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MEATY BONES PLAYABLE PEOPLES

Drogu

      Tiny: 1 foot tall, 12 pounds, 2 foot dragonfly wingspan, Speed: 20 feet, Fly: 40 feet, Can Hover
Wisdom +3, HD: d4, ATTACK:+4, ARMOR:+4, LANGUAGES: Gnome. Uses Little Weapons
Birthright:
Invisibility: It takes one turn to activate. Invisibility will end if the Drogu attacks, casts magic, ends it. Once the Invisibility has ended, it will take one turn to activate it again.
Cultural Traits: Choose one:
Cunning: Pick either Intelligence or Wisdom to get constant Lucky rolls for the chosen stat checks only.
See Morale: can see the Morale of non-player creatures and monsters.

Brahnie

      Tiny: 2 feet tall, 25 pounds, Speed: 20 feet
Charisma +3, HD: d4, ATTACK:+4, ARMOR:+4, LANGUAGES: Gnome. Uses Little Weapons
Birthright:
Nature's Camouflage: add Lucky to Dexterity rolls when not in a settlement or structure
Cultural Traits: Choose one:
Cunning: Pick either Intelligence or Wisdom to get constant Lucky rolls for the chosen stat checks only.
Talk To Animals: add Talk To Animals as a known language
 

Chirkin

      Small: 3 feet tall, 35 pounds, 7 foot leathery Wingspan, Speed: 25 feet, FLy: 60 feet, Cannot Hover
Dexterity +3, HD: d6, ATTACK:+1, ARMOR:+1, LANGUAGES: Chirkin. Uses Little Weapons
Birthright:
Sonar: can send out a very high pitched squeak and can hear the returning echoes, making it capable to "see shapes with sound" to a distance of 120 feet. When underwater the distance is 60 feet. This makes the Chirkin vulnerable to sound attacks. Save vs spoken charm magic are Unlucky rolls. They are knocked prone if on the ground or cannot fly and fall for one turn if flying when struck by a damaging sound attack.
Cultural Traits: Choose One:
Daring: Add Lucky to rolls vs Fear efects
Nimble: Can move through the space of any creature, friend or foe, that is of a bigger noted size

Nissling

      Small: 3 feet tall, 35 pounds, 7 foot leathery wingspan, Speed 25 feet, Fly: 60 feet, Cannot Hover
Wisdom +3, HD: d8, ATTACK:+1, ARMOR: +3 (scales), LANGUAGES: Nissling, Auldewyrm. Uses Little Weapons, Claws 1d4 Slashing, and Bite 1d4 Piercing
Birthright:
Darksight: can see up to 120 feet in total darkness but are vulnerable to bright light. All stat rolls have a -1 penalty when the nissling is in bright light.
Cultural Traits: Choose One:
Hoopla: Make traditional nissling poisons. Must be able to speak Nissling. **LIST FORTHCOMING**
MeGetLoot: If the nissling carries a thief kit, they can open locks or disable traps with a +2. If they have no thief kit, they can spend 1 min chewing two claws (one on each hand) into a set of thief tools but do not add a bonus to the roll. Must have claws and fangs for the second part.
 

Gnome

Amon

      Small: 3 1/2 feet tall, 40 pounds, Speed: 25 feet
Intelligence +3, HD: d6, ATTACK:+1, ARMOR:+1, LANGUAGES: Gnome. Uses Little Weapons
Birthright:
At Home Camouflage: add Lucky to Dexterity rolls when in a settlement or structure
Cultural Traits: Choose one:
Cunning: Pick either Intelligence or Wisdom to get constant Lucky rolls for the chosen stat checks only.
Inventing: craft minor objects. LIST FORTHCOMING

Nezik

      Small: 3 1/2 feet tall, 45 pounds, Speed: 25 feet
Intelligence +3, HD: d6, ATTACK:+1, ARMOR:+1, LANGUAGES: Gnome. Uses Little Weapons
Birthright:
At Home Camouflage: add Lucky to Dexterity rolls when in a settlement or structure
Cultural Traits: Choose one:
Cunning: Pick either Intelligence or Wisdom to get constant Lucky rolls for the chosen stat checks only.
Mystic Image: Takes one turn to create a sound or illusion within 30 of self that can last for 1 minute. Can reduce the time it lasts but not extend it. The image cannot take up a space larger than a 5ft cube.
 

Dwarf

Vaulker

      Medium: 4 to 5 feet tall, 150 pounds, Speed: 25 feet
COnstitution +3, HD: d8, LANGUAGES: Vaulker
Birthright:
Stout: Resist poison for 1/ damage.
Cultural Traits: Choose One:
Rune Magic: Craft magical effects onto objects with sigils and runes. With this skill, you can transfer spells found in scrolls or spellbooks into your runic lexicon. Make an Intelligence Roll: 15. A fail destroys the scroll or pages of the spell within the spellbook.
Nightsight: Can see at night out to 30 feet, but cannot see in total darkness   Read Metal and Stone: Add Lucky to a Wisdom Roll when examining stonework or metal items to determine its crafting origin and/or history

Ruendan

      Medium: 4 to 5 feet tall, 150 pounds, Speed: 25 feet
Constitution +3, HD: d10, LANGUAGES: Ruendan, Vaulkner
Birthright:
Darksight: can see up to 120 feet in total darkness but are vulnerable to bright light. All stat rolls have a -1 penalty when the Ruendan is in bright light.
Cultural Traits: Choose One:
Rune Magic: Craft magical effects onto objects with sigils and runes. With this skill, you can transfer spells found in scrolls or spellbooks into your runic lexicon. Make an Intelligence Roll: 15. A fail destroys the scroll or pages of the spell within the spellbook.
Big Soul: Can change size to Large twice a day. Doubles the damage on sucessful melee attacks and a crit will deal 4x damage. Add Lucky to all Strength Rolls. Lasts for 1 minute. Must have dwarven bones.   Stone Soul: Resists posion by taking 1 point less damage from poison per character level and adds Luck to all Rolls vs spells. Must have dwarven bones.
 

Gheni

Timukua

      Medium: 4 feet tall, 100 pounds, Speed: 35 feet
Dexterity +3, HD: d8, LANGUAGES: Bexi, Gheni. Cat Claws: 1d4 Slashing damage
Birthright:
Night SIght: Can see at night out to 30 feet, but cannot see in total darkness
Cultural Traits: Choose One:
Aware: Add +5 to any WISDOM ROLL once per day
Cat Climb: add LUCKY to rolls when trying to climb. Requires cat claws.
 

Engi


      Medium: 4 to 6 feet tall, 150 pounds, Speed: 35 feet
Gheni +3, HD: d8, LANGIAGES: Bexi, Gheni
Birthright:
Night SIght: Can see at night out to 30 feet, but cannot see in total darkness
Cultural Traits: Choose One:
Aware: Add +5 to any WISDOM ROLL once per day   Cat Balance: add LUCKY to rolls made to keep your balance. Requires cat tail.
Cat Climb: add LUCKY to rolls when trying to climb. Requires cat claws.   Cat Jump: add LUCKY to rolls when jumping. Requires cat feet.

Uzachee

      Medium: 5 feet tall, 125 pounds, Speed: 35 feet
Gheni +3, HD: d8, LANGUAGES: Bexi, Gheni
Birthright:
Night SIght: Can see at night out to 30 feet, but cannot see in total darkness
Cultural Traits: Choose One:
Aware: Add +5 to any WISDOM ROLL once per day
Cat Jump: add LUCKY to rolls when jumping. Requires cat feet
 

Sourry


      Medium: 6 feet tall, 150 pounds, Speed: 35 feet
Gheni +3, HD: d8, LANGUAGES: Bexi, Gheni
Birthright:
Night SIght: Can see at night out to 30 feet, but cannot see in total darkness
Cultural Traits: Choose One:
Aware: Add +5 to any WISDOM ROLL once per day
Cat Balance: add LUCKY to rolls made to keep your balance. Requires a cat tail
 

Elf

Bardigan

      Medium: 5 to 6 feet tall, 125 pounds, Speed: 30 feet
Intelligence +3, HD: d8, LANGUAGES: Hylunvian
Birthright:
Dechanter Immune to magical sleep effects, add LUCKY to rolls vs magical effects
Cultural Traits: Choose One:
Camouflage: Choose AT HOME (add Lucky to Dexterity rolls when in a settlement or structure) or Nature (add Lucky to Dexterity rolls when not in a settlement or structure)
Soul Spell: know one spell cast at the potency of your level that can be cast without a slot once per day

Druidigan

      Medium: 5 to 6 feet tall, 125 punds, Speed: 30 feet
Charisma +3, HD: d8, LANGUAGES: Hylunvian
Birthright:
Dechanter Immune to magical sleep effects, add LUCKY to rolls vs magical effects
Cultural Traits: Choose One:
Night SIght: Can see at night out to 30 feet, but cannot see in total darkness. Requires an elven eye.
Soul Spell: know one spell cast at the potency of your level that can be cast without a slot once per day
 

Human

      Medium: 4 to 7 feet tall, 200 pounds, Speed: 30 feet. Choose one attribute to give +3, HD: d8, LANGUAGES: Bexi
Birthright:
Aware: Add +5 to any WISDOM ROLL once per day
Cultural Traits: Choose One Trait from One Sub-Culture:

Kingdom of Miribex

Delver: add LUCKY to rolls when looking for traps or secret door
Hawkeye: you can ignore all but total cover during a range attack once per day

Keterwin Isles

Rugged: can take a turn to heal self (level + CON= HP) once per day
Rider: while mounted, add LUCKY to melee attack rolls
 

Kingdom of Blackpeaks

Keen: always know what time it is, always know which way is north, can recall what things were seen and heard within the past seven days
Skulker: add LUCKY to a stealth roll once per day

Basqay Bay Wilds

Cypher: you can create a code no one else can decipher unless you teach them. You can attempt an INTELLIGENCE ROLL to decipher someone else's written code
Spellslinger: can add LUCKY to a spell attack roll once per day
 

League of Greenreefs

Sprinter: add 10 to your speed
Bruiser: add 2 to your total HP.

Princips of the Emerald Islands

Inspector: add LUCKY to rolls when looking for finer details or trying to read lips
Delver: add LUCKY to rolls when looking for traps or secret door
 

Dawnset Empire

Pugilist: you can add LUCKY to an attack while BRAWLING once per bout
Rugged: can take a turn to heal self (level + CON= HP) once per day

Windsong Isles

Piker: you can trip an opponent with a polearm/reach weapon on a reaction
Keen: always know what time it is, always know which way is north, can recall what things were seen and heard within the past seven days
 

Kingdom of Spinerock

Speller: you have learned how to cast one spell in the old and slow ways of yore. Such spells take at least a full minute or more to cast.
Cypher: you can create a code no one else can decipher unless you teach them. You can attempt an INTELLIGENCE ROLL to decipher someone else's written code
 

Numis

      Medium: 6 to 7 feet tall, 250 pounds, Speed: 30 feet, Swim: 30 feet
Strength +3, HD: d10 ARMOR: +2 (scales), LANGUAGES: Numis, Auldewyrm
Birthright:
Bite: your bite can deal 1d6 + STR damage
Cultural Traits: Choose One:
Crafty harvest bone or hide from a fallen creature to make: Shield, Club, 1d4 Darts
Not Breathe: you can hold your breath for 10 turns per Constitution bonus point. Requires reptile lungs.

Brahmaur

      Medium: 7 to 8 feet tall, 350 pounds, Speed: 40 feet
Strength +3, HD: d10, LANGUAGES: Brahmaur, Vaulker. Can use Big Weapons as though they were Large sized creatures
Birthright:
Immune to Mortal Magic immune to magical effects unless they are cast/created by gods, greater beings, celestials, or devils.
Cultural Traits: Choose One:
Gore: you have perfected a combat technique using your horns that will now deal 1d6 + STR damage. Requires horns.
Sure Hoof you can never lose your way. You can retrace every step you have traveled on your own hooves. Requires hooves.

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Cover image: by EmilyArmstrong

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