Revised Races


Iron Kingdoms Races
Gobber – Goblin tinkerers
Bogrin – Tough Goblin laborers
Trollkin – Troll descendants
Ogrun – Ogre descendants
Nyss – Xenophobic arctic elves



Gobber



-2 Str, +4 Dex: Gobbers are nimble and quick but not very strong

Small: Gobbers are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed: As small creatures, a Gobbers base speed is 20 ft.

Low-Light Vision: Gobbers can see twice as far as humans in conditions of dim light.

Obsessive: Gobbers gain a +2 racial bonus on Craft Alchemy checks due to their curious nature when it comes to chemicals. Further, Craft Alchemy is always a class skill for Gobbers.

Camouflage: Gobbers can change their skin tone to blend in with their surroundings. The bonus applies to Stealth and depends on how much of their body is covered and ranges from +4 for almost naked to +1 to 75% covered. The bonus granted is a racial bonus. Further, Stealth is always a class skill for Gobbers.

Languages: Gobbers speak Common and Goblin


Bogrin



+4 Dex, -2 Int: Bogrin are just as quick but tend to be stronger yet less intelligent

Small: Bogrin are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed: As small creatures, a Bogrins base speed is 20 ft.

Low-Light Vision: Bogrins can see twice as far as humans in conditions of dim light.

Environmental Adaptation: Borgins can survive in extremely hostile environments. This quality functions as a continual Endure Elements spell.

Languages: Bogrin speak Common and Goblin


Trollkin



+2 Str, -2 Dex, +4 Con, -2 Cha. Trollkin are tough and strong but typically lack social and physical finesse.

Medium: Trollkin are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Trollkin have a base speed of 30 feet.

Darkvision: Trollkin can see in the dark up to 60 feet.

Improved Healing: Trollkin do not regenerate like their more robust forefathers. Instead, a Trollkin heals twice as fast while resting. Further, they have the ability to regenerate lost limbs. A Trollkin can heal a reattached amputated appendage in 1d6+1 days. Regrowing a limb from scratch requires 2d20+30 days.

Resistance: Trollkin receive a +4 racial bonus on saves against poison and disease.

Tough as Nails: All Trollkin gain damage reduction against subdual damage equal to their Constitution modifier.

Languages: Trollkin speak Common and Giant.


Ogrun



+4 Str, -2 Int. Ogrun are exceptionally strong but not too bright.

Large: As Large sized creatures, Orguns suffer a -1 Size penalty to AC and attack rolls. They may wield large weapons in one hand or huge weapons in two hands and double the carrying capacity of a medium sized creature.

Normal Speed: As Large size creatures, Orgun have a base speed of 40 ft.

Tough Skin: Orgun add a +2 natural armor bonus to their AC.

Weapon Familiarity: Orgun treat halberds as simple weapons for purposes of determining proficiency.

Forge Monster: Orgun receive a +2 racial bonus on Intimidate and Craft checks involving metalworking. Further, Orgun always consider Intimidate a class skill.

Korune: Once an Orgun swears fealty to a leader or a cause, they are virtually incapable of betraying those oaths (with similar penalties as lesser geas if they do). They can choose to disobey specific orders but in all other ways must act in the best interest of the sworn leader or cause. Orgun must swear an oath under their own free will and cannot be magically or supernaturally compelled to do so by any means.

Languages: All Orgun speak Common and Giant.



Additional Character Options

Stronghammer Smith

Prerequisites: Strength 15+, Intelligence 8+, Orgun

Benefit: This feat allows the Orgun to apply his Strength modifier to any Craft roll that involves working metal. The bonus added is cumulative with the Intelligence bonus the skill normally benefits from.


Nyss



+2 Dexterity, +2 Intelligence, –2 Wisdom: The Nyss are brilliant and quick but a bit narrow minded.

Medium: Nyss are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Nyss have a base speed of 30 feet.

Cold Subtype: Nyss are immune to Cold effects, including Cold damage from spells, but are vulnerable to heat and Fire damage.

Low-Light Vision: Nyss can see twice as far as humans in conditions of dim light.

Keen Senses: Nyss receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Nyss are automatically proficient with the Nyss Claymore and Nyss Longbow as all children in Nyss society are trained to handle these weapons as soon as they’re strong enough to wield them. Further, Nyss with the Weapon Finesse feat may also include the Nyss Claymore as a weapon that can benefit from this feat.

Social Isolationists: Nyss suffer a -2 penalty on any Charisma based skill (except Intimidate) that is not a trained class skill. This penalty results in the extreme social deviance evident in Nyss culture compared to the rest of Immoren.

Languages: All Nyss speak Common and Elven.



Revised Races

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