Races

The majority of humanoid races listed at level modifier +0 to +3 are available for game play, subject to GM approval; in addition, the last human empire created several new races from animals, which are listed below.

Cat, Fast

These lithe, slim cats are based on the leopards and cheetahs; they were usually reserved for scouting and sending messages.

  • +2 dex, +2 charisma, -2 wisdom
  • Base speed 40
  • low light vision
  • +2 listen, move silently
  • claws for d4 damage
  • Slave Mentality: -1 will saves, and an additional -2 to saving throws verses mind-influencing effects.

Cat, Heavy

These felines are based on the larger cats, such as lions and tigers. They were primarily used as shock troops.

  • +2 Str, +2 con, -2 wisdom
  • base speed 30, low light vision
  • +2 listen, jump
  • claws for d6 damage
  • Slave Mentality: -1 will saves, and an additional -2 to saving throws verses mind-influencing effects.

Cat, Light

These nimble felines were altered from lynxes or bobcats. They were usually used as scouts and sneaks. * +4 dex, -2 wis * Base Speed 30, low-light vision * +2 Listen, Hide, Balance, Move Silently, Jump * claws for d4 damage * Slave Mentality: -1 will saves, and an additional -2 to saving throws verses mind-influencing effects.

Drakin

Designed to imitate the dragons, these reptilians are brought up from the less-intelligent draconids, such as wyverns.

  • +2 str, +2 con, +2 int, -2 wis, -2 dex
  • +1 natural armor
  • +2 to saves vs. Fire, acid, cold, or electric. -2 to a save of another type of energy.
  • Claws for d4
  • Wings: Speed 30 feet, clumsy maneuverability, 20’ wingspan, cannot be done with heavy encumbrance or while wearing anything other than light armor.
  • Unusual Body Structure: Can only use armor designed for them (4x the cost of the base armor, randomly found enchanted armor will not usually fit, no chance of finding wearable plate armor)
  • Slave Mentality: -1 will saves, and an additional -2 to saving throws verses mind-influencing effects.

Gryphkin

These ferocious warriors are designed from gryphons, and were usually used as aerial archers.

  • +2 dex, +2 cha, -2 wis
  • Claws for d4, bite for d4
  • Wings: Fly 30 feet, clumsy
  • Cold Resistace 5
  • +2 to spot and listen
  • Unusual body structure: Can only use armor designed for them (4x the cost of the base armor, randomly found enchanted armor will not usually fit, no chance of finding wearable plate armor)
  • Slave Mentality: -1 will saves, and an additional -2 to saving throws verses mind-influencing effects.

Foxkin

Raised up to fill the ranks of combat spellcasters, as well as assistants to the more powerful human mages, the foxes are naturals at channeling arcane powers.

  • +2 dex, +2 cha, +2 int, -2 str, -2 wis
  • +4 escape artist, hide, move silently.
  • Bite for 1d4
  • Slave Mentality: -1 will saves, and an additional -2 to saving throws verses mind-influencing effects.

Wolfkin

These humanoids were bred from wolves, and ended up being the most common warrior-type of the mixed legions. Since the fall, many wolfkin have formed small barbarian tribes and headed northward to a more chilly climate, away from humanity.

  • +2 str, +2 con, +2 dex, -2 wis, -2 int
  • Run feat
  • +4 survival, +2 hide, listen, move silently
  • Bite for d6
  • Slave Mentality: -1 will saves, and an additional -2 to saving throws verses mind-influencing effects.

Batkin

Night-time spies, the batkin were brought about from bats. Appearance-wise, they have bat wings attached to a humanoid, fuzzy body. They also have fairly sturdy arms covered in batfur.

  • +4 dex, -2 con, -2 wis
  • Wings, fly 60 feet (average)
  • Skill bonuses: +4 listen, +2 move silently, +2 hide
  • Light weight (1/3rd normal weight for size)
  • Darkvision 60’
  • Batsight: blindsight 30 foot radius, but only if the only action the bat takes is movement, or similar. Can detect other bats using Batsight within 60 feet, except when blocked by full cover.
  • Slave Mentality: -1 will saves, and an additional -2 to saving throws verses mind-influencing effects.

Ratkin

Created from warf-rats, these humanoids were designed to be expert infiltrators and spies, and make great thieves.

  • +2 dex, +2 dex, -2 str, -2 wis
  • Escape artist +4, +2 hide, move silently, open locks
  • Darkvision 60’
  • Needs 1/3rd the normal quantity of food to survive.
  • +2 saves vs. Disease and Poison
  • Slave Mentality: -1 will saves, and an additional -2 to saving throws verses mind-influencing effects.

Bullkin These massive beasts easily clear 7 feet, and are unusually bulky. They were created from bulls to assist in siege efforts, including supporting battering rams.

  • +4 strength, +4 con, -4 int, -2 wisdom
  • Tough hide: +1 natural armor
  • Bulky: +4 to resist knockback and trip attacks.
  • Poor vision: -2 spot and search.
  • Slave Mentality: -1 will saves, and an additional -2 to saving throws verses mind-influencing effects.

Otterkin

Created from otters, these amphibious humanoids were designed to be aquatic troops, often as skilled at stealth as the ratkin are.

  • +4 dex, +2 Charisma, -2 Str, -2 wis
  • Escape artist +4
  • Darkvision 60’
  • Can hold breath for quadruple the normal duration
  • Slave Mentality: -1 will saves, and an additional -2 to saving throws verses mind-influencing effects.
  • Heat Sensitive: -2 to fortitude saves to avoid heat-based penalties.

Races

Tregarde Umbralfox