way to the manner of fiend that spawned the tiefling's bloodline, but even then the admixture of human and fiendish blood is rarely ruled by sane, mortal laws, and the vast flexibility it produces in tieflings is a thing of wonder, running the gamut from oddly beautiful to utterly terrible. |
Stat Adjustments | |
Bonus Abilities | |
Bonus Languages | |
Life expectancy | 110 years |
Starting Equipment | a pair of pants, a nice shirt, a pair of shoes, a backpack |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Tiefling | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Tiefling Subraces |
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Tozol | |
Description | Tozols are genetically engineered soldier-aliens. They stand five and a half feet tall, with less volume on average than a human, but more mass due to their high density. They have digitigrade legs ending in opposable three-toed feet and ten whip-like tails that sense movement and vibrations in air. Their heads are rich in sensory organs, with large eyes with vertical oval pupils, a snout allowing for a keen sense of smell, and four ears. They are coated in monochrome fur, which they can change the albedo of at will. Read more: http://tgchan.org/wiki/Tozol |
Stat Adjustments | strength+1, dexterity+1, constitution+1, charisma-2, wisdom-1, max strength adj.+4, max dexterity adj.+4, max constitution adj.+4 |
Bonus Abilities | infravision, Blindsight(100%) |
Bonus Languages | |
Life expectancy | 30000 years |
Starting Equipment | |
Qualifying Classes | Apprentice Artisan Assassin Barbarian Bard Burglar Charlatan Engineer Fighter Gaoler Jester Minstrel Monk Necrodancer Dancer Soldier Special Ops Thief Trapper Veteran |
Ulstranian Giant | |
Description | Giants from Ulstrania are perfectly civilized, often living alongside humans and pidoti. They are just as diverse as their smaller neighbors both socially and professionally, but differences in size and perception make tasks requiring close attention to detail much harder. That said, nothing ever stopped a giant from becoming a doctor or researcher. They`re far too big and scary to tell them they can`t do something. |
Stat Adjustments | strength+3, dexterity-3, constitution+2, max strength adj.+3, max dexterity adj.-3, max constitution adj.+2 |
Bonus Abilities | Intimidation(100%), Bullrush(100%) |
Bonus Languages | |
Life expectancy | 90 years |
Starting Equipment | a cotton shirt, a pair of cotton pants |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |
Umbral | |
Description | Umbrals are black, floating creatures with vaguely feline heads, and wide, almost luminous white eyes. They have a long body that tapers to a point, and two tendril arms also tapering to points, as well as two small fins on the front of their body. They are fragile things, and highly vulnerable to fire, but resistant to magic. (Temporary pic: http://tgchan.org/kusaba/draw/src/127430859246.png) |
Stat Adjustments | intelligence+1, dexterity+1, constitution-3, charisma+1, wisdom+1, save vs fire-10, save vs magic+10, max intelligence adj.+1, max dexterity adj.+2, max constitution adj.-3, max charisma adj.+2, max wisdom adj.+1 |
Bonus Abilities | Read Magic(100%), Clarify Scroll(25%) |
Bonus Languages | |
Life expectancy | 40 years |
Starting Equipment | Umbral bandages |
Qualifying Classes | Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Charlatan Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Engineer Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Minstrel Missionary Monk Necrodancer Necromancer Oracle Paladin Dancer Purist Ranger Shaman SkyWatcher Soldier Special Ops Spellsword Templar Thief Transmuter Trapper Veteran |