Races in the Edge of the Kingdom core rulebook (human, dwarf, dark-elf, elf, half-orc, halfling, and golems - gnomes aren't real) are acceptable as well as those listed below.
-
Aethe
-
Gremlin
-
Wildborn
-
Kaidan
-
Kumi
-
Qul
<
>
Aethe shimmer slightly and seem to twist as you look at them. Aethe are all marked in subtle ways - odd hair colours, strange eyes, witch marks, fangs and small tails are just some of the many possible telling signs - that make others uneasy and fearful around them. Their innate talent for chanelling raw magical force makes them both useful and dangerous to adventuring groups.
+2 DEX or INT |
Rend Mind |
Afterimage |
Once per a battle, you may make a ranged attack using your highest mental ability score against the target's Mental Defenses that deals 1d4 damage per level. Additionally, the enemy is confused until they make a normal save. Champion: You may use this ability twice per a battle. |
Aethe gain a +2 bonus to either AC or PD vs ranged attacks. Champion: The bonus now applies to both AC and PD. |
I Fix It! |
Speaks With Machines |
Knify Claws |
Gremlin are small creatures, so gain a +2 bonus against opportunity attacks. Gremlin also succeed at any assistance checks. (They can't automatically do a thing themselves, but they can help someone else do something. If you need a mechanical representation of this, they give allies a +2 bonus to anything mechanical.) |
Gain a +2 bonus to checks for understanding how a mechanical device works, and for sabotaging, disabling or repairing a mechanism. (Does not apply to living constructs.) Champion: Bonus increases to +4 and you gain a daily cure wounds spell (as a cleric of the same level) usable only on constructs. Epic: You realize that organic bodies are just another kind of machine! Your daily cure wounds spell is now usable on any living creature. |
Gremlins are always armed with daggers that do whatever damage their class would normally do with them. They cannot be disarmed without dis-arming the Gremlin. |
Deep in the forests exist the wildborn, a storied race who run with wolves through the dark of night. Some say that wildborn have the power to change into the shape of a powerful wolf at will. However, whether a wildborn is capable of this or not, one thing holds true. The light of the moon has a strange allure for wildborn, giving them an almost irresistible urge to run free, away from civilisation.... Or at least go outside whenever possible.
+2 STR or DEX |
Battle-blooded |
Charge |
When a Wildborn is injured, he may spend a recovery and heal nothing, instead gaining a +2 to attacks. Adventurer: When a Wildborn is Staggered, he may spend another recovery and heal nothing, instead gaining an additional +1 to attack and deals additional damage equal to his Strength modifier. |
Once per battle, Wildborn may move as part of a melee attack. |
Rare though they are, kaidan cannot seem to let go of the mortal world, and die when they are meant to. They hang on in a sort of living purgatory, only knowing that there is something that they should have finished that is keeping them here.
Kaidan come from all races, but are always marked by extremely pale skin and dark rings around their eyes. +2 DEX or INT |
Loremonger |
Quasi-Ethereal |
Kaidan gain a +4 background, Loremonger, which can be used for History-related checks. |
Twice per day, Kaidan gain flight. If they do this during battle, it requires a sustain roll of 12+ to continue. Out of battle, it ends after about five minutes. Upon flight ending, the Kaidan floats to the ground, and takes no falling damage. |
Kumi are a secretive vulpine race that lives high in the mountains, generally only revealing themselves when there is something of interest to them. Kumi are very friendly once they make themselves known however, so they are almost universally loved. If only they wouldn't hang around with gremlins so much....
+2 WIS or CHA |
Shadowfriends |
Sharp Little Teeth |
Tickling Tails |
Kumi are Small creatures, so gain a +2 bonus to AC bonus against opportunity attacks. Kumi also have a Heightened Sense of Smell (+2) and can see in the dark. |
When attacking in melee, on a natural 16+, Kumi can add damage equal to their level to damage dealt as they nip at their foes. Champion: On a 16+. deal damage equal to twice your level instead. |
Enemies that disengage from them suffer a –2 penalty on checks and attacks against the Kumi until the end of the character’s turn. Adventurer: The -2 penalty applies to all checks and attacks. |
The Qul are a mountain-dwelling people who bonded so tightly with the mighty peaks that they took on some attributes of the Earth itself. These eight-foot-tall giants are completely bald, with pale white skin, and blue eyes. They are heavy, muscular and solid. Their deliberate thought patterns mean they have no magic to speak of - indeed, even magic cast against them can sometimes fail - but they are mighty warriors capable of enduring any hardship.
+2 STR or CON |
Magical Sinkhole |
Mountain-Born |
Qul gain 2 to PD and MD against magical attacks. Champion: One per day, when the Qul is hit with a magical attack, the attacker loses the ability to cast one re-usable magical attack. |
When you make an athletics-related check, roll twice and use either result. Adventurer: Once per day (recharge 16+), you gain Resist 12 to physical attacks until the end of battle. |