Racial Options

Aasimar - Shining Captain

Many aasimar are looked on by others favorably due to their celestial nature. Some learn to capitalize on this tendency, easily gathering others to their cause. They gain the Leadership sphere as a bonus combat talent. This replaces skilled and spell-like ability.

Android

Sometimes the artificial protective plating of these creatures were fabricated including compartments where tools or weapons may be stored. They gain Extra Combat Talent in the Tech sphere as a bonus feat at 1st level. The free gadget must be the Internal Tool (augment, gadget) talent. For androids, this replaces nanite surge.

Atstreidi

Sometimes the artificial protective plating of these creatures were fabricated including compartments where tools or weapons may be stored. They gain Extra Combat Talent in the Tech sphere as a bonus feat at 1st level. The free gadget must be the Internal Tool (augment, gadget) talent. For atstreidi, this replaces naturally psionic.

Created

Sometimes the artificial protective plating of these creatures were fabricated including compartments where tools or weapons may be stored. They gain Extra Combat Talent in the Tech sphere as a bonus feat at 1st level. The free gadget must be the Internal Tool (augment, gadget) talent. For created, this reduces the number of creation points it gains from created traits by 1.

Dhampir - Fell Master

Embracing their affinity for the control of mindless undead servitors, some dhampir becomes fearsome generals of reanimated legions, either for their own ends or in the service of their vampiric forebears. They gain the Leadership sphere as a bonus combat talent, taking the (cohort) package. They gain the Undead Servants drawback, granting the Master of the Dead legendary talent normally. This replaces manipulative and spell-like abilities.

Dwarf - Dwarven Battle Training

Many dwarves go beyond the weapon training common to their culture, mastering all their people’s weapons. They gain the Dwarven Heritage Equipment talent as a bonus talent at 1st level. This replaces defensive training, hatred and weapon familiarity.

Dwarf - Minion Builder

Obsessive tinkering with artificial servants leaves little time for stoking the fires or old enmities in some dwarves and gnomes. They gain the Leadership sphere as a bonus combat talent, taking the (cohort) package. They gain the Construct Controller drawback, granting the Constructor legendary talent normally. For dwarves, this replaces defensive training, greed, and hatred.

Elf - Elven Ancestral Master

Some elves chose to undergo a more rigorous study of their people’s armaments. They gain the Elven Heritage Equipment talent as a bonus talent at 1st level. This replaces keen senses and weapon familiarity.

Fenghaung - Aerial Acrobat

While all fenghaung can fly, some let the joy of the skies consume them to the detriment of their social skills. You gain the Athletics sphere as a bonus talent, but must select the (fly) package. This replaces curiosity and natural envoy.

Players Guide to Skybourne © 2015, Drop Dead Studios

Gnome - Gnomish War School

The gnomes are known for their unique weapons; some gnomes fully embrace this tendency. They gain the Gnomish Heritage Equipment talent as a bonus talent at 1st level. This replaces defensive training, hatred, and weapon familiarity.

Gnome - Minion Builder

Obsessive tinkering with artificial servants leaves little time for stoking the fires or old enmities in some dwarves and gnomes. They gain the Leadership sphere as a bonus combat talent, taking the (cohort) package. They gain the Construct Controller drawback, granting the Constructor legendary talent normally. For gnomes, this replaces defensive training, hatred, and obsessive.

Goblin - Pyromania Specialist [Apoc]

Most goblins have an affinity for burning things down, a few specialize in it to the point of mania. They gain the Goblin Heritage Equipment talent as a bonus talent at 1st level. This replaces skilled.

Halfling - Sling Lord

True masters of the oft-maligned family of weapons, some halflings show devastating skill with slings of all types. They gain the Halfling Heritage Equipment talent as a bonus talent at 1st level. This replaces keen senses and weapon familiarity.

Half-orc - Fearsome Leader

A half-orc’s intimidating nature can be leveraged into building a following, others afraid to cross them. These half-orcs gain the Leadership sphere as a bonus combat talent, gaining the Dread Master drawback. This replaces intimidating and orc ferocity.

Hobgoblin - Natural Leader

Some hobgoblins show leadership ability from a young age, becoming leaders of warbands and tribes as naturally as breathing. They gain the Leadership sphere as a bonus combat talent. This replaces sneaky.

Kobold - Instinctual Trapper [Apoc]

All kobolds must deal with the reality that they are vulnerable to attack by much stronger creatures, but the especially vulnerable kobolds compensate by not fighting fair. They gain the Trap sphere, and one talent of their choice from the Trap sphere as a bonus talents at 1st level. This replaces armor.

Merfolk - Underwater Warrior [Apoc]

While all merfolk are adept at underwater working environments for underwater living, it surprises landwalkers that those same tools make some merfolk quite adept at underwater combat as well. They gain the Peasant Training Equipment talent as a bonus talent at 1st level. This replaces low-light vision.

Orc/Half-Orc - Brutally Trained

Orcs and their kin have a noted fondness for direct, powerful weaponry. They gain the Orc Heritage Equipment talent as a bonus talent at 1st level. For half orcs, this replaces intimidating and weapon familiarity. For orcs, this replaces weapon familiarity.

Tatulani

Some tatulani managed to hoard and scrounge away bits and pieces of advanced technology and through trial and error managed to troubleshoot and reproduce such devices. They gain Extra Combat Talent in the Tech sphere as a bonus feat at 1st level. This replaces technological.

Tiefling - Insidious Whisperer

Some tieflings, possessed of unnatural charm and skilled in deception, are adept and gaining a following. They gain the Leadership sphere as a bonus combat talent, gaining the Cult Leader drawback. This replaces skilled and spell-like ability.


This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.