Common
Stat Adjustment Table
| Name | Adjustment |
|---|---|
| Man | apply +1 to any three separate stats |
| Orc | apply +3 to any single stat |
| Elf | apply +2, +1 to any two separate stats |
| Fey | apply +4 total, -1 to any other stat |
Introduction
The common heritages are named so for being the most represented among all Employees across the Offices. This is partly due to them being the most adaptable to a multitude of environments, often stepping outside the influence of general evolutionary pressures.
Details
Man
Possibly the most adaptable heritage of all, Men are found in all manner of environments.
Gain an additional skill rank per level. Gain a bonus feat at 1st level. +2 to any two ability scores +1 trait bonus on all skill checks. +2 trait bonus on Will saves against fear Learn one extra languages of your choice. +1 to attack rolls with sling attacks. +2 racial bonus to Diplomacy and Bluff checks. Gain +1 Hit Point and +1 Hit point per heritage level. At the start of your turn move up to +10ft, this bonus only applies to your
first turn of combat
Advantages
Skilled
Bonus Feat
Flexible Ability Scores
Adaptable
Brave
Languages
Slinger
Persuasive
Tough
Fleet
Evolutions
Typical Man Types by Size
Size
Name
Giant
Giant
Massive
Huge
Nephilim
Large
Barbarian
Medium
Human
short
Dwarf
Small
Halfling
Tiny
Sprite
Brownie
Orc
Often seen as brutish and uncivilized, Orc races often have rich cultures, even if they seem to revolve around conflict more than anything else.
see in dim light within 60' as if it were bright light and in darkness as if it
were dim light. Once per day when brought below 0 hit points without dying, you may expend a
use of Ferocity to continue fighting for 1 more round as though you’d been
stabilized Intimidate is always considered a class skill for you, You gain a racial bonus
on Intimidate checks = to 1 + your heritage level. Orcs are proficient with greataxes, falchions, and short swords,
and treat any weapon with the word “orc” in its name as a martial weapon.
Plus any 'crude' weapon in its name as though martial weapon At the start of combat on your turn gain a bonus speed of up to 10ft.
This speed can be used on this turn, or saved to be used at a later turn to
close distance. Orks gain a +4 racial bonus on checks and saves against things that
specifically reduce endurance (such as disease, starvation, thirst). Add heritage subtype level to Intimidate checks when being larger than the
target's size or wielding a wielded larger than the target's size or wielding
weapon. This bonus stacks with existing intimidate bonuses Once per day, when an orc is reduced to 0 or fewer hit points, he can make a DC
10 Constitution check to remain conscious at 1 hit point. He is staggered,
and any additional damage knocks him unconscious. Relentless endurance does not
allow the orc to take any actions, including making attacks of opportunity or
casting spells, but if he has swift or immediate actions available,
he can still perform them. Upon being exposed to direct sunlight outside during dawn, noon, and dusk,
the orc must take a DC 12 Fortitude save or be affected by Dazzled.
Direct sunlight can also affect an orc in areas of bright sunlight and
similarly bright areas such as in spells like Daylight and other sources of it.
If within an area affected by something giving permanent light (a.e.
something cast by an deity, something affected by the Permanency metamagic and
similiar) an Orc takes an additional -2 to these saves. If being exposed to
light, and if an Orc fails its initial save it must make additional Fortitude
saves at the beginning of every Orc's Turn, being affected by dazzled for 1
round, increasing by 1 round up to maximum of 3 rounds on every additional turn
where save checks are
made Gain Damage Reduction of 1/– at 1st level, increasing to 2/– at 5th,
3/– at 9th, 4/– at 13, and 5/– at 17th
level
Advantages
Darkvision
Ferocity
Menacing
Orc Weapon Familiarity
Aggressive
Endurance
Intimidating
Relentless Endurance
Light Sensitivity
Damage Reduction
Evolutions
Typical Orc Types by Size
Size
Name
Giant
Ogre
Massive
Troll
Huge
Bugbear
Large
Hobgoblin
Medium
Orc
short
Grunt
Small
Goblin
Tiny
Gremlin
Sprite
Imp
Elf
Elves are often seen as the most beautiful and graceful of all races, but they are also the most aloof and distant. They have a deep connection to nature and magic and typically live very long lives.
Immune to sleep effects and gain a +2 racial saving throw bonus against
enchantment spells and effects. +2 racial bonus on caster level checks made to overcome spell resistance.
In addition, elves receive a +2 racial bonus on Spellcraft skill checks to
identify the properties of magic items. +2 racial bonus on Perception checks. Can see twice as far as humans in conditions of dim light. Elves are proficient with longbows (including composite longbows), longswords,
rapiers, and shortbows (including composite shortbows), and treat any weapon
with the word “elven” in its name as a martial weapon. The elf gains +5ft of movement speed for all instances where movement speed applies elves gain one bonus language, from choices DM deems appropriate. Elves gain a bonus of +1 on saves vs. magical effects. Gain the Arcane Sight ability
Advantages
Elven Immunities
Elven Magic
Keen Senses
Low-Light Vision
Weapon Familiarity
Fleet of Foot
Languages
High Arcana
Arcane Sight
Evolutions
Typical Elf Types by Size
Size
Name
Giant
Eldergarth
Massive
Firbolg
Huge
Ewangarth
Large
Rowangarth
Medium
High Elf
short
Wood Elf
Small
Gnome
Tiny
Faery
Sprite
Pixie
Fey
Fey are the most mysterious races of them all. Their magic is wild and individuals can be unpredictable. They love to mingle with other races and sew choas wherever they go.
Immune to sleep effects, and gain a +2 racial bonus against enchantment spells
and effects. Gain +2 trait bonus on Perception checks Fey gain a plus +2 on Caster Level checks made to overcome spell resistance.
They also receive a +2 racial bonus on Spellcraft to identify the properties of
magic items. See twice as far as a human in starlight, moonlight, twilight, and similar
conditions of dim light. They retain the ability to distinguish color and
detail under these conditions. The fey may attempt to mentally dominate unattended (neither carried or
otherwise controlled by another individual) flora and/or fungus within a cone
of its choosing extending up to 15ft in any direction it designates (once per
round, requiring line of sight/effect). If the caster succeeds in a DC 15
caster level check the targeted flora remains obedient for 1 hr or until
released from the caster's mental control). The fey attempts with an effort to compel another creature towards the fey.
The DC of the charm attempt is equal to 10 + Fey level of this heritage +
Charisma bonus + Wisdom bonus. The target takes +2 to the save against its
effect if both have Fey Ancestry, and +2 if affected target does not have Fey
Ancestry. If being within the creature's field of vision it automatically
fails. As a consequence of failing the check, the individual(s)
moves towards you at half-speed for a number of rounds equal to the fey's level
of this heritage. While being subject to the compulsion of being lured by the
fey, the target remains free to perform ordinary actions (a.e. it can use move
actions to continue moving closer by expending double move, it can use its
standard/swift to heal itself and/or use other items, equipment etc as usual) Fey are naturally more resistant to others attempting to charm them.
They gain a +2 on checks made to resist being charmed Fey get a Reflex save for half damage, instead you can take no damage if you
succeed on the saving throw. Fey gain one bonus language, chosen from those approved by GM amongst the Fey
Ancestry subtypes in the relevant universe the fey originates Upon taking an "Hit" the fey may as a free action, if the target and themselves
isn't at max range, change positioning with the target if themselves weigh less.
This can also apply after doing damage to a target but before damage rolls take
place; regardless if damage is dealt or not
Advantages
Fey Ancestry
Keen Senses
Wood Elf Magic
Low-light Vision
Plant Manipulation
Luring Glance
Charm immunity
Evasion
Languages
Shifter
Evolutions
While most recognize and believe a centaur to be the form of a humanoid torso on top of a
quadripedal animal body, the race of Centaurs are actually just rather large elves who
are the most commonly seen race to evolve into such a form.
Thus the form is called 'centaurism'. Any race can evolve into centaurism.
Typical Fey Types by Size
Size
Name
Giant
Massive
Huge
Large
Centaur
Medium
Satyr
short
Dryad
Small
Nymph
Tiny
Sprite
Wisp
Centaur
Satyr
Dryad
Nymph
unused names
- Hob
- Sylvan? <descriptor?>