Background: Party at Rest

Splash

The Greenlands

Player’s Guide

 

 

Table of Contents

The Greenlands Campaign Setting        1

Casting Traditions of the Greenlands  3

Player Races                                    5

Section 4                     pg.1

Section 5                     pg.1

Section 6                     pg.1

Section 7                     pg.1

Section 8                     pg.1

Section 9                     pg.1

Section 10                     pg.1

Section 11                     pg.1

Section 12                     pg.1

Section 12                     pg.1

Section 12                     pg.1

Section 13                     pg.1

Section 14                     pg.1

Section 15                     pg.1

Section 16                     pg.1

Section 17                     pg.1

Section 18                     pg.1

Section 19                     pg.1

Section 20                     pg.1

Section 21                     pg.1

Section 22                     pg.1

Section 23                     pg.1

Section 24                     pg.1

Section 25                     pg.1

Section 26                     pg.1

Section 27                     pg.1

Section 28                     pg.1

Section 29                     pg.1

Section 30                     pg.1

I | TABLE OF CONTENTS

 

 

The Greenlands Campaign Setting

The Greenlands is a Pathfinder 1e homebrew campaign set in a post-post-apocalypse fantasy world. The campaign takes plase on the battered world of Aungshah. Its single megacontinent covered in lingering pockets of radiation and overrun with hostile monstrous humanoids and other far worse predators. The majority of Aungshah’s surface is an arid wasteland where the only sizable permenant settlements are found in a narrow band along the coasts and only nomadic savages dwell further inland. Among the few exceptions is the titular Greenlands. One of the lucky handful of regions still protected by a working solar shield array and by far the largest of them, the Greenlands is awash is werdant growth with plentiful rainfall thanks to the Frost Peaks, a towering mountain range that covers the majority of its eastern border with the interior of the continent. Beyond that border, out past the eastern foothills of the Frost Peak range, the land is a parched barren wasteland. The tribes that live there fight amongst themselves for the prime territory of the eastern foothills with their relative abundance of water. Those same tribes of Orcs, Goblins, Gnolls, Centaurs and others all launch constant raids on the Gap, the only large break in the Frost Peaks where large numbers of invaders could pass through.

THE GREENLANDS CAMPAIGN SETTING

 

 

Epic 10, Path of War

& Spheres of Power

The Greenlands campain setting is used with the E10 ruleset, a variation of the popular E6, or Epic 6 ruleset. In the E10 system player characters are capped at tenth level. To borrow from the original E6 document itself; “D20 has four distinct quartiles of play:

Levels 1-5: Gritty fantasy

Levels 6-10: Heroic fantasy

Levels 11-15: Wuxia

Levels 16-20: Superheroes”
This GM generally prefers playing and running those first two sections and maybe wading up to his shins in the third, so thats the game I set out to craft. A boon of stopping leveling at 10th level is that player characters end up as truly epic individuals in the world but aren’t so strong as to easily overpower it. They are well defined and fully former characters. They’ve reached the peak of mortal power and can accomplish legendary deeds, but they won’t ever be able to simply waltz into an ancient wyrm’s den like they own the place, smack him around and leave with all the goodies. And there are still entities that that they would simply flee from on the spot.

In the E10 system while players stop leveling at 10th level they do not stop accruing experiance points. Experiance past 10th level is used primarily to purchase additional feats at a flat rate of 5,000xp per feat. For the purpose of experience awards, each 5 feats acquired post level 10 raises a character’s ECL(Effective Character Level) by +1, to an upper limit of 25 feats. After that point the character is simply always treated as if they were level 15 for the purposes of experiance gain and challenge scaling.

While the normal spells of pathfinder will still see some use in the Greenlands thanks to the SoP ritual rules, the primary magic system of the setting is the Spheres of Power system by Drop Dead Studios. As such normal Pathfinder vancian casting is unavailable and all casters must utilize the Spheres of Power system, either nativly or via an archetype. Archetypes are available for the majority of the standard Pathfinder caster classes on the Spheres of Power Wiki. If an archetype is not available for the specific class a player desires to play then it can be created easily enough. Simply let me know, send me the class and your concept and we’ll get something banged out.

The Greenlands also makes heavy use of the Path of War system by Dreamscarred Press. Its not a hard requirment that your martial character use the system but it is strongly recommended to atleast be familiar with the system, as even if you choose not to use any of it you enemies most certainly will.

Character Death

Despite their potential for greatness many adventurers meet unfortunate ends well before they would like. In games with open access to resurrection magic this is an unfortunate and deeply tramatic experience for one’s coin purse but not excessivly difficult to resolve, atleast as long as some of your companions ultimately prevail over whatever ejected you from your mortal coil.

While resurrection magic is available in the Greenlands players should take note that the standard Raise Dead ritual as well as the Resurrection talent require a 9th and 10th level caster respectively and have serious logistical restrictions on their use. The easiest to access resurrection magic is the Reincarnate ritual as it only requires a caster of 7th level and has the most generous time limit and requirements on the condition of the body.

Note that this is in a setting where friendly NPCs above sixth level are fairly rare, there aren’t going to be many magic casters capable of casting such magic for the player characters, especialy on short notice. If the players finds such a caster willing to help them the party is almost certainly going to incur a debt with them, and likely not a simple monetary one either.

This is all spelled out here to make it clear that death is a serious risk in setting. While resurrection is possible it likely won’t be in reach for those who charge off unprepaired. For those characters that do return to life the penalties are simply those listed in whatever effect is used to raise them. If the players are able to raise a character they should be able to deal with the additional hassle of restoring negative levels and drained ability scores withought jumping through any ridiculous hoops other than paying for the expensive materials such rituals entail.

With all that said its best to simply avoid death in the first place. Spare a thought for protecting your companions, after all, an ounce of prevention is worth a pound of cures.

THE GREENLANDS CAMPAIGN SETTING

 

 

Casting Traditions of the Greenlands

Arcanistry:

Casting Ability: Intelligence
Drawbacks: Charged Spells, Material Casting, Mental Focus, Rigorous Concentration
Boons: +1 spell point per level in a casting class.
Description: Arcanistry is the practice of carefully pulling magical energy from the outer realms of creation and crafting it into complex patterns to be unleashed at the Arcanist’s whim. It takes a calm, keen & focused mind to hold these complicated schema in ones mind. A benefit for mastering this rigorous art is the level of mental endurance arcanists develop , allowing them to cast more often than most other magic users.

Blood Magic:

Casting Ability: Constitution
Drawbacks: Anemic, Draining Casting, Magical Signs, Painful Magic
Boons: Fortified Casting, Sanguine Empowerment
Special: Only Blood Mages may select the Blood Sphere without a class feature that grants it. Blood Mages may utilize the Blood Price alternate cost for rituals.
Description: Blood Mages eschew the practice of relying on an external source of power and instead draw upon the innate power that they, as living beings, have within themselves. While looked upon with suspicion from some there is nothing inherently evil about the practice in and of itself. Still those not used to the practice could be forgiven for a little uneasiness when witnessing such a magic user in action. Blood Magic always produces a strong, easily noticed aroma of fresh blood when used, even if the amount of blood used is itself minuscule.

Divine Conduit:

Casting Ability: Charisma
Drawbacks: Consciousness Linked, Focus Casting, Magical Signs, Verbal Casting
Boons: Easy Focus, +1 spell point, +1 additional spell points per 3 levels in casting classes.
Special: Divine Conduits must worship at least one deity or some other fount of power. Practitioners of the Divine Conduit tradition also gain the following ability; Aura(Ex) - A Divine Conduit practitioner of a chaotic, evil, good, or lawful deity or fount has a particularly powerful aura corresponding to the deity or fount’s alignment (see detect evil for details).
Description: The gods have long been absent from the material world, and in the modern age their power graces the world primarily through the actions of their mortal agents. The most well known of these are the magic casters referred to as Divine Conduits. These individuals are found amongst all walks of life, from temple priests and wandering chirurgeons to devout knights and brave rangers. With righteous conviction in their hearts and sacred prayers spilling from their lips these magic users bring forth the divine power of their deities.
Note: - Founts of Power: There exist founts of power scattered throughout the Greenlands and Aungshah at large; anceint shrines and ritual sites, sacred groves, places of great corruption, deep magical scarring or locations where ley lines are exposed and easily tapped. A connection can be forged to these sites and power drawn from them. Mechanicaly this practice works the same way as drawing power from a deity does and therefore uses the Divine Conduit tradition.

Fey Blooded:

Casting Ability: Charisma
Drawbacks: Fey-Infused Magic, Wild Magic
Boons: Wild Surge
Special: Only a Fey Blooded magic user may select the Fallen Fey Sphere without a class feature that grants it. Fey Blooded magic users may utilize the Essence Price alternate cost for rituals. Fey Blooded magic users often attract special attention from fey.
Description: Fey Blooded magic users channel the natural energies of the fey to bring forth magical effects. This requires no real learned skill, just the mage’s own strength of will in order to harness such chaotic energies. However fey magic is a capricious thing with a will of its own, and one never knows when it will lash out in its own, often whimsical, way.

Outside Linked:

Casting Ability: Intelligence
Drawbacks: Innate Curse, Spell Stand-In, Unsettling Casting, Witchmarked
Boons: Alien Source, Bound Creature
Description: There are whispers in the darker corners of civilization that the beings the gods slew so long ago never truly died. That they can not die and as such will always return. Most would scoff at at such foolish notions, some do not. Among those who do not there are those that seek out the truth of the matter. Most such searchers either find nothing, or quietly disappear. Some however, come back changed. These few damned souls have seen things better left unseen. Learned things better left ignorant of. Made contact with forces they cannot truly comprehend. But they survived the experiance where most others did not. The knowledge they have acquired grants them a unique power, but it also marks them.

CASTING TRADITIONS OF THE GREENLANDS

 

 

Spellsong:

Casting Ability: Charisma
Drawbacks: Consciousness Linked,
Skilled Casting(Sing)
Boons: Virtuoso
Description: The art of spell singing is old, very old. The elves claim their ancestors were first taught by the arch-dragons in millennia long since passed. While the art has proliferated widely among the civilized races it is most common among the elves. Outside of civilized realms the art is often found among barbarian tribes of demi-humans and beastfolk with their war chanters and storytellers. How precisely spellsongs work is not truly known to the humanoid races. When asked the dragons have stated that they work by applying ones life force, via the breath, to pluck at the strings of reality itself.

Runecraft:

Casting Ability: Wisdom
Drawbacks: Diagram Magic, Extended Casting, Somatic Casting(Light & Medium Armor, no Shields)
Boons: Easy Focus, +1 Spell Point, +1 Additional Spell Point per 3 levels in casting classes.
Description: Runecrafting is a dwarven art that requires the practitioner grant proper respect and veneration to past dwarven paragons in order to have their spirits grant the runes their power. As a result it is common only amongst the dwarves themselves. However there are a not inconsiderable number of humans that have successfully studied the art under dwarven mages. Amongst the elves only the wood elves maintain friendly enough relations to consider learning such an art. Runecrafters of other races are exceedingly rare but have shown up throughout history.

World Channeling:

Casting Ability: Wisdom
Drawbacks: Area Bound, Terrain Casting
Boons: Overcharge
Description: A World Channeler draws power from the living world around themselves. From the soil, the water, the very air they breath. They attune themselves to the land, setting down their own metaphysical roots so as to draw power from it. Drawing such power out is not without risks to ones surroundings however. If the channeler is methodical and careful there is no problem, but a channeler that violently wrenches what they need forth without care they can blight large swaths of land.

CASTING TRADITIONS OF THE GREENLANDS

 

 

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Birthsign Month Traits Associated
The Ship Frostfall - January Lucky, Adventurous, Foresightful
The Maiden Deepsnow - Febuary Pure, Beautiful, Loving
The Healer Snowmelt - March Blessed, Empathetic, Calculating
The Barbarian Firstflow - April Straightforward, Willful, Wrathful
The Mountain Blossomtide - May Steady, Durable, Patient
The Pronghorn Highsun - June Swift, Timid, Graceful
The Dancer Goldleaf - July Skilled, Daring, Popular
The Child Harvesthaul - August Impetuous, Curious, Innocent
The Panther Redfall - September Cunning, Sneaky, Cautious
The Dragon Harrowing - October Intimidating, Wise, Charismatic
The Monarch Whitewind - November Prideful, Ambitious, Loyal
The Tome Lastlight - December Intelligent, Restrained, Diligent
The Void The New Moon Frightful, Secretive, Dangerous

The Barbarian:

Those born under the sign of The Barbarian are blunt and frequently possess a quick temper.

A character who is born under The Barbarian recieves a +1 on attack & damage rolls and a +1 bonus on Will saves. These bonuses increase by 1 at 4th & 7th levels.

The Child:

Those born under the sign of The Child are possessed of the sort of boundless curiosity generally found only in the young, or atleast the young at heart.

A character who is born under The Child recieves the ability to cast Sanctuary as a supernatural ability with a CL equal to their character level as a swift action out to a range of close 1/day. The save DC calculation of this ability uses their highest mental abilty score. If they are ever rendered unconsciousness this ability immediately triggers on themself with a DC 10 higher than normal, even if it has no remaining uses per day. The number of uses per day increase by 1 at 3rd, 6th & 9th levels.

The Dancer:

Those born under the sign of The Dancer possess a daring and passion for life rivaled by few others.

A character who is born under The Dancer may select two skills and always roll them with advantage. If they are not already, the chosen skills also become class skills. At 5th level they gain the Skill Focus feat for those two skills. If they already possess the feat for eaither or both of those skills they may instead select Skill Focus for two other skills.

The Dragon:

Those born under the sign of The Dragon are equal parts terrifying and inspiring.

A character who is born under The Dragon recieves a +1 bonus to Diplomacy and Intimidate skill checks and Dragonskin(Su). (Dragonskin: As a supernatural ability, grant yourself SR 15 + character level for one round per two character levels as an imediate action 1/day.) The bonuses to Diplomacy and Intimidate improve by 1 at 3rd, 6th & 9th levels At 5th level their uses per day of Dragonskin increases to 2/day.

BIRTHSIGNS

 

 

The Healer:

Those born under the sign of The Healer are blessed by the grace of the gods.

A character who is born under The Healer recieves the Healer’s Hands(Conduit) feat and makes Heal checks with advantage. They also gain Heal and Knowledge(Planes) as class skills. At level 5 they gain the Incredible Healer feat.

The Maiden:

Those born under the sign of The Maiden are blessed with beauty and a special conection to Rhea’s children.

A character who is born under The Maiden recieves a +1 bonus to their charisma and the Nature Soul feat. At 3rd level they gain Animal Ally as a bonus feat, ignoring the prerequisites and treating their effective druid level as equal to their character lever rather than the normal -3. At 6th level their animal companion’s intelligence increases by +4. At 9th level their animal companion gains the Advanced simple template

The Monarch:

Those born under the sign of The Monarch are majestic individuals regardless of their circumstances.

A character who is born under The Monarch recieves a +3 bonus to their charisma based checks aswell as their leadership score should they later take or otherwise aquire the Leadership feat. They also gain the ability to use Suggestion as a supernatural ability with a CL equal to their character level as a swift action 1/day. The save DC for this ability is charisma based. They gain an aditional use per day of their Suggestion ability at 4th & 7th levels.

The Mountain:

Those born under the sign of The Mountain are tough as stone.

A character who is born under The Mountain recieves a +1 bonus to natural armor and a +1 bonus to fortitude saves aswell as gaining the Toughness feat. The bonuses to natural armor and fortitude saves increase by 1 at 4th & 7th levels.

The Pronghorn:

Those born under the sign of The Pronghorn are blessed with both speed and grace.

A character who is born under The Pronghorn recieves a +5ft increase to their base speed, it increases by a further +5ft again at 3rd, 5th, 7th & 9th levels Aditionaly beginning at 4th level their movement speed is not reduced by medium armor, beggining at 7th their movement speed is not reduced by heavy armor. This does not reduce the speed penalty for a medium or heavy load.

The Panther:

Those born under the sign of The Panther possess an almost animalistic cunning in addition to a light and nimble step.

A character who is born under The Panther recieves a +1 bonus to Bluff & Stealth along with a +1 bonus on reflex saves. The bonuses to Bluff and Stealth improve by 1 at 3rd, 6th & 9th levels. The bonus to Reflex saves improves by 1 at 4th & 7th levels

The Ship:

Those born under the sign of The Ship are blessed with an adventurous nature and the luck to survive it.

A character who is born under The Ship recieves the Well-Prepared feat(keyed to Survival, not Slight of Hand). They also gain a pool of luck dice that they may (as a free action) apply to any d20 roll they participate in, whether that is their own skill check or attack roll or that of an ally that is benefiting from their aid another action. Initially they can only apply a single luck die to any one d20 roll. This pool is initially 3d6 per day, it increases by one die at 3rd, 5th, 7th & 9th levels. At 3rd level all luck dice treat rolls of 1 as a roll of 2. At 4th level the die size of luck dice increases from d6 to d8. At 5th level all luck dice treat rolls of 1 or 2 as a roll of 3. At 7th level either one or two luck dice may be applied to any one d20 roll At 9th level all luck dice treat rolls of 1, 2 & 3 as a roll of 4.

The Tome:

Those born under the sign of The Tome are blessed with a hightened skill with magic.

A character who is born under The Tome recieves a +1 bonus to their caster level. At 3rd level they recieve a +1 bonus to the save DCs of any spell they cast. At 5th level they recieve a +2 bonus to all MSB checks. At 7th level they gain an additional +1 bonus to the save DCs of any spell they cast.

The Void:

Those born under The Void have no innate connection to the stars or the gods, their fate is theirs to craft as they can.

A character who is born under The Void may, once per day, reroll a failed d20 roll with advantage. At 3rd level the reroll is made with a +3 bonus on the roll. At 5th level the number of times they can use this ability inceases to 2/day. At 7th level the reroll is made with a +6 bonus on the roll. At 9th level the number of times they can use this ability inceases to 3/day. This ability can not be used to reroll a failed reroll. They also gain the ability to use Invisisbility as a supernatural ability with a CL equal to their character level as a swift action 1/day. They gain an aditional use per day of their Invisibility ability at 4th & 7th levels.

BIRTHSIGNS

 

 

Playable Races

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Playable Races

Race Adjustment
Catfolk, Lowland +2 Dex, +2 Cha, -2 Wis
Catfolk, Mountain +2 Str, +2 Wis, -2 Cha
Dwarf, Hill +2 Con, +2 Wis
Dwarf, Mountain +2 Con, +2 Wis, -2 Cha
Elf, Aquatic +2 Dex, +2 Cha, -2 Con
Elf, High +2 Dex, +2 Int, -2 Con
Elf, Snow +2 Str, +2 Cha
Elf, Wood +2 Dex, +2 Wis, -2 Con
Gnome +2 Con, +2 Cha, -2 Str
Godkin, Aasimar +2 Wis, +2 Cha
Godkin, Fetchling +2 Dex, +2 Cha, -2 Wis
Godkin, Ifrit +2 Dex, +2 Cha, -2 Wis
Godkin, Oread +2 Str, +2 Wis, -2 Cha
Godkin, Sylph +2 Dex, +2 Int, -2 Con
Godkin, Undine +2 Dex, +2 Wis, -2 Str
Half Elf +2 to one physical ability score of their choice, +2 to one mental ability score of their choice
Halfling +2 Dex, +2 Cha, -2 Str
Human, Ascadian +2 to one ability score of their choice
Human, Imperial +2 to one ability score of their choice
Human, Coloniel +2 to one ability score of their choice
Human, Sudurmen +2 to one ability score of their choice
Kitsune +2 Dex, +2 Cha, -2 Str
Merfolk +2 Dex, +2 Con, +2 Cha
Stoneborn, Canidae +2 Str, +2 int, -4 Cha
Tainted, Changling +2 Wis, +2 Cha, -2 Con
Tainted, Dhampir +2 Dex, + Cha, -2 Con
Tainted, Half Orc +2 Str, +2 to one ability score of their choice
Tainted, Tiefling +2 Dex, +2 Int, -2 Cha
Wyrwood +2 Dex, +2 Int, -2 Cha
PLAYALE RACES

 

 

Catfolk

Frame

Catfolk

Once treated the same as Gnolls and other savage beastfolk, modern catfolk are accepted as members of the civilized races and their caravans are welcome throughout most of the Greenlands.

The largest portion of the Catfolk population is found in the lush jungle regions of the Ascadian Archipelago and the northern edge of the Frost Peaks, just south of The Gap. Though as a people much given to wonderlust their caravans travel all over the Greenlands and even occasionally beyond them.

Lowland Catfolk

The majority of lowland catfolk have moved on from their ancient tribal ways and embraced life as part of the modern trade aperatus of their imperial human benifactors. Rather than settling in isolated areas like their mountain kindred still do they preffer to travel the land in large caravans, bringing goods, services and entertainment to more settled communities.

Mountain Catfolk

The mountain catfolk cling more tightly to the old traditions than their lowland cousins. They generally continue the practice of ancestor worship, though many still worship or atleast pay some level of respect to the Hexad. Their tribes primaraly dwell in the warmer northern reaches of the Frost Peaks range, primarily to the south side of the Gap.

Lowland Catfolk:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Catfolk:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

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Dwarves

The Dwarves are a proud people with a long history. The majority of dwarvendom dwell in the Nine Cities, majestic carven citadels built throughout the Frost Peaks.

The dwarves are a proud and martial peaople, fiercely determined to repel incursions from savage species like the orcs, gnolls, goblins and centaurs from the eastern steppe. More than any other people, dwarves have acquired a reputation as unbreakable defenders and masters of metalworking. They take great pride in knowing that it is in no small part the stone of the Frost Peaks and the dwarven blood spilled upon and within them that keeps the Green Lands safe from the savage creatures of the steppe.

Hill Dwarves

Hill Dwarves dwell in the foothills and valleys of the Frost Peaks. Their surface settelements provide much of the food for the underground cities of their mountain cousins. Over the centuries they have adapted to life on the surface and developed a culture unique from the dwarven mainstream.

More open to outsiders and engaging in frequent trade with both the men of the Imperium and the wood elves of Shala’Thas, the hill dwarves handle the majority of trade with the outside world on behalf of the Nine Cities. While their mountain kin are well known to be honest but dour when they do engage in trade with outsiders, the Hill dwarves are gregarious and friendly but far more likely to bargain hard and take advantage of outsiders when doing business. A habbit acquired, so they say, from frequent interaction with human merchants.

Mountain Dwarves

Mountain Dwarves are creatures of tradition, their present bound up far more tightly with their history than is the case for any of the other civilized races. They venerate their ancestors and view the greatest of these, their paragons, as something akin to the divine.

As a people Mountain Dwarves strive for mastery in all things, to forge dwarvendom into a tool that can one day repair the damaged world itself. To move closer to this cultural goal they build upon the acomplishments of those dwarves that preceded them, ever striving to increase their peoples mastery of knowledge and craftsmanship.

PLAYALE RACES

 

 

Hill Dwarves:


Ability Score Modifiers:
Hill Dwarves are just as tough and wise as their mountain kin, but much less gruff due to their long history of trade with the men of the Imperium. They gain +2 Constitution and +2 Wisdom.
Size:
Hill Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type:
Hill Dwarves are humanoids with the dwarf subtype.
Base Speed:
(Slow and Steady) Hill Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages:
Hill Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defensive Training:
Hill Dwarves gain a +4 dodge bonus to AC against monsters of the orc subtype.
Fearless:
Hill Dwarves gain a +2 racial bonus on all saving throws against fear effects. This bonus stacks with the bonus granted by Hardy.
Hardy:
Hill Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability:
Hill Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Camouflage:
Hill Dwarves gain a +4 racial bonus on Stealth checks while within mountainous(to include hills) terrain.
Greed:
Hill Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Gregarious :
When a hill dwarf successfully uses Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the dwarf’s Charisma-based skills for the next 24 hours.
Sense Aberration:
Hill Dwarves gain a +2 racial bonus on Knowledge (dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations.
Low-Light Vision:
Hill Dwarves can see twice as far as humans in conditions of dim light.
Dusksight:
When rolling for the miss chance granted to a target by dim light Hill Dwarves may roll twive and use the better result.
Weapon Familiarity:
Hill Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Mountain Dwarves:


Ability Score Modifiers:
Mountain Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size:
Mountain Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type:
Mountain Dwarves are humanoids with the dwarf subtype.
Base Speed:
(Slow and Steady) Mountain Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages:
Mountain Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defensive Training:
Mountain Dwarves gain a +4 dodge bonus to AC against monsters of the orc subtype.
Energy Resistance:
Mountain Dwarves have cold resistance 5, fire resistance 5.
Hardy:
Mountain Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Lesser Spell Resistance:
Mountain Dwarves gain spell resistance equal to 6 + their character level.
Stability:
Mountain Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman:
Mountain Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Stonecunning:
Mountain Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Spell Like Abilities(Sp):
Mountain Dwarves gain the following spell-like abilities: 1/day—ant haul and stone shield. The caster level for these effects is equal to the mountain dwarve’s level.
Darkvision:
Mountain Dwarves can see perfectly in the dark up to 60 feet.
Hatred:
Mountain Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity:
Mountain Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Light Sensativity:
Mountain Dwarves are dazzled as long as they remain in an area of bright light.

PLAYALE RACES

 

 

Elves

Millenia ago the elves of the Greenlands where as one people and all owed their alliegence to the Lapis Throne of Shala’Thalas. Today they are divided into the disparate realms of;

Shala’Thas, the direct successor state to the old unified realm of Shala’Thalas.

Endala’Ranui, province of the aquatice elves, lies just off the coast of Shala’Thas and is nominally a part of Shala’Thas, its population owing allegiance to the Lapis Throne. In reality it is a fully autonomous province with its own government and laws, though it still maintains good relations with its nominal rulers, no one above or bellow the water looking to rock the metaphorical boat.

Malanor’Thas, the breakaway realm of the wood elves located in the southern forests of the Greenlands.

Aquatic Elves

Aquatic Elves live primarily along the coast, both above and below the water. They often form joint communities with their surface cousins at ports in high elven territory. More rarely they may take up residence in large bodies of water by inland elven towns or villages. While they can survive on land indefinitely one would be hard pressed to find an aquatic elf that willingly chooses to do so.

High Elves:

Text

PLAYALE RACES

 

 

Snow Elves

Text

Wood Elves

The Wood Elves of Malanor’Thas are the descendants of frontiersmen that broke ties with the Lapis Throne millenia ago. They are generaly stronger and hardier than their cousins in Shala’Thas. Over time they have forsaken the more orderly and scholastic focus on magic favored by the high elves and turned their inate magical talents towards living in symbiosis with their woodland home rather than warping it to their desires as their cousins so arrogantly do.

The Godkin

Godkin are the claimed to be distant descendants of the Six. They are born amongst all of the playable races, so any given godkin may have the basic shape of any of the playable races. This physical shape makes no diference to their statistics, aside from the normal adjustments related to a size other than medium.

Aasimar

Text

Fetchling

Text

Ifrit

Text

Oread

Text

Sylph

Text

Undine

Text

PLAYALE RACES

 

 

Catfolk

Catfolk are a race of naturally curious traiders, travelers and explorers who rarely tire of trailblazing, but such desires are unfortunately limited by the size of the Greenlands. In response to these restraints catfolk often seek to explore in time what they can not in space. Sometimes this takes the form of delving into forgotten ruins or the hidden places of the Greenlands for hints of such a locales long lost stories. Othertimes it means collecting old myths, legends and folktales before they are forgotten, or exploring the archives of the civilized races in order to discover the secrets of the past.

While most catfolk live active lifestyles in their efforts to sate their inquisitive minds, it is not particularly uncommon among their people for one to engage in quiet contemplation and study as a way to achieve the same goal. Such individuals are interested in finding answers to complicated questions and challenge even the most basic of assumptions about the world and the way it works.

Despite generaly positive relations between the groups, the later proclivity has occasionally brought free thinking catfolk scholars into conflict with the clergy of the Hexarchy and the authorities of the Imperium when in the process of solving some problem or another they end up advocating for a technological solution that reaches beyond the limits imposed by the scriptures of the Hexad.

Physical Description:

There are generaly recognized to be two different ‘breeds’ of catfolk in the greenlands. The Lowland Catfolk and the Mountain Catfolk. While culturaly similar there are fairly prominent physical diferences between the breeds.

In general, lowland catfolk are lithe and slender, standing midway between dwarves and humans in stature. While clearly humanoid, they possess many feline features, including a coat of soft fine fur, slit pupils, and a sleek, slender tail. Their ears are pointed, but unlike those of elves, are more rounded and catlike. They manipulate objects as easily as any other humanoid, but their fingers terminate in small, sharp, retractable claws. These claws are typically not powerful enough to be used as weapons. Feline whiskers are not uncommon, but not universal, and hair and eye color vary greatly.

Mountain catfolk on the other hand tend to be broad and well muscled, about a foot taller on average than their lowland cousins, giving them a solid lead on the elves in terms of hight. They share the feline features of their lowland cousins with some differences; Their fur is often striped or spotted. Their tails tend to be noticably thicker and their claws, while still retractable, are larger and can easily be used as weapons if necessary.

Society:

Curious by nature, catfolk culture never discourages inquisitiveness, but rather fosters and encourages it. Within catfolk communities there is no shame attached to minor peculiarities, eccentricities, or foolhardiness. However, recklessly or worse, knowingly bringing harm to the community is about the worst thing one can do in catfolk society.

This applies whether it’s the community the catfolk are born into or the community they choose through the bonds of friendship with other creatures.

Catfolk tend to be both generous and loyal to their family and friends and have an extremely strong sense of community and group effort. In the wilderness, catfolk live as hunter-gatherer tribes. In more tame territory they live as traveling caravans that traid and provide services and entertainment before moving on to the next destination.

While catfolk settling down to live in cities is a rare occurrence it is not unheard of. Such individuals or small groups tends to treat their urban communities as they would their tribe or caravan and make for excellent neighbors.

In catfolk society the pursuit of personal power never comes before the health and well-being of the community, be that the tribe, the caravan, the village, town or city. More than one fool has underestimated this seemingly gentle people only to discover much too late that those who care more for the wellbeing of their community than for their own can make for ferocious combatants in the right circumstances.

Catfolk prefer to be led by their most competent members, usually a council of experts chosen by their peers either though simple consensus, or for larger groups, organized elections. The experts then choose a chieftan or cravan master to lead in times of danger and to mediate disputes among the council. The chieftain or caravan master is seen as the most generaly capable member of the tribe.

Catfolk who settle in the urban centers of their Imperial human allies often find the ways their leadership functions to be either outright nonsensical or atleast a little odd. Still, whilst happy to offer up alternative ideas, they tend to accept that Imperial ways have served them well enough for over a thousand years now, which is a respectable sum of time for the young race.

Within adventuring groups, catfolk tend to view the group as being its own ‘council of experts’ with each member providing valuable expertise in their field. As a result they tend to readily deffer to their comrades on subjects that fall outside their wheelhouse.

PLAYALE RACES

 

 

Relations:

Adaptable and curious, catfolk get along with almost any race that extends reciprocal goodwill. They acclimate easily to halflings, humans, and especially elves. catfolk and elves share a passionate nature, as well as a love of music, dance, and storytelling; elven communities often gently mentor catfolk tribes, though such elves are careful not to act in a patronizing manner toward their feline friends. Gnomes make natural companions for catfolk, as catfolk enjoy gnomes’ strange and obsessive qualities. catfolk are tolerant of kobolds as long as the reptilian beings respect the Catfolk’s boundaries. The feral nature of orcs stirs as much puzzlement as it does revulsion among catfolk, as they don’t understand orcs’ savagery and propensity for self-destruction. Half-orcs, on the other hand, intrigue catfolk, especially those half-orcs who strive to excel beyond the deleterious and hateful nature of their savage kin. catfolk often view goblins and ratfolk as vermin, as they disdain the swarming and pernicious tendencies of those races.

Alignment and Religion:

With community and unselfish cooperation at the center of their culture, as well as a good-natured curiosity and willingness to adapt to the customs of many other races, most catfolk tend toward good alignments. The clear majority of catfolk are also chaotic, as wisdom is not their strongest virtue; nevertheless, there are exceptions with cause.

Adventurers:

Natural born trackers, the hunter-gatherer aspect of their tribes pushes many tribal catfolk toward occupations as woodsmen or scouts by default, but such roles don’t always speak to their love of performance art, be it song, dance, or storytelling. Cravaneer carfolk often take up the role of minstrel or thief. Catfolk legends also speak of a rich tradition of great sorcerer heroes, and amongst the mountain catfolk there are tales of great warrior monks. Those catfolk who internalize their wanderlust often become wizards or monks. While catfolk taking up the more disciplined and organized martial professions are rare those individuals who choose these paths are never looked down upon. Catfolk understand that exploration and self-knowledge can lead down many roads, and are accepting of nearly all professions and ways of life.

Lowland Catfolk:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Catfolk:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Dwarves, Hill

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Hill Dwarves are just as tough and wise as their mountain kin, but much less gruff due to their long history of trade with the men of the Imperium. They gain +2 Constitution and +2 Wisdom.
Size:
Hill Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type:
Hill Dwarves are humanoids with the dwarf subtype.
Base Speed:
(Slow and Steady) Hill Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages:
Hill Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defensive Training:
Hill Dwarves gain a +4 dodge bonus to AC against monsters of the orc subtype.
Fearless:
Hill Dwarves gain a +2 racial bonus on all saving throws against fear effects. This bonus stacks with the bonus granted by Hardy.
Hardy:
Hill Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability:
Hill Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Camouflage:
Hill Dwarves gain a +4 racial bonus on Stealth checks while within mountainous(to include hills) terrain.
Greed:
Hill Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Gregarious :
When a hill dwarf successfully uses Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the dwarf’s Charisma-based skills for the next 24 hours.
Sense Aberration:
Hill Dwarves gain a +2 racial bonus on Knowledge (dungeoneering) checks and on Perception checks to notice disguised or hidden aberrations.
Low-Light Vision:
Hill Dwarves can see twice as far as humans in conditions of dim light.
Dusksight:
When rolling for the miss chance granted to a target by dim light Hill Dwarves may roll twive and use the better result.
Weapon Familiarity:
Hill Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Mountain Dwarves:


Ability Score Modifiers:
Mountain Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size:
Mountain Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type:
Mountain Dwarves are humanoids with the dwarf subtype.
Base Speed:
(Slow and Steady) Mountain Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages:
Mountain Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defensive Training:
Mountain Dwarves gain a +4 dodge bonus to AC against monsters of the orc subtype.
Energy Resistance:
Mountain Dwarves have cold resistance 5, fire resistance 5.
Hardy:
Mountain Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Lesser Spell Resistance:
Mountain Dwarves gain spell resistance equal to 6 + their character level.
Stability:
Mountain Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman:
Mountain Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Stonecunning:
Mountain Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Spell Like Abilities(Sp):
Mountain Dwarves gain the following spell-like abilities: 1/day—ant haul and stone shield. The caster level for these effects is equal to the mountain dwarve’s level.
Darkvision:
Mountain Dwarves can see perfectly in the dark up to 60 feet.
Hatred:
Mountain Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity:
Mountain Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Light Sensativity:
Mountain Dwarves are dazzled as long as they remain in an area of bright light.

PLAYALE RACES

 

 

Dwarves, Mountain

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Mountain Dwarves:


Ability Score Modifiers:
Mountain Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size:
Mountain Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type:
Mountain Dwarves are humanoids with the dwarf subtype.
Base Speed:
(Slow and Steady) Mountain Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages:
Mountain Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defensive Training:
Mountain Dwarves gain a +4 dodge bonus to AC against monsters of the orc subtype.
Energy Resistance:
Mountain Dwarves have cold resistance 5, fire resistance 5.
Hardy:
Mountain Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Lesser Spell Resistance:
Mountain Dwarves gain spell resistance equal to 6 + their character level.
Stability:
Mountain Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Craftsman:
Mountain Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Stonecunning:
Mountain Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Spell Like Abilities(Sp):
Mountain Dwarves gain the following spell-like abilities: 1/day—ant haul and stone shield. The caster level for these effects is equal to the mountain dwarve’s level.
Darkvision:
Mountain Dwarves can see perfectly in the dark up to 60 feet.
Hatred:
Mountain Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Weapon Familiarity:
Mountain Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Light Sensativity:
Mountain Dwarves are dazzled as long as they remain in an area of bright light.

PLAYALE RACES

 

 

Elves, Aquatic

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Elves, High

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Elves, Snow

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Elves, Wood

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Godkin, Aasimar

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Godkin, Fetchling

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Godkin, Ifrit

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Godkin, Oreads

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Godkin, Sylph

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Godkin, Undine

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Half Elf

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Halflings

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Human, Ascadian

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Human, Imperial

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Human, Heartlanders

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Human, Sudurmen

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Kitsune

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Merfolk

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Stoneborne, Canidae

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Tainted, Changlings

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Tainted, Dhampir

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Tainted, Half Orc

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Tainted, Tiefling

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES

 

 

Wyrwood

Text Dwarves

Physical Description:

Text Dwarves

Society:

Text Dwarves

PLAYALE RACES

 

 

Relations:

Text Dwarves

Alignment and Religion:

Text Dwarves

Adventurers:

Text Dwarves

Hill Dwarves:


Ability Score Modifiers:
Lowland Catfolk are sociable and agile, but often lack common sense. They gain +2 Dexterity, +2 Charisma, –2 Wisdom.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Natural Hunter:
Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Sprinter:
Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

Mountain Dwarves:


Ability Score Modifiers:
While by no means hostile to outsiders Mountain Catfolk are more insular and less sociable than their lowland kin, tending to focus on self improvement, physicaly and mentaly. They gain +2 Strength, +2 Wisdom, –2 Charisma.
Type:
Catfolk are humanoids with the catfolk subtype.
Size:
Catfolk are Medium creatures and have no bonuses or penalties due to their size.
Base Speed:
Catfolk have a base speed of 30 feet.
Languages:
Catfolk begin play speaking Common and Catfolk. Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
Cat’s Claws:
Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage. This racial trait replaces natural hunter.
Climber:
Catfolk hunters excel at hunting prey from trees and other high vantage points. Catfolk with this racial trait possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). This racial trait replaces sprinter.
Low-Light Vision:
Catfolk have low-light vision allowing them to see twice as far as humans in dim light.

PLAYALE RACES