Racial Archetypes

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Antaean (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 2
Traits
∞Gaia’s Child (Cost 10 XP): Antaeans receive a +10 bonus to Physical Resistance checks when they are in skin contact with earth, mud, sand, or stone.
Special Abilities
∞Geoturgy (Power 10, Cost 10 XP): Antaeans have the ability to magically control the earth without any special training.
Specializations
∞+10 Hit with Pick or Sling* (Dexterity, Cost 10 XP), +10 Damage with Pick or Sling* (Dexterity, Cost 10 XP), +10 Farming or Herding* (Intelligence, Cost 10 XP) (*choose one)

Arachnaean (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 1 Abdomen, 6 Legs
Size 0
Special Abilities
∞Web* (Power 10, Cost 10 XP) or Jump* (Power 10, Cost 10 XP) (*choose one). Web Spider Arachnaea can throw a sticky web that Pins a target, resisted by Physical Resistance; Jumping Spider Arachnaea can jump extreme distances, 1 foot of distance per foot of power.
Traits
∞Wall Climber (Cost 10 XP): Outside of combat, Arachnaea can walk along walls at their regular movement speed without making skill checks. In combat Arachnaea receive a +10 bonus to Climb skill checks.
∞Vibration Sense (Cost 10 XP): Arachnaea are able to sense minute vibrations up to 10 feet away in whatever surfaces they are standing on.
Specializations
∞+10 Climb (Strength, Cost 10 XP), +10 Weaving (Intelligence, Cost 10)

Bull Centaur (Cost 50 XP)

Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
Size 3
Traits
∞Horns (Cost 10 XP): Bull Centaurs have horns that count as a Size 4 weapon.
∞Gore (Cost 20 XP): Bull Centaurs receive a +10 bonus to Power and Success checks when using their horns to perform the Knockback technique.
Specializations
∞+10 Horns (Strength, Cost 10 XP), +10 Horns (Dexterity, Cost 10 XP)

Centaur (Cost 50 XP)

Composition: 1 Head, 2 Torsos, 2 Arms, 4 Legs
Size 2
Speed 45 feet (Cost 10 XP)
Specializations
∞+10 Bow (Dexterity, Cost 10XP), +10 Crafting* (Intelligence, Cost 10 XP), Tracking (Awareness, Cost 10 XP), +10 Knowledge** (Intelligence, Cost 10 XP) (*choose a specific kind of craft) (**choose a specific kind of knowledge)

Cynocephalian (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0
Traits
∞Nightvision (Cost 10 XP): Cynocephalians can see up to 60 feet in the dark.
∞Pack Hunter (Cost 10 XP): Cynocephalians get a +10 bonus to hit success when attacking the same target as an ally.
Specializations
∞+10 Fighting in Formation (Awareness, Cost 10 XP), +10 Listen (Awareness, Cost 10 XP), +10 Smell (Awareness, Cost 10 XP)

Dwarf (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0
Traits
∞Night Vision (Cost 10 XP): Dwarves can see up to 60 feet in the dark.
∞Sense Depth Underground (Cost 10 XP): Dwarves innately know, to the foot, how deep underground they are.
∞Geophagous (Cost 10 XP): Dwarves can subsist partially on inorganic material such as clay, mud, or other minerals, and starve at half the normal rate when such things are consumed (i.e., a penalty every other day).
∞Dwarvish (Cost 10 XP): Dwarves speak their own language in addition to Common.
Specializations
∞+10 Craft Metal or Stone* (Intelligence, Cost 10 XP) (*choose one)

Elf (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size -1
Traits
∞Night Vision (Cost 10 XP): Elves can see up to 60 feet in the dark.
∞Elvish (Cost 10 XP): Elves speak their own language in addition to Common.
∞Detect Hidden Door (Cost 10 XP): Elves can sense when a hidden door is within 10 feet of them (although this trait does not reveal the door’s exact location).
Specializations
∞+10 Climb (Strength, Cost 10 XP), +10 Listen (Awareness, Cost 10 XP)

Elf, Aquatic (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size -1
Traits
∞Night Vision (Cost 10 XP): Aquatic Elves can see up to 60 feet in the dark.
∞Elvish (Cost 10 XP): Aquatic Elves speak their own language in addition to Greek.
∞Aquatic (Cost 10 XP): Aquatic Elves breathe water instead of air.
Specializations
∞+10 Listen (Awareness, Cost 10 XP) +10 Swim (Strength, Cost 10 XP)

Gnoll (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 1
Traits
∞Night Vision (Cost 10 XP): Gnolls can see up to 60 feet in the dark.
∞Necrophagous (Cost 10 XP): Gnolls can eat dead and decomposing flesh without incurring risk of disease.
Specializations
∞+10 Listen (Awareness, Cost 10 XP), +10 Smell (Awareness, Cost 10 XP), +10 Tracking (Intelligence, Cost 10 XP)

Gnome, Common (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size -2
Traits
∞Night Vision (Cost 10 XP): Gnomes can see up to 60 feet in the dark.
∞Gnomish (Cost 10 XP): Gnomes speak their own language in addition to Common.
∞Burrow Speak (Cost 10 XP): Gnomes are able to communicate with burrowing animals.
∞Perceptive (Cost 10 XP): Gnomes get a +10 bonus to Mental Resistance checks made against illusions.
Special Abilities
∞Illusion (Power 10, Cost 10 XP): Gnomes are able to create magical illusions without any training.

Gnome, Deep (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size -2
Traits
∞Exceptional Night Vision (Cost 20 XP): Deep Gnomes can see up to 120 feet in the dark.
∞Gnomish (Cost 10 XP): Deep Gnomes speak their own language in addition to Common.
∞Imperceptible (Cost 10 XP): Deep Gnomes get a +10 bonus to Mental Resistance checks made against divinations.
Special Abilities
∞Illusion (Power 10, Cost 10 XP): Deep Gnomes are able to create magical illusions without any training.

Goblinoid, Goblin (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size -1
Traits
∞Night Vision (Cost 10): Goblins can see up to 60 feet in the dark.
∞Dog Trainer (Cost 10): Goblins get a +10 bonus to Mental skill checks involving dogs and other canines.
Specializations
∞+10 Craft Traps (Intelligence, Cost 10), +10 Endurance (Vitality, Cost 10), +10 Stealth (Dexterity, Cost 10)

Goblinoid, Hobgoblin (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0
Traits
∞Night Vision (Cost 10 XP): Hobgoblins can see up to 60 feet in the dark.
Specializations
∞+10 Endurance (Vitality, Cost 10 XP), Fight in Formation (Awareness, Cost 10 XP), +10 Sneak (Dexterity, Cost 10 XP), +10 Tactical Knowledge (Intelligence, Cost 10 XP)

Goblinoid, Bugbear (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 1
Traits
∞Night Vision (Cost 10 XP): Bugbears can see up to 60 feet in the dark.
Specializations
∞+10 Smell (Awareness, Cost 10 XP), +20 Stealth (Dexterity, Cost 30 XP)

Half Elf (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0
Traits
∞Night Vision (Cost 10 XP): Half Elves can see up to 60 feet in the dark.
Specializations
∞Social Conflict Hit (Intelligence, Cost 10 XP), Social Conflict Damage (Personality, Cost 10 XP), Social Technique* Hit (Intelligence, Cost 10 XP), Social Technique* Power (Personality, Cost 10 XP) (*choose a specific Social Technique)

Halfling (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size -2
Speed 25 ft/action (+10 XP)
Traits
∞Cherubim (Cost 10 XP): Halflings are very similar in appearance to Human children and receive a +10 bonus on success checks made when impersonating them.
∞Halfling (Cost 10 XP): Halflings speak their own language in addition to Greek.
∞Unflappable (Cost 10 XP): Halflings receive a +10 bonus to Mental Resistance checks made against the Intimidate technique or similar effects.
Specializations
∞+10 Climb (Strength, Cost 10 XP), +10 Listen (Awareness, Cost 10 XP), +10 Stealth (Dexterity, Cost 10 XP)

Half Orc (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0
Traits
∞Night Vision (Cost 10 XP): Half Orcs can see up to 60 feet in the dark.
∞Orcish (Cost 10 XP): Half Orcs speak the language of Orcs in addition to Common.
∞Bad Reputation (Cost 10 XP): Half Orcs receive a +10 bonus to Success Checks when attempting to take advantage of prejudices held against their Orc ancestors.
Specializations
∞+10 Intimidate Power (Personality, Cost 10 XP), +10 Lift (Strength, Cost 10 XP)

Lizardfolk (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs, 1 Tail
Size 0
Traits
∞Tough Scales (Cost 10 XP): Lizardfolk have Class 1 natural armor.
∞Regeneration (Cost 10 XP): Lizardfolk that have their limbs cut off or destroyed will gradually regrow them using the regular healing rules.
∞Draconic (Cost 10 XP): Lizardfolk speak Draconic in addition to Greek.
∞Amphibious (Cost 20 XP, combination of two traits): Lizardfolk can breathe both air and water.

Merfolk (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 1 Tail
Size 0
Traits
∞Amphibious (Cost 20 XP, combination of two traits): Merfolk can breathe both air and water.
∞Aquan (Cost 10 XP): Merfolk speak the language of the seas in addition to Common.
∞Swift Swimmer (Cost 10 XP): Merfolk have a speed of 45 feet when in the water.
Specializations
∞+10 Sing (Personality, Cost 10 XP)

Myrmidon (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0
Traits
∞Chitin (Cost 10 XP): Myrmidons have Class 1 natural armor.
∞Bold (Cost 10 XP): Myrmidons receive a +10 bonus to Mental Resistance checks made against Intimidate attacks or similar effects.
Specializations
∞+10 Fighting in Formation (Awareness, Cost 10 XP), +10 Spear hit (Dexterity, Cost 10 XP), +10 Spear damage (Damage, Cost 10 XP)

Orc (Cost 50 XP)

Composition: 1 Head, 1 Torso, 2 Arms, 2 Legs
Size 0
Traits
∞Night Vision (Cost 10 XP): Orcs can see up to 60 feet in the dark.
∞Orcish (Cost 10 XP): Orcs speak their own language in addition to Common.
∞Unscrupulous (Cost 10 XP): Orcs lack the inhibitions of other intelligent races and so receive a +10 bonus to Success checks made when performing immoral tasks.
∞Self-Serving (Cost 10 XP): Orcs that are attacked can duck behind an adjacent ally and thus make them the target of the attack instead.
Specializations
∞+10 Resist Impairment (Vitality, Cost 10 XP)