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20 more races for FAGE

SAURIAN (LIZARDFOLK): borrowed from TitansGrave

The Saurians are a race of reptiles


Add +1 to your STR
Pick a Focus: INT (Arcane Lore) or WILL (Self-Discipline)
SCALES: Without Armor, you have a natural AR or 2. This does not stack with armor and does not cause casting strain
Speed is 10+DEX-Armor
Speak and Read Common and Saurian
2D6 Roll Benefit
2 +1 WILL
3-4 CON (Stamina)
5 INT (Historical Lore)
6 INT (Engineering)
7-8 +1 INT
9 INT (Military Lore)
10-11 STR (Intimidation)
12 +1 CON
DRAGONBORN:

The Dragonborn are a race of draconic humanoids


Add +1 to your CON.
Pick a Focus: WILL (Self-Discipline) or STR (Intimidation)
DRAGONIC BREATH: Depending on your heritage, you gain a Breath Weapon with the following stats:
You can activate a Breath Weapon (ACC) for a number of Times per day equal to your CON.
It will always do 2D6+CON in Damage.
CHROMATIC HERITAGE: Cone 6 yards long by 3 yards wide
Black: Acid*
Blue: Lightning
Green: Poison
Red: Fire
White: Ice
METALLIC HERITAGE: Strait line 8 yards long
Brass: Fire
Bronze: Lightning
Copper: Acid*
Gold: Fire
Silver: Ice
*ACID will dissolve metal, reducing the AR of the armor by 1 point per round for a number of rounds equal to the Dragonborns
CON. Water poured or sprayed on the acid will always cease the effect
SCALES: You have natural Scales that match your Draconic Heritage and give you a 2 AR when not wearing armor. It will not
stack with any armor and does not cause Casting Strain
Speed is 10+DEX-ARMOR
Speak and Read Common and Draconic
Can now select ACC (Breath Weapon) as a Focus when leveling up
2D6 Roll Benefit
2 +1 INT
3-4 CON (Stamina)
5 INT (Natural Lore)
6 STR (Might)
7-8 +1 STR
9 INT (Historical Lore)
10-11 PER (Smelling)
12 +1 WILL
AVIONS:

Avions are a race of bird-like humanoids. They can be as diverse as the birds in real life
Add +1 to your DEX.
Pick a Focus: WILL (Courage) or COM (Investigation)
WINGED: You have natural wings that give you Flight Speed of 10+DEX-Armor and if they are bound, you cannot fly. Falling
from the sky with bound wings will mean you take damage for hitting the ground. How high you are determines the Hazard
Level of the fall
DARK SIGHT: You can see up to 20 yards without light
Speed is 8+DEX-Armor while on the ground
Speak and Read Common and Undercommon
2D6 Roll Benefit
2 +1 INT
3-4 WILL (Morale)
5 INT (Cryptography)
6 COM (Leadership)
7-8 +1 PER
9 PER (Hearing)
10-11 DEX (Legerdemain)
12 +1 WILL
CATFOLK:

Catfolk are cat-like beings that are agile and limber


Add +1 to your INT.
Pick a Focus: DEX (Acrobatics) or PER (Hearing)
DARKSIGHT: See up to 20 yards in darkness without light
CLAWS: 1D6+STR Damage ACC(Attack)-DEX(Damage) Brawling Weapons Group
Speak and Read Common and Felis (Catfolk Language)
Speed is 12+DEX-Armor
2D6 Roll Benefit
2 +1 DEX
3-4 INT (Historical Lore)
5 PER (Seeing)
6 STR (Climbing)
7-8 +1 WILL
9 WILL (Courage)
10-11 CON (Running)
12 +1 STR
WOLFKIN:

Wolfkin are humanoid Wolves


Add +1 to your CON.
Pick a Focus: PER (Smelling) or STR (Might)
TOUGH SKIN: Wolfkin have a tough skin that gives them a 2 AR without armor. This does not stack when armor is worn and
does not cause any casting strain
CLAWS: 1D6+STR Damage ACC(Attack)-STR(Damage) Brawling Weapons Group
Speak and Read Common and Canis (Barghest Language)
Speed is 10+DEX-Armor
2D6 Roll Benefit
2 +1 WILL
3-4 PER (Tracking)
5 STR (Intimidation)
6 INT (Heraldry)
7-8 +1 STR
9 WILL (Self-Discipline)
10-11 +1 FGT
12 +1 PER
KITSUNE:

Kitsune are humanoid foxes


Add +1 to your DEX
Pick a Focus: DEX (Acrobatics) or CON (Stamina)
SHIFTING: you can assume the form of another humanoid creature for 1 hour per day. The form you choose only looks like
another being and you must make COM (Disguise) Checks to make sure the rouse stays. While you are in your Shifted form, you gain
a +1 to all COM (Bargaining, Persuasion, and Deception) Tests
DARKSIGHT: You can see up to 20 yards without light
Speak and Read Common and Kitsune
Speed is 12+DEX-Armor
2D6 Roll Benefit
2 +1 ACC
3-4 Weapon Group: Light Blades*
5 COM (Deception)
6 STR (Might)
7-8 +1 STR
9 INT (Natural Lore)
10-11 PER (Seeing)
12 +1 CON
* If your class has this Weapons Group, you gain the ACC (Light Blades) focus instead
URSINE:

Ursine are humanoid bears


Add +1 to your CON
Pick a Focus: CON (Stamina) or STR (Might)
HIDE: You have a natural AR of 2 that does not stack with armor or cause casting strain
Speak and Read Common and Ursine
Speed is 10+DEX-Armor
2D6 Roll Benefit
2 +1 PER
3-4 WILL (Self-Discipline)
5 Weapons Group: Heavy Blades*
6 DEX (Acrobatics)
7-8 +1 STR
9 INT (Natural Lore)
10-11 INT (Historical Lore)
12 +1 WILL
* If your class provides this Weapons Group, take the FGT (Heavy Blades) focus instead
CENTAUR:

Centaurs are half man half horse, created by the gods long ago as a punishment
Add +1 to your CON, +1 to your STR, but -1 to your COM
Pick a Focus: CON (Running) or STR (Might)
KICK: Does 1D6+STR damage and is part of the Brawling Weapons Group
Speak and Read Common and Centaur
Speed is 15+DEX-Armor
2D6 Roll Benefit
2 +1 DEX
3-4 STR (Jumping)
5 INT (Healing)
6 INT (Navigation)
7-8 +1 WILL
9 STR (Smithing)
10-11 CON (Stamina)
12 +1 PER
MERFOLK:

Merfolk are beings who dwell in the seas and are amphibious
Add +1 to your DEX
Pick a Focus: STR (Swimming) or Con (Stamina)
WATER BREATHING: All Merfolk can breathe underwater and are immune to any form of drowning.
BLESSING OF POSIDEN: Any Merfolk in water heals an extra +2 HP per hour of rest
Speak and Read Common and Marine
Speed is 10+DEX-Armor/12+STR-Armor Swim
2D6 Roll Benefit
2 +1 WILL
3-4 WILL (Self-Discipline)
5 Weapons Group: Light Blades*
6 DEX (Acrobatics)
7-8 +1 CON
9 INT (Navigation)
10-11 STR (Intimidation)
12 +1 STR
* If your class provides this Weapons Group, take the ACC (Light Blades) focus instead
RATKIN:

Ratkin are human sized rats who are peaceful but are seen by most as nothing but disgusting animals, so they tend to have a
temper
Add +1 to your WILL, +1 to your STR, but -1 to your COM
Pick a Focus: STR (Might) or INT (Natural Lore)
TAIL: The Tail of the Ratkin adds as an extra limb, providing a +1 bonus to STR (Climbing) and DEX (Acrobatics) Tests,
compounded with the proper focus
CLAWS: 1D6+STR Damage ACC(Attack)-STR(Damage) Brawling Weapons Group
Speak and Read Common and one other language of choice
Speed is 10+DEX-Armor
2D6 Roll Benefit
2 +1 CON
3-4 WILL (Self-Discipline)
5 CON (Stamina)
6 DEX (Acrobatics)
7-8 +1 DEX
9 INT (Navigation)
10-11 CON (Running)
12 +1 WILL
APE-MEN:

Ape-men are said to be savage beasts with the mind of an ape, but it is simply not true. Ape-men are very peaceful beings who
are just naturally strong and intimidating
Add +1 to your STR
Pick a Focus: CON (Stamina) or STR (Might)
HIDE: You have a natural AR of 2 that does not stack with armor or cause casting strain
BERSERKER STRENGTH: once per day for rounds equal to your WILL, you can add a +1 bonus to your STR when adding to
damage
Speak and Read Common and
Speed is 12+DEX-Armor
2D6 Roll Benefit
2 +1 PER
3-4 WILL (Self-Discipline)
5 Weapons Group: Heavy Blades*
6 DEX (Acrobatics)
7-8 +1 CON
9 INT (Military Lore)
10-11 PER (Empathy)
12 +1 FGT
* If your class provides this Weapons Group, take the FGT (Heavy Blades) focus instead
ZECT:

The Zect are a race of insects that inhabit desert areas or other dry climates
Add +1 to your STR, +1 to your DEX, but -1 to your COM
Pick a Focus: DEX (Acrobatic) or STR (Jumping)
CLAWS: 1D6+STR Damage ACC(Attack)-STR(Damage) Brawling Weapons Group
CARAPACE: your natural carapace grants an AR of 2
WINGED: some of the Zect are Winged and have a flying Speed of 8+DEX-Armor. if you do not want this then instead
increase your base speed from 10 to 12+DEX
Speak and Read common and Zect
Speed is either 10 or 12+DEX-Armor
2D6 Roll Benefit
2 +1 INT
3-4 INT (Natural Lore)
5 Weapons Group: Spears*
6 DEX (Acrobatics)
7-8 +1 DEX
9 INT (Navigation)
10-11 CON (Running)
12 +1 WILL
* If your class would provide this then take the Focus FGT (Spears) instead
MINOTAUR

Minotaurs are powerful bull-men with sharp horns and even sharper minds
Add +1 to your STR
Pick a Focus: STR (Might) or INT (Cartography)
BULL CHARGE: when you take the Charge Action, your horns deal an extra 2 damage for that attack.
HORNS: Horns are a weapon given to the Minotaur for free. They deal 1D6+STR in damage, but since the Minotaur has
to duck their heads to use them, they take a -2 on their next Perception Test
HIDE: Minotaurs have a naturally thick skin, granting an AR of 2
Speak and Read Common and Minotaur
Speed is 10+DEX-Armor
2D6 Roll Benefit
2 +1 CON
3-4 INT (Writing)
5 CON (Stamina)
6 STR (Intimidation)
7-8 +1 INT
9 PER (Tracking)
10-11 INT (Cryptography)
12 +1 FGT
GNOLL

Gnolls are humanoid Hyenas that live in packs


Add +1 to your STR
Pick a Focus: STR (Might) or PER (Seeing)
HIDE: Gnolls have a AR of 2 due to thick skin
Speak and Read Common and Gnoll
Speed is 12+DEX-Armor
2D6 Roll Benefit
2 +1 PER
3-4 PER (Smelling)
5 INT (Natural Lore)
6 WG: Light Blades*
7-8 +1 CON
9 WILL (Self-Discipline)
10-11 CON (Stamina)
12 +1 WILL
*If your Class provides this, take the ACC (Light Blades) focus instead
KOBOLD

Kobolds are similar to Saurians but are short like Halflings


Add +1 to your PER
Pick a Focus: DEX (Crafting) or WILL (self-Discipline)
DARKSIGHT: you can see up to 20 yards without light
HARD TO IMPRESS: Kobolds are known for their gruff attitudes. They receive a +1 bonus to resist any interaction Test
and Roleplaying Stunts
Speak and Read Common and Draconic
Speed is 8+DEX-Armor
2D6 Roll Benefit
2 +1 DEX
3-4 COM (Investigation)
5 INT (Engineering)
6 DEX (Lock Picking)
7-8 +1 INT
9 PER (Searching)
10-11 INT (Evaluation)
12 +1WILL
RABBITFOLK

Rabbitfolk are humanoid rabbits with a great sense of hearing and powerful legs
Add +1 to your INT
Pick a Focus: PER (Hearing) or STR (Jumping)
DARKSIGHT: you can see up to 20 yards without light
Speak and Read Common and Rabbit
Speed is 12+DEX-Armor
2D6 Roll Benefit
2 +1 ACC
3-4 ACC (Brawling)
5 COM (Performance)
6 CON (Running)
7-8 +1 PER
9 INT (Natural Lore)
10-11 INT *Healing)
12 +1DEX
TIEFLINGS

Tieflings were born from an infernal ancestry, the opposite of their Aasimar cousins
Add +1 to your COM
Pick a Focus: STR (Intimidation) or DEX (Legerdemain)
DARKSIGHT: See up to 20 yards in darkness without light
INFERNAL RESISTANCE: All Fire Damage, including Magical, only deals half damage
Speak and Read Common and Infernal
Speed is 10+DEX-Armor
2D6 Roll Benefit
2 +1 FGT
3-4 INT (Religious Lore)
5 CON (Stamina)
6 DEX (Stealth)
7-8 +1 WILL
9 COM (Disguise)
10-11 PER (Seeing)
12 +1STR
AASIMAR

Aasimar were born from a celestial ancestry, the opposite side of their Tiefling cousins
Add +1 to your STR
Pick a Focus: STR (Might) or WILL (Self-Discipline)
SOLAR RECHARGE: Once per day, only during the daytime, you can regenerate 1D6+CON in health. This will not
increase your health beyond the maximum
Speak and Read Common and Celestial
Speed is 10+DEX-Armor
2D6 Roll Benefit
2 +1 CON
3-4 DEX (Acrobatics)
5 WG: Heavy Blades*
6 STR (Intimidation)
7-8 +1 WILL
9 COM (Bargaining)
10-11 INT (Military Lore)
12 +1 DEX
*if the class you choose has this, then take the Focus FGT (Heavy Blades) instead
CHIROPTERAN

The Chiropteran are bat-like humanoids that are aggressive and fierce. They rarely cleave their lairs except to hunt or breed
Add +1 to your PER
Pick a Focus: PER (Hearing) or WILL (Self-Discipline)
ECHOLOCATION: you use sound to hunt. You can reroll any failed Perception (Hearing) Test once per day and you can
add your Hearing Focus to Initiative
FLIGHT: your wings allow you to fly at a speed of 10+Dexterity-armor and allows you to perform flying actions
Speak and Read Common and Chiron
Speed is 10+DEX-Armor
2D6 Roll Benefit
2 +1 DEX
3-4 DEX (Acrobatics)
5 ACC (Brawling)
6 STR (Intimidation)
7-8 +1 CON
9 COM (Bargaining)
10-11 INT (Military Lore)
12 +1 STR
RHINODAN

The Rhinodan are a thick-skinned race of rhinos


Add +1 to your CON
Pick a Focus: CON (Stamina) or STR (Might)
HORN: the Rhinodan can use their horn as an attack the uses Fighting and deals 1d6+STR. Since they have to duck their
heads to use it, they receive a -2 on their Next attack
THICK HIDE: Their thick hide grants them a 2 AR when not wearing armor
Speak and Read Common and Rhino
Speed is 8+DEX-Armor
2D6 Roll Benefit
2 +1 STR
3-4 WILL (Self-Discipline)
5 WG: Axes*
6 ACC (Brawling)
7-8 +1 PPER
9 PER (Seeing)
10-11 STR (Smithing)
12 +1 WILL
*if the class you choose has this, then take the Focus FGT (Axes) instead

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