CE-Common-races

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Races The following races are playable races. Use the templates from the Pathfinder handbook, unless noted otherwise.

Human[edit]

Humans are the most common race in both The United Empire and the Nim Republic.

Use the human template.

Human (Fey heritage)[edit]

In the wooded areas of Namaria, most notably the woods of Tyraede and the fields of Elias, there are some humans with a small trace of fey blood in them.

Use the halfelf template, except:

  • No Elven blood

Human (Beastman heritage)[edit]

In some of the areas that border the Beastlands, and also in some parts of Tarnland, it is rumoured that some people have more than a trace of Beastman blood in them. These people are very ferocious and are mostly viewed with suspicion by their fellow humans.

Use the halforc template, except:

  • No Orc blood
  • Keen senses: Beastman humans get a +2 racial bonus to Perception checks.

Nome[edit]

Nomes are a small race of crafty creatures. There are Nomes that live close to nature, but many Nomes have found their ways to civilization. Their ability to craft magic runes has changed the world.

Use the Gnome template, except:

  • Nomes can choose between the +2 bonus to Charisma, or a +2 bonus to Intelligence
  • No Defensive training
  • No Hatred
  • Specialized magic: Nomes choose one school of magic with which they are most familiar. They get a +1 racial bonus to the DC of any spell that they cast from that school, and a +2 racial bonus against spells and effects from that school. This replaces the +1 bonus to the DC of illusion spells, and Illusion resistance.
  • Runesmith: Nomes receive a +2 racial bonus on Runecraft checks.

Nibelung[edit]

Nibelung are a specific race of Nomes from Tarnland. They mostly live underground, and specialize in mining and smithing.

Standard Racial Traits

  • Ability Score Racial Traits: Nibelungs are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom or Intelligence., and –2 Charisma
  • Size: Small: Nibelung are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat
  • Type: Nibelungs are humanoids with the dwarf subtype.
  • Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Languages: Nibelungs begin play speaking Common and Nibelung. Nibelungs with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
  • Runesmith: Nibelung receive a +2 racial bonus on Runecraft checks.

Defense Racial Traits

  • Hardy: Nibelungs gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Nibelungs gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits

  • Greed: Nibelungs gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
  • Stonecunning: Nibelungs gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Senses Racial Traits

  • Darkvision: Nibelungs can see perfectly in the dark up to 60 feet.

Offense Racial Traits

  • Weapon Familiarity: Nibelungs are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “Nibelung” in its name as a martial weapon.

Shee[edit]

From the floating islands of Tallindra come the Shee, a ancient race of fairylike creatures.

Use the Elf template, except:

  • Shee can choose between the +2 bonus to intelligence, or a +2 bonus to Charisma.
  • No Elven Magic
  • Sensitive: Shee get a +2 racial bonus to Sense Motive checks.
  • Learned: Shee get a +2 racial bonus to one Knowledge skill of their choice.

Murmil[edit]

Murmil are small, hairy creatures with a long tail. Nobody knows exactly where they come from.

Use the Halfling template, except:

  • Low light vision
  • When a Murmil wears no armor and does not carry more than a light load, his bonus to Climb increases to +4.