Aavakeen

The Aavakeen are a ferret-like race with a fascination for fire that live beneath rolling grasslands and savannahs in large mazes of burrows.

Aavakeen worship fire and burn tribal tattoos into their fur as a sign of their devotion. The first tattoo received is typically their tribal sigil, a symbol venerated by their tribal shaman and found carved throughout their burrow, on war banners and embossed on shields and cloaks.

Aavakeen range between 3.5 to 4.5 feet tall and stand upright on their hind legs. Their fur, depending on their ancestry, can be jet black, tan, burnt orange or blond and is often covered in tribal tattoos.

Occasionally, an Aavakeen is born with orange eyes- a sign of good fortune on the tribe. This individual often goes on to become tribe Shaman.

Typically they wear light clothes made for arid climates and carry large rucksacks and satchels to transport various collectibles they find.

It is customary to announce your name and “tribe” to the Aavakeen upon greeting. For example, “Gwen of the Dennovar Tribe”.

Aavakeen have a deep racial enmity and rivalry toward centaurs, gnolls and wemics and frequently battles occur between the races over territory and resources. In some regions Aavakeen have managed to establish small footholds on the surface building small villages of mud huts atop their burrow villages and trading with other races.

Aavakeen

Hit Points

6

Size

Small

Speed

25 feet

Ability Boosts

Constitution
Wisdom
Free

Ability Flaw

Intelligence

Languages

Common
Aavak (a language of squeaks and clicks)
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Ignan, Sylvan, Terran, Undercommon and any other languages to which you have access (such as the languages prevalent in your region).

Traits

Aavakeen
Humanoid

Vision

Low light vision

 

Aavakeen Heritages

Savanah Aavakeen

Your ancestors lived in temperate and tropical grasslands and hills. Beneath their village huts they excavated great burrow villages. Ever vigilant they competed for territory with centaurs, gnolls and wemics. You gain fire resistance to half your level (minimum 1), and you treat environmental heat effects as if they were one step less extreme for you (incredible heat becomes extreme, extreme heat becomes severe, and so on).

Ancestry Feats

Aavakeen Lore     FEAT 1

Aavakeen

You’ve learned the lessons of your people, hiding from predators learning how to strike at them with clever coordinated attacks, important skills passed down through generations of Aavakeen tribes. You gain the trained proficiency rank in Stealth and Survival. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Aavakeen Lore.

Aavakeen Weapon Familiarity     FEAT 1

Aavakeen

While the weapons of your people are simple, they have kept generations of Aavakeen safe from harm. You are trained with staves, the slingstaff and slingshots.

Devoted of the Ignan     FEAT 1

Aavakeen

The fire symbolises hope in the darkest times. You gain the Produce Flame primal spell, or choose any one cantrip from the Primal Spells list (page 314). You can cast this spell as a primal innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Fascinating Flame     FEAT 1

Aavakeen

The flame that burns bright burns half as long. Your spells and alchemical items that deal fire damage gain a status bonus to damage equal to half the spell’s level or one-quarter the item’s level (minimum 1). You also gain a +1 status bonus to any persistent fire damage you deal.

Pack tactics     FEAT 1

Aavakeen

To defend against larger enemies, the members of the savannah tribes surround and overwhelm their enemies with swift attacks. While flanking another creature, you gain a +1 AC bonus.

Shelter     FEAT 1

Aavakeen

Your ancestors taught you how to survive should you get separated from the tribe. You gain a +1 circumstance bonus to Perception or Survival when attempting to scout a safe camp site or quickly locate an area to hide.

Vigilant     FEAT 1

Aavakeen

Your ancestors kept watch over the nocturnal tribes of old and as a result sensing danger is like second nature to you. You gain a +1 circumstance bonus to Reflex saves against and Perception checks to detect hidden creatures.

 

Dragonborn

Dragonborn are a mysterious race who claim descent from mighty dragons. These steadfast people live in nomadic clans, selling their services as mercenaries or adventurers in a desperate attempt to reclaim their ancient glory.

Dragonborn are robust humanoids who stand half a head taller than most humans and weigh at least 300 pounds. They resemble their draconic ancestors, with horned snouts, frills above their ears, and small claws on their hands and feet, though they have no tails. A few “pure-blooded” dragonborn have scales that clearly match the color of one particular dragon breed or another, though generations of interbreeding have left most dragonborn with dull rust-brown, gray, or ocher scales with only subtle spots or other patterns indicating their draconic heritage. Male dragonborn have slightly more pronounced horns and frills, but otherwise the sexes are indistinguishable.

The clan is vital to dragonborn life, and most dragonborn can trace their ancestry back centuries. Most members of a clan have the same draconic heritage, though children hatched with a different affinity than their parents are not uncommon or cause for concern except in the most pure-blooded clans. Self-sufficiency, honor, and self-improvement are valued above all else by dragonborn clans, traits that are often perceived as arrogance by other races. Most dragonborn are highly lawful and worship an aspect of Bahamut, though some evil clans who embrace the heritage of chromatic dragon’s worship Tiamat.

Dragonborn are not common in the North Kingdoms. Clans of dragonborn can be found on Raielôth, and northern Lurasia. Solitary individuals or small groups who travel to the North Kingdom’s are often mistaken for lizardfolk.

Dragonborn

 
Hit Points

8

Size

Medium

Speed

25 feet

Ability Boosts

Strength
Charisma
Free

Ability Flaw

Dexterity

Languages

Common
Draconic
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Celestial, Dwarven, Elven, Giant, Infernal, and Orc, and any other languages to which you have access (such as the languages prevalent in your region).

Traits

Dragon
Humanoid

Vision

Darkvision

 

Dragonborn Heritages

Chromatic Dragonborn

You are descended from chromatic dragons. Choose one type of dragon from the table below. You have a breath weapon of the energy type and shape listed.

In addition you gain the trained proficiency rank in Intimidation. If you would otherwise gain Intimidation from another source you gain the trained proficiency rank in deception.

Dragon Type

Damage Type

Breath Weapon

Black

Acid

20-ft. line

Blue

Electricity

20-ft. line

Green

Acid

15-ft. cone

Red

Fire

15-ft. cone

White

Cold

15-ft. cone

Metallic Dragonborn

You are descended from metallic dragons. Choose one type of dragon from the table below. You have a breath weapon of the energy type and shape listed.

In addition you gain the trained proficiency rank in Diplomacy. If you would otherwise gain Diplomacy from another source you gain the trained proficiency rank in society.

Dragon Type

Damage Type

Breath Weapon

Brass

Fire

20-ft. line

Bronze

Electricity

20-ft. line

Copper

Acid

20-ft. line

Gold

Fire

15-ft. cone

Silver

Cold

15-ft. cone

Breath Weapon    >>

Dragonborn

Once per day, you can make a breath weapon attack that deals 2d6 points of damage. The type of damage dealt and the breath weapon’s area depend on your dragonborn’s draconic ancestry. All creatures within the affected area must make a basic Reflex saving throw against the dragonborn’s class DC taking no damage on a critical success, half damage on a success, full damage on a failure, or double damage on a critical failure.

Ancestry Feats

Dragon Lore        FEAT 1

Dragonborn

You’ve studied dragons, learning about their magic, and how they have shaped history. You gain the trained proficiency rank in Arcana and Diplomacy. If you would

automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Dragon Lore.

Draconic Claw        FEAT 1

Dragonborn

You are skilled at unarmed combat and have vicious claws. These are agile finesse

unarmed attacks that deal 1d6 slashing damage.

Draconic Persuasion        FEAT 1

Dragonborn

Your ancestors are known for being sly, silver tounged tricksters. You get a +2 status bonus on all lie deception skill checks, make an impression diplomacy skill checks, and coerce intimidation skill checks.

Draconic Toughness        FEAT 1

Dragonborn

You can withstand more punishment than most before succumbing. Increase your maximum Hit Points by your level. You reduce the DC of recovery checks by 1.

Dragon Tail        FEAT 1

Dragonborn

You have a muscular draconic tail which you can use to hit targets close to you. This is an agile

unarmed attack that deal 1d6 bludgeoning damage with the trip weapon trait

Energy Resistance          FEAT 1

Dragonborn

You gain resistance 5 to the same type of energy of your breath weapon as determined by your draconic ancestry.

Draconic Legacy        FEAT 5

Dragonborn

Your connection to your draconic forebears grants you an arcane innate spell. Choose one cantrip from the arcane spell list (page 307). You can cast this spell as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Draconic Scales        FEAT 5

Dragonborn

Your scales have hardened and become tempered with age. You gain a +1 status bonus to AC.

Extraordinary Trapsmith        FEAT 5

Dragonborn

You are a budding engineer and have studied the lairs of famous and powerful dragons. You become trained in Crafting skill and gain the Snare Crafting feat. If you already have or gain the Crafting skill from another source you get a +2 status bonus on all Crafting skill checks to craft snares.

Greater Dragons Breath        FEAT 5

Dragonborn

The damage of your dragonborn breath weapon increases by 2d6.

Double Breath        FEAT 9

Dragonborn

You can use your dragonborn breath weapon one addition time per day.

Draconic Presence        FEAT 9

Dragonborn

You roar, growl and glare at your foes. Your frightening visage causes all creatures five or more levels lower than you and within 20′ to become Demoralize.

Dragon Blood        FEAT 9

Dragonborn

You draconic blood makes you resistant to intimidation and magical fear effects. You are immune to dragons Frightful Presence and provides a +4 status bonus to all saving throws against spells and effects with the fear trait.

Dragon Breath Hazard        FEAT 13

Dragonborn

You have learned to use your breath weapon to lay down a hazardous patch of persistent dragon breath. When you use your breath weapon you can choose to make it persistent and last up to level in rounds. You must choose the duration when you breath. Creatures who stand or passthrough the hazard take damage equal to your normal breath weapon and subject to the usual saving throw.

Hurl Breath        FEAT 13

Dragonborn

You have learned to control your breath weapon and are able to throw it up to 60′ where it bursts in a 20′ radius sphere.

 

Goliath

Goliaths are large, rugged humanoids that inhabit the tallest, most inhospitable mountain ranges, higher than even most dwarves find tolerable. These daring nomads follow herds of wild sheep and other game up and down the mountain slopes, fearlessly braving cliffs and ledges to survive.

Standing 6 ½ to 7 ½ feet tall, goliaths are large, muscular people with pale gray skin covered in darker patterns and dotted with bony growths called lithoderms. Goliath women typically have long black hair, while male goliaths are usually hairless. Goliaths take pride in their body markings, and prefer light clothing that shows off as much skin as possible. Although they are a spartan people, many goliaths wear jewelry such as ear, nose, or brow rings.

Goliaths push themselves to the point of foolhardiness, competing against their clanmates and their own past achievements. Competition is the heart of goliath culture, ranging from friendly games like races and tug-of-war to deadly serious attempts to prove themselves best at combat. Just as important is the concept of a level playing ground, and goliaths look down on other races’ kings and lords who hoard wealth without having earned it. Goliaths who cannot or will not push themselves this way are seen as lazy and useless and face exile. A few such exiles become adventurers; most die in the wild. Few goliaths reach old age. Goliaths can be found in mountain ranges throughout Enderrin’s northern hemisphere, from Nord to Hendar to Chin, but their homeland is thought to be the Mountains and Tundra north of Lake Daasa between the North Kingdoms and the artic. This forbidding range is home to the only known goliath city in the world: Grol-Tan, in the Furgarth Valley. This sprawling tent city’s population fluctuates constantly as nomadic goliath clans come and go, trading dwarven or giant crafted goods and engaging in every conceivable sport and game.

Goliath

 
Hit Points

10

Size

Medium

Speed

30 feet

Ability Boosts

Strength
Constitution
Free

Ability Flaw

Dexterity

Languages

Common
Gol-Kaa
Additional languages equal to your Intelligence modifier (if it’s positive). Choose from Aklo, Dwarven, Giant, Orc, Sylvan, Terran, and any other languages to which you have access (such as the languages prevalent in your region).

Traits

Goliath
Humanoid

Vision

Normal

Goliath Heritages

Mountain Goliath

Your ancestors lived and hunted in the high foothills and mountain passes. They lived a nomadic lifestyle regularly moving their home across the rugged landscape. You are immune to altitude sickness. In addition increase your maximum and encumbered Bulk limits by 2.

Ancestry Feats

Athletic          FEAT 1

Goliath

Competition and athletic prowess are at the core of goliath society. You gain the trained proficiency rank in Athletics. If you would automatically become trained in Athletics (from your background or class, for example), you instead become trained in a Constitution, Dexterity or Strength skill of your choice.

Insightful          FEAT 1

Goliath

Cautious and wary of strangers goliaths learn to study outlanders. Goliaths augment their verbal communication and storytelling with subtle body language and look for it in others. Goliaths receive a +2 racial bonus on Sense Motive checks.

In addition you gain the trained proficiency rank in Deception, Diplomacy or Performance. You also become trained in Goliath Lore.

Mountaineer          FEAT 1

Goliath

Your innate connection to the hills and mountains makes you adept at moving across uneven surfaces. You can ignore difficult terrain caused by rubble and uneven ground made of stone and earth. In addition, when you use the Acrobatics skill to Balance on narrow surfaces or uneven ground made of stone or earth, you aren’t flat-footed, and when you roll a success at one of these Acrobatics checks, you get a critical success instead.

Stone’s Endurance          FEAT 1

Goliath

Trigger You take damage

You have a remarkable ability to shrug off injury. Once per day as a reaction, when you take damage,  roll 1d12 + your Constitution modifier, and reduce the damage by that total.

Heavy Lithoderms          FEAT 5

Goliath

You have developed stony growths on your skin that afford you protection against attacks. You gain a +1 status bonus to AC.

Steady Mountaineer          FEAT 5

Goliath

Prerequisites Training in Athletics.

You are so good at climbing cliffs and leaping across crevasses that distractions don’t affect you. You can voluntarily spend three actions when attempting a Climb, High Jump or Long Jump Athletics skill check to gain a +10 circumstance bonus to that check.

Titan Fighting           FEAT 5

Goliath

Prerequisites Trained in Athletics and Acrobatics

You have been trained to fight larger creatures, and you are adept at dodging their attacks. You gain the Titan Wrestler feat. In addition when fighting against a large or larger creature, you gain a +2 status bonus to Reflex saving throws.

Auspicious Marking of the Mystic          FEAT 9

Goliath

Restriction You can only take one Auspicious Marking feat.

Frequency Twice per day.

Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms. Your skin markings shift into a pattern that denotes you as having strong magical talent. Roll a second d20 when attempting a spell attack roll and use either of the two results.

Auspicious Marking of the Maker          FEAT 9

Goliath

Restriction You can only take one Auspicious Marking feat.

Frequency Twice per day.

Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms. Your skin markings shift into a pattern that gives you fate’s edge when using skills. Roll a second d20 when attempting any skill check and use either of the two results.

Earth Sense          FEAT 9

Goliath

Prerequisites Con 14, Wis 14.

You are in tune with the earth beneath you. As long as you are touching the ground, you can take a single action to sense the number of creatures within 30 feet that are also touching the ground and the direction to each one. This is not a precise sense and creatures sensed are still considered hidden until observed.

Auspicious Marking of the Blessed          FEAT 13

Goliath

Restriction You can only take one Auspicious Marking feat.

Frequency Twice per day.

Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms. Your skin markings shift into a pattern that resists a wide array of harmful effects in times of trouble. Roll a second d20 when attempting any saving throw and use either of the two results.

Auspicious Marking of the Hunter          FEAT 13

Goliath

Restriction You can only take one Auspicious Marking feat.

Frequency Twice per day.

Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms. Your skin markings shift into a pattern that makes you hard to get the drop on. You can roll a second d20 when making an initiative check and use either of the two results.

Auspicious Marking of the Warrior          FEAT 13

Goliath

Restriction You can only take one Auspicious Marking feat.

Frequency Twice per day.

Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms. Your skin markings shift into a pattern that gives you fate’s deathly accuracy in times of trouble. Roll a second d20 when making a melee or ranged attack roll and use either of the two results.