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Human: HP 9 / Strength 10 / Intelligence 10 / Dexterity 10

Conqueror’s Right: At first level the player gains an additional 2 Skill Points and Ability of their choice. (This ability cannot be upgraded.)

Minotaur: HP 12 / Strength 14 / Intelligence 6 / Dexterity 8

Powerful Charge: The player rushes full force at an enemy with weapon(s) in hand(s) and horns pointed forward. The attack hits all enemies within a straight line dealing standard weapon damage and goring them with the player’s horns for an additional 2d6 damage. Targets struck are knocked down but can evade the attack with a dexterity check.

Tiefling: HP 9 / Strength 11 / Intelligence 9 / Dexterity 11

Infernal Judgment: The player takes damage equal to 1/3 their maximum Hit Points. The player’s next successful attack creates a 10 foot x 10 foot explosion dealing fire damage to all enemies within the area of effect equal to the damage the player was originally dealt.

Elf: HP 8 / Strength 8 / Intelligence 12 / Dexterity 12

Elven Expertise: At first level the player chooses either Strength, Dexterity or Intelligence. The player gains a +2 to attack and damage rolls for attacks that apply a bonus from the chosen stat.

Orc: HP 12 / Strength 12 / Intelligence 8 / Dexterity 8

Berserker Rage: Dropping below 1/3 max Hit Points sends the player into a violent frenzy. The player receives a +2 bonus to Strength and Dexterity, along with non-magic based damage received being halved. The effect lasts 2 rounds during which the player must perform an attack every round. After the effect the player cannot attack or perform a Run action during their next turn.

Dwarf: HP 11 / Strength 11 / Intelligence 9 / Dexterity 9

Will of Stone: Dwarves cannot be Intimidated or Feared and gain a +2 bonus to attack and damage rolls with hammers, axes and two-handed melee weapons (does not stack).

Halfling: HP 9 / Strength 9 / Intelligence 11 / Dexterity 11

Small but Deadly: Due to their size Halflings gain a +2 bonus to Hide, Bluff and Move Silently checks, and an additional +2 racial bonus to Armor Class.

Wilden: HP 9 / Strength 10 / Intelligence 10 / Dexterity 12

Power of the Ancients: Once per turn in addition to the players normal movement they may teleport 3 additional squares as a minor action.

Goblin: HP 6 / Strength 10 / Intelligence 10 / Dexterity 10

At first level choose either Strength, Intelligence or Dexterity and add 5 points to that score.

Deep Pockets: Goblins start with an additional 10,000 starting gold. (Additional levels grant extra gold). The player gains a +5 to Bribery, Bluff, and Diplomacy checks and all items purchased cost 10% less than normal.

Shardmind: HP 10 / Strength 10 / Intelligence 12 / Dexterity 10

Psionic Mastery: You gain a +5 bonus to all psionic abilities, are immune to psionic based attacks, and can telepathically communicate with anyone within 100 feet (10 squares).

Githzerai: HP 8 / Strength 12 / Intelligence 12 / Dexterity 10

Body & Mind as One: The player gets a +2 bonus to attack and damaged rolls for unarmed melee attacks and psionic abilities.

Drow: HP 8 / Strength 8 / Intelligence 12 / Dexterity 12

Cloud of Darkness: The player can cast a spell that envelopes a 20 foot x 20 foot square. All creatures in the area gain a concealment bonus that grants a 20% chance for attacks to miss their target. Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.

Warforged: HP 20 / Strength 12 / Intelligence 12 / Dexterity 12

Machina: The player is a magical construct and can only be healed through spells or a person who is knowledgeable about your construction performing a repair check. Potions and food have no effect. The player is immune to sleep, necrotic and poison damage and takes double damage from lightning damage.

Deva: HP 12 / Strength 11 / Intelligence 13 / Dexterity 9

Divine Spirit: Due to their Angelic heritage the player is able to harness the powers of the Divine. Once per day the player may gain temporary Hit Points equal to their Total Hit Points. The player also suffers a critical weakness to Dark damage.

Mind Flayer: HP 7 / Strength 7 / Intelligence 16 / Dexterity 10
Movement Speed: 6

Mind Blast: The player fires a concussive blast of psionic energy at the target rattling their mind. The attack does 1d6 points of psionic damage and the target receives a -2 penalty to all attack rolls until the end of their next turn.

Changeling: HP 8 / Strength 8 / Intelligence 10 / Dexterity 12

Doppelgänger – As a standard action the player takes damage equal to 20% (Rounded Up) of the player’s maximum Hit Points and assumes the appearance of a humanoid figure in line of sight; The two beings become completely indistinguishable from each other clothing included.

Each player gains the following stat increases to their stats based on their current class.

Mages (Bard, Druid, Necromancer, etc): +2 Intelligence
Battle Mage: +1 (Strength / Dex) +1 Intelligence
Rogue: +1 Dexterity +1 Intelligence
Swashbuckler (Pirate): +1 Dexterity +2 Hit Points
Ranger / Assassin: +2 Dexterity
Fighter: +1 Strength +5 Hit Points
Cleric: +2 Hit Points +1 Intelligence
Barbarian: +2 Strength
Paladin / Blackguard: +10 Hit Points

Each time a player gains a level, that player gains HP based on their class then chooses to either allocate a Skill Point to Strength, Dexterity, or Intelligence; or create an ability that is allowed by the DM.

HP Gains per level (after first)

Mages (Bard, Druid, Necromancer, etc): +1
Assassin: +1
Rogue: +1
Battle Mage: +1 (even level ups) / +2 (odd level ups)
Swashbuckler (Pirate): +1 (even level ups) / +2 (odd level ups)
Ranger: +1 (even level ups) / +2 (odd level ups)
Barbarian: +2
Fighter: +2 (even level ups / +3 (odd level ups)
Cleric: +3
Paladin / Blackguard: +3

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