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Iron Fist Races.

Posted by GM StarMasterFor group 0
GM StarMaster
GM, 2 posts
Mon 21 Oct 2013
at 00:56
  • msg #1

Iron Fist Races

IRON FIST
A d20 3.5/Iron Kingdoms Game



RACES
     Race grants you ability score adjustments, a racial bonus feat (usually a choice), racial class skill, racial skill bonuses, and possibly other racial abilities. Races available include: Gobbers (civilized goblins), Half-Elves, Humans, Iosans (Elves), Nyss (Winter Elves), Ogruns (civilized ogres), Rhulfolk (Dwarves), and Trollkin (civilized trolls). Humans are the most numerous species, but are ethnically diversified; there are 34 Human ethnicities to choose from.

Racial Bonus Starting Feat: If there is more than 1 listed, you must choose one.
Racial Class Skill: The listed skill is always a class skill for your race regardless of your class.
Racial Skill Bonus: You gain a racial skill bonus in the listed skills.

NOTE: If you are a Human barbarian, you must choose a race from one of the ‘barbaric’ races so designated (orange).

Arjun
Ability Adjustments: Con +2, Wis -2
Racial Bonus Starting Feat: Self-Sufficient
Automatic Class Skill: Swim
Skill Bonuses: +2 Tumble
Comments: Cajun-like swamp-dwelling pocket ethnic group in northwest Cygnar; incomprehensible culture and customs.

Baldavans
Ability Adjustments: Str +2, Int -2
Racial Bonus Starting Feat: Improved Shield Bash
Automatic Class Skill: Tumble
Skill Bonuses: +2 Move Silently
Comments: Barbarians of the southern mountains.

Bolotov
Ability Adjustments: Con +2, Int -2
Racial Bonus Starting Feat: Iron Will
Automatic Class Skill: Intimidate
Skill Bonuses: +2 Heal
Comments: Northern barbarians; small tribe that lives in the Rimeshaws, the Scarsfell, and the Vilkhon Bluffs.

Caspian
Ability Adjustments: Wis +2, Cha +2, Dex -2
Racial Bonus Starting Feat: Combat Casting, Iron Will, Power Attack
Automatic Class Skill: Sense Motive
Skill Bonuses: +2 Diplomacy and Knowledge (religion)
Comments: Southern peoples.

Clamorgan
Ability Adjustments: Dex +2, Wis -2
Racial Bonus Starting Feat: Silent Spell with no increase to spell level.
Automatic Class Skill: Survival
Skill Bonuses: +2 Balance
Comments: Barbarians of the Wyrmwall.

Gnasir
Ability Adjustments: Str +2, Int -2
Racial Bonus Starting Feat: Weapon Focus (spear)
Automatic Class Skill: Spot
Skill Bonuses: +2 Search
Comments: Sparse ethnic group in northwest Cygnar; incomprehensible culture and customs.

Gobber
Ability Adjustments: Dex +2, Str -2
Racial Bonus Starting Feat: none
Automatic Class Skill: Craft (alchemy) and Hide
Skill Bonuses: +2 Craft (alchemy), +2 Escape Artist, +2 Hide
Comments: Civilized goblins

Idrian
Ability Adjustments: Dex +2, Int -2
Racial Bonus Starting Feat: Improved Unarmed Strike, Run, or Two-Weapon Fighting
Automatic Class Skill: Ride
Skill Bonuses: +2 Balance and Move Silently
Comments:  Southern peoples assimilated by the Sulese.

Idrian: Anorr tribe
Ability Adjustments: Dex +2, Int -2
Racial Bonus Starting Feat: Improved Unarmed Strike, Self-Sufficient, or Two-Weapon Fighting
Automatic Class Skill: Heal
Skill Bonuses: +2 Survival
Comments: Small nomadic desert tribe of the Bloodstone Marches.

Idrian: Hathu Deen tribe
Ability Adjustments: Dex +2, Int -2
Racial Bonus Starting Feat: Run, Two-Weapon Fighting, or Exotic Weapon Proficiency (choice)
Automatic Class Skill: Move Silently
Skill Bonuses: +2 Listen
Comments: Small nomadic desert tribe of the Bloodstone Marches.

Idrian: Kashir tribe
Ability Adjustments: Dex +2, Int -2
Racial Bonus Starting Feat: Improved Unarmed Strike, Run, or Two-Weapon Fighting
Automatic Class Skill: Balance
Skill Bonuses: +2 Jump
Comments: Small nomadic desert tribe of the Bloodstone Marches.

Idrian: Lothryl tribe
Ability Adjustments: Dex +2, Int -2
Racial Bonus Starting Feat: Run, Two-Weapon Fighting, or Weapon Focus.
Automatic Class Skill: Survival
Skill Bonuses: +2 Heal
Comments: Small nomadic desert tribe of the Bloodstone Marches.

Idrian: Revethen tribe
Ability Adjustments: Dex +2, Int -2
Racial Bonus Starting Feat: Improved Unarmed Strike, Two-Weapon Fighting or Weapon Finesse.
Automatic Class Skill: Jump
Skill Bonuses: +2 Climb
Comments: Small nomadic desert tribe of the Bloodstone Marches.

Idrian: Skellish tribe
Ability Adjustments: Dex +2, Int -2
Racial Bonus Starting Feat: Cleave, Run, or Two-Weapon Fighting
Automatic Class Skill: Hide
Skill Bonuses: +2 Search
Comments: Small nomadic desert tribe of the Bloodstone Marches.

Idrian: Thu’en tribe
Ability Adjustments: Dex +2, Int -2
Racial Bonus Starting Feat: Improved Unarmed Strike, Run, or Two-Weapon Fighting
Automatic Class Skill: Search
Skill Bonuses: +2 Listen
Comments: Small nomadic desert tribe of the Bloodstone Marches.

Idrian: Tryn tribe
Ability Adjustments: Dex +2, Int -2
Racial Bonus Starting Feat: Combat Expertise, Improved Unarmed Strike, or Two-Weapon Fighting
Automatic Class Skill: Listen
Skill Bonuses: +2 Spot
Comments: Small nomadic desert tribe of the Bloodstone Marches.

Idrian: Vayle tribe
Ability Adjustments: Dex +2, Int -2
Racial Bonus Starting Feat: Blind-fight, Power Attack or Two-Weapon Fighting
Automatic Class Skill: Sleight of Hand
Skill Bonuses: +2 Disable Device
Comments:  Small nomadic desert tribe of the Bloodstone Marches.

Idrian: Zed-nuvar tribe
Ability Adjustments: Dex +2, Int -2
Racial Bonus Starting Feat: Combat Expertise, Dodge, or Two-Weapon Fighting
Automatic Class Skill: Tumble
Skill Bonuses: +1 Initiative
Comments: Small nomadic desert tribe of the Bloodstone Marches.

Iosans
Ability Adjustments: Dex +2, Con -2
Racial Bonus Starting Feat: Spell Focus (divination) (spell-casters only)
Automatic Class Skill: None.
Skill Bonuses:+2 Listen, +2 Search, +2 Spot
Comments: The Elves of Immoren.

Khardic
Ability Adjustments: Str +2, Int -2
Racial Bonus Starting Feat: Endurance, Mounted Combat, Power Attack, or Toughness
Automatic Class Skill: Ride minor rage +2 to Str
Skill Bonuses: +2 Handle Animal and Intimidate
Comments:  Northern peoples, jingoistic: extreme patriotism, treat foreigners with disdain, scorn or even outright hatred (-2 racial penalty to Bluff, Diplomacy, Gather Information and Sense Motive checks when dealing with others not of your nationality).

Kossite
Ability Adjustments: +2 Con, -2 Int, -2 Cha
Racial Bonus Starting Feat: Point Blank Sot, Track, or Two-Weapon Fighting
Automatic Class Skill: Survival
Skill Bonuses: +2 Climb and Craft (wood)
Comments:  Northern peoples.

Midlunder
Ability Adjustments: None
Racial Bonus Starting Feat: Endurance, Iron Will, or Power Attack
Automatic Class Skill: Knowledge (history)
Skill Bonuses: +2 Craft (blacksmith) and Gather Information
Comments:  +1 Fort saves; central peoples.

Morridane
Ability Adjustments: +2 Dex, -2 Cha
Racial Bonus Starting Feat: Alertness, Combat Reflexes, Dodge, or Run
Automatic Class Skill: Survival
Skill Bonuses: +2 Climb and Hide
Comments: central peoples; Morridane rogues gain a +2 racial bonus to Hide and Move Silently; socially isolated: unfamili-arity with other cultures, unintentional blunt or rude behavior, crude in speech, general lack of decorum  (-2 racial penalty to Bluff, Diplomacy, Gather Information and Sense Motive checks when dealing with others not of your nationality).

Nyan
Ability Adjustments: +2 Dex, -2 Cha
Racial Bonus Starting Feat: Dodge
Automatic Class Skill: Use Magic Device
Skill Bonuses: +2 Knowledge (arcana)
Comments: Central peoples on the borderlands; animistic barbarians

Nyss
Ability Adjustments: Dex +2, Wis -2
Racial Bonus Starting Feat: none.
Automatic Class Skill: Survival
Skill Bonuses: +2 Hide, Listen and Spot
Comments: Winter Elves; +4 racial bonus on saves vs. cold-based spells and attacks; -2 racial penalty on saves vs. fire or heat-based attacks.

Ogrun
Ability Adjustments: +4 Str, -2 Int, -2 Wis
Racial Bonus Starting Feat: None.
Automatic Class Skill: None.
Skill Bonuses: +2 racial bonus on Craft (any metal working) and Intimidate checks.
Comments: Civilized ogres; +2 natural AC bonus.

Olgar
Ability Adjustments: Str +2, Int -2
Racial Bonus Starting Feat: Diehard
Automatic Class Skill: Ride
Skill Bonuses: +2 Sense Motive
Comments: Barbarians of the Wyrmwall.

Radiz
Ability Adjustments: Con +2, Cha -2
Racial Bonus Starting Feat: Persuasive
Automatic Class Skill: Open Locks
Skill Bonuses: +2 Perform
Comments:  Southern peoples; vagabonds, entertainers, fortunetellers, thieves, dancers.

Rhulfolk
Ability Adjustments: Con +2, Cha -2
Racial Bonus Starting Feat: none.
Automatic Class Skill: none.
Skill Bonuses: +2 Appraise and Craft relating to metal
Comments: Dwarves of Immoren live in the mountains in the north.

Ruscar
Ability Adjustments: Str +2, Cha -2
Racial Bonus Starting Feat: Toughness
Automatic Class Skill: Climb
Skill Bonuses: +2 Balance
Comments: Northern peoples that live in the Rimeshaws, Scarsfell and Vilkhon Bluffs

Ryn
Ability Adjustments: Cha +2, Wis -2
Racial Bonus Starting Feat: Combat Expertise, Improved Initiative, Quick Draw, Weapon Finesse
Automatic Class Skill: Diplomacy
Skill Bonuses: +2 Bluff and Sense Motive
Comments: Northern peoples.

Scharde
Ability Adjustments: Con +2, Cha -2
Racial Bonus Starting Feat: Iron Will, Persuasive, Two-Weapon Fighting.
Automatic Class Skill: Intimidate
Skill Bonuses: +2 Bluff, Profession (sailor) and Swim
Comments: Southern peoples; socially Isolated: unfamiliarity with other cultures, unintentional blunt or rude behavior, crude in speech, general lack of decorum  (-2 racial penalty to Bluff, Diplomacy, Gather Information and Sense Motive checks when dealing with others not of your nationality).

Sinari
Ability Adjustments: Wis +2, Dex -2
Racial Bonus Starting Feat: Combat Casting
Automatic Class Skill: Decipher Script
Skill Bonuses: +2 Speak Language
Comments: Southern peoples; vagabonds, sailors, fortune-tellers.

Skirov
Ability Adjustments: Con +2, Int -2
Racial Bonus Starting Feat: Great Fortitude, Iron Will, Toughness.
Automatic Class Skill: Knowledge (religion)
Skill Bonuses: +2 Spot and Survival
Comments: Northern peoples; jingoistic: extreme patriotism, treat foreigners with disdain, scorn or even outright hatred (-2 racial penalty to Bluff, Diplomacy, Gather Information and Sense Motive checks when dealing with others not of your nationality).

Sulese
Ability Adjustments: Wis +2, Cha +2, Dex -2
Racial Bonus Starting Feat: Combat Casting, Iron Will, Power Attack
Automatic Class Skill: Sense Motive
Skill Bonuses: +2 diplomacy and Knowledge (religion)
Comments: Southern peoples; jingoistic: extreme patriotism, treat foreigners with disdain, scorn or even outright hatred (-2 racial penalty to Bluff, Diplomacy, Gather Information and Sense Motive checks when dealing with others not of your nationality).

Thurian
Ability Adjustments: Int +2, Wis -2
Racial Bonus Starting Feat: Blind-Fight, combat Casting, Skill Focus, Two-Weapon Fighting.
Automatic Class Skill: Bluff
Skill Bonuses: +2 Diplomacy and Spellcraft
Comments: Central peoples.

Tordoran
Ability Adjustments: None
Racial Bonus Starting Feat: Combat Expertise, Dodge, Improved Initiative.
Automatic Class Skill: Balance
Skill Bonuses: +2 Profession (sailor) and Use Rope
Comments: Central peoples; +1 Will saves

Trollkin
Ability Adjustments:
Str +2, Con +4, Dex -2, Cha -2 (sorcerers are different)
Racial Bonus Starting Feat: Improved Healing AND Poison Resistance AND Toughness.
Automatic Class Skill: None.
Skill Bonuses: None.
Comments: Civilized trolls.

Umbrean
Ability Adjustments: Str +2, Cha -2
Racial Bonus Starting Feat: Combat Reflexes, Endurance, Toughness, Weapon Finesse
Automatic Class Skill: Knowledge (history)
Skill Bonuses: +2 Ride and Spot
Comments: Northern peoples; jingoistic: extreme patriotism, treat foreigners with disdain, scorn or even outright hatred (-2 racial penalty to Bluff, Diplomacy, Gather Information and Sense Motive checks when dealing with others not of your nationality).

Vindol
Ability Adjustments: Str +2, Cha -2
Racial Bonus Starting Feat: Endurance
Automatic Class Skill: Survival
Skill Bonuses: +2 Use Rope
Comments: Northern peoples that live in the Shard Spires and shun civilization.

Vorgoi
Ability Adjustments: +2 Con, -2 Int, -2 Cha
Racial Bonus Starting Feat: Point Blank Shot
Automatic Class Skill: Disable Device
Skill Bonuses: +2 Concentration
Comments: Northern people similar to Khossites that live in the Rimeshaws, the Scarsfell and the Vilkhon Bluffs.

Yhari-Umbreans
Ability Adjustments: Str +2, Cha -2
Racial Bonus Starting Feat: Combat Reflexes
Automatic Class Skill: Escape Artist
Skill Bonuses: +2 Handle Animal
Comments:  Northern peoples related to Umbreans; pastoral shepherds and herdsmen that inhabit the Kovosk Hills in the eastern steppes.
This message was last edited by the GM at 20:32, Mon 21 Oct 2013.
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