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.

Advantages
Skilled

Gain an additional skill rank per level.

Bonus Feat

Gain a bonus feat at 1st level.

Flexible Ability Scores

+2 to any two ability scores

Adaptable

+1 trait bonus on all skill checks.

Brave

+2 trait bonus on Will saves against fear

Languages

Learn one extra languages of your choice.

Slinger

+1 to attack rolls with sling attacks.

Persuasive

+2 racial bonus to Diplomacy and Bluff checks.

Tough

Gain +1 Hit Point and +1 Hit point per heritage level.

Fleet

At the start of your turn move up to +10ft, this bonus only applies to your first turn of combat

Evolutions
  • hybrid
  • unique
  • traveled
  • cultured
  • organized
  • advanced

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.

Advantages
Darkvision

see in dim light within 60' as if it were bright light and in darkness as if it were dim light.

Ferocity

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

Menacing

Intimidate is always considered a class skill for you, You gain a racial bonus on Intimidate checks = to 1 + your heritage level.

Orc Weapon Familiarity

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

Aggressive

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.

Endurance

Orks gain a +4 racial bonus on checks and saves against things that specifically reduce endurance (such as disease, starvation, thirst).

Intimidating

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

Relentless Endurance

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.

Light Sensitivity

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

Damage Reduction

Gain Damage Reduction of 1/– at 1st level, increasing to 2/– at 5th, 3/– at 9th, 4/– at 13, and 5/– at 17th level

Evolutions
  • regenerative
  • muscular
  • tough
  • dense
  • exoskeleton

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.

Advantages
Elven Immunities

Immune to sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic

+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.

Keen Senses

+2 racial bonus on Perception checks.

Low-Light Vision

Can see twice as far as humans in conditions of dim light.

Weapon Familiarity

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.

Fleet of Foot

The elf gains +5ft of movement speed for all instances where movement speed applies

Languages

elves gain one bonus language, from choices DM deems appropriate.

High Arcana

Elves gain a bonus of +1 on saves vs. magical effects.

Arcane Sight

Gain the Arcane Sight ability

Evolutions
  • everlasting
  • strong
  • fast
  • hearty
  • smart
  • wise
  • social

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.

Advantages
Fey Ancestry

Immune to sleep effects, and gain a +2 racial bonus against enchantment spells and effects.

Keen Senses

Gain +2 trait bonus on Perception checks

Wood Elf Magic

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.

Low-light Vision

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.

Plant Manipulation

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).

Luring Glance

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)

Charm immunity

Fey are naturally more resistant to others attempting to charm them. They gain a +2 on checks made to resist being charmed

Evasion

Fey get a Reflex save for half damage, instead you can take no damage if you succeed on the saving throw.

Languages

Fey gain one bonus language, chosen from those approved by GM amongst the Fey Ancestry subtypes in the relevant universe the fey originates

Shifter

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

Evolutions
  • this
  • this
  • this

Typical Fey Types by Size
Size Name
Giant
Massive
Huge
Large Centaur
Medium Satyr
short Dryad
Small Nymph
Tiny
Sprite Wisp
Centaur

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.

Satyr
Dryad
Nymph

unused names

  • Hob
  • Sylvan? <descriptor?>