Been busy putting together the write-up for the game, and figured I'd share this tidbit since it details all the skills and available PC races... even the ones I haven't gotten to yet in this thread!
Heroic Archetypes:At character creation, you choose an Archetype for your character. Archetypes are generic structures you build your character's skills and abilities around; it determines their starting skills, and how they improve as they gain experience. Once you choose your character's Archetype, this cannot be changed.
Warriors are an offensive combat-focused archetype. They have the highest attack bonus, and start with more advanced Weapon and Armor proficiencies. They make good Soldiers, Berserkers, and Assassins.Hit Die: 10 HP at 1st, +5 per Level. Con mod. applies per level (35 at Lv6)
Base Attack Bonus: +1 per level
Base Defense Bonus: +3/4 per level (rounded down)
Saving Throws: 1 Good, 2 Poor
Skills: Choose 6 Major Skills
Skill Points: 2 + Int modifier per level
Feats: 2 at 1st, +1 per level
Starting Feats: Simple Weapon Proficiency, Martial Weapon Proficiency, Light Armor Proficiency, Medium Armor Proficiency
Experts are a tough, well-balanced archetype. They have the highest defensive bonus, and a second Good Saving Throw thanks to the Resistance feat. They make good Knights, Hunters, and Swashbucklers.Hit Die: 8 HP at 1st, +4 per Level. Con mod. applies per level (28 at Lv6)
Base Attack Bonus: +3/4 per level (rounded down)
Base Defense Bonus: +1 per level
Saving Throws: 2 Good, 1 Poor (Resistance as a Bonus Feat)
Skills: Choose 8 Major Skills
Skill Points: 4 + Int modifier per level
Feats: 3 at 1st, +1 per level
Starting Feats: Resistance (any), Simple Weapon Proficiency, Light Armor Proficiency
Adepts are a skill-focused archetype, who start with more feats and skills than other archetypes. However, they are the least suited for combat, with lower HP, Attack, and Defense bonuses. They make good Sorcerers, Artisans, and Cat-Burglers.Hit Die: 6 HP at 1st, +3 per Level. Con mod. applies per level (21 at Lv6)
Base Attack Bonus: +1/2 per level (rounded down)
Base Defense Bonus: +1/2 per level (rounded down)
Saving Throws: 1 Good, 2 Poor
Skills: Choose 10 Major Skills
Skill Points: 6 + Int modifier per level
Feats: 4 at 1st, +1 per level
Starting Feats: Skill Focus (any), Simple Weapon Proficiency, Light Armor Proficiency
Ability Scores:Your character begins with 6 Ability Scores, which describe their physical and mental abilities. Ability Scores are as follows:
Strength (STR): Measures muscle and physical power. It factors into melee attack and damage rolls, carrying capacity, and tests where physical power is key.
Dexterity (DEX): Measures agility, reflexes, and balance. It factors into ranged attack rolls, defense checks, reflex saves, and tests where finesse is key.
Constitution (CON): Measures health and stamina. It factors into hit points gained each level, fortitude saves, and tests where endurance is key.
Intelligence (INT): Represents ability to learn and reason. It factors into skill points gained each level, ritual spellcasting, and tests where knowledge is key.
Wisdom (WIS): Represents willpower, awareness, and intuition. Factors into will saving throws, pact spellcasting, and tests where perception and intuition are key.
Charisma (CHA): Represents likability, leadership, and force of personality. Factors into wild spellcasting, and tests where influence and sociability are key.Each of these ability scores begins at 0, which is average for a human being. Ability Score bonuses that are higher than 0 will add a bonus to dice rolls for related skills, while scores that are lower than 0 will subtract from them. You have 10 points to spend on increasing your ability scores. You may also decrease one or more of your ability scores below 0, and earn more points to invest elsewhere:
Skill Rating Point Cost
-2 [Terrible] +2 pts.
-1 [Poor] +1 pt.
*0 [Average] Default
+1 [Fair] 1 pt.
+2 [Good] 2 pts.
+3 [Great] 4 pts.
+4 [Superb] 8 pts.Character Races:Once you select your Archetype and assign ability scores, select a race for your character. Each race has different physical attributes and natural capabilities, which vary widely from one another.
Physical Description: Flinds, or Gnolls as they're sometimes called, are doglike humanoids with heavy builds and tails. Their bodies are covered in coarse fur, spotted and patterned in various shades of tan, brown, grey, and black, with dark manes of longer fur growing from their neck and shoulders. Their hands and feet are broad, bearing small claws. Male and female Flinds look alike, and they seldom distinguish their gender but in courtship. Oftentimes, other races assume Flinds to be male, and few Flinds are concerned with correcting them.
+1 Strength, +1 Wisdom, -1 Charisma: Flind are strong and perceptive, but lack force of personality.
- Medium: Flinds are Medium creatures and have no bonuses or penalties due to their size.
- Fast: Flinds have a base speed of 40 feet.
- Toothy: Flinds have a bite attack that deals 1d4 Damage. This is a Primary Natural Attack, or a Secondary Natural Attack while wielding another weapon.
- Stubborn: Flinds gain a +2 racial bonus on saving throws against mind-affecting charm and compulsion effects.
- Scent: Flinds posess a keen sense of smell, and gain the Scent extraordinary ability.
Physical Description:Orcs are tall, robust humanoids, with pronounced canine teeth, slightly pointed ears, and coarse features. Their hair tends to be dark, and their skin has a similar range of color to humans, though it tends to be pale and muted, with greyish undertones. Their eyes vary widely between shades of yellow, red, brown, and green, and seem to shine with their own light in the dark.
+1 Strength, +1 Constitution, -1 Intelligence: Orcs are powerful and hardy, but slow to learn and adapt.
- Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Orcs have a base speed of 30 feet.
- Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light.
- Hardy: Orcs gain a +2 racial bonus on saving throws against effects that cause disease, nausea, or the sickened condition.
- Intimidating: Orcs receive a +2 racial bonus on Intimidate checks due to their fearsome appearance.
- Tenacity: Orcs remain conscious and can continue acting even when their hit point total is at 0. They are Staggered, however, and still receive Wounds as normal.
Physical Description: http://en.wikipedia.org/wiki/Human+1 to any ability score: Humans have varied talents.
- Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Humans have a base speed of 30 feet.
- Bonus Feat: Humans select one extra feat at 1st level.
- Cosmopolitan: Humans are adept at negotiating and dealing with all manner of people, and gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps rather than two.
Physical Description: Generally taller than humans, elves possess a gracile physique accentuated by long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. The coloration of elves as a whole varies wildly, and is much more diverse than that of humans. Their hair tends toward vibrant colors, such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their skin tones range from dark blues to floral pinks, though elves with earthy brown or green skin are not unknown.
+1 Dexterity, +1 Intelligence, -1 Constitution: Elves are nimble, and accumulate much knowledge through their long lives, but tend to be frail and less robust.
- Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Elves have a base speed of 30 feet.
- Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
- Keen Senses: Elves gain a racial +2 bonus on Perception checks.
- Magical Nature:Elves are considered Fay beings for effects related to origin. They also gain a racial +2 bonus to Arcana checks, and are always considered trained in the Arcana skill.
- Treekin: So long as they are exposed to natural sunlight for 8 hours in a day, Elves can sustain themselves on water alone. They prefer to eat some food, but tend toward small meals. Elves are also immune to magical Sleep effects, and do not require sleep, though many choose to meditate for several hours a day to prevent fatigue and organize their thoughts.
Physical Description: Kenku are birdlike humanoids, lighter and smaller than the average human. They have broad beaks ending in a short hook, four-toed feet and hands ending in talons, and a pair of feathered wings capable of limited flight. Except for their scaly hands and feet, colored feathers cover their bodies, and vary widely between glossy shades of black, brown, midnight blue, emerald, and rust-red, with lighter brown shades on their fronts. Females often have more subdued feathers with dark and light accents, while males sport more vibrant feathers with bolder accents. Both males and females have a fan of long, thin feathers on their heads which they can raise when excited or pleased. Their voices are capable of producing an impressive array of sounds, though they often croak and whistle while speaking.
+1 Dexterity, +1 Wisdom, -1 Constitution: Kenku are quick and keen, but have frail builds.
- Medium: Kenku are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Kenku have a base speed of 30 feet.
- Observant: Kenku receive a +2 racial bonus on Perception and Stealth checks.
- Sound Mimicry: Kenku can use their voice to create sounds or mimic others with surprising accuracy, and gain the Sound Mimicry extraordinary ability.
- Glide: Kenku are capable of limited flight: as a move action, you may Fly 40' (average), with the following limitations: you must begin gliding from at least 5' above the ground, and descend at least 5' for every 20' you fly. You may not ascend or hover while gliding, but may descend in a tight downward spiral at up to 1/2 of your Fly speed. If you glide for less than half of your total Fly speed in a round, you begin to fall. If carrying a Medium load while gliding, you must succeed at a DC 15 Athletics check to stay airborn, or you begin to fall. You may not glide while carrying a heavy load, or while exhausted.
Physical Description:Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Their skin tends toward dark shades of tan or brown, and their eyes are often dark-colored as well. Both male and female dwarves tend to be quite hairy. Their hair shares a similar range of shades to that of humans, favoring red, black, and brown.
+1 Constitution, +1 Intelligence, -1 Dexterity: Dwarves are tough and crafty, but their heavy builds make them clumsy.
- Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
- Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is not affected by armor or encumberance.
- Darkvision: Dwarves can see perfectly in the dark, up to 60 feet away.
- Hardy: Dwarves gain a +2 racial bonus on saving throws against poisons, spells, and spell-like abilities. They also gain a +2 racial bonus to Athletics checks, and to their Combat Maneuver Defense.
- Cunning: Dwarves passively receive Perception checks to notice traps, secret doors and devices, and hidden foes within 10 feet, whether or not they are actively looking.
Physical Description: Fair Folk, Brownies, Halflings... Hobs have been known by many names through the years. They look somewhat like human children, though with more robust frames, larger feet and hands, wider faces, and slightly pointed ears. Their hands and feet tend to be hairy, and they have nimble, arm-length tails sporting a tuft of fur on the end. Their hair, eye, and skin colors have a similar range to those of Humans.
+1 Dexterity, +1 Charisma, -1 Wisdom: Hobs tend to be agile and personable, but lack in sound judgement and foresight.
- Small: Hobs gain a +1 Size Bonus to Attack Rolls and Defense, a +4 Size Bonus on Stealth checks, and a -1 Penalty on Combat Maneuvers.
- Slow: Due to their small size, Hobs have a base speed of 20 feet.
- Hob Luck: +1 racial bonus on all saving throws.
- Fay Heritage: Hobs are treated as Fay beings for effects related to origin.
- Nimble:Hobs recieve a +2 racial bonus to Climb and Acrobatics checks.
- Prehensile Tail: Hob tails are flexible and strong, and can be used almost like a third limb. They may attempt minor feats of dexterity, including picking pockets, opening containers, or grabbing and carrying light, easily-grasped objects. Their tail can be used like a hand when climbing or hanging from ropes, beams, ladders, and so on, keeping their hands free for other tasks.
- Empathy: Hobs have an incredible empathic sense. Once per day, a Hob can use this sense to read the surface thoughts and emotions of a single intelligent being. You must be able to make eye contact with the target of this ability (if your target is blind, it does not prevent this effect, though smoked lenses or a blindfold will). It is treated as the "Detect Thoughts" spell effect, cast by a magick user of your Character Level.
Physical Description:Kobolds are small reptilian humanoids, standing around 3 feet tall and weighing about 35 pounds on average. They have wiry builds, with sharp teeth, small horns that come in various shapes, and claws on their hands and feet. Their faces aren't as expressive as other races, but they tend to show their emotions through body language, such as swishing their tails. Kobolds' scaley hides bear simple patterns, and vary widely in color, ranging from shades of red, brown, black, and yellow, to more vibrant blues, greens, and whites.
+1 Dexterity, +1 Constitution, -1 Stength: Kobolds tend to be quick and hardy, but lack physical strength.
- Small: Kobolds gain a +1 Size Bonus to Attack Rolls and Defense, a +4 Size Bonus on Stealth checks, and a -1 Penalty on Combat Maneuvers.
- Fast: Kobolds are fast for their size, and have a base speed of 30 feet.
- Scaley: Kobolds recieve a +1 Natural Armor bonus.
- Darkvision: Kobolds can see perfectly in the dark, up to 60 feet away.
- Crafty: Kobolds gain a +2 bonus to any two Craft or Profession skills.
- Slight of Frame: Kobolds tend to have thin builds well-suited to squeezing into narrow places. This grants them a +2 bonus on all Escape Artist checks. Kobolds can also slip through squares occupied by creatures 1 or more size categories larger than them (instead of the normal 3). This movement provokes Attacks of Opportunity as normal, and they cannot end their movement in an occupied square. Creatures that fill their entire square cannot be moved past in this way.
Physical Description: When Humans, Elves, Dwarves, Orcs, or Hobs have children with one another, the resulting offspring are known as Muls. They exhibit a blend of physical traits inherited from their mixed parentage, but are almost always sterile.
+1 to any ability score: Since Muls come from different heritages, their traits can vary widely.
- Medium: Though their body types are different, Muls are all Medium creatures, and have no bonuses or penalties due to their size.
- Normal Speed: Muls have a base speed of 30 feet.
- Bloodline Traits: Muls blend the characteristics of their mixed parentage. They inherit two of the following traits, one from each of their bloodlines:
--- Human Adaptability: +2 racial bonus to Diplomacy and Bluff checks. +2 skill points per level.
--- Elven Spirit: +2 racial bonus to Perception checks. Immune to magical Sleep effects. Do not need to sleep, but must rest or risk fatigue and exhaustion.
--- Dwarven Resilience: Low-Light Vision. +2 racial bonus on saving throws against poisons, spells, and spell-like abilities. Your movement rate is not affected by your armor or encumbrance.
--- Hob Grace: +2 racial bonus to Acrobatics and Sense Motive checks. Once per day, gain a +2 luck bonus on your next ability check, attack roll, saving throw, or skill check.
--- Orcish Ferocity: Low-Light Vision. +2 racial bonus to Intimidate checks. Whenever brought to 0 hit points, you may act as though Staggered for 1 round. Afterward, you are Disabled as normal.
Character Skills:Acrobatics (Dex): Your ability to tumble, balance, escape bonds, and slip past enemies while avoiding attacks.
Athletics (Str): Your ability to sprint faster than you can normally move, carry heavy loads, jump, and if possible fly under your own power.
Climb (Str): Your ability to climb ledges, walls, trees, and other vertical surfaces.
Sleight (Dex): Your ability to disguise objects or people as something else, palm items, conceal objects on your person, and pick pockets.
Stealth (Dex): Your ability to avoid detection by hiding from view, moving quietly, and concealing your trail.
Swim (Str): Your ability to swim, dive, and maneuver in the water, using mundane or magickal means.
Bluff (Cha): Your ability to tell a believable lie, convincingly act like someone or something else, feint in combat to confuse evasion attempts, and pass secret messages using implication and innuendo.
Diplomacy (Cha): Your ability to negotiate conflicts, gather information, and use proper etiquette and manners for different social situations.
Handle Animal (Cha): Your ability to train, rear, command, and influence animals.
Intimidate (Cha): Your ability to demoralize others, threaten them into doing what you want, or interrogate them for information.
Medicine (Wis): Your training and knowledge allows you to assess health, treat wounds and illnesses, stabilize the dying, and perform procedures to heal or harm.
Perception (Wis): Your ability to hear or see details, follow tracks and trails left by others, etc.
Sense Motive (Wis): Your ability to detect and see through falsehoods, get an accurate hunch about a social situation, and gauge someone's intent.
Tinkering (Int): Your ability to disarm traps, open or jam locks, rig mechanisms, etc. You can also sabotage devices such as catapults, saddle straps, wagon wheels, and such to fail, etc.
These skills cannot be used unless you have ranks in them. Also, you must choose a specialization for each of these skills. You may take a given skill multiple times, with a different specialization each time
Arcana (Int, Wis, or Cha): Your knowledge of spellcraft and the energies of The Astral, as they pertain to a particular school of magick. You may use this skill to determine the effects of a spell as it's being cast. If you have the ability to cast spells, this represents how skilled you are at casting spells within a given school. Specialties include Conjuration, Divination, Illusion, Necromancy, and Transmutation.
Craft (Int): Your knowledge of how a specific kind of items are made, and how to appraise their quality and value. Specialties include Armory, Jewelry, Alchemy, Ships, Sculpture, Textiles, Mechanics, Gunsmithy, Locks, Traps, etc.
Driving (Dex): Your ability to control and maneuver vehicles, and ride animal mounts. Specialties include Water, Land, and Air vehicles, and Animals.
Knowledge (Int): Your ability to recall information about a subject you're experienced in. Specialties include Arcana, Architecture, Beast Lore, Geography, Herb Lore, History, Nature, Religion, Survival, etc.
Perform (Cha): Your ability to entertain and perform for others in a specific form. You can use it to earn money by busking, distract a crowd, win favor with others, insinuate yourself into high society, and more. Specialties include Acting, Comedy, Dance, Oratory, Wind Instruments, Singing, String Instruments, etc.
Profession (Wis): Your ability to perform a variety of lesser duties required of a skilled trade. You can earn money performing work in this profession, recognize and use related tools and principals, direct others in the work, handle common problems, and answer questions about the profession. Specialties include Architect, Brewer, Engineer, Fisher, Miner, Soldier, Trapper, Woodcutter, etc.
Linguistics (Int): Your formal study of communicating, reading, and writing in a given language. This is generally one of your non-native languages, though those trained in Linguistics can use their skills to attempt to interpret ancient or obscure variants of a language, including their native language. When using a Social skill (ex. Bluff or Diplomacy) with one of your non-native languages, your skill roll can't exceed your Linguistics skill with that language; use either your Linguistics Skill or the relevant Social Skill, whichever is lower. Specialties include the languages listed above.