Races

Humans

Humans are the very soul of modern civilization.  Adaptable, capable of great kindness and great cruelty, humans fill every niche and environment on Earth.  Below are the baseline statistics for humans, however depending on where they are from they have different regional adaptations.

  • +2 Bonus to one stat of their choice
  • Medium size
  • Base speed 30 feet
  • Bonus Feat: Humans may select a bonus feat at first level
  • Regional Variants: based on where the character comes from some of the racial traits have slight variations from the standard human.

 

Wild Touched

Often caught between the worlds of their progenitor races, wild-touched are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but wild-touched are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of primeval or human society.  Wild touched are common among all regions with certain types more common in other areas.

  • +2 to one stat of their choice
  • Medium
  • Base speed 30 feet
  • Primeval Defenses: Immunity to sleep and sleep effects, +2 racial bonus against enchantments
  • Adapability:
  • Keen Senses: +2 racial bonus on Perception checks
  • Low-Light Vision: Wild Touched can see twice as far as humans in conditions of dim light
  • Multitalented:
  • Wildling Skills:

 

Changelings

The offspring of hags and their mortal lovers, changelings are abandoned and raised by foster parents. Always female, changelings all hear a spiritual call during puberty to find their true origins. Tall and slender, with dark hair and eyes mismatched in color, changelings are eerily attractive.  Changelings are found in nearly every region, but are more common amongst the Western European, Nordic and North American regions.

  • +2 Charisma, +2 Wisdom, -2 Constitution
  • Medium
  • Base speed 30 feet
  • Natural Armor: +1 natural armor bonus
  • Claws: Changelings' fingernails are naturally sharp, granting them two claw attacks (1d4 damage each)
  • Dark Vision: Changelings can see in total darkness up to 60 feet
  • Maternal Gift: A changeling inherits one of the following racial traits, depending on her mother's hag type

Skinwalker

Most people believe skinwalkers are half-breeds of lycanthropes, or that they share some slight version of the curse of those creatures. Skinwalker shamans say they are chosen by nature or the gods to be a bridge between the world of humanity and the animal world. The truth may lie somewhere between these two ideas.  Skinwalkers are more common in the African, North American and South American regions.

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Vishkanya

Strangely beautiful on the outside and poisonous on the inside, vishkanyas see the world through slitted serpent eyes. Vishkanyas possess a serpent’s grace and ability to writhe out of their enemies’ grasp with ease. Vishkanyas have a reputation for being both seductive and manipulative. They can use their saliva or blood to poison their weapons.  Vishkanya typically hail from the Middle Eastern, Far Eastern, African and South American regions.

  • +2 Dexterity, +2 Charisma, -2 Wisdom
  • Medium
  • Base speed 30 feet
  • Poison Resistance: Vishkanya have a racial bonus on saves against poison equal to their hit dice.
  • Keen Senses: +2 racial bonus on Perception checks
  • Limber: +2 racial bonus on Escape Artist checks
  • Low-Light Vision: Vishkanya can see twice as far as humans in conditions of dim light
  • Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
  • Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya's Hit Dice + the vishkanya's Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
  • Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
  • Alternate Vishkanya Traits

 

Fetchlings

Long ago, fetchlings were humans exiled to the Shadow Plane, but that plane's persistent umbra has transformed them into a race apart. These creatures have developed an ability to meld into the shadows and have a natural affinity for shadow magic.  Fetchlings are more common in the Western European and Far Eastern regions.

 

Races

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