Races

I am only using one traditional race, the Dragonspawn. You can use the information in the SRD or in the book to reference them if you would like to play as one. There isn’t much different about them in this setting, they are the ancient product of dragons and magic.

There are no half breeds, the races are genetically incompatible. The races below are the only other races you are able to choose from.

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Alanors- Adaptive and Disciplined, Plain Dwellers. They are the most common race in Arkoa, and though they prefer the plains they can be found just about anywhere on the continent. They have varied personalities, but all are brought up having some form of training with a sword.

Ability Modifies: +2 to one ability score of your choice. Cannot effect the same ability as your class.
Alanorian Sword Training: Regardless of Class Alanors take 2 less points of penalty when using a sword. So if you are a Chaos Mage and want to use a Greatsword you have a -4 to attack instead of -6. This power cannot raise the penalty over zero giving you a bonus and only works for swords no other weapons.

Champion Feat: Swords and daggers wielded by your character now deal an additional +4 damage.

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Elams – Elementals incarnate, sterile and occurring as random births across Arkoa. They can happen in any race and they end up looking like their parents with “tattoo-like markings” in colors related to the element they will develop into at the age of five. They are a result of the Incursion, and in some areas they are feared for their elemental powers.

Ability Modifiers: +2 to Strength or +2 Charisma
Elemental Assault: Pick one of the following energy types that corresponds to the element of your Elam: acid (earth), cold (water), electricity (air), or fire (fire). Elams gain the following supernatural ability: Once per day as a swift action, an Elam can call on the elemental power lurking in its veins to shroud its arms in the energy type that corresponds to its element. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its elemental assault early as a free action.

Champion Feat: Your Elemental Assault now deals 1D10 damage.

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Ips – Agile and Desert Adapted. The Ips are native to the deserts of the south. They are closed off from the rest of Arkoa by the swamps and the oceans, but they have developed a strong mariner tradition. They trade desert spices and even have colonies in the humid forests of the Southwest Islands.

Ability Modifiers: +2 to Dexterity or +2 to Charisma
Evasive: Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty.

Champion Feat: The enemy’s reroll takes a –5 penalty instead.

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Shroke – These flightless bird-like humanoids are Agile and Intelligent. Shrokes are at home in the desert and plains of Arkoa. They have adapted to civilization but still enjoy running down prey from time to time. They are sharp witted and observant, they don’t seem to miss a beat in conversation. There is a variant of the Shroke which is all black (Tengu) and found predominantly in cities.

Ability Modifiers: +2 Dexterity or +2 Intelligence (Black Shroke: +2 Dexterity or +2 Charisma)
Beak and Talons: You can make an unarmed melee basic attack without the usual –2 penalty, and you choose whether to use Strength or Dexterity to modify the attack and damage rolls. If you hit, you deal 1d6 damage per level you possess, plus any modifier from Strength or Dexterity (which is doubled at champion tier and tripled at epic tier). If you miss, you deal damage equal to your level.

Champion Feat: You can make an unarmed melee basic attack as above as a quick action in addition to your other actions on your turn. However, if you take another action during that turn to use an attack power or basic attack, this attack deals only half damage. (Any miss damage is not halved, however.)

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Palbers – Sturdy mountain and forest dwellers and miners, Palbers live a hard life, scrapping the earth for gold, silver and gems to fuel the economy of the empire. They also manage the forests surrounding the mountains and there are some who live in the west forests. As a rule they were a tartan scarf or kilt marking their family. Even a Palber disowned by his family cannot be denied his colors, it has to be his choice to start his own tartan. Family is very important to a Palber, it is the largest aspect of their identity.

Ability Modifiers: +2 to Constitution or +2 Wisdom
Shrug it Off: Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. You can’t use this ability if the attack drops you to 0 hp or below. You’ve got to be on your feet.

Champion Feat: You don’t have to roll your recovery, take the maximum amount, when you use Shrug it Off.

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Seruls – Intelligent and Treacherously Ambitious, Seruls are not as physically robust as the other races, but they are mentally tough. They are often sharp witted intelligent and often considered to be cold or brutally honest. Their keen minds tend to find them practicng magic or working as advisers. They tend to be slightly snobbish especially if you cannot keep up with them mentally. They are an uncommon race in Arkoa, but exert a lot of influence making some distrustful of them.

Ability Modifiers: +2 to Intelligence or +2 to Charisma
Determination: Once per battle as a free action during your turn, gain a +2 bonus to all defenses until you are hit by an attack (or until the battle ends).

Champion Feat: Determination also activates automatically any time you heal using a recovery.



There are other sentient races, but they are not available to play unless approved. This is basically something to give you a better feel for the setting.

Gripplis – +2 Dexterity or +2 Wisdom. Larger than the typical Gripplis, they stand at 5 ft tall and rarely leave their swampy homes.

Goblins – +2 Dexterity or +2 Charisma. The smallest race they stand at only 3 ft tall. They are deadly and often harass those on the edges of civilization. Despite being rather dim, they seem to have a knack for sorcery.

Hobgoblins – +2 Strength or +2 Constitution. The human sized goblin-kin that live in caves. They rarely venture out of the mountains, they are mostly a problem for the Palbers.

Orc – +2 Strength or +2 Constitution. These tribal humanoids refuse the ways of civilization but rarely attack without being provoked, they instead are in constant battle among their own tribes.


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