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Showing posts with label race. Show all posts
Showing posts with label race. Show all posts

Friday, June 10, 2016

Kharagosi Race

by Adam Frank and Tim Wallace

Illustration by Etbaal and used under the Creative Commons Attribution-
Noncommercial-No Derivative Works 3.0 License. (original image)

Humanoid rabbits, the kharagosi people are very insular. They thrive best in large open areas such as the plains or high deserts. Seen as flighty and insecure, the kharagosi are simple. Despite living where they do, the kharagosi are a non-nomadic people, often living in underground warrens that house an entire clan.
Physical Description: The most striking features on the small kharagosi is its ears. Often adding a foot or more to their height, the ears of these rabbit-like people are constantly moving and twitching to catch the faintest sound. With their eyes that look like black marbles and sandy colored coats ranging from a light tan to mottled browns, the kharagosi see loud or gauche colors in clothing choices as tantamount to a sin. The primary goal of almost every kharagosi is to stay out of sight and away from the notice of strangers.
Society: Very little is known about kharagosi clans due to their seclusion from other races and people. It is known that they live in clans with a structured hierarchy with a chief at the top, always a female, under the chief is the six most elder mothers, and then the rest of the warren. They harvest and eat mostly fungi they grow underground or grasses they can plant near a burrow. The clan sees itself as a large family and they all live together in large underground runs that sometimes stretch for miles.
Relations: No one gets along well with the kharagosi as they are not social creatures. While they aren't actively disliked, since they are loathe to socialize with other people they aren't particularly well liked. A popular saying among the kharagosi is, “To stay well away from trouble, self-sustain and keep your ears moving. Curious eyes and still ears bring naught but still hearts.”
Alignment and Religion: The kharagosi will only ever follow a goddess, most commonly Padmavati, the goddess of temperance and understanding, as they believe the male gods to be too adventurous or warlike. They are a people who don't need much and try to stay out of the affairs of others; as such they tend to gravitate to the lawful and neutral alignments.
Adventurers: Another saying is “A rabbit away from the burrow is no rabbit at all.” Simply put the kharagosi don't adventure. The few that do venture out are seen as foolish, crazy, and suicidal. Even those tend towards the classes that steer clear of the front lines of combat; wizards, priests, and bards tend to suit them best.

Kharagosi Racial Traits (16 RP)
+2 Dexterity, +2 Charisma (2 RP): Kharagosi are quick and charming.
Humanoid (kharagosi): Kharagosi are humanoids with the kharagosi subtype.
Fast Speed (1 RP): Kharagosi have a base speed of 40 feet.
Burrow (3 RP): Kharagosi have a burrow speed of 20 feet.
Low-Light Vision (1 RP): Kharagosi can see twice as far as a race with normal vision in conditions of dim light.
Envoy (1 RP): Kharagosi with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the kharagosi's character level.
Quick Reactions (2 RP): Kharagosi receive Improved Initiative as a bonus feat.
Sprightly (2 RP): Kharagosi receive a +2 racial bonus on Acrobatics checks.
Vigilant (4 RP): Kharagosi gain a +2 racial bonus on Perception and Survival checks.
Languages: Kharagosi begin play speaking Common and Sylvan. Kharagosi with high Intelligence scores can choose from the following: Catfolk, Elven, Gnome, Goblin, and Halfling.



Wednesday, March 9, 2016

Skrylin Race

by Adam Frank and Tim Wallace

Populating the city world of Corind are small flightless avians. They exist in all corners of the world. The skrylins thrive in cities and around the hustle and bustle of other creatures. They are most at home in a crowd or lending their aid to a team, often the larger the better. The rumor is that they see everything. In all of recent memory the best information brokers and investigators have been the skrylins, able to find anything if given enough time. Some think that these bird-men may be linked psychically when in actuality they just apply their ability to work with others to finding out the information they are looking for.
Physical Description: Small wingless avians with yellow, red, orange and white feathers adorning their bodies, the skrylins populate every corner of Corind. They are lightweight and short, generally never larger than a halfling and oftentimes lighter in weight. All skrylins have large front facing eyes either yellow, green, or black and a beak that stretches from cheek to cheek that makes them look like they are always happily inquisitive, which the skrylins often are. They adorn themselves with beads, paint their feathers, and very wear colorful, loose-fitting clothing appropriate for running and climbing as, despite being wingless, they often travel from rooftop to rooftop or windowsill to windowsill. While looking up in Corind you are just as likely to see a skrylin as a flock of pigeons or crows.
Society: As they are so prevalent, the skrylins are happy to live with any species who will give them leave to do so. Generally friendly and always observant, the skrylins will form clutches of 10 to 15 and live together, traveling around a city and sleeping where they may. From time to time a skrylin Matriarch will own a dwelling or shop. If she does, there is no question that at least two clutches will call it home and any other clutches that are passing through will be invited for trade, discussion and a meal. The other popular living places of the skrylins are aboard some of the large skyships of Corind. These skyships will sometimes have three or four clutches that consistently work the ship, making repairs as it is moving and hovering a mile above the ground.
Relations: The skrylins are generally seen as helpful, friendly, and useful to have around if you need to know something. As they tend to restrict themselves to higher altitudes, they don't tend to get too much in the way. From time to time a skyrlin's inquisitive nature may grate on someone’s nerves or make them worry about losing a guarded secret. The second fear is well founded for it is a skrylin saying, “If it happened, my sister knows it, if my sister knows it, my mother knows it, if my mother knows it, the clutch knows it, and if the clutch knows it, the world can buy it.” This has caused some strained relations between skrylins and those with secrets to hide.
Alignment & Religion: The skrylins tend to lean more towards the chaotic end of the alignment spectrum, living their nomadic lives as they do. Their gods are Arinda, the goddess of air, Shayna, the goddess of buildings and work, and Thim, god of secrets and hidden things. The skrylins tend to shy away from the organized religion the empire of Corind has brought in. Their philosophy is: if the emperor is unknown to the masses and unseen to his people, as he is, he doesn't exist. If he doesn't exist he can't be the god-king the government states he is.
Adventurers: Skrylins make great adventurers and will often leave their clutch to seek fame and fortune, or to learn a precious new secret. Their tendency to find important information makes them invaluable to other adventurers and their willingness and excellence when it comes to teamwork makes them ideal party members. They tend to be bards, rogues, sorcerers, arcanists and summoners.

Skrylin Racial Traits (12 RP)
+2 Int, +2 Wis, –2 Con (1 RP): Skrylins are more suited to academia than to athletics.
Humanoid (Skrylin): Skrylins are humanoids with the skrylin subtype.
Small: Skrylins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Normal Speed: Skrylins have a base speed of 30 feet.
Low-Light Vision (1 RP): Skrylins can see twice as far as humans in conditions of dim light.
Adaptablity (2 RP): Skrylins gains Skill Focus as a bonus feat at 1st level.
Bird’s Eye (4 RP): Skrylins receive a +4 racial bonus on Perception skill checks.
Enduring Climber (2 RP): Skrylins receive a +2 racial bonus on Climb skill checks.
Skrylin Immunities (2 RP): Skrylins are immune to diseases, except for magical diseases (such as mummy rot).
Urban Bond (2 RP): Skrylins receive a +2 dodge bonus to AC when in an urban environment.
City Slicker (–2 RP): Upon leaving an urban environment, a skrylin is frightened for 1 round; on subsequent rounds, they are dazzled until they enter a hamlet or larger settlement.
Languages: Skrylins begin play speaking Common and Tengu. Skrylins with high Intelligence can choose bonus languages from the following: Elven, Goblin, Gnome, Halfling, and Sylvan.

Alternate Skrylin Racial Traits
The following racial traits may be selected instead of existing skrylin racial traits. Consult your GM before selecting any of these new options.
Clutch Synergy: A skrylin with this trait gains a bonus teamwork feat at 1st level. This trait replaces adaptability.
Mile-High Native: A skrylin with this trait is immune to altitude sickness and does not lose their Dexterity bonus to AC when making Climb skill checks or Acrobatics skill checks to cross narrow or slippery surfaces. In addition, they gain a +2 racial bonus on Acrobatics skill checks. This trait replaces adaptability, urban bond, and city slicker.
Natural-Born Climber: A skrylin with this trait have climb speed of 30 feet, and gains the +8 racial bonus on Climb checks that a climb speed normally grants. This trait replaces enduring climber and urban bond.
Night Eye: A skrylin with this trait gains darkvision out to 60 feet and is dazzled as long as they remain in an area of bright light. This trait replaces low-light vision.
Studious: A skryline with this trait only receives a +2 racial bonus on Perception skill checks. However, they gain a +4 bonus on Diplomacy skill checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This trait alters bird’s eye and replaces adaptability.

Skrylin Feat
Skrylins have access to the following feat.

Cramped Combat (Combat, Teamwork)
Your stature allows you to share the same space as a similarly sized ally.
Prerequisites: Dex 13, Small size or smaller, base attack bonus +1.
Benefit: You can share the same square as a Small or smaller ally who also has this feat. If you and that ally attack the same foe, you are considered to be flanking that foe as if you were in two opposite squares.


Tuesday, September 29, 2015

Forgotten Fable RPG™: Uekijin Race

by Tim Wallace and Adam Frank

The uekijin (pronounced OO-AY-KEY-jin) are a species of plant that evolved on Densetsu millennia before the other intelligent species came to or evolved. They hold a strong sense of self and are often seen as very reclusive. Having no gender, the uekijin are divided by lineage based upon the parent they sprouted from. Once a year an uekijin has the opportunity to bloom, generally in a nursery where the young flowers will grow surrounded by the elders.
Physical Description: The uekijin are a species of plant that has developed sentience. Uekijin reach maturity at 15, and appear as tall humanoids with bark like skin that range from bright greens to dusky browns and grow petals on their heads that vary depending on their lineage. Their eyes are often blue or green. They have a mouth that is used to speak but they do not need to eat with it as the leaves and petals that cover their head have the ability to photosynthesize.
Society: Living in garden cities both great and small few outsiders are invited in to view the majesty of an uekijin garden. The center of the garden is dedicated to the nurseries and the underground root network of both the young and the old. When an uekijin is young, they start as a sprout, anchored to the ground and look like large solitary flowers, each species from a different lineage. For the first several years, the uekijin are tended by the elders in the nursery. At 400, adults mature into elders, becoming more tree-like in their appearance, with a face standing out from their trunk. The elders are also rooted, so as to speak with the young uekijin and instruct them through the root network. They are capable of movement, though extremely slow. Outside these cities reside the adult uekijin who defend or help in the everyday running of the city. All the buildings in an uekijin city have no solid roofs but instead are either open to the sky or have a loose covering of leaves to let in light. Any shops or businesses are located on the edges of the city so as to keep safe the young and old alike from outsiders.
Relations: The uekijin are strange to many of the other races. As they don't have genders or even an understanding of them. The open design of their garden cities and lack of covering over their homes. Those uekijin who venture out often tend to stay outside during the night and don't mind inclement weather. They also don't often sleep. Their oddities can lead to strained relations between them and the other species of Densetsu. During the reign of the Dark Lord they were even largely left alone as Daisuke was unclear on how to treat these people. Those he tried to enslave just transformed into large trees in front of him and planted themselves where they were. When he would send an army to take a garden they were fiercely defended by blade, magic and even the surrounding flora. Eventually he gave up. While the uekijin are not vastly disliked, they are hard to understand, and work best when left alone.
Alignment & Religion: Literally from the ground and nature the uekijin tend toward neutral alignments and worship a few goddesses and one god. The goddess of fertility and growth, Momo, is one of their primary goddesses. The goddess of destruction, Kasai, is feared and worshiped by the uekijin who tend more on the chaotic side of the spectrum. Finally, Inochi Noki, or the Great Grandfather Tree, is worshiped by almost every uekijin. Many uekijin will make a trek out to his grove at least one time in their lives to speak with him and visit him. Inochi Noki lives in a beautiful grove that can only be found by those the Great Grandfather Tree allows.
Adventurers: There are a few reason that an uekijin may take up the adventuring life, or as they say “Leave with staff in hand.” One of the more popular reasons is a pilgrimage to seek out Inochi Noki. This though is hardly the only reason they take up the life of an adventurer. Some seek more tangible things, fame, fortune, while others seek knowledge to bring back to their gardens. Whatever the reason an uekijin may leave they will often join up with non-uekijin to have guidance and companionship on their trek.

Uekijin (植木人) Racial Traits (12 RP)
+2 to Constitution or Wisdom: Uekijin are hardy or intuitive.
Plant (10 RP): Uekijin are plant creatures with shapechanger subtype.
·       Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
·       Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
·       Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain mana, but sleep is not required to survive or stay in good health.
Medium: Uekijin are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady (–1 RP): Uekijin have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Low-Light Vision: Uekijin can see twice as far as humans in conditions of dim light
Change Size (3 RP): An uekijin can reduce and enlarge itself.
When reduced, the uekijin halves its height and divides its weight by 8. This decrease changes the uekijin’s size to Small; due to its reduced size, it gains +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), a +1 bonus on attack rolls and AC, and a –1 penalty on combat maneuver checks and to its CMD.
When enlarged, the uekijin doubles its height and multiplies its weight by 8. This increase changes the uekijin’s size to Large; due to its increased size, it gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), a +1 bonus on combat maneuver checks and to its CMD, and a –1 penalty on attack rolls and AC.
All equipment worn or carried by the uekijin is similarly reduced or enlarged. Melee weapons affected by this ability deal less damage or more damage, respectively (see Table: Tiny and Large Weapon Damage). Any item that leaves the uekijin's possession while affected by this ability (including a projectile or thrown weapon) instantly returns to its normal size.
Changing size is a standard action.
Natural Armor (2 RP): Uekijin have tough, rugged skin, granting them a +1 natural armor bonus.
Delicious (–1 RP): Uekijin take a –2 penalty on Acrobatics and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.
Light Dependent (–2 RP): Uekijin take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Languages (1 RP): Uekijin begin play speaking Common. Uekijin with high Intelligence scores can choose any languages they want (except secret languages).

Alternate Uekijin Racial Traits
The following racial traits may be selected instead of existing uekijin racial traits. Consult your GM before selecting any of these new options.
Aquatic: Uekijin with this racial trait are amphibious and can breathe both air and water. In addition, the body of an uekijin with this trait requires constant submersion in fresh or salt water. Uekijin with this trait who spend more than 1 day without fully submerging themselves in water risk internal organ failure, painful cracking of the skin, and death within 4d6 hours. This trait replaces natural armor and light dependent.
Bark: Uekijin with this racial trait forgo the ability to change shape in favor of a tougher outer skin. Their natural armor bonus to AC increases to +3. This trait replaces change size and removes the shapechanger subtype.
Night Blossom: Uekijin with this racial trait gain darkvision out to 60 feet. This trait replaces natural armor.
Shade Tolerance: Uekijin with this racial trait do not require daily exposure to sunlight to survive; however such uekijin are particularly susceptible to flames and they gain vulnerability to fire. This trait replaces light dependent.
Treespeech: Uekijin with this racial trait have the ability to converse with plants as if subject to a continual, nonmagical speak with plants effect. This trait replaces change size and removes the shapechanger subtype.
Vines: Uekijin with this racial trait have flexible vines that can be used to carry objects. They cannot wield weapons with these vines, but they can retrieve small, stowed objects carried on their persons as a swift action. This trait replaces natural armor.

Uekijin Racial Rules
The following options are available to uekijin. At the GM's discretion, other appropriate races may also make use of some of these.

Uekijin Feats
Uekijin have access to the following feats.

Grasping Vines
Your vines become more useful.
Prerequisites: Uekijin.
Benefit: You can use your vines to grab stowed items. While you cannot wield weapons with your vines, you can use it to retrieve small, stowed objects carried on your person as a swift action.
Special: If you have the vines racial trait, you can use your vines to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your vines, though you cannot manipulate them with your vines (other than to put them in your hand).

Eyes of Night
You are able to see in the dark.
Prerequisites: Uekijin.
Benefit: You gain darkvision out to 60 ft.
Special: If you have the nightblossom racial trait, your darkvision improves to 120 ft.

Treespeech
Your connection with a flora allows you to speak with plants.
Prerequisites: Int 3, plant type.
Benefit: You have the ability to converse with plants as if subject to a continual, nonmagical speak with plants effect.

Uekijin Equipment
Uekijin have access to the following equipment.

Uekijin Bark Extract: These bitter pills is extracted from the dry, flaky skin shed by uekijin and enhanced by alchemy to ward against pain effects. If you consume a dose of uekijin bark extract, you gain a +2 alchemical bonus on saving throws made against pain effects for the next hour. If you drink uekijin bark extract while suffering from any a pain effect, you may immediately roll another saving throw against the effect (with the +2 bonus); you may gain this particular benefit only once per day.

Item
Price
Weight
Craft DC
Uekijin bark extract
30 gp
—
20

Pain Effects
Pain effects cause unpleasant sensations without any permanent physical damage (though a sensitive target may suffer mental repercussions from lengthy exposure to pain). Creatures that are immune to effects that require a Fort save (such as constructs and undead) are immune to pain effects (Ultimate Magic, Chapter 2).
Some examples of spells from the Core Rulebook  and Advanced Player’s Guide that cause pain effects are eyebite, pain strike, repel vermin, retribution, and symbol of pain.

Uekijin Petal Bomb: Harvested from the discarded petals of uekijin, this fragrant alchemical powder is kept in tightly sealed flasks. It is thrown as a splash weapon and the flask breaks on impact, releasing sleep-inducing dust. The target is asleep for 1 round and staggered for 3 rounds after that. A successful DC 12 Fortitude save prevents the sleep condition, but not the staggered condition. Creatures within 5 feet of where the flask hits are staggered for 1 round. This is a poison effect.

Ranged Weapons
Price
Dmg
Critical
Range
Weight
Type
Special
Uekijin petal bomb
50 gp
—
—
10 ft.
1 lb.
Poison
Splash, see text

Uekijin Tears: As uekijin don’t cry, this poison is not actually made from the alchemically treated tears of an uekijin, but from the sap. Coming in contact with this poison inflicts immense pain upon the target.

Poison
Type
Fort DC
Onset
Frequency
Initial Effect
Secondary Effect
Cure
Price
Uekijin tears
Contact
16
1 min.
1/min. for 6 min.
2d12 nonlethal damage
sickened 1 min.
1 save
300 gp

Uekijin Magic Item
Uekijin have access to the following magic item.

SUNBRIGHT DIADEM
Aura faint conjuration; CL 5th
Slot head; Price 2,500 gp; Weight 1 lb.
DESCRIPTION
The amber gem pulses warmly in the center of this headband decorated with leaf filigree. The diadem continually provides the wearer with life-sustaining sunlight for light dependent species. In addition, if the wearer is a spellcaster and requires rest to regain mana, they may do so with only 2 hours of rest (instead of the normal 8 hours required). The diadem must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to themself.
There is an alternate version called the seadeep diadem which is a headband of seaweed filigree set with jade or turquoise. Similar to the sunbright diadem, it provides water dependent species with the moisture needed to survive on dry land.
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be a uekijin; Cost 1,250 gp


Tuesday, August 25, 2015

Forgotten Fable RPG™: Karajin Race

by Tim Wallace and Adam Frank

The karajin are a varied people. They have been responsible for some of the greatest triumphs and some of the most terrifying moments of history on Densetsu. Their passions tend to run shallow but fierce. A karajin will oftentimes use any readily available excuse to carry out an action for better or worse. This great burning passion has been the reason, some say, of the technological advancement of the last few decades. A karajin sees something and simply needs to improve it.
Physical Description: In height, they average about six feet tall for males and about five and a half feet tall for females. Their skin color varies from pale pinks to dusky yellows, sandy reds to dark browns depending upon where they hail from. Darker skinned karajin originate closer to the warmer climes while the lighter skinned karajin are from colder homelands. Eye color can be green, brown, black, or blue. Again this depends on what part of the world they hail from and it's average climate. From stocky builds to thin the karajin are built to suit their homeland. Those closer to the sea or focused more on hunting are thinner while those who make their living through agriculture tend to be bigger and more powerful.
Society: Karajin are a social folk, gathering together in anything from small tribes to sprawling kingdoms. They gravitate to positions of authority and are often in charge of these gatherings. The vast potential of the karajin allows them to survive in conditions that others may not through ingenuity, skill and a bit of luck. High adaptability and a willingness to think outside the box has created some of the most beautiful kingdoms:, technological marvels like Tokai and Kokoshima and some of the most beautiful and architecturally wondrous places like the Tower of Bugendai, a place that some say has no end.
Relations: The karajin's relations to the other peoples of Densetsu are as varied as they are. Most of the time there is little prejudice between them and others, save the kumajin who, by nature of their stature and fairly amiable attitudes, were used as slaves by the karajin dominated empire for some time. Overall the most animosity between the karajin are kingdom to kingdom or between tribe and tribe.
Alignment & Religion: Karajin don't hold to any specific belief structure or moral code. Their passions and drive lead them on into new and different territories. Some follow the gods, others, themselves, even others follow their inventions; the great machines they have crafted to aid their great cities in military power or just day to day use.
Adventurers: Many karajin adventure. No two karajin do so for similar reasons as their own personal drive carries them into the life of danger. They will take any roles they feel suit them and their needs. Due to their passions they will often rise to the top of their chosen profession for either good or bad. Karajin adventurers run the gambit from the greatest of heroes to the darkest of villains.

Karajin (空人) Racial Traits (10 RP)
+2 to One Mental Ability Score: Karajin are intellectual, wise, or companionable.
Humanoid (human): Karajin are humanoids with the human subtype. Karajin count as humans for any effect related to race.
Medium: Karajin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Karajin have a base speed of 30 feet.
Focused Study (4 RP): Karajin tend to specialize in a handful of skills. At 1st, 8th, and 16th level, a karajin gains Skill Focus in a skill of his choice as a bonus feat.
Skilled (4 RP): A karajin gains an additional skill rank at 1st level and one additional skill rank whenever he gains a level.
Skill Training (1 RP): Karajin characters choose two skills. These skills are always considered class skills.
Languages (1 RP): Karajin begin play speaking Common. Karajin with high Intelligence scores can choose any languages they want (except secret languages).

Alternate Karajin Racial Traits
The following racial traits may be selected instead of existing karajin racial traits. Consult your GM before selecting any of these new options.
Evasive: Karajin with this racial trait gain a +2 bonus to Dexterity and the evasion ability. This racial trait replaces the +2 bonus to any one mental ability score and the skilled ability.
Gifted: At 6th, 12th, and 18th level, a karajin with this trait gains a bonus feat of his choice. He must still meet any prerequisites the feat may have. This racial trait replaces focused study.
Prowess: Karajin with this racial trait gain a +2 bonus to one physical ability score in addition to a +2 bonus to one mental ability score. This racial trait replaces skilled and focused study.
Weapon Training: A karajin with this racial trait gains proficiency with a single weapon group of his choice. This racial trait replaces focused study.

Karajin Racial Rules
The following options are available to karajin. At the GM's discretion, other appropriate races may also make use of some of these.

Karajin Feat
Karajin have access to the following feat.

Be Prepared
Your training has taught you to always have the correct tool on hand for any given situation.
Prerequisites: Human.
Benefit: Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Survival check with a DC of 10 plus the item's cost in gold pieces to “happen” to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and “acquire” new items. You must pay for these items normally.
Special: At the GM's option, a character can substitute the Sleight of Hand skill for Survival with this feat. Such a choice is permanent.

Karajin Equipment
Karajin have access to the following equipment.

MULTITOOL

Type
Price
Weight


Common
25 gp
1/2 lb.


Masterwork
75 gp
1/2 lb.


This pocket-sized multitool contains a folding knife and a variety of other tools that fold into the handle, and allows you to make checks on five Craft skills (baskets, carpentry, leather, shoes, or traps) with only a –1 circumstance penalty on the associated Craft skills.
Masterwork Multitool: This tool grants a +1 circumstance bonus on the associated Craft skills.

Designers’ Notes: While we recognized the need to include a human race in the Forgotten Fable RPG™, we did not want it to be the stock human race from the Pathfinder RPG: Core Rulebook. We chose the name karajin (空人) for the race because the Japanese character 空 means “empty,” it also means “vacuum” or “blank.” This is to symbolize that while each member of the race is a tabula rasa in terms of their potential, which has lead to some of our species’ greatest creations; that very same ambiguity of nature has also lead to some of the most soulless things we have seen humans do in our own reality. We hope you like it.