Post by Head Moderator on Nov 5, 2011 17:46:30 GMT -5
We as role players live for the story, the depth, the lives we can create and destroy with simple words put to form. As such we seek to further define that which we have created, in this case, our characters. It is one thing to simply say "I am a Vampire" but it another thing entirely to know what it is to be a Vampire. The hunger, the night, that painful ball of light known as the sun. To find the inner most details about your race, you will have to go to the race page for the particular one you are going after. This page is a simplistic breakdown of both the perks and the draw backs of being certain races.
The Perks
Some races have innate born gifts. Just by being of their kind they can see in the dark, or lash out in a feral fury. The items listed as perks are skills in the game. Scroll down to find various skills you may take if you are certain races.
The Weakness
Some races just as they have a perk, have a weakness. Something that levels the playing field for the others. These are things that wound your particular race more than it would another race, such as Fire, Electricity, Sonic, Ice, etc.
*NOTE: Damage from your racial weakness is double damage unless stated otherwise.
What It Means To Be Pure-Blood
We know that some people wish to be characters that are half this, half that, and sprinkled with something else. Wonderful, we encourage diversity! However you do not gain the perks of any of your ancestors. Sorry, your muddled blood is not strong enough to draw those special racial abilities. Positive side, you do not gain any of the weaknesses either! But to keep things fair, if you are a "mixture" or not quite exactly the same as our chosen races.....look below. "Original"
You may find in depth information about many of these races here.
Size Categories
The following size categories are recognized in OH: Large, Medium, Small and Tiny. Each race has it's size category listed with the information for that race. We are using the form the character will most likely be in the majority of the time, in other words yes we understand dragons for instance can be massive creatures, but the majority of characters do not stay in a huge dragon form. They take medium human forms. Same for any shifting race. We do not allow PC's that can only remain in any size bigger than "Large". You must have a form that conforms to our categories, and it is acceptable if you have shapeshifting to have more than one category such as a werewolf might have a medium human form, and a large werewolf form.
These are guidelines...
Large: 7 to 10 feet, strong build, up to 1 ton weight.
Medium: 4 to 7 feet, up to around 500lb weight.
Small: 2 to 4 feet, up to around 70lb weight.
Tiny: 2 feet or less, 1 to 15lb weight norm.
** NOTE: The only skills that can be taken, whether for an original race or as a free skill, are listed on this page at the bottom. To use anything else requires permission from tesarikone. **
The Races
Original
An original race is any race not listed below, that you wish to alter in any way or create yourself from scratch. If any of the below races don't quite fit, just choose Original and make it yourself!
Free Skills: Choose three of your own choice from the list at the bottom of this thread.
Free Language: Choose one that makes sense.
Weakness: Choose a weakness for your race that makes sense. If you decide you do not wish a weakness, then only choose 2 free skills.
Size Category: Choose one that makes sense. If you choose Large, you take an auto -1 to your Defense DC. If you take Small or Tiny, you gain "Small and Fast" skill.
Aasimar
An aasimar is the great-grandchild of a celestial being. Generations can go by, without an aasimar popping up and then, one is born with that celestial blood that still courses hidden in the blood. Aasimar are sometimes known as "heavenborn" in our lands.
Free Skills:Celestial Heritage, Divine Health
Extra: Choose one free racial skill.
Free Language: Celestial
Weakness: Unholy
Size Category: Medium
Arkai
The Arkai are creatures of the elements. They are born with an element bound into their very core. This is called their essentia. They are able to control this essentia with practice and instruction, which begins when they are 6 years of age. This is when the elemental seed within their body begins to bud and manifest itself on some spot on their body. It is different for each arkai, and the seed does not mature completely until sometime during their 16th year of life when it becomes known as their node when it has flowered. It is then that an arkai is considered an adult. There are six different types of arkai: Ae'ri (Air), Pa'ani (Water), Ag'ni (Fire), Bu'umi (Earth), Chay'i (Shadow/Void), and Akashi (2-3 elements). Akashi are rare (you must gain permission from tesarikone to play an akashi).
Please see much more information here.
Free Skills: Full Immunity, Elemental Signature
Extra: Choose one free racial skill.
Free Language: Arkai
Weakness: Opposing element. Akashi, take two weaknesses.
Size Category: Medium
Full Immunity: You gain immunity to whatever element you are associated with. Akashi, choose one immunity.
Elemental Signature: You may choose one elemental attack that allows you an extra 1d once per combat.
Aventi
Citizens of an ancient empire that sank beneath the ocean, the aventi adapted to their new home and now adventure both at sea and on land. A proud people who hold personal honor in high regard, the aventi can be found anywhere from the human-settled coasts to the deepest trenches of the ocean floor. Aventi are little different from humans in appearance. Aventi usually stand from 5 feet to a little over 6 feet in height and weigh from 125 to 250 pounds, with men noticeably taller and heavier than women. Aventi coloration tends toward very pale, almost bluish skin to a lighter tan, with blue and green eyes and hair that ranges between a light brown to a very pale blonde. The calves and forearms of aventi feature small swimming fins that fold almost flat when the aventi leaves the water. Aventi dress is very plain and sparse. They are fond of pearls and soft metals that can be worked without heat, such as gold. Aventi, like humans, reach adulthood at about age 16 and rarely live more than a century.
Free Skills:Amphibious
Extra: Choose two free racial skills.
Free Language: Mere
Weakness: None
Size Category: Medium
Amphibious: Aventi can breathe water or air, equally well, without any limitations. They can always choose to 'take 10' on swim checks, even if they are endangered or distracted, and take no penalties for fighting underwater.
Beastfolk
Beastfolk differ from lycans in that they do not shapeshift back and forth between beastly and humanoid forms. Beastfolk take on permanent characteristics of the clan they are associated with. Beastfolk are a race that have spiritually bonded with animals. There is a clan for each spirit bond; currently existing are the clans of the Fox, Wolf, Bear, Cat, and Bird.
Free Skills: Bestial Fury
Extra: Choose two free racial skills.
Free Language: Bestial
Weakness: None.
Size Category: Medium
Celestial
Free Skills: Celestial Heritage
Extra: Choose two free racial skills.
Free Language: Celestial
Weakness: Unholy
Size Category: Medium
Note: If you are an angel or demon that has turned their back on their birth alignment, such as angel walking the path of evil, or a demon attempting redemption, then whatever alignment you are, the opposite is what damages you. ie: evil angel would take damage from holy weapons.
Changeling
Changelings in their natural form appear frail with extremely fair skin, which can appear to have gray tints in moonlight. Changelings have large eyes which can be any color, but the most common is gray or silver. Their facial features are slight, their noses tend to be small and round, their lips are usually thin, but in rare cases they may be full and even pouty. Changelings have little to no facial hair and the hair on their heads is soft and fine and is also usually gray, silver or white (though in rare cases it can range in color from pink, to blue, or even green). Changelings are usually slender and their height ranges from 5'0" - 6'0", it is rare for females to be taller than 5'4". Many Changelings choose another form due to their social stigmas, though, and it is rare to see a Changeling in their natural form. Some Changelings have difficulty maintaining one form for too long and this can result in confusion for their companions. A changelings true form is revealed in a mirror.
Free Skills: Changeling Trickster, Polylingual
Extra: Choose one free racial skills.
Free Language: None
Weakness: Cold Iron
Size Category: Medium
Changeling Trickster: A changeling can take the form and shape of any medium sized race.
Demon
Free Skills:Celestial Heritage
Extra: Choose two free racial skills.
Free Language: Abyssal
Weakness: Holy
Size Category: Medium
Note: If you are an angel or demon that has turned their back on their birth alignment, such as angel walking the path of evil, or a demon attempting redemption, then whatever alignment you are, the opposite is what damages you. ie: evil angel would take damage from holy weapons.
Daeva
Daevas are driven to seek new experiences and see new lands, lured on by an undying fascination with the world and its people. Each has been reincarnated through scores of lifetimes throughout the far corners of the world; all of Arith is their home now. Few have any ambition greater than living, loving, and striving in whatever circumstances they find themselves in next. Daevas do not have children. When a daeva dies, his or her spirit is reincarnated in a new, young adult body that appears in some sacred place, such as a mountain peak, a riverbank, or a desert oasis. The new daeva retains enough memory of past lives to speak and understand multiple languages, and even remember friends and circumstances from the past.
Free Skills:Reincarnated Body, Polylingual
Extra: Choose one free racial skill.
Free Language: Primordial, yet you understand all languages.
Weakness: Sonic
Size Category: Medium
Reincarnated Body: A daeva is reincarnated into a new, young adult body of the shape of any known race in the land. Once you choose this shape, that is the body that the daeva will retain until they die. If a daeva dies and is rezzed within an hour's time they come back into that body but if more than an hour passes, they will appear in a new body somewhere in the world.
Desertfolk
Desertfolk, as their name implies are the people of the desert, they live in small tribal groups near oasis, and provide a resting place for travelers and merchants alike. Most desertfolk are scavengers and survivalists of the desert, taking up mining as a profession. In fact, the desertfolk's primary business is with these traders who come to purchase the precious stones that they have mined from the desert. Most desertfolk hold no religious inclinations, though there is a bit of tribal shamanism. Desertfolk live twice as long as a human. They have created their own language, which they very rarely teach to those not of their own descent, they also learn to speak common, which they use to speak with merchants and other travelers. They have dark skin, usually a deep brown, and sometimes with a reddish tint. Their hair ranges from a dark red to black. The average male desertfolk stands at 6' tall. Their skin is rough both from the constant direct sun exposure and from the harmful environment of the desert.
Free Skills: Heat Endurance
Extra: Choose two free racial skills.
Free Language: Desertspeak (A Thanic tribal tongue)
Weakness: None
Size Category: Medium
Heat Endurance: All desertfolk gain a +5 DEF against fire damage, and never succumb to heat related environmental issues.
Dhampire
You were created or somehow twistedly "born" of a vampires blood and a living, mortal being. Perhaps your mother was a ghoul fed nothing but vampire blood in her pregnancy, or you're the sadistic experiment of some strange psycho manic. Usually through alchemical or magic influenced ways, the blood of the vampire has tainted your being and from this you have become a creature of the twilight. Dhampires are intolerant of bright light and sunlight, must consume living blood regularly in order to use abilities and sedate hunger. Must take on at least one Vampiric physical trait (fangs, red eyes, pale or cold skin, etc).
Free Skills: Darksight, Lesser Vampiric Command
Extra: Choose one free racial skill.
Free Language: Black Tongue
Weakness: 1.5 dmg against Holy
Size Category: Medium
Lesser Vampiric Command : This is just like Vampiric Command, except that the DC is lowered to DC12 to resist, and the target can roll every half hour to break free from the command.
Dragon
Dragons are winged, reptile like creatures of ancient lineage. They are known and feared for their size, physical prowess, and magical abilities. The oldest dragons are among the most powerful creatures in the world. Dragons range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. The exact size varies according to age and variety. Many dragons have the magic that enables them to take a human or elven form, this is the way most dragons walk amongst men in our world.
Free Skills:Dragon Breath, Shapeshifting
Extra: Choose one free racial skill.
Free Language: Draconic
Size Category: Varied
Weakness: Opposing element, such as fire vs cold, acid vs lightning, shadow vs prismatic. If you are unsure, please check with tesarikone.
Dragon Breath : A dragon is able to use their dragon breath throughout combat. This gives them 2d3 damage. No other weapon or attack can be used during the same round as dragonbreath, that is your attack and you must still pass Strike.
Dragonborn
Dragonborn have a dragon of some sort in their ancestry. This does not mean a dragon as a mother or father, or even grandmother or grandfather. The dragon blood shows itself in different ways in each person, such as odd eyes or hair, scales on parts of their body, or claw-like nails or toenails. They also live a good deal longer than a normal human, some have lived to nearly 150-200 years of age. The pupils of their eyes can be vertical and can open very wide.
Free Skills:Dragon Heritage
Extra: Choose two free racial skills. For a specialized skill for a certain type of dragon, please speak to TesarikOne. Some good choices might include Clawstrike, or Long Life, Immunity to Sleep or others.
Free Language: Draconic
Weakness: 1.5 dmg from opposing element what type of dragon is in your heritage. For instance a bronze dragon would take 1.5 dmg from fire.
Size Category: Medium
Drow
The drow are shadowy cousins of the elves. Like their cousins, drow have a long and storied history. While many live underground, estranged from civilization, some emerge to join society, and at times, other adventurers. They have a very matriarchal society, and the majority of drow are evil inclined.
Free Skills: Darksight, Levitate
Extra: Choose one free racial skill.
Free Language: Drow (Undercommon)
Weakness: You do not have a weakness, but please note some Drow features. The sun, generally is a discomforting thing for you, so long lived beneath the earth has your kind been. Also, you hate elves, abhor them, wish them dead.
Size Category: Medium
Dwarf
Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.
Free Skills: Darksight, Alert
Extra: Choose one free racial skill.
Free Language: Dwarven
Weakness: None
Size Category: Medium
Elemental
Born of the essence of elements, elementals hail from the elemental planes. Earth, Fire, Water, Air, each type of elemental is different, and each represents the unbridled power of its home plane. While elementals are constantly being spawned on these planes, few ever come to the Prime Material. Most of those are summoned by mages, little more than puppets. Every now and then, however, an elemental comes of its own will, bringing with it the power of the very elements that support life on the Prime.
Free Skills: Full Immunity, Poison/Venom Immunity
Extra: Choose one free racial skill.
Free Language: Aquan(Water), Auran(Wind), Ignan(Fire) or Terran(Earth)
Weakness: The opposing element that goes against your kind. A fire elemental would try to avoid water, a wind would avoid electricity, etc, etc.
Size Category: Medium
Full Immunity: You gain immunity to the type of element you are associated with, such as a Fire Elemental is immune to fire.
Elf
Elves are generally taller than humans, and typically weigh just over 100 pounds. Elves possess a graceful, slender physique that is accentuated by their pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can contain surprising power. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. The coloration of elves as a whole varies wildly, and is much more diverse than that of human populations. However, as their coloration often matches their surroundings, the elves of a single community may appear quite similar. Forest-dwelling elves often have variations of green, brown, and tan in their hair, eye, and even skin tones.They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.
The following subraces dwell on Arith. When they are confined to certain environs, it is listed.
Ash Elves (Scarred Lands)
Dark Elves/Drow (See their own Entry under Drow)
Deep Elves (Underground)
Dusk Elves
Ghost Elves (See their own Entry)
High Elves
Marsh Elves (swamps; Madder)
Moon Elves
Snow Elves (arctic; Skegg Islands, Rumeria, Alzorc)
Sea Elves (oceans)
Sky Elves (mountaintops)
Tower Elves
Wood Elves (forests)
Wild Elves (wilderness, jungles)
Winged (Avariel) Elves
Free Skills: Elven Beauty, Immunity to Sleep
Extra: Choose one free racial skill.
Free Language: Elven
Weakness: None
Size Category: Medium
Faerie
Faeries, in their natural form, are six to ten inches tall, looking like miniature Elves. Like their fey cousins the gnomes, a faerie's coloration borrows hues from nature. The most beautiful and exotic shades of the wild may manifest themselves in these tiny beings. It is not uncommon to see a faerie with skin the color of a new oak leaf, hair reminiscent of a summer rose, and eyes shining like the rare jewels of the deep. In addition to their already beautiful and unnatural appearances, faeries have a pair of long, semi-transparent wings upon their backs. These wings often appear similar to those found in insects, whether they resemble the delicate green wings of the dragonfly or the more exotic shapes and colorations of butterflies. The style of these wings depends both on heredity and environment. Fairies have no facial or body hair. Fairies mature more quickly than the larger races. However, once they mature they no longer appear to age staying young-looking till the day they die, and live to be over 1,000 years old.
Free Skills: Fae Flicker, Shrink
Extra: Choose one free racial skill.
Free Language: Sylvan
Weakness: Cold Iron
Size Category: Tiny, gain "Small and Fast" skill.
Fae Flicker: Your natural glow grows to a harsh glare, dazzling your enemies for one round, while you slip away unnoticed. This allows a faery to remove themselves completely from combat and escape.
Shrink: At your touch, an object shrinks to your tiny size or is restored to its original state.
Feykin
Feykin are the people whose human ancestry has long since been intertwined with that of a special fey creature, such as a nymph, dryad, or even faerie. Whatever their ancestry, feykin are beautiful and intelligent and, despite the weak fey blood in their veins, they have inherited abnormal and extraordinary abilities from their fey heritage.
Free Skills: Elven Beauty
Extra: Choose two free racial skills.
Free Language: Sylvan
Weakness: 1.5 Damage from Cold Iron
Size Category: Medium
Fey'ri
Fey’ri are the descendants of elves and demons (usually succubi in male or female form). Having bred with these demons and among their own kind, fey’ri are a distinct race and share the same common fiendish traits. In general form they resemble tall elves, although all have large batlike wings. They all have one or more unusual features reflecting their fiendish heritage, such as fiery red eyes, fine scales, long pointed tails, batlike ears and deep red skin. They can be any alignment but most are evil.
Free Skills: Darksight, Alter Appearance
Extra: Choose one free racial skill. Some good choices would be Immunity to Sleep, Alertness, Magical Affinity, or Elemental Resistance (fire).
Free Language: Elven OR Abyssal, choose one.
Weakness: Cold
Size Category: Medium
Alter Appearance: You are able to alter your appearance to appear fully elven, or any humanoid form, indefinitely.
Forsaken
Forsaken are intelligent undead humanoids. You do not need to breathe or sleep, but you may eat and drink. As undead, they continue to rot as they live their lives. Their skin is rotted, sometimes with moss growing in spots, pieces of flesh falling off and revealing bones. They do not reproduce, but they raise bodies from crypts to finish the newly risen's unfinished business. They have hair, but does not grow. Their hair slowly turns from its natural hair color, to a moss color, or even falls off, revealing the skull. They decompose instead of age, lasting an average of 150 years after rising. They retain their personalities from when they were alive, seeing themselves as that same race and seeking companionship and a reason to "live" like most other living creatures.
Free Skills: Cannibalize, Darksight
Extra: Choose one free racial skill.
Free Language: Whatever your former race's free language was.
Weakness: Slashing Damage
Size Category: Medium
Cannibalize: You can eat the dead bodies around you in order to heal yourself of damage. Once per combat, you may cannibalize an adjacent dead body and heal yourself of all damage taken.
Giantkin
In ages past, giants mingled more freely with smaller humanoids. Today, the evidence of such relationships is rare at best. Characters with bloodlines of the lesser evil giants (hill, frost, and fire) may be the result of voluntary or involuntary breeding with the giants. Bloodlines of stone, cloud, or storm giants, on the other hand, are more likely the results of long-ago alliances between those races and the ancient nobility of the world. In any event, characters bearing giant bloodlines tend to be massive for their race standing at least 7 feet tall, and often share characteristics (skin and hair color, attitudes, and such) with their ancestor.
Free Skills: Big Enough, Power Attack
Extra: Choose one free racial skill.
Free Language: Giant
Weakness: Choose Cold, Fire, Lightning or Sonic
Size Category: Large, -1 to your Defense DC.
Ghost Elf
Ghost elves speak rarely, and when they do it is in a hoarse voice. they are serious and cynical. They are wary; earning their trust namely subtle tests and trials. Dwarves compare them to mithral: beautiful and delicate in appearance, but stronger than the hardest steel. Ghost elves generally stand a little over 5' and weigh around 110 lb, with males and females being the same height and weight. They have white skin, fair, pale gray, or white hair, and dark eyes.(In rare cases black hair.) Like all elves, they have pointed ears.They grow up by the age of 30 and live up to 900 years old.
Please see more information here.
Free Skills: Elven Beauty
Extra: Choose two free racial skills.
Free Language: Ghost Elven
Weakness: Cold Iron
Size Category: Medium
Gnome
Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.
Free Skills: Low-Light Vision
Extra: Choose two free racial skills.
Free Language: Gnomen
Weakness: None.
Size Category: Small, take "Small and Fast"
Grippli
Gripplis are an agile, frog-like humanoid that stands just over 2 feet tall and has mottled green-and-brown skin. Most gripplis are primitive hunter gatherers, living on large insects and fish found near their treetop homes, and are unconcerned about events outside their swamps. The rare grippli who leaves the safety of the swamp tends to be a ranger or alchemist seeking to trade for metals and gems.
Free Skills: Big Eyes and Sticky Hands
Extra: Choose one free grippli skill and one free racial skill.
Free Language: Grippli
Weakness: None
Size Category: Small, take "Small and Fast"
Big Eyes and Sticky Hands: This grippli-only skill grants the grippli darksight up to 60 feet. They also can climb without needing to make climb checks, unless the DM says otherwise.
Goblins
Goblins are small green creatures with pointy features and a high intelligence. Slight and wiry, they range from 2 to 4 foot while averaging 3 and a half feet in height and 40lbs in weight provided their pockets are empty at the time. Their arms are long and slender and their fingers deft. Goblins have long sharp noses, chins, ears, and a wide mouth filled with needle-like teeth that make for a devastating bite. A goblins skin can range from a deep muddy yellow to a bright green and anything in between. Compared to their low-intelligence xp fodder cousins found in dungeon crawls, true goblins are shrewd in business and clients who believe they walked away with the upper hand are almost always sorely mistaken. "To cheat a goblin" is a dwarven idiom meaning "to do what is practically impossible." Goblins are also consummate tricksters and con artists; always in search of the better deal, their mission in the world is to create incredible new inventions, accrue the resulting wealth, and cause as much subtle mischief as possible along the way. Their alignment is usually evil of some flavor, but even goblins have turned out a few good apples over the years. A goblin reaches middle age at 40, and their maximum life span is between 75-93 years.
Free Skills: Darksight
Extra: Choose two free racial skills. Some good choices would be At Home Below, Bargainer, Razortusk or Treasure Hunter.
Free Language: Goblinoid
Weakness: None
Size Category: Small, take "Small and Fast"
Half-Dragon
Dragons’ magical nature allows them to crossbreed with virtually any creature. This usually occurs while the dragon has changed its shape; sometimes a dragon then abandons the crossbreed young. Half-dragon creatures are always more formidable than their fellows, and their appearance betrays their nature -- scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings. They all have the use of claws, and some are able to use a breath weapon.
Free Skills: Dragon Heritage, Clawstrike
Extra: Choose one free racial skill.
Free Language: Draconic
Weakness: Whatever weakness your full dragon parent had. See "Dragon" race.
Size Category: Medium
Half-Elf
A half-elf is born usually from a human and an elf, though there are other races that can produce a half-elf. They are normally not accepted within either parent's race fully. They are usually very charismatic and passionate, but never quite at home anywhere. Half-elves vary in appearance as much as their human and elven parents do, encompassing every imaginable hue of hair, eye, and skin, yet also possessing an effortless and graceful allure.
Free Skills: Low-Light Vision, Elven Beauty
Extra: Choose one free racial skill.
Free Language: Elven
Weakness: None
Size Category: Medium
Halfling
Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century. Tallfellow halflings are 4 feet tall or more.
Free Skills: Halfling Resilience
Extra:e two free racial skills.
Free Language: Halfling
Weakness: None.
Size Category: Small, take "Small and Fast"
Halfling Resilience: A halfling gets a +1 save bonus on all saves.
Half-Nymph
You have one parent (usually the mother) that is a nymph. While half-nymphs usually revere nature, they are not as dedicated to any certain area nor do they have the life span of a nymph. They also will generally have the curiosity, inventiveness, and ambition of the humanoid parent, along with the love of nature and free spirited nature of the nymph parent. To humans, half-nymphs resemble their nymph side but to nymphs they look more like humans. A half-nymph reaches adulthood at 20 years old, and can live to be 185 years old. Half-nymphs, unlike most other races, retain their physical beauty all of their lives; even while on their death bed, dying of old age, half-nymphs rarely look older than a middle age human.
Free Skills: Darksight
Extra: Choose two free racial skills.
Free Language: Sylvan
Weakness: 1.5 damage from Cold Iron
Size Category: Medium
Half-Orc
Half-orcs often exist at the social margins. Bestial in appearance and traditionally feared by those non-orcs they encounter, half-orcs tend to be tenacious and driven to prove themselves. Some hope to show that they are different from their brutish orc kin, struggling to find the better angels of their nature, while others embrace their monstrous heritage to become terrifying exemplars of ferocity in combat. One way or another, almost all half-orcs crave respect—whether it's given freely or must be taken by force. Derided as mongrels by humans and weaklings by orcs, half-orcs have bitterness beaten into them from birth, as well as the burning will to endure and overcome. With their physical size and strength, half-orcs represent raw and primal power, yet whether that power gets used for good or evil depends entirely on the individual.
Free Skills: Orc Ferocity, Intimidating
Extra: Choose one free racial skill.
Free Language: Goblinoid
Weakness: None
Size Category: Medium
Orc Ferocity: Once per day, when a half-orc takes enough damage that he should be dead, he is able to fight onwards for one more round. At the end of the round, unless he has healed, he falls dead.
Human
You are a human, and your ancestors were all humans. There is no strain of any other race in your blood, you are the rarest of all races... a simple, plain human. Versatility is the greatest strength of humans, allowing them to succeed as any class type. Being the most adaptable race, humans live in all manner of environments. While other races consider them short-lived, humans have more ambition and drive than most. With enough hard work they can excel at whatever they set their minds on, for better or worse.
Free Skills: Versatility
Extra: Choose two free racial skills.
Free Language: None.
Weakness: None.
Size Category: Medium
Versatility: You may take any of the Versatility (V) marked skills if you meet the prerequisites. You cannot take primary skills, at all, unless you have that primary class or profession. If the skill does not have a (V) beneath it, then it is not available with Versatility.
Iceborn
Iceborn are tall and stout, standing around 6 feet tall and weighing roughly 200 pounds, with females a bit smaller than males. Their skin is pale and may be toned toward light blue or gray tones. Their straight hair is typically either white or light blue. Their eyes are an icy blue. Iceborn men are barrel-chested and often sport long beards with age. Iceborn women wear typically wear their hair long, choosing to braid it or pull it back in some fashion. Clothes are typically furs, hides and leathers, with white animal furs being the outermost layer for blending in with their snowy environment. They often wear metal that would otherwise chill a wearer in their environs without worry. Despite the chills of their homelands, they might often appear startlingly underdressed, wearing things that might be considered viable only in a hot tropical clime.It is not uncommon to see iceborn children running around their villages dressed only in light rags, playing in a blizzard.
Free Skills: Cold Affinity
Extra: Choose two free racial skills.
Free Language: Auran or Aquan
Weakness: Fire
Size Category: Medium
Cold Affinity: Iceborn are immune to cold, and adept with cold-type spells, giving them an extra +1 to any save DC's targets must make against their cold spells.
Kestrel
Kestrel resemble half-elves in their physical features, save for their wings, and fingers and toes ending in talons. They average around 5'0" to 6'10" tall and weigh approximately 80 to 190 pounds, with men the same height and only marginally heavier than women. They reach adulthood at 20 and can live to be a little older than 160 years. They tend to be pale-skinned with larger than normal eyes. They have hair color in all ranges, even unique such as blue. From their back feathered wings arise that are long, soft, and are usually shades of brown, black or white with the rare exception being silver. They have hollow bones that make their bodies frail. Kestrel Wings are Highly sought after. Powerful Wizards will pay handsomely for an unblemished pair. They are used to make wings of flying or used as regents to dark magics. Giants like to use them as Display pieces for their helmets. And wealthy noble woman seek out their soft feathers for vanity. When playing a kestrel, attempts must be made to hide ones wings or risk drawing attention from unwanted sources.
Free Skills: Swiftwing Flight, Low-Light Vision
Extra: Choose one free racial skill.
Free Language: Auran
Weakness: A kestrel who takes 50% or more hit point damage glides to the ground and cannot fly until they are healed.
Size Category: Medium
Swiftwing Flight: Kestrels are swift, flying twice as fast as most humans walk, provided they are not wearing Heavy Armor, and are not Fatigued or Exhausted. In heavy armor they fly as fast as they can walk. Kestrel wings span an average of 10-12 feet, and are unable to fly in an area where they cannot fully extend their wings. They can use their wings to glide, negating damage from falls as long as they can use their wings.If a kestrel becomes unconscious or helpless while in midair, their wings naturally unfurl and powerful ligaments stiffen the wings. The kestrel descends in a tight corkscrew and takes only 1d6 points of falling damage, no matter what the actual distance of the fall.
Kh'ronen
The race of the khron'en are originally from our world of Spirydon and centered in the city of Eldon Heath, but as so many of them are blessed with being able to travel time and space, they have populated worlds and times and alternate universes infinitum. Their average height is between 5'6" -6' for female Kh'rons, and 6'2" - 6'7" for male Kh'rons. Hair, eye and skin tone varies according to which subrace the Kh'ron belongs to. See the Kh'ronen Information for details on subraces. You must have permission of TesarikOne to play this race, if you are interested talk to her and make sure you have read the information.
Free Skills: Kh'ronen Focus, Reincarnation
Extra: Choose one free racial skill.
Free Language: Kh'ronish
Weakness: None
Size Category: Medium
Kh'ronen Focus: Depending on what subrace of kh'ron you are, you gain the ability to infuse one attack per combat with the element you are associated with, giving you an extra 1d to your attack dice (so a 2d would use 3d).
Winter Kh'ron (du'kh'ron): Ice
Woodland Kh'ron (twi'kh'ron): Nature
Dark Kh'ron (lo'kh'ron): Shadow
Water Kh'ron (ag'kh'ron): Water
Royal Kh'ron (ela'kh'ron): Fire
Star Kh'ron (uv'kh'ron): Radiance
Silver Kh'ron (ne'kh'ron): Chaos
Mixed Kh'ron (twa'kh'ron): Choose from one of the above.
Lumian
Lumians have been deeply affected by a particular energy type, corresponding in some way to an elemental ancestor in their family line. Their personalities flow with the way these energies flow. Fire lumians for example are rash and quick to anger while frost lumians are calm, rational and aloof. Personalities do vary between individuals as widely as humans differ but each lumian energy type brings with it distinct tendencies. Lumians do not eat, drink or sleep. They survive by absorbing energy from the environment to sustain themselves and trance every day much like elves.
Free Skills: Lumian Resistance
Extra: Choose two free racial skills.
Free Language: Auran (Electricity), Aquan (Water), Ignan (Fire), Terran (Acid), Abyssal (Negative), Celestial (Positive), Auran (Sonic), Aquan (Ice)
Weakness: 1.5 damage from your opposing element.
Size Category: Medium
Lumian Resistance: You gain a resistance to the element you are associated with, so for instance a frost lumian would gain a +5 DEF against cold, and a fire lumian would get a +5 DEF against fire.
Lycan
Lycans are humanoids who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence. Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes. Wereravens (corax) are the exception, they are created by being bound to a spirit egg, usually as a baby.
Free Skills: Shapeshifting, Bestial Fury
Extra: Choose one free racial skill.
Free Language: Feral
Weakness: Silver, though for Corax it is Gold. Werecroc it is Gold if born during the day and silver if born during the night, and Ananasi it is Poison.
Size Category: Medium
Lycanborn
You have a lycan as an ancestor. While the offspring of a lycanthrope might not share the lycanblood itself, the bloodline might still pass its characteristics down the generations, allowing later descendants to display some of the lycanthrope's attributes. Regardless of the original animal stock, the carriers of lycanthropic bloodlines tend to share similar characteristics, including a feral stare and an overabundance of body hair. Take on at least one trait from their lycan ancestor, such as a feral gaze, body hair, claws etc.
Note, corax (wereraven) does not pass through bloodline, they are created. If you are a wereraven, see Lycan.
Free Skills: Feral Rage, Low Light Vision
Extra: Choose one free racial skill such as Animal Affinity, Clawstrike, Power Attack, Scent.
Free Language: Feral
Weakness: None
Size Category: Medium
Feral Rage: A lycanborn, when angered, can attack harder, faster and more potent than before giving them that little extra push during combat. This gives them an extra 1d to their dice, such as a 2d may roll 3d once per combat.
Magiken
Free Skills: Telepathy, Wisdom
Extra: Choose one free racial skill.
Free Language: LeH
Weakness: Aphrodisiacs work twice as fast and hit twice as hard, any save is auto-failed. They are also susceptible to alcohol and get drunk very easily, causing any save to be -2 concerning drinking.
Size Category: Medium
Wisdom: A magiken has access to thousands upon thousands of years of wisdom and knowledge from the leymind. They pass any knowledge check automatically, once per day.
*This is a CLOSED RACE. You must have permission from tesarikone to play a magiken, and have had experience playing one in the past. No exceptions.*
Mechanatrix
The Mechanatrix Race are planetouched who can trace their ancestry to one of the bizarre clockwork beings that reside on the plane of Mechanus. Mechanatrixes are mostly human in appearance, but they have one or more mechanical or inorganic features. Most mechanatrixes have smooth skin with a faint metallic sheen. They behave with cold rationality and have a no-nonsense attitude toward life.As befitting their nature, mechanatrixes have an affinity for mechanical objects of all kinds. They have an innate understanding of engineering and all sorts of crafts. The more martial minded mechanitrixes become excellent Siege engineers. Mechanatrixes are often found in societies with war forges and artificers. Most mechanatrixes are firm believers in law and do whatever they can to fight chaos and bring order to tumultuous areas.
Free Skills: Shocking Grasp, Electrical Affinity
Extra: Choose one free racial skill.
Free Language: Planar Common
Weakness: Water
Size Category: Medium
Electrical Affinity: Electrical attacks heal half the damage instead of harming at all, so for instance an electrical attack of 20dmg would heal 10hp. They are immune to Electrical damage.
Shocking Grasp: Any weapon or unarmed attack by a mechanatrix is naturally considered "shocking" (electrical), though this can be turned off and on as they wish.
Moonfey
Often mistaken for lycanthropes, moonfey are fey shapeshifters from the colder parts of our world. They choose more often than not to shift into creatures of the cold, such as a white wolf. Moon fey are pale and cold to the touch. They have silver, blue or white hair, black hair is considered an evil omen. Their eyes resemble a cat's, for they reflect light and the pupils are slitted. They are big, slanted eyes that range from white to bright blue, sometimes yellow. Even the most muscular ones are slim. They have pointed ears like an elf, but they are higher up and more closely resemble a cat's ears. Moonfey mature as a human would, but aging slows as an elf's would. They can live to about 150. Because they can change specific parts of their bodies, an angry moonfey might snarl with a wolf's snout or a happy one might wag its tail. It depends on the person.
Free Skills: Lunar Born, Shapeshifting
Extra: Choose one free racial skill from choices such as Clawstrike, Scent or Alert.
Free Language: Primordial
Weakness: Fire
Size Category: Medium
Lunar Born: Your ties to the moon and ice allow you to be immune from cold. All weapons you hold are naturally covered in ice and frost, as are natural weapons (like claws, talons).
Nymph
You are a type of fey, the nymph. Nymphs resemble elven women, but are unfathomably perfect and beautiful. They are so physically attractive, in fact, that if a nymph chooses, the slightest glance can stun a person. They prefer attractive natural environments, and subgroups include forest nymphs (dryads), sea nymphs (oceanids), water nymphs (naiads), mountain nymphs (oreads), flower nymphs (anthousai) and many others.
Free Skills: Stunning Glance
Extra: Choose two free racial skills, such as Darksight or Elven Beauty.
Free Language: Sylvan or Mere (water nymphs only)
Weakness: Cold Iron
Size Category: Medium
Stunning Glance: Looking directly at the nymph she can temporarily stun them, if they fail their Willpower save of DC10 + Nymph's Charisma.
This grows in power per Lose Turn skill standards.
Obsidiman
Obsidimen are tall, reaching an average height of 7 feet 3 inches. Seen from a distance they seem squat, because their massive average weight of 900 pounds offsets their height. Their craggy skin and bodily tissue incorporate the properties of stone, and the most common colorations are black or gray. Their blood is blue-gray. The skin of a few obsidimen, usually those of high-ranking families, shows veins of semi-precious stone such as tourmaline. Obsidimen are mostly hairless and have internal ears completely covered by a thin layer of skin. Obsidimen mature physically by the end of their first century of life. Natural life span has yet to be determined, because as they age, obsidimen spend more time attached to their Liferock, the largest source of stone within four hours’ walk of their birthplace. They may remain attached to the Liferock for decades, showing no signs of being aware of their surroundings, and then emerge again in a time of crisis. In one indication of obsidimen lifespan, dwarven records show that individual obsidimen have traveled and lived away from their Liferock for at least 500 years after reaching maturity. Obsidimen do not form villages or cities, though they do erect ceremonial structures on or near their Liferock. Obsidimen prefer to live outdoors, exposed to the sky. Obsidimen can live underground for short periods, but those who spend too many months in a dwarven city without traveling outside to the open sky fall into a hibernation-like state. Once carried outdoors again, the Obsidiman will awaken in two to five days.
Free Skills: Big Enough, Stoneskin
Extra: Choose one free racial skill.
Free Language: Obsidiman
Weakness: None
Size Category: Large, -1 to Defense DC
Stoneskin: Obsidimen have natural armor of +15 DEF, which is counted as Medium Armor, giving you a -5 Initiative Penalty, your max quickness can be 12, and your defense cap is 30.
Shadowkin
The shadowkin are a race of bitter, determined folk whose souls are poisoned by shadow. Grayskinned and dark-eyed, the slender creatures stand slightly taller than average humans, and their soft movements exude grace and uncanny stealth. Shadow follows them wherever they go. Shadows cast by the folds of their clothing seem deeper than those on humanoids, and they can seemingly fade out of sight by simply stepping into any common shadow. The shadowkin prefer light weapons suited for grace and agility, especially spiked chains. Many shadowkin favor a variety of piercings and tattoos.
Free Skills: Shadow Form, Deepsight (You do not need "Darksight" to take this free skill.)
Extra: Choose one free racial skill.
Free Language: Umbral
Weakness: Light/Prismatic
Size Category: Medium
Synad
In the bright light of day, a synad passes for a tall, slim human. In dim light, however, out of the corner of an observer's eye, a synad sometimes appears as a humanoid with three heads. The normal head appears bracketed by two ghostly heads completely "devoid of hair, eyes, ears, mouth, or nose. If a synad is exhausted or tired, this occurs more frequently so many try to stay well rested so their true nature is not discovered. While synads have wildly varying personalities, their three-fold minds function in a particular way that gives the race recognizable personality traits. A synad's three-fold mind is composed of parts that are often referred to as the overmind, the collective, and the oracle. Most of the time, the overmind controls the synad's actions. However, sometimes the collective or the oracle rises to the surface, either bypassing the overmind or mentally advising the overmind on topics either is most suited to understand. An overmind's alignment is usually determined by the components of its subminds- lawful, evil, good, or chaotic. Rarely, the two subminds might be diametrically opposed. For instance, the collective might be good, while the oracle is evil. When this happens, the synad seems erratic, willful, and essentially chaotic.
Free Skills: Threefold Mind, Low Light Vision
Extra: Choose one free racial skill.
Free Language: Planar Common
Weakness: Sonic
Size Category: Medium
Threefold Mind: You gain the following bonuses for the three different minds you can access. Overmind: +2 to all Knowledge Checks. Collective Mind: Once per adventure, you may add your Intelligence Bonus to a willpower check instead of using your Willpower. Oracle Mind: Once per combat, you may reroll your Strike and take the better roll.
Tiefling
Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same. A tiefling can trace his heritage back to a demon or a fiend ancestor. Often, tieflings are known as "hellborn" in our lands.
Free Skills: Darksight
Extra: Choose two free racial skills.
Free Language: Abyssal
Weakness: Holy OR Cold
Size Category: Medium
T'skrang
T’skrang are reptilian beings with a flair for the dramatic. They average 5 feet 9 inches tall, and their tails add another 6 feet of length. T’skrang weigh an average of 200 pounds, of which nearly 40 is tail. T’skrang skin colors ranges from verdant green to green-yellow or green-blue, with aqua-blue and even sunset-red variants. T’skrang have cauliflower-shaped ears set into the sides of their heads. The t’skrang mature physically by the age of 10, and often live 80 or more years. The t’skrang talent for tale-telling casts doubt on their claims of a 181-yeear-old t’skrang, particularly because careful dwarven observations place the oldest known t’skrang at a mere 115. T’skrang scholars blame this variance on faulty dwarven calculations, which of course the dwarfs vigorously deny. T’skrang give primary loyalty to their families, though like humans, they can transfer this loyalty to tribes and nations. Some individuals pledge their loyalty to other races’ societies, but pirate federations are the closest things to a nation the t’skrang have built for themselves. Females have lead t’skrang society, which is matriarchal in most aspects. T’skrang prefer to live in roofed dwellings along bodies of water, and submerge portions of their homes. T’skrang love to swim and immerse themselves in water, becoming sulky and irritable if unable to do so at least once a week.
Free Skills: Born to Water, Tail Attack
Extra: Choose one free racial skill.
Free Language: T'skrang
Weakness: None
Size Category: Medium
Born to Water: You may breathe underwater, swim as fast as you can walk, and fight underwater without any penalties.
Tail Attack: Once per combat, you may add a tail attack to your full attack and add in your trait bonus a second time. You can also wield a light weapon ONLY with your tail.
Vampire
Vampires appear just as they did in life, although sometimes their features are often hardened and feral, with the predatory look of wolves. They often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors. Vampires survive on blood, or life energy.
Free Skills: Darksight, Vampiric Command
Extra: Choose one free racial skill.
Free Language: Black Tongue
Weakness: If you do not have Daywalker as a skill, it is sunlight.
If you HAVE the Daywalker skill, the sunlight does not carry the same effect. Instead your body composition is now weak against Holy items.
Size Category: Medium
Vanaras
Vanaras are a race of monkeylike humanoids, possessing brave hearts and inquisitive minds. Vanaras are found in Xiang-fei, specifically Liangyi. Vanaras are often viewed with amusement or even exasperation by members of other races, who find their personalities childish and irritating. They are curious in the extreme, frequently badgering people with questions (sometimes very personal questions), picking small items up to examine them, opening doors to see where they lead, and generally exploring places where the human sense of propriety and order would demand they not go. They also tend to be bluntly honest, never couching a negative opinion in gentle terms or hiding their true feelings about anything . At the same time, they are incredibly loyal, quite brave when the situation requires it, and genuinely kind.
Vanaras are slightly shorter than humans, standing 4 1/2 to 5 1/2 feet tall and typically weighing 90 to 140 pounds . Their bodies are covered with light fur, ranging from white through light blue to brown and black. Their faces are distinctly monkeylike, with protruding muzzles, furred cheeks, and wide, lipless mouths They have long, semiprehensile tails, long fingers and toes, and large ears, but their arms, legs, and torsos are proportioned like those of humans.
Free Skills: Nimble Feet, Low-Light Vision
Extra: Choose one free racial skill.
Free Language: Vanarian
Weakness: None
Size Category: Medium
Vishkanya
Vishkanyas are a race of exotic humanoids known for their guile and affinity for poisons of all kinds. A vishkanya's flesh is made up of fine scales that from a distance of even a few feet look just like particularly smooth skin. These scales are usually a single dark color, although some of them have complex patterns like stripes or even spirals. A vishkanya's tongue is forked like a serpent's tongue, and its eyes lack visible pupils (although there are some that look more conventionally human). Although legends abound that the merest touch from a vishkanya can slay a mortal humanoid, these tales are patently false. A vishkanya's skin is no more poisonous than that of any human, but it is true that their blood, spit, and other bodily fluids can be dangerous. Vishkanyas are skilled in using their own spittle or even their blood to envenom their weapons, and those who fight them should be wary of exposure to the vishkanya's poison. A vishkanya is around 6 feet tall and weighs 130 pounds.
Free Skills: Immunity to Poison/Venom, Toxic Affinity
Extra: Choose one free racial skill.
Free Language: Vishkanya
Weakness: None
Size Category: Medium
Toxic Affinity: Your saliva and blood are toxic, and can be applied to a weapon, giving that weapon an extra 2d3 damage. This can be used once per combat. This also allows a vishkanya who takes Alchemy to have Poisonmaking for free.
Warforged
Warforged are a race of living constructs. They do not need to eat, sleep or breathe, though they can benefit from the effects of magic food and potions.
Free Skills: Living Construct
Extra: Choose two free racial skills. If you are a very large sized warforged, you may choose Big Enough as a free skill. If you are a small or tiny doll-sized warforged, you may choose Small and Fast for your free skill. Otherwise, choose your free skill with normal limitations and prerequisites.
Free Language: None
Weakness: None
Size Category: Choose one that fits your character. Large take -1 to Defense DC, Medium, Small or Tiny.
Living Construct: You are a living construct. As a living construct, you can attach and embed magical items to yourself (using the slot system). You do not eat, drink, breathe, or sleep. You never need to make Endurance checks to resist the effect of starvation, thirst, suffocation, poison or disease (unless specifically targetting constructs). All other conditions and effects affect you normally. Your body is your armor, giving you a natural +18 DEF (treated as medium armor for init penalty, max quickness is 12, armor cap is 30). This gives you an extra slot (armor slot) to place other magical items. (If you are Small or Tiny you get +16, if you are Large you get +20)
Wilden
Wilden are the embodiment of nature, being fey creatures with plantlike characteristics whose appearance changes with the season. They don’t build cities but relentlessly protect the forests they call their home. They are known to not use personal pronouns, and instead believe in the power of their community over being an individual. They live in the wildest and most remote regions of the forest. They have recently begun returning to fey society, and most have strong feelings regarding the deforestation and encroachment of other races, in particular humans. Wilden see themselves as the righteous guardians of the wild places of the world, even more so than normal fey.
Free Skills: Stealth, Aspect of Nature
Extra: Choose one free racial skill.
Free Language: Arborian
Weakness: Cold Iron
Size Category: Medium
Aspect of Nature: At the start of each day, a wilden chooses to embody one aspect of nature from the following three types: The Ancient, The Destroyer, or The Hunter. This triggers a change in the form of the wilden, up to the player. Once you have chosen an aspect that day, you CANNOT change it for 24 hours.
The Ancient: After an attack, you vanish and appear 30 feet away, causing your target to be unable to counterattack you in any way, once per combat.
The Destroyer: Upon a successful attack, once per combat, you not only do damage to your opponent but you daze them for one round only.
The Hunter: If a target attempts to run, you get an attack against that target regardless if it is your turn on the scoreboard, once per combat.
Windling
Windlings are small, winged creatures. They average 18 inches in height and weigh an average of 13 pounds. They fly using two double-wings, similar to a dragonfly’s, made of a tough, iridescent membrane. A winding’s skin color matches the brightest-colored elements of the environment in which it live: icy white in a snowcap, the yellow and orange of meadow flowers, the glazed blue of the ceramic roof-tiles of the city of Vewbane, Skin coloring only changes after a winding has lived in the same place for two or three months. Then, in the space of three nights, the winding’s skin changes to match its current surroundings. Windlings grow very little body hair, though their head hair can be luxurious. Their ears come to a sharper point even than elven ears. Windlings mature physically over 30 years, reaching a natural lifespan of 170 years. Their appearance does not age during this time. Windlings are happiest when living outdoors, taking shelter under or inside whatever nature can provide and windling magic make comfortable. Windlings can tolerate cities, but consider them a colossal waste of time and effort.
Free Skills: Good Karma
Extra: Choose two free racial skills.
Free Language: Windling
Weakness: None
Size Category: Tiny, take "Small and Fast"
Good Karma: Once per adventure, you can reroll any dice roll and take whichever is the best roll.