Races

Aasimar

Aasimar are comely and kind-hearted humanoids who have a trace of angelic blood coursing through their veins.

  • Angelic Bearing: An Aasimar’s angelic heritage shows in their bearing, granting them +2 Charisma.
  • Low Light Vision: Aasimar have the same keen eyes of their angelic forbears. They ignore penalties for bad lighting in all but complete darkness.
  • Radiant Spirit: Aasimar are possessed of powerful spirits. They start with a d6 in Spirit instead of a d4.

Dragonborn

A proud warrior race, Dragonborn combine the best features of humans and dragons.

  • Draconic Might: Dragonborn are heavily muscled and strong. They start with a d6 in Strength instead of a d4.
  • Dragon Breath: Dragonborn, like their draconic ancestors, are possessed of a breath weapon. They know the Burst power with an elemental trapping appropriate to their heritage. They use Vigor as the Arcane Skill to activate this power and have 5 power points which recharge at the rate of 1 point per hour. Dragonborn can take the Power Points edge to gain additional power points for their Burst power.
  • Hardened Scales: Dragonborn are covered in a layer of thick dragon scales. This grants them +2 Armor.

Dwarf

Stout and tough, dwarves are sturdy mountain warriors.

  • Brawny: Dwarves are heavily muscled for their size. They gain Brawny Edge as a bonus Edge.
  • Low Light Vision: Dwarves have adapted to life in dim mountain tunnels. They ignore penalties for bad lighting in all but complete darkness.
  • Slow: Dwarves are shorter than other races, and thus not as swift. They subtract one from their base Pace.
  • Tough: Dwarves are possessed of a stout constitution. They start with a d6 in Vigor instead of a d4.

Eladrin

Denizens of the feywild, these elves are blessed of arcane might.

  • Arcane Might: Eladrin are skilled arcanists. They gain 5 additional Power Points for use with the Wizardry Arcane Background.
  • Frail: Their slender build make Eladrin frailer than others. They have -1 to Toughness.
  • Low Light Vision: Eladrin have keen eyes well-adjusted to their twilight forest homes. They ignore penalties for bad lighting in all but complete darkness.
  • Smart: Eladrin are possessed of a keen intellect. They start with a d6 in Smarts instead of a d4.
  • Trance: Eladrin need not sleep, but instead enter a dream-like state called a trance. Eladrin need only enter a trance for four hours a night to gain the benefits of a full nights sleep.

Elf

Long-lived and graceful denizens of the forest.

  • Agile: Elves are swift and graceful. They start with a d6 in Agility instead of a d4.
  • Frail: Their slender build make Elves frailer than others. They have -1 to Toughness.
  • Low Light Vision: Elves have keen eyes well-adjusted to their twilight forest homes. They ignore penalties for bad lighting in all but complete darkness.
  • Swift: Elves are quick on their feet. They add +2 to their base Pace and increase their running die by one step.
  • Trance: Elves need not sleep, but instead enter a dream-like state called a trance. Elves need only enter a trance for four hours a night to gain the benefits of a full nights sleep.

Halfling

These small folk are the favored of Avandra, and possessed of keen reflexes and uncanny luck.

  • Agile: Halflings are lithe and dexterous. They start with a d6 in Agility instead of a d4.
  • Lucky: Halflings are possessed of uncanny luck. They draw one additional Benny at the beginning of each game session. This stacks with the Luck and Great Luck Edges.
  • Small: Halflings stand between 3 and 3 ½ feet tall. They have -1 to Size, which also reduces Toughness a like amount.
  • Stealthy: Halflings are used to going unnoticed and are light on their feet. They start with a d6 in Stealth.

Half-Elf

Born of a union between an elf and human, half-elves combined the best traits of both their parents.

  • Adaptable: Half-elves are inquisitive and adaptable folk. They begin play with an additional Novice Edge.
  • Low Light Vision: Half-elves have the same keen eyes as their elvish parent. They ignore penalties for bad lighting in all but complete darkness.
  • Outgoing: At home among many cultures, half-elves make excellent diplomats and negotiators. They have +2 Charisma.

Half-Orc

Often shunned by humans and orcs alike, these brutish half breeds can still rise above their birth to perform great deeds.

  • Low Light Vision: Half-Orcs, like their orcish parents, can see in the dark. They ignore penalties for bad lighting in all but complete darkness.
  • Menacing: Half-Orcs have a formidable appearance. They start with a d6 in Intimidation.
  • Shunned: Due to their brutish appearance and orc heritage, many Half-Orcs find it hard to find acceptance in most cultures. They have the Outsider hindrance.
  • Strong: Half-Orcs possess the might of their orc heritage. They start with a d6 in Strength instead of a d4.
  • Tough: Sturdy builds and thick muscles make Half-Orcs tough. They have a +1 to Toughness.

Human

Bold, adaptable, and adventuresome, Humans are one of the most dominant races in the world.

  • Adaptable: Humans can adapt to almost any situation. They begin play with an additional Novice Edge.
  • Skilled: Humans learn new skills easily. They begin play with 2 additional skill points.

Races

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