After talking to some others on the Arcana Evolved conversion thread at Paizo.com, I decided to do a base conversion of all the Arcane Evolved races, and then I will flesh out each of the races with more options in future posts.
Update (8/13): Due to my need for small break, I am going to take a week off and wait until 8/26 to publish the next post. --Tim
Dracha
Dracha (pronounced DRA-kah, both singular and
plural) are draconic humanoids magically created by dragons to serve as their
messengers and soldiers amongst the lesser races. As true descendants of
dragons, dracha look down upon mojh.
Dracha
Racial Traits (11 RP)
+2 Strength, +2 Constitution,
–2 Charisma (1 RP):
Dracha are strong and resilient.
Humanoid
(reptilian): Dracha are humanoids with the reptilian subtype.
Medium: Dracha are Medium creatures and receive no bonuses or penalties
due to their size.
Normal
Speed:
Dracha have a base speed of 30 feet.
Darkvision
(2 RP): Dracha can see in the dark up to 60 feet.
Gliding
Wings (3 RP):
Dracha take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in
midair, dracha can move up to 5 feet in any horizontal direction for every 1 foot
they fall, at a speed of 60 feet per round. Dracha cannot gain height with these
wings alone; they merely coast in other directions as they fall. If subjected to
a strong wind or any other effect that causes the dracha to rise, they can take
advantage of the updraft to increase the distance they can glide.
Natural
Armor (3 RP):
Dracha receive a +2 natural armor bonus.
Weapon Familiarity (1
RP):
Dracha are proficient with battleaxes and greataxes.
Languages (1 RP): Dracha begin play speaking
Common and Draconic. Dracha with high Intelligence scores can choose any languages
they want (except secret languages, such as Druidic and Verrik).
Alternate Dracha Racial Traits
The following racial traits may be selected instead
of existing dracha racial traits. Consult your GM before selecting any of these
new options.
Breath
Weapon:
A dracha with this trait has a 5-foot
cone breath weapon usable once per day. The breath weapon deals 1d8 points of
acid, cold, electricity, or fire damage (chosen at character creation) per two
character levels (maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the dracha's
level + the dracha's Constitution modifier) halves the damage. This trait replaces
a dracha’s weapon familiarity. Dracha with this trait and the dragon-scaled
trait deal the same type of damage as the elemental resistance gained from that
trait.
Enclave Protector: Dracha add +1 to the caster level of any abjuration spells they cast. Dracha
with a Intelligence score
of 11 or higher gain the following spell-like abilities:
constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the dracha's character level.
The DC for these spell-like abilities is equal to 10 + the spell's level + the dracha's
Intelligence modifier. Dracha with this trait with high Intelligence scores can choose
a bonus language from the following: Elven, Faen, Gnome, Halfling, and Litorian.
This trait replaces the dracha’s weapon familiarity trait and alters the dracha’s
bonus languages.
Dragon-Scaled: Some dracha are
hatched with scales of such vivid color that their connection to a particular
sort of dragon seems undeniable. These dracha gain a resistance that makes them
especially suited to work alongside dragons matching the color of the dracha's
scales. Black-scaled, copper-scaled, and green-scaled dracha with this racial
trait gain acid resistance 5. Blue-scaled and bronze-scaled dracha with this
racial trait gain electricity resistance 5. Gold-scaled and red-scaled dracha
with this racial trait gain fire resistance 5. Silver-scaled and white-scaled
dracha with this racial trait gain cold resistance 5. Dracha with this trait
only receive a +1 natural armor bonus.
Dragon Flight: Some rare dracha are
born with fully functional wings. However, such dracha do not have the tough hides
of their brothers and sisters. Dracha with this trait have a fly speed of 30 feet
with average (+0 on Fly checks) maneuverability. This trait replaces the gliding
wings and natural armor traits.
Dragon Tail: Dracha with this trait
have a tail they can use to make attacks of opportunity with a reach of 5 feet.
The tail is a natural attack that deals 1d8 points of damage + the dracha’s Strength
modifier. This trait replaces the natural armor trait.
Faen
Faen (pronounced FAY-in, singular and plural)
are a unified race, but each is born with one of seven specialties. (For the
full race write-up, see Unearthed Errata: Faen Race.)
Faen
Racial Traits (11 RP)
+2 Dexterity, +2
Intelligence, –2 Strength: Faen are nimble in body and mind, but their small
stature makes them weaker than other races.
Fey
(2 RP): Faen are fey.
Small: Faen 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 Maneuver Defense, and a +4 size bonus
on Stealth checks.
Slow
Speed (–1 RP): Faen have a base
speed of 20 feet.
Low-Light Vision: Faen can see twice as far as humans in
conditions of dim light.
Bond to the Forest (1
RP):
Faen get a +2 dodge bonus to AC in forest terrain.
Camouflage (1 RP): Faen receive a +4
racial bonus on Stealth checks in forest terrain.
Nature’s Shadow (1
RP):
Knowledge (nature) and Stealth are always class skills for faen.
Faen Specialty (3
RP):
Each faen is born with one of seven innate abilities.
Changeling
Shapeshifting:
Changeling faen can assume the appearance of a single form of a human
child of their size. The form is static and cannot be changed each time they
take this form. The faen gains a +10 racial bonus on Disguise checks
made to appear as a human child. Changing its shape is a standard action. This
trait otherwise functions as alter self, save that the
creature does not adjust its ability scores. Changeling faen have the
shapeshifter subtype.
Darkling Touch: Darkling faen with
an Intelligence of 11 or higher also gain the following spell-like abilities:
1/day—vampiric touch. Though living
creatures, darkling faen react to positive and negative energy as if they are
undead—positive energy harms them, while negative energy heals them. Darkling
faen take no penalties from energy drain effects, though they can still be
killed if they accrue more negative levels then they have Hit Dice. After 24
hours, any negative levels a darkling faen takes are removed without the need
for an additional saving throw.
Loresong Magic: Loresong faen gain
a +2 racial bonus on Spellcraft checks. Loresong faen with an Intelligence of
11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, haunted fey aspectUC,
and vanishAPG. The
caster level for these effects is equal to the faen’s character level. The DC for
these spells is equal to 10 + the spell’s level + the faen’s Intelligence
modifier. (Players with access only to the Core
Rulebook may substitute lullaby and ventriloquism for haunted fey aspect and vanish.)
Lubrican Luck: Lubrican faen gain
a +2 racial bonus on saving throws against fear and despair effects. Once per
day, after a natural roll of 1 on a d20 roll, lubrican faen may reroll and use
the second result.
Prowrie Savagery: Once per day,
whenever a prowrie faen takes damage, it flies into a frenzy for 1 minute,
gaining a +2 racial bonus to Constitution and Strength, and taking a –2 penalty
to AC. Prowrie faen are also proficient with spears and longspears.
Quickling Speed: Quickling faen
receive Run as a bonus feat and a
+10 foot bonus to their base speed.
Urisk Tinkering: Urisk faen gain a
+2 racial bonus on all Craft or Profession checks to create
objects from stone or wood. Urisk faen with an Intelligence of 10 or higher
also gain the following spell-like ability: 3/day—mending. The caster level for
this effect is equal to the faen’s character level. The DC for these spells is
equal to 10 + the faen’s Intelligence modifier.
Forest Stride (1 RP): Faen can move
through natural difficult terrain at their normal speed in forest terrain.
Magically altered terrain affects them normally.
Weapon Familiarity (1
RP):
Faen are proficient with bows (including longbows, composite longbows,
shortbows, and composite shortbows).
Languages (1 RP): Faen begin play
speaking Common and Faen. Faen with high Intelligence scores can
choose any languages they want (except secret languages, such as Druidic and
Verrik).
Alternate Faen Racial Traits
The following racial traits may be selected
instead of existing faen racial traits. Consult your GM before selecting any of
these new options.
Dual
Specialties:
Some rare faen show for multiple specialties. Such faen often become chieftains
or royalty. Faen with this trait choose two abilities from the faen specialty
list. This trait replaces the bond to the forest, camouflage, nature’s shadow,
and forest stride traits.
Resist
Mortal Magic:
Faen with this trait gain spell resistance equal to 11 + their character level
against spells and spell-like abilities cast by humanoids. This trait replaces
the bond to the forest and forest stride traits.
Swamp
Faen:
Faen with this trait gain a +2 dodge bonus to AC, +4 racial bonus on Stealth
checks, and can move through natural difficult terrain at their normal speed in
swamp terrain. Magically altered terrain affects them normally. This trait
replaces the bond to the forest, camouflage, and forest stride traits.
Urbanite: Faen with this trait
gain a +2 dodge bonus to AC, +4 racial bonus on Stealth checks, and can move
through natural difficult terrain at their normal speed in urban terrain.
Magically altered terrain affects them normally. This trait replaces the bond
to the forest, camouflage, and forest stride traits.
Giants
The giants (or Rephaim, as they call
themselves) migrated from a land across the sea many centuries ago. Finding a
civilization in decline, they took over as benevolent administrators and
rebuilt the known world in the image of the culture they left behind.
Giant
Racial Traits (9 RP)
+2 Strength, +2 Charisma,
–2 Dexterity:
Giants are strong but less nimble
than other creatures.
Humanoid
(giant): Giants are humanoids with the giant subtype.
Medium: Giants are Medium creatures
and receive no bonuses or penalties due to their size.
Normal
Speed:
Giants have a base speed of 30 feet.
Low-Light
Vision (1 RP): Giants can see twice
as far as humans in conditions of dim light.
Craftsman
(1 RP): Giants gain a +2 racial bonus on all Craft checks
Diplomat
(4 RP): Giants gain a +2 racial bonus all Diplomacy
and Sense Motive checks.
Skill
Training (1 RP): Intimidate and Perception
are always considered class skills for giants.
Weapon Familiarity (1
RP):
Giants are proficient with greatswords and greataxes.
Languages (1 RP): Giants begin play speaking
Common and Giant. Giants with high Intelligence scores can choose any languages
they want (except secret languages, such as Druidic and Verrik).
Alternate Giant Racial Traits
The following racial traits may be selected instead
of existing giant racial traits. Consult your GM before selecting any of these new
options.
Emissary: Once per day, giants
can roll twice when making a Bluff or Diplomacy check and take the better roll.
This trait replaces craftsman.
Powerful
Build:
Some giants are even more physically imposing. Giants with this trait function in many ways as if they were a Large
creature.
● Whenever a giant is subject to a size modifier
or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense
(such as during grapple checks, bull rush attempts, and trip attempts), the giant
is treated as a Large creature if doing so is advantageous to him.
● A giant is also considered to be a Large creature
when determining whether a creature’s special attacks based on size (such as grab
or swallow whole) can affect him.
● A giant can use weapons designed for a Large
creature without penalty. However, his space and reach remain those of a Medium
creature.
● The benefits of this racial trait stack with
the effects of abilities and spells that change the subject’s size category.
This
trait replaces the diplomat trait.
Natural
Armor:
Giants with this trait receive a +1 natural armor bonus. This trait replaces
skill training and weapon familiarity.
Litorians
Leonine hunters of the plains, the litorian people
are a proud race that live in tribes and value their honor above their very
lives. The disdain the sibeccai, whom they see as the willing slaves of the giants.
Litorian
Racial Traits (11 RP)
+2 Strength, +2 Dexterity,
–2 Wisdom (1 RP):
Litorians are strong and fast.
Humanoid
(litorian): Litorians are humanoids with the litorian subtype.
Medium: Litorians are Medium
creatures and receive no bonuses or penalties due to their size.
Normal
Speed:
Litorians have a base speed of 30 feet.
Low-Light
Vision (1 RP): Litorians can see twice
as far as humans in conditions of dim light.
Hunter
(2 RP): Litorians gain a +2 racial bonus on Survival checks.
Intimidating (2 RP): Litorians gain a +2
racial bonus on Intimidate checks.
Keen Senses (2 RP): Litorians gain a +2
racial bonus on Perception checks.
Weapon Familiarity (2
RP):
Litorians are proficient with flails (including light, heavy, and dire flails) and
litorian warclubs.
Languages (1 RP): Litorians begin play
speaking Common and Litorian. Litorians with high Intelligence scores can choose
any languages they want (except secret languages, such as Druidic and Verrik).
Alternate Litorian Racial Traits
The following racial traits may be selected instead
of existing litorian racial traits. Consult your GM before selecting any of these
new options.
Night
Hunter:
Litorians with this trait have darkvision 60 feet and light sensitivity. This trait replaces
the low-light vision trait.
Night
Stalker:
Litorians with this racial trait reduce the penalty for
using Stealth while moving by 5, and reduce
the Stealth check penalty for sniping by 10. This racial trait
replaces the hunter and intimidating traits.
Reaper: Litorians with this
racial trait are proficient with kamas, double-chained kamas, kusarigamas, and scythes. This racial
trait replaces the normal litorian weapon familiarity trait.
Litorian Equipment
Litorians have access to the following
equipment.
Warclub, Litorian: This heavy,
5-foot-long, iron-tipped club sports a single, hooked spike on each end.
Litorian Weapons
Exotic
Weapons
|
Cost
|
Dmg (S)
|
Dmg (M)
|
Critical
|
Range
|
Weight1
|
Type
|
Special
|
Two-Handed
Melee Weapons
|
||||||||
Warclub,
litorian
|
60 gp
|
1d6/1d6
|
1d8/1d8
|
×3
|
—
|
25 lbs.
|
S
|
double
|
1 Weight figures are for Medium weapons. A Small weapon
weighs half as much, and a Large weapon weighs twice as much.
Mojh
In the attempt to be more like the dragons
they revere, mojh (pronounced MOEZH, both singular and plural) are humanoids
who have chosen to undergo magical transformation into something that is
neither quite dragon nor quite humanoid in nature anymore. Mojh are resentful
of the very existence of the dracha, seeing the entire race as having stolen
their birthright.
Mojh
Racial Traits (10 RP)
+2 Dexterity, +2 Intelligence,
–2 Constitution:
Mojh are brilliant but not very hardy.
Humanoid
(reptilian): Mojh are humanoids with the reptilian subtype.
Medium: Mojh are Medium creatures
and receive no bonuses or penalties due to their size.
Normal
Speed:
Mojh have a base speed of 30 feet.
Darkvision
(2 RP): Mojh can see in the dark up to 60 feet.
Flexible
(2 RP): Mojh gain a +2 racial bonus on
Acrobatics checks.
Gifted
Linguist (2 RP): Mojh gain a +4 racial bonus
on Linguistics checks, and learn 2 languages each time they gain a
rank in Linguistics rather than 1 language.
Natural
Armor (2 RP):
Mojh receive a +1 natural armor bonus.
Weapon Familiarity (1
RP):
Mojh are proficient with rapiers and shortswords.
Languages (1 RP): Mojh begin play speaking
Common and Draconic. Mojh with high Intelligence scores can choose any languages
they want (except secret languages, such as Druidic and Verrik).
Alternate Mojh Racial Traits
The following racial traits may be selected instead
of existing mojh racial traits. Consult your GM before selecting any of these new
options.
Elemental Assault: Once per day as a swift action, a mojh can shroud her arms in acid,
cold, electricity, or fire (chosen at character creation). This lasts for one
round per level, and can be dismissed as a free action. Unarmed strikes with
her arms or hands (or attacks with weapons held in those hands) deal +1d6
points of damage of the appropriate energy type. This trait replaces the mojh’s
weapon familiarity. Mojh with this trait and the dragon-scaled trait deal the
same type of damage as the elemental resistance gained from that trait.
Dragon-Scaled: Some mojh are reborn
with scales of such vivid color that their connection to a particular sort of
dragon seems undeniable. These mojh gain a resistance that makes them
especially suited to work alongside dragons matching the color of the mojh's
scales. Black-scaled, copper-scaled, and green-scaled mojh with this racial
trait gain acid resistance 5. Blue-scaled and bronze-scaled mojh with this
racial trait gain electricity resistance 5. Gold-scaled and red-scaled mojh
with this racial trait gain fire resistance 5. Silver-scaled and white-scaled
mojh with this racial trait gain cold resistance 5. This racial trait replaces
the natural armor racial trait.
Mojh Magic: Mojh with this trait and a Charisma modifier of 13 or higher also gain
the following spell-like ability: 1/day—draconic reservoirAPG.
The caster level for this effect is equal to the mojh's character level. (Players
with access only to the Core Rulebook
may substitute protection from energy for draconic reservoir.) This trait replaces
the flexible trait and the mojh’s
weapon familiarity.
Vestigial Wings: Some mojh possess a
pair of undersized, withered, or stunted wings like a mockery of those of the
dragons they wish to mimic. These wings do not provide the lift required for
actual flight, but do have enough power to aid flight attained by some other
method, and grant a +4 racial bonus on Fly skill checks. This racial
trait replaces flexible.
Mojh Feats
Mojh have access to the following feat.
Mojh Transformation
In wishing to mimic dragons, you undergo the
process that will transform yourself into a mojh.
Prerequisite: Character level 7th,
humanoid type.
Benefit: In a month-long alchemical
and magical ritual that costs 500 gp, you undergo transformation into a mojh.
Your subtype changes to mojh, and you gain the darkvision, gifted linguist, and
natural armor racial traits of a mojh (in addition to your race’s original
racial traits). In addition you gain the lifespan of a mojh.
Sibeccai
The canine sibeccai (pronounced SIB-ba-kai,
both singular and plural) were once dumb animals. Then the giants used their
magic to raise the sibeccai cognizance. As a whole, sibeccai attend the giants
lead with a loyalty equal to that of their non-sentient cousins. However, some
of their number have grown weary of this relationship and wish to strike out on
their own.
Sibeccai Racial Traits (10 RP)
+2 Dexterity, +2 Constitution, –2 Intelligence (1 RP): Sibeccai are
fast and tough, but not deep thinkers.
Humanoid (sibeccai): Sibeccai are humanoids with the
sibeccai subtype.
Medium: Sibeccai are
Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Sibeccai have a base speed of 30 feet.
Low-Light Vision (1 RP): Sibeccai can see twice as far as humans in conditions of
dim light.
Affable (4 RP): Sibeccai gain a +2 racial bonus on Gather Information and
Handle Animal.
Agile Steps (2 RP): Sibeccai gain a +2 racial bonus on Stealth checks.
Weapon Familiarity (1
RP):
Sibeccai are proficient with sickles and sibeccai khopeshes.
Languages (1 RP): Sibeccai begin play speaking
Common and Giant. Sibeccai with high
Intelligence scores can choose any languages they want (except secret languages,
such as Druidic and Verrik).
Alternate Sibeccai Racial Traits
The following racial traits may be selected instead
of existing sibeccai racial traits. Consult your GM before selecting any of these
new options.
Bite: Sibeccai with this trait
gain a natural bite attack. The bite is a primary attack that deals 1d4 damage,
or a secondary attack if the sibeccai is wielding manufactured weapons. This trait
replaces agile steps.
Scent: Sibeccai with this
trait gain the scent ability. This trait
replaces affable.
Weapon
Trained:
Some sibeccai have been trained with all weapons of a specific type. Sibeccai
with this trait choose one of the fighter weapon groups. They are proficient with
all the weapons in that weapon group. This trait replaces the affable trait and
the sibeccai’s weapon familiarity.
Sibeccai Equipment
Sibeccai have access to the following equipment.
Khopesh, Sibeccai: This sword’s blade
is straight near the hilt but ends in a curve. It is only about 2 feet long but
very heavy.
Sibeccai Weapons
Exotic Weapons
|
Cost
|
Dmg (S)
|
Dmg (M)
|
Critical
|
Range
|
Weight1
|
Type
|
Special
|
One-Handed Melee
Weapons
|
||||||||
Khopesh, sibeccai
|
65 gp
|
1d8
|
1d10
|
19-20/×2
|
—
|
15 lbs.
|
S
|
1 Weight figures are for Medium weapons. A Small weapon
weighs half as much, and a Large weapon weighs twice as much.
Verrik
Verrik (singular and plural) are a race of
red-skinned, enigmatic humanoids who generally look at individual events in
relation to the entire perspective of past, present, and future. This often
causes conflict when they interact with humans, whom they view as capricious
and too focused on the present.
Verrik Racial Traits (10 RP)
+2 Dexterity, +2 Wisdom, –2 Charisma: Verrik are fast
and deep thinkers, but not don’t always get along with other races.
Humanoid (verrik): Verrik are humanoids with the
verrik subtype.
Medium: Verrik are
Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Verrik
have a base speed of 30 feet.
Resistant
(2 RP): Verrik gain +2
racial bonus on saving throws against mind-affecting effects and poison.
Sensory
Control (5 RP): Verrik
can selectively shut off their senses. This means they can willingly blind themselves
(taking the appropriate penalties) to become immune to gaze attacks and similar
visual dangers. They can willingly go deaf and make themselves impervious to language-based
or similar effects. They can shut off their sense of touch and become immune to
pain effects but suffer a –2 circumstance penalty to attack rolls, Disable Device
or Sleight of Hand attempts, or any other action the GM rules to be touch-dependent.
Shutting off or reactivating a sense is a standard action.
Verrik
Magic (1 RP): Verrik with Wisdom scores
of 10 or higher gain the following spell-like abilities: 1/day—detect magic, mage hand, message. The caster level for these
effects is equal to the verrik’s level. The DC for these spells is equal to 10 +
the spell's level + the verrik’s Wisdom modifier.
Weapon Familiarity (1 RP): Verrik are proficient with crossbows (including hand crossbows, heavy
crossbows, and light crossbows).
Languages (1 RP): Verrik begin
play speaking Common and Verrik, though Verrik is kept secret and not spoken around
outsiders.
Verrik with high Intelligence scores can choose any languages they want (except
secret languages, such as Druidic).
Alternate Verrik Racial Traits
The following racial traits may be selected instead
of existing verrik racial traits. Consult your GM before selecting any of these
new options.
Blindsense: Using nonvisual
senses such as acute smell or hearing, verrik notice things they cannot see. Verrik
usually do not need to make Perception checks to pinpoint the location of a
creature within 30 feet, provided they have line of effect to that creature. Creatures
that verrik cannot see still have total concealment against verrik with
blindsense, and verrik still have the normal miss chance when attacking
creatures that have concealment. Visibility still affects the movement of verrik.
Verrik are still denied their Dexterity bonus to AC against attacks from
creatures they cannot see. This trait replaces sensory control.
Shards of the Past: A verrik's past lives grant her bonuses on two
particular skills. A verrik chooses two skills, gains a +2 racial bonus on both
of these skills, and they are treated as class skills regardless of what class they
actually take. This trait replaces the resistant and verrik magic traits, and
the verrik’s weapon familiarity.
Third Eye: A small percentage of verrik are born with a third eye
in the center of their forehead. At 1st level, a verrik with this trait gains the
following spell-like ability: At will—detect magic. At 9th level,
the verrik gains the following spell-like ability: 1/day—arcane eye. At 13th level,
the verrik gains the following spell-like ability: 1/day—true seeing. The caster level
for these effects is equal to the verrik’s character level. This trait replaces
sensory control.
Age, Height, & Weight
Random
Starting Age
Race
|
Adulthood
|
Intuitive1
|
Self-Taught2
|
Trained3
|
Dracha
|
15 years
|
+1d4
|
+1d6
|
+2d6
|
Faen
|
40 years
|
+4d6
|
+6d6
|
+9d6
|
Giant
|
40 years
|
+4d6
|
+6d6
|
+9d6
|
Litorian
|
20 years
|
+2d4
|
+3d6
|
+4d6
|
Mojh
|
110 years
|
+4d6
|
+6d6
|
+10d6
|
Sibeccai
|
14 years
|
+1d4
|
+1d6
|
+2d6
|
Verrik
|
20 years
|
+1d6
|
+2d6
|
+3d6
|
1 This category includes
barbarians, oracles, rogues, and sorcerers.
2 This category includes
bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and
witches.
3 This category includes
alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Aging
Effects
Race
|
Middle Age1
|
Old2
|
Venerable3
|
Maximum Age
|
Dracha
|
35 years
|
55 years
|
75 years
|
75 +2d10 years
|
Faen
|
100 years
|
140 years
|
180 years
|
180 +2d% years
|
Giant
|
125 years
|
205 years
|
260 years
|
260 +1d% years
|
Litorian
|
50 years
|
75 years
|
100 years
|
100 +4d20 years
|
Mojh
|
175 years
|
257 years
|
340 years
|
340 +3d% years
|
Sibeccai
|
30 years
|
47 years
|
70 years
|
70 +2d10 years
|
Verrik
|
40 years
|
70 years
|
100 years
|
100 +2d20 years
|
1 At middle age, –1 to
Str, Dex, and Con and +1 to Int, Wis, and Cha.
2 At old age, –2 to Str,
Dex, and Con and +1 to Int, Wis, and Cha.
3 At venerable age, –3
to Str, Dex, and Con and +1 to Int, Wis, and Cha.
Random
Height & Weight
Race
|
Base Height
|
Base Weight
|
Modifier
|
Weight Modifier
|
Dracha, male
|
5 ft. 8 in.
|
160 lbs.
|
2d4
|
×7 lbs.
|
Dracha, female
|
5 ft. 8 in.
|
160 lbs.
|
2d4
|
×7 lbs.
|
Faen, male
|
3 ft. 0 in.
|
40 lbs.
|
2d4
|
×1 lb.
|
Faen, female
|
3 ft. 2 in.
|
45 lbs.
|
2d4
|
×1 lb.
|
Giant, male
|
6 ft. 3 in.
|
200 lbs.
|
2d6
|
×7 lbs.
|
Giant, female
|
6 ft. 0 in.
|
192 lbs.
|
2d6
|
×7 lbs.
|
Litorian, male
|
6 ft. 0 in.
|
180 lbs.
|
2d4
|
×7 lbs.
|
Litorian, female
|
5 ft. 11 in.
|
155 lbs.
|
2d4
|
×7 lbs.
|
Mojh
|
5 ft. 8 in.
|
100 lbs.
|
2d8
|
×5 lbs.
|
Sibeccai, male
|
4 ft. 10 in.
|
130 lbs.
|
2d10
|
×5 lbs.
|
Sibeccai, female
|
4 ft. 4 in.
|
90 lbs.
|
2d10
|
×5 lbs.
|
Verrik, male
|
4 ft. 10 in.
|
120 lbs.
|
2d10
|
×5 lbs.
|
Verrik, female
|
4 ft. 5 in.
|
85 lbs.
|
2d10
|
×5 lbs.
|
No comments:
Post a Comment