User:Nathan8489/Compendium/Race

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Human

Humans are the most prevalent race in Raxia. Their appearance is no different from humans in the real world. Because of their many abilities and aptitudes, they are also the most common race among adventurers. They reach adulthood at the age of 15, and their lifespan is approximately 100 years.

Starting Languages: Humans can speak, read and write Trade Common and a Regional Dialect.
Restricted Classes: None

Racial Abilities

[Sword's Salvation/Change Fate]: Once per day on any Skill Check, Damage Calculation, or Loot Determination, switch the face on the rolled 2d to the opposite side. A die roll of [1] becomes [6], [2] becomes [5], and [3] becomes [4]. Conversely, this might also switch the result to a lower number, but both dice must be switched, the player cannot switch only one die.
For example, if a roll results in a [1] and [4] on 2d, and the player uses [Sword's Salvation/Change Fate], the dice become [6] and [3]. If an Automatic Failure (double [1]'s) occurs, it can be changed to an Automatic Success (double [6]'s).

Abibity Scores

A: 2d B: 2d C: 2d D: 2d E: 2d F: 2d

Human Background

2d Background Starting Classes Skill/Body/Mind Experience
2-3 Magitech Artificer 8/4/9 2000
4-5 Magician Sorcerer or Conjurer 7/4/10 2000
6 Agile Warrior Scout & Fencer 10/7/4 2000
7 Normal none 7/7/7 3000
8 Mercenary Fighter or Grappler 7/10/4 2000
9-10 Cleric Priest 4/8/9 2000
11-12 Feytouched Fairy Tamer 6/6/9 2000
Adventurer none 2d/2d/2d 3000

※ This is used when choosing your background, instead of determining it with a dice roll.

Updated Human Background

2d Background Starting Classes Skill/Body/Mind Experience
2 Spy Scout 10/6/5 2500
3 Archer Marksman 9/7/5 2500
4 Bodybuilder Enhancer 8/8/5 2500
5 Magician Sorcerer 6/5/10 2000
6 Brawler Grappler 8/9/4 2000
7 Mercenary Fighter 7/10/4 2000
8 Agile Warrior Fencer 9/8/4 2500
9 Cleric Priest 5/6/10 2000
10 Scholar Sage 5/7/9 2500
11 Herbalist Ranger 9/4/8 2500
12 Minstrel Bard 7/5/9 2500
Adventurer none 2d/2d/2d 3000

※ This is used when choosing your background, instead of determining it with a dice roll.

Elf

Elves are taller than humans, a race with beautifully elegant appearance, and an affinity for magic. They prefer to live on the shore and in the areas surrounding freshwater lakes and rivers.
While they love nature and calmly enjoy their long lives, Elves who leave on journeys out of a strong sense of curiosity are also not uncommon.
While a little more delicate than humans, they are intelligent, and are well suited to using magic. Skillful and agile, they also make good Rangers and Fencers. They reach adulthood at the age of 15, and their lifespan is approximately 500 years. They usually become adventurers when they become adults, and their outward appearance ages slowly.

Starting Languages: Elves can speak, read and write Elvish and Trade Common.
Restricted Classes: None

Racial Abilities

[Darkvision]: Elves can see in the darkness as well as they can during daytime.
[Sword's Salvation/Gentle Water]: Elves can move as freely underwater as on land. Also while underwater, they can hold their breath for one hour (outside of water their breathing rate is the same as other races). After spending 1 hour submerged, they must spend one minute breathing normally. Elves can also speak normally while underwater.

Abibity Scores

A: 2d B: 2d C: 1d D: 2d E: 2d F: 2d

Elf Background

2d Background Starting Classes Skill/Body/Mind Experience
2-3 Warrior Fencer 12/5/9 2500
4-5 Archer Marksman 13/5/8 2500
6 Feytouched Fairy Tamer 10/4/12 2000
7 Magician Sorcerer 10/3/13 2000
8 Manipulator Conjurer 9/4/13 2000
9-10 Cleric Priest 9/5/12 2000
11-12 Herbalist Sage & Ranger 10/5/11 2000

Updated Elf Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Bodybuilder Enhancer 11/5/10 2500
5-6 Hunter Marksman & Ranger 12/3/11 2000
7 Magician Sorcerer 10/2/14 2000
8-9 Soldier Fighter or Grappler 12/6/8 2000
10-12 Minstrel Ranger & Bard 11/4/11 2000


Dwarf

Shorter than Humans, Dwarves are an able-bodied and strong-muscled race. Many of the men grow thick beards. The women do not grow beards, and as adults they resemble young human girls. Their head and body hair can range in color from blonde to red, and sometimes even more striking colors such as green and pink can be seen. While many of them are overly stubborn, they are also known to heavily cherish their companions. Possessed of self-discipline, and with an inborn potential to develop great strength, they can become excellent warriors. They are also famous for creating superior arms and other crafts. In many cases, they live in cities hewn out from the insides of mountains, though they will also fight against the Barbarous and intermingle with humans. There are many Dwarves who go on to become quite famous mercenaries and adventurers, some of the most famous attracting both followers and job contracts just from their reputation alone. They reach adulthood at the age of 15, and their lifespan is approximately 200 years. They usually become adventurers when they become adults, and continue to temper themselves until their death.

Starting Languages: Dwarves can speak, read and write Dwarven and Trade Common.
Restricted Classes: None

Racial Abilities

[Darkvision]: Dwarves can see in the darkness as well as they can during daytime.
[Sword's Salvation/Flame Body]: Dwarves cannot be injured by fire attacks or magic, and receive no damage from fire-based effects or spells. They also cannot be burned or hurt by flames.

Abibity Scores

A: 2d+6 B: 1d C: 2d D: 2d E: 1d F: 2d+6

Dwarf Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Archer Marksman 6/8/6 2500
5-6 Warrior Fighter 4/11/5 2000
7 Brawler Grappler 5/10/5 2000
8-9 Cleric Priest 4/7/9 2000
10-12 Magitech Artificer 6/7/7 2000

Updated Dwarf Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Bodybuilder Enhancer 5/9/6 2500
5-6 Minstrel Bard 4/8/8 2500
7 Brawler Fighter 3/12/5 2000
8-9 Cleric Priest 5/6/9 2000
10-12 Agile Warrior Fencer & Scout 7/8/5 2000


Tabbit

Tabbits have the shape of a 1 meter tall rabbit. Their fur can be various colors, and their arms and legs end in paws, but they use tools and wear shoes just like humans. They enjoy collecting information, and the pursuit of knowledge is a driving force in their lives. They demonstrate a superior talent for magic, and have the ability to easily use difficult spells. However, they are for some reason unable to learn holy magic; many tabbits think that "This is because we are descended from those gods who were defeated in the God Wars in ancient times and were cursed" (the true reason is unknown). As a tradeoff for their superior magical talent, because of their shorter arms and legs, their movements are slow and clumsy. They reach adulthood at the age of 10, with an average lifespan of 50 years. They often become adventurers at the age of 6, before becoming adults, and continue until they die.

Starting Languages: Tabbits can read Ancient Celestial, and can speak, read and write Trade Common.
Restricted Classes: Priest

Racial Abilities

[Sixth Sense]: The ability to sense danger. You may make Danger Sense checks using your Adventurer Level instead of any Scout or Ranger levels.

Abibity Scores

A: 1d B: 1d C: 1d D: 2d E: 2d+6 F: 2d

Tabbit Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Feytouched Fairy Tamer 7/5/10 2000
5-6 Manipulator Conjurer 6/6/10 2000
7 Magician Sorcerer 5/7/10 2000
8-9 Scholar Sage 5/8/9 2500
10-12 Magitech Artificer 8/5/9 2000

Updated Tabbit Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Minstrel Bard 7/7/8 2500
5-6 Herbalist Ranger 8/6/8 2500
7 Magician Sorcerer 6/5/11 2000
8-9 Feytouched Fairy Tamer 4/7/11 2500
10-12 Archer Marksman 8/5/9 2500


Runefolk

The Runefolk were not born naturally, but arose 2000 years ago, a race of constructs that was created by the magitech civilization.
Fundamentally similar in shape to humans, they also must eat and sleep like them as well. The male-types mostly have a large build, while most of the female-types are smaller than an average human. They can still be differentiated from humans, however; their necks are always wrapped in a rigid organic covering, and their ears, parts of their face, legs or arms might also be made of a hardened material (the specifics are left up to the player).
Runefolk excel in terms of physical strength and dexterity, and make excellent warriors and archers. They cannot hear the voices of the Gods, however, nor can they see the Fey, and so they are not very good with magic, but because of their origins it is common to see them become Artificers.
Their lifespan is measured by their operational time. They can operate stably for about 50 years, but thereafter will suddenly cease to operate (i.e. die). From the time they are born to the time they die their appearance does not change, and there are some who become adventurers immediately after they are born.

Starting Languages: Runefolk can speak, read and write Magitech and Trade Common.
Restricted Classes: Fairy Tamer, Priest

Racial Abilities

[Darkvision]: Runefolk can see in the darkness as well as they can during daytime.
[HP Conversion]: In exchange for reducing their HP by any amount, the Runefolk can recover that same number of MP. The conversion requires 10 seconds (1 round), and can only be used once a day.

Abibity Scores

A: 2d B: 1d C: 2d D: 2d E: 2d F: 1d

Runefolk Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Scholar Sage 8/10/8 2500
5-6 Archer Marksman 12/8/6 2000
7 Warrior Fighter or Grappler 9/12/5 2000
8-9 Magitech Artificer 12/8/6 2000
10-12 Wizard Sorcerer 9/8/9 2000

Updated Runefolk Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Hobbyist Sage or Bard 8/8/10 2500
5-6 Bodybuilder Enhancer 10/10/6 2500
7 Soldier Fighter or Grappler 7/11/8 2000
8-9 Agile Warrior Fencer & Scout 11/9/6 2000
10-12 Manipulator Conjurer 7/9/10 2000


Nightmare

Nightmares are born to Human, Elven, Dwarven or Lildraken parents, a variant race that appears suddenly, though in most cases they are born to humans. They have one or two small horns on their head, and birthmarks on their body, and are extremely fair-skinned, but otherwise their appearance is no different from humans.
Their aptitude as adventurers is higher than other races, and many of them are excellent magical warriors. Because of this, they are often welcomed into the adventuring life.
Nightmares reach adulthood at the age of 15 but do not age after that. They do not have a fixed old age, and there is no record of a Nightmare dying from old age. There are many cases of them becoming adventurers before adulthood, and most of them continue to be adventurers until they die.

Starting Languages: Nightmare PCs have the same starting languages as the race they are born to.
Restricted Classes: None

Racial Abilities

[Alternate Form]: As a Minor Action, a Nightmare can instantaneously change to a unique form an unlimited number of times per day. Their horns increase in size and their skin turns pure white, they receive no penalty for using magic while wearing armor (p.126), and can cast spells without using the required verbal and somatic components (implements and others are still required). It takes a Nightmare 10 seconds (1 round) to revert to their humanoid form once transformed.
[Weakness]: Nightmares take +2 extra points of calculated damage from silver weapons and from certain elemental attacks determined by their race of origin:

  • Human: Earth Vulnerability
  • Elf: Water/Ice Vulnerability
  • Dwarf: Fire Vulnerability
  • Lildraken: Wind Vulnerability

[Soulscar]: Nightmares begin play with one soulscar.

Abibity Scores

A: 2d B: 2d C: 1d D: 1d E: 2d F: 1d

Nightmare Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Wizard Sorcerer 5/13/12 2000
5-6 Warrior Fighter or Grappler 7/15/8 2000
7 Agile Warrior Fencer & Scout 11/13/6 2000
8-9 Cleric Priest 6/14/10 2000
10-12 Magitech Artificer 9/9/12 2000

Updated Nightmare Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Manipulator Conjurer 5/12/13 2000
5-6 Hobbyist Sage & Bard 10/10/10 2000
7 Soldier Fighter or Grappler 8/13/9 2000
8-9 Magician Sorcerer 7/10/13 2000
10-12 Agile Warrior Fencer & Enhancer 12/12/6 2000


Shadow

A tribe of secretive humanoids, Shadows have skin close to the shadows they take their name from, greyish-brown and close to black, though it's the third eye in the middle of their foreheads that stands out. Common eye colors are green, gold and blue, and all their eyes have cat-like pupils. Hair color is often silver or white, though there are the rare dark-haired outliers.
Coming from the Northern Continent, Shadow communities are a rarity in Terastia. However, individuals coming to seek fortune and looking to test their limits are becoming more common.
Shadows excel at stealth and spying, and exhibit incredible talent as warriors. They are often highly regarded as mercenaries, adventurers and even assassins due to a strict code of justice, respect for the contract, and never betraying their employers. However, they do fall short when it comes to magical arts, due to their innate magic resistance, so Shadow magicians are incredibly rare even among their people.
They are considered an adult at the age of 15 and has a life span of about 100 years.

Starting Languages: Shadows can speak, read and write Shadow and Trade Common.
Restricted Classes: None

Racial Abilities

[Darkvision]: Shadows can see in the darkness as well as they can during daytime.
[Moonlight's Protection]: +4 to Willpower.

Abibity Scores

A: 1d B: 1d C: 2d D: 2d E: 2d F: 2d

Shadow Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Hermit Ranger 15/6/6 2500
5-6 Warrior Fencer 17/7/3 2500
7 Spy Scout 16/7/4 2500
8-9 Brawler Grappler 14/8/5 2000
10-12 Soldier Fighter 16/9/3 2000

Updated Shadow Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Magitech Artificer 17/5/5 2000
5-6 Archer Marksman 18/6/3 2500
7 Bodybuilder Enhancer 16/6/5 2500
8-9 Hobbyist Sage & Bard 14/8/5 2000
10-12 Feytouched Fairy Tamer 13/7/7 2000


Lildraken

Uplifted onto two feet, the smaller Lildrakens take their place beside the rest of Raxia. They may look barbaric, but they have been blessed by Lumiere, the Sword of Harmony, and live peacefully among the other races. In fact, despite their brutish appearances, many tend to be shrewd merchants and appreciate the contact they have with the rest of Raxia.

Starting Languages: Lildraken can speak, read and write Dragonic and Trade Common.
Restricted Classes: None

Racial Abilities

[Scaly Hide]: Lildraken receive +1 Defense.
[Tail Whip]: Lildraken may use the Wrestling weapon Tail, regardless of class.
[Sword's Salvation/Wings of the Wind]: A Lildraken may spread their wings and take flight, flying for a total of 6 rounds each day. These rounds do not have to be consecutive. Movement speed remains the same whether moving forward or ascending, but doubles when descending.
While flying, a Lildraken receives a +1 bonus to both Accuracy and Evasion. In addition, they may carry additional weight, up to a maximum of 200 kg. This may be equipment, supplies, or another PC.

Abibity Scores

A: 1d B: 2d C: 2d D: 2d+6 E: 1d F: 2d

Lildraken Background

2d Background Starting Classes Skill/Body/Mind Experience
2-3 Hunter Ranger 6/11/8 2500
4-5 Brawler Grappler 6/13/6 2000
6-8 Warrior Fighter 5/14/6 2000
9-10 Merchant Sage 5/11/9 2500
11-12 Archer Marksman 7/11/7 2500


Grassrunner

Curious and full of wanderlust, the short Grassrunners are often seen wandering through various areas all throughout Raxia, making them almost ideal adventurers. However, this wandering makes it fairly difficult to keep track of the history of the race, and there is very little written about Grassrunners as a whole. Combined with their innate resistance to magic, a common rumor is that Grassrunners came from a different planet long ago (though this is rarely mentioned directly to a Grassrunner).

Grassrunners reach maturity around 15 years old, and can theoretically live to around 200 or so. Their natural curiosity often leads to shorter life spans, though.

Starting Languages: Grassrunners can speak, read and write Grassrunner and Trade Common.
Restricted Classes: None

Racial Abilities

[Mana Interference]: Grassrunners do not have and cannot gain MP, even if a class or ability would otherwise do so. Mako Stones may still be used.
If a Grassrunner succeeds on a Willpower check against a spell, they will be completely unaffected (even if the spell says otherwise).
[Natural Communication]: Grassrunners are able to understand plants and animals to a small degree. While this does not mean a full conversation can be held, the Grassrunner can pick up on subtle expressions, such as if there is danger ahead, or if there's something wrong in the environment.

Abibity Scores

A: 2d B: 2d C: 1d D: 2d+6 E: 1d F: 2d+6

Grassrunner Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Thief Scout 13/0/12 2500
5-6 Light Warrior Fencer 13/1/11 2500
7 Wanderer Scout & Ranger 14/1/10 2000
8-9 Apothecary Ranger 12/1/12 2500
10-12 Hobbyist Sage or Bard 12/0/13 2500


Newman

Possessing beautiful white skin and hair, Newmans are a vain race. Marked with a magical sigil, they are an experiment by the long-forgotten Durandal Empire to create the perfect person. While Newmans have greatly increased intelligence and magic usage, they are physically frail, and have shortened lifespans.

A Newman comes into maturity around 15 years, but the average lifespan is only around 30 years or so. While they may pass away before truly aging like a human would, they can occasionally call on memories of previous lives.

Starting Languages: Newmen can speak, read and write Arcana and Trade Common.
Restricted Classes: None

Racial Abilities

[Déjà Vu]: Once per day, a Newman can call upon memories of previous lives, and receive a +2 bonus to an Intelligence-based skill check. This ability must be declared before the roll is made, and cannot be applied to a Spellcasting check.
[Child of Magic]: Increase all Magic Power by +1. Additionally, if a Spellcasting check is automatically successful (i.e. the roll is double 6's), no MP is spent. This applies even if the MP would come from a Mako Stone or Familiar. Multiple simultaneous MP expenditures, such as through the Combat Feat 《Metamagic/Targets》, can only have one of the MP expenditures become 0.

Abibity Scores

A: 2d B: 1d C: 2d D: 1d E: 1d F: 1d

Newman Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Feytouched Fairy Tamer 7/6/14 2000
5-6 Scholar Sage 7/5/15 2500
7 Magic User Sorcerer 6/7/14 2000
8-9 Manipulator Conjurer 7/7/13 2000
10-12 Cleric Priest 6/8/13 2000


Valkyrie

These rare maidens are the result of a mutation before birth, similar to nightmares. Born only to humans, and only as females, they are commonly referred to as "Children of God". One possible origin of the Valkyries is that they are reincarnated from souls that were absolutely pure, with no soulscars at all. However, why such souls were chosen to reincarnate, and not proceed on into the afterlife, is still unknown. Like humans, Valkyries reach maturity at the age of 15, and commonly live to around 100 years of age.

Though they appear similar to humans, there are patterns resembling small wings on the back and ankles of every Valkyrie. These bloom into full wings of light when the racial feature [Light Wings of the War-Maiden] is used. Additionally, Valkyries are adept at dealing with Mythical Beasts and other animals, and can help others with their racial feature [Blessing of the War-Maiden].

While they have been touched by a divine presence, there are those Valkyries who do not choose the Priest class. However, many do at least take up arms in the name of some god, if not become fully fledged holy warriors.

Starting Languages: Valkyries can speak, read and write Trade Common and a Regional Dialect.
Restricted Classes: None

Racial Abilities

[Light Wings of the War-Maiden]: If the Valkyrie would fall from any significant height, they can create a set of wings made out of light in order to slow their fall. So long as they're conscious, they can fall from any height and land without taking fall damage or falling prone. They can't move freely in the air as though they were flying, but they can hold on to other characters and equipment up to a maximum weight of 200 kg.
[Blessing of the War-Maiden]: Offers a blessing to a character in the same area, other than the Valkyrie or any mount the Valkyrie may be using. Once per day, as a Minor Action, the Valkyrie can give any target a +2 bonus to Fortitude and Willpower for 3 minutes (18 rounds). This effect only works on Humanoids, Animals, and Mythical Beasts.

Abibity Scores

A: 2d B: 1d C: 2d D: 2d E: 1d F: 1d+6

Valkyrie Background

2d Background Starting Classes Skill/Body/Mind Experience
2-4 Agile Warrior Fencer 11/9/6 2500
5-6 Warrior Fighter 9/10/7 2000
7 Cleric Priest 7/9/10 2000
8-9 Rider Rider 9/8/9 2500
10-12 Scholar Sage 7/7/12 2500