+2Con +2Cha -2Dex
Size: Medium
Speed: 30ft
Languages: Orc, Amaran
Darkvision: Orcs have Darkvision out to 60 feet
Keen Nose: Orcs have Scent with half the normal range
Weapon Training: Orcs may select a single Martial weapon. They gain proficiency in this weapon, and treat any weapon with the word “orc” in its name as a martial weapon. If the Orc is already proficient with all martial weapons, they may instead select an Exotic weapon.
Power In Blood: Orcs automatically stabilize when at negative HP, and only die at twice their CON in negative damage. At each level, an orc may choose to gain one fewer HP to gain an additional skill point.
+2Wis +2Dex -2Cha
Size: Medium
Speed: 30ft
Languages: Elven, Amaran
Low-Light Vision: Elves can see twice as far as humans in conditions of low light
Undreaming: Elves do not sleep, and are immune to any effect that would put them to sleep or requires them to sleep and/or dream. Elves gain the benefits of rest after four hours of minimal activity up to once per day.
Mindscars: Elves gain a +2 racial bonus to will saves
Masters of the Craft: Elves receive Skill Focus as a bonus feat
Tools of Power: Elves receive a +2 racial bonus to Use Magic Device, and Use Magic Device is always a class skill for them.
+2Str +2Int -2Wis
Size: Medium
Speed: 30ft
Lantern Eyes: The Clock's eyes emit light like a bullseye lantern that never runs out of fuel. The Clock can suppress or enable this ability at-will as a standard action
Living Construct: The Clock does not heal naturally, and only received half the benefit from magical healing, unless that healing can affect objects. The clock receives a +4 racial bonus against necromancy and mind-affecting effects, and 25% fortification
Tireless: Clocks do not sleep, and are immune to any effect that would put them to sleep or requires them to sleep and/or dream. They are immune to fatigue and exhaustion. Clocks require one hour of maintenance each day by someone with at least one rank in Craft(Clockwork). For each additional hour of maintenance up to four, the Clock recovers 1/4 of a hit point per rank in Craft(Clockwork) the repairer has up to the Clock's hit dice. They are able to perform this maintenance on themselves. After going without this maintenance for one day, the suffer the effects of fatigue. A second day results in them suffering the effects of exhaustion. After three days, they shut down. Two additional hours of maintenance are required to remove fatigue, five to remove exhaustion.
Metal Body: Clocks receive a +2 natural armor bonus, and have a 1d6 damage slam attack. Clocks always count as wearing metal.
Let me know if you guys have any feedback or questions. The game will start next sunday (August 3)
Size: Medium
Speed: 30ft
Languages: Orc, Amaran
Darkvision: Orcs have Darkvision out to 60 feet
Keen Nose: Orcs have Scent with half the normal range
Weapon Training: Orcs may select a single Martial weapon. They gain proficiency in this weapon, and treat any weapon with the word “orc” in its name as a martial weapon. If the Orc is already proficient with all martial weapons, they may instead select an Exotic weapon.
Power In Blood: Orcs automatically stabilize when at negative HP, and only die at twice their CON in negative damage. At each level, an orc may choose to gain one fewer HP to gain an additional skill point.
+2Wis +2Dex -2Cha
Size: Medium
Speed: 30ft
Languages: Elven, Amaran
Low-Light Vision: Elves can see twice as far as humans in conditions of low light
Undreaming: Elves do not sleep, and are immune to any effect that would put them to sleep or requires them to sleep and/or dream. Elves gain the benefits of rest after four hours of minimal activity up to once per day.
Mindscars: Elves gain a +2 racial bonus to will saves
Masters of the Craft: Elves receive Skill Focus as a bonus feat
Tools of Power: Elves receive a +2 racial bonus to Use Magic Device, and Use Magic Device is always a class skill for them.
+2Str +2Int -2Wis
Size: Medium
Speed: 30ft
Lantern Eyes: The Clock's eyes emit light like a bullseye lantern that never runs out of fuel. The Clock can suppress or enable this ability at-will as a standard action
Living Construct: The Clock does not heal naturally, and only received half the benefit from magical healing, unless that healing can affect objects. The clock receives a +4 racial bonus against necromancy and mind-affecting effects, and 25% fortification
Tireless: Clocks do not sleep, and are immune to any effect that would put them to sleep or requires them to sleep and/or dream. They are immune to fatigue and exhaustion. Clocks require one hour of maintenance each day by someone with at least one rank in Craft(Clockwork). For each additional hour of maintenance up to four, the Clock recovers 1/4 of a hit point per rank in Craft(Clockwork) the repairer has up to the Clock's hit dice. They are able to perform this maintenance on themselves. After going without this maintenance for one day, the suffer the effects of fatigue. A second day results in them suffering the effects of exhaustion. After three days, they shut down. Two additional hours of maintenance are required to remove fatigue, five to remove exhaustion.
Metal Body: Clocks receive a +2 natural armor bonus, and have a 1d6 damage slam attack. Clocks always count as wearing metal.
Let me know if you guys have any feedback or questions. The game will start next sunday (August 3)
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