Travelers of Athoria
Human: HP 9 / Strength 10 / Intelligence 10 / Dexterity 10
Conqueror’s Right: At first level the player gains an additional 2 Skill Points and Ability of their choice. (This ability cannot be upgraded.)
Minotaur: HP 12 / Strength 14 / Intelligence 6 / Dexterity 8
Powerful Charge: The player rushes full force at an enemy with weapon(s) in hand(s) and horns pointed forward. The attack hits all enemies within a straight line dealing standard weapon damage and goring them with the player’s horns for an additional 2d6 damage. Targets struck are knocked down but can evade the attack with a dexterity check.
Tiefling: HP 9 / Strength 11 / Intelligence 9 / Dexterity 11
Infernal Judgment: The player takes damage equal to 1/3 their maximum Hit Points. The player’s next successful attack creates a 10 foot x 10 foot explosion dealing fire damage to all enemies within the area of effect equal to the damage the player was originally dealt.
Elf: HP 8 / Strength 8 / Intelligence 12 / Dexterity 12
Elven Expertise: At first level the player chooses either Strength, Dexterity or Intelligence. The player gains a +2 to attack and damage rolls for attacks that apply a bonus from the chosen stat.
Orc: HP 12 / Strength 12 / Intelligence 8 / Dexterity 8
Berserker Rage: Dropping below 1/3 max Hit Points sends the player into a violent frenzy. The player receives a +2 bonus to Strength and Dexterity, along with non-magic based damage received being halved. The effect lasts 2 rounds during which the player must perform an attack every round. After the effect the player cannot attack or perform a Run action during their next turn.
Dwarf: HP 11 / Strength 11 / Intelligence 9 / Dexterity 9
Will of Stone: Dwarves cannot be Intimidated or Feared and gain a +2 bonus to attack and damage rolls with hammers, axes and two-handed melee weapons (does not stack).
Halfling: HP 9 / Strength 9 / Intelligence 11 / Dexterity 11
Small but Deadly: Due to their size Halflings gain a +2 bonus to Hide, Bluff and Move Silently checks, and an additional +2 racial bonus to Armor Class.
Wilden: HP 9 / Strength 10 / Intelligence 10 / Dexterity 12
Power of the Ancients: Once per turn in addition to the players normal movement they may teleport 3 additional squares as a minor action.
Goblin: HP 6 / Strength 10 / Intelligence 10 / Dexterity 10
At first level choose either Strength, Intelligence or Dexterity and add 5 points to that score.
Deep Pockets: Goblins start with an additional 10,000 starting gold. (Additional levels grant extra gold). The player gains a +5 to Bribery, Bluff, and Diplomacy checks and all items purchased cost 10% less than normal.
Dark Elf: HP 8 / Strength 8 / Intelligence 12 / Dexterity 12
Cloud of Darkness: The player can cast a spell that envelopes a 20 foot x 20 foot square. All creatures in the area gain a concealment bonus that grants a 20% chance for attacks to miss their target. Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Dragonborn: HP 10 / Strength 11 / Intelligence 12 / Dexterity 10
Choose 1 from the following
1) Dragonborn Fury: When player’s health is halved, add a +1 to attack rolls
2) Dragon Breath: Choose an element type, based off of the selection of ancestry chosen and player is able to exhale a surge of that element from it’s mouth. At level 1 the attack has a range of 15 feet long by 5 feet wide an does damage of 1d6 + dexterity modifier
Each player gains the following stat increases to their stats based on their current class.
Mages (Healer, Druid, Necromancer, etc): +2 Intelligence
Battle Mage: +1 (Strength / Dex) +1 Intelligence
Rogue: +1 Dexterity +1 Intelligence
Swashbuckler (Pirate): +1 Dexterity +2 Hit Points
Ranger / Assassin: +2 Dexterity
Fighter: +1 Strength +2 Hit Points
Cleric: +2 Hit Points +1 Intelligence
Barbarian: +2 Strength
Paladin / Blackguard: +4 Hit Points
Each time a player gains a level, that player gains HP based on their class then chooses to either allocate a Skill Point to Strength, Dexterity, or Intelligence; or create an ability that is allowed by the DM.
HP Gains per level (after first)
Mages (wizard, Druid, sorcerer, Necromancer, etc): +1
Battle Mage: +1 (even level ups) / +2 (odd level ups)
Swashbuckler (Pirate): +1 (even level ups) / +2 (odd level ups)
Ranger: +1 (even level ups) / +2 (odd level ups)
Fighter: +2 (even level ups / +3 (odd level ups)
Paladin / Blackguard: +3