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- Races each grant you a unique ability. Additionally, certain races also have unique racial classes; some are also unable to gain a level in certain classes.
- Do note that some racial classes allows you to bypass the normal limitations of the race. (For example; Ogres won't be able to select mage as a class, but they can instead opt to be an Ogre Magi.)
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- Race: Human
- Skilled at everything, but masters of nothing. What makes humans stand out the most is their versatility and ability to adapt.
- Adaptability: Once per fight, you may have your next roll gain a +10 bonus.
- Forbidden Classes: N/A
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- Race: Dwarf
- A stern and stocky race, Dwarves are hardheaded fighters that are known for being incredibly difficult to keep down. They possess ridiculous strength relative to their size.
- Forbidden Classes: Priest, Mage, Rogue
- Dwarven Constitution: +50% to your first death resist roll.
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- Race: Orc
- A brutal race of greenskinned humanoids. Orcs are savage and simpleminded, yet powerful.
- Forbidden Classes: Mage, Priest
- Orcish Savagery: Kills or critical strikes grant your next attack additional damage, based on the amount of damage you dealt to kill.
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- Race: Elf
- A race of short, impish humanoids that have a relatively nasty reputation. Known for always causing trouble.
- Forbidden Classes: Barbarian, Fighter
- Feyblood: Once per fight, the Elf may enhance the strength of their next spell.
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- Race: Ogre
- Tall, lumbering creatures that are distant cousins to orcs. Savage and brutal, yet incredibly dimwitted.
- Forbidden Classes: Mage, Rogue, Bard
- Lumbering Size: An Ogre is considered large in size, and stands between 9-10 feet tall. As a result, prices for equipment to fit the Ogre's size is 1.5* the normal amount. Due to their strength, Ogres gain a natural +4 bonus to the power of their attacks.
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- Race: Troll
- Even stupider than ogres, trolls are barbaric beasts that will eat just about anything that comes within reach.
- Forbidden Classes: Everything except fighter and barbarian.
- Troll regeneration: A troll's wounds seal at a rapid rate. Nothing short of decapitation can stop the regeneration process, allowing them to restore wounds over time. Limbs regenerate entirely after six rounds. Fire or acid-based wounds cannot be regenerated by a troll, hence their fear of the two.
- Aversion to Flame: Every time a troll is struck by fire, they must make a check to resist being frightened. A frightened troll takes -4 penalties to their actions for the next round.
- Enormous Size: Trolls are huge. They stand at about 10-12 feet, and prices for equipment are double the normal amount to accommodate this fact. Their attacks gain a +5 bonus to power.
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- Race: Drow
- Dark-skinned humanoids that are closely related to the fey. Hated by almost everyone.
- Forbidden Classes: Barbarian
- Globe of Darkness: Once per fight, a Drow may create a magical globe of opaque darkness in a thirty foot area. The Darkness is so powerful that even the drow themselves cannot see through it.
- Nightvision: While not strong enough to peer through certain artificial means of darkness, a Drow can see easily in most dark conditions.
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- Race: Tiefling
- A race of men cursed with fiendish heritage.
- Forbidden Classes: N/A
- Demonic Bloodlines: Select one of the following Bloodlines; Qlippoth, Demon, Devil, or Fiend. At the end of each boss fight, you're guaranteed a random mutation.
- Certain battles may also trigger mutations.
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- Race: Aasimar
- The opposite of demonspawn; men who are blessed with holy blood.
- Forbidden Classes: N/A
- Daylight: Once per fight, the Aasimar may conjure a shimmering orb of light. This light lasts for 3 rounds, and stays in a fixed area.
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- Race: Sylvan
- A race of lithe and graceful humanoids, with pointed ears and darker skin tones.
- Forbidden Classes: N/A
- Woodland Dance: The Sylvan are experts at acrobatics, and may get away with the more flashy modes of movement. They take less penalty when traveling through certain modes of terrain (and no penalty from woodland terrain).
- Once per match, a Sylvan may re-position itself up to half its movement speed away, using expert acrobatics. This may be used as a dodge action. (15 Feet, for most Sylvan)
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