Anthromorph races are those who saw their forms more drastically altered, typically taking on Animal-like traits and characteristics. For some this was a permanent change while for others it would become a cursed condition running through the blood in their veins that could afflict any race and cause them to turn into beastial forms when exposed to certain environmental conditions.
Anthromorphs are seperated into three metaraces; Anthrokind, Verminkind, and Merkind.
Contents
Anthrokind
Minotaur
Minotaur CoC Level Ups
Title | Level | XP | Modifiers | HP Change | Additional Effects | Additional Skills |
Young Blood | -1 | -2 | -1 hit/cast, -0.5% crit | reduce by 1d12+Stamina/2 | -2 Disadvantage on Resolve tests | -1 use of each listed skill (but not below 1 use) |
Bull | +1 | +2 | +1 hit/cast, +0.5% crit | increase by 1d12+Stamina/2 | +3 Advantage on Resolve tests | +1 use of each listed skill |
Longhorn | +2 | +4 | +2 hit/cast, +1% crit | increase by 2d12+Stamina | +5 Advantage of Resolve tests, Toughness 1 | +2 uses of each listed skill, and rank up skill by1 where possible |
Centaur
Kayden
Verminkind
Ratkin
Molemen
Merkind
Merfolk
Merrow
Tritons
Codex of Anthromorphs
The Codex of Anthromorphs is the master list of all Anthromorphs available for encounters and roleplaying for Realm of Strife GMs. While the framework for all known and theorized Anthromorphs exists, not all entries are currently complete. The Codex of Anthromorphs continues to expand as designers create new entries.
If you are looking for a Anthromorphs that does not appear in this list please contact us and request that an entry be added to the codex and we will endeavor to publish your request in a timely manner.
Creation | Order | Creature Name | Metarace | Race | Variant | Class/Role | Rank/Title | Alternate Names | publish? | Origins | Climate | Habitat | Level | HP (at lvl) | XP | Threat Rating | Size | Size Mod | Melee Mod | Ranged Mod | Spirit Mod | Faith Mod | Defense | Resistances | Stats | Languages | Senses | Form | Armor | Weapons | Alternate | Skills | Traits | Extra | Drops | Description |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Third | Anthromorph | Minotaur Barbarian | Anthrokind | Minotaur | Tribestaur | Barbarian | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 4 | 71 (45+4d12) | 24 | 4 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 13% Crit. (88+); +1 Damage | +3 Hit; 5% Crit. (96+) | +1 Hit; 5% Crit. (96+) | +4 Hit; 6% Crit. (95+) | AC 25; Armor 15; Dodge 10 Strong Tribe: Better and/or more armor (+3 AC) |
Arcane 16; Elemental 30; Natural 26; Holy 20; Demonic 21; Mental 19 | Move 5; Str 15; Agil 9; Stam 15; Int 8; Wis 11; Avd 10; Per 10; Res 10; Init 9; Cha 8 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 | Strong Tribe: Great Axe (1d10+2d4+3, Clumsy -5); Weak Tribe: Maul (2d8+2, Clumsy -5) | Fury Rush x1, Intimidating Roar x1, Improved Berserker Strike x1 Strong Tribe: double the usage of skills |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact Vicious I: +5% Critical hit with physical melee attacks (typically already added) |
see CoC-Anthromorphs for Young Blood, Bull, and Long Horn variants |
Strong Tribe: 1d6 GP; Weak Tribe: 1d6 SP | ||||
Third | Anthromorph | Minotaur Battle Chief | Anthrokind | Minotaur | Tribal Leader | Battle Chief | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 8 | 127 (75+8d12) | 41 | 5 | Large (Upright) | 2; Crushing Blow 2 | +7 Hit; 10% Crit. (91+); +1 Damage | +7 Hit; 7% Crit. (94+) | +5 Hit; 7% Crit. (94+) | +7 Hit; 7% Crit. (94+) | AC 33; Armor 24; Dodge 9 Strong Tribe: Better and/or more armor (+5 AC) and 3XP worth of Craftings/Enchants split between weapons and armor. |
Arcane 16; Elemental 30; Natural 25; Holy 24; Demonic 22; Mental 18 | Move 5; Str 15; Agil 10; Stam 15; Int 8; Wis 10; Avd 9; Per 10; Res 12; Init 11; Cha 10 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x8 | Two Handed Axe or Polearm: Typ. Halberd (1d10+2d4+2, Reach 1, Ward-off). Strong Tribes get 3XP worth of Craftings/Enchants split between weapons and armor. | Skill selction is based on Tribal Leader Variant, full classes get +1 use of each skill Vigor: Matchless Offensive/Defensive Stance x2, Kodiak Strike x2, Tortoise Strike x2 Fury: Imp Fury Rush x2 (+3 Movement), Sup. Berserker Strike x2, Imp. Flurry x2 Spirit: Can use up to Tier 3 Powers, typ. Fire (per day use: T3 x1, T2 x2, T1 x1 T0 unlimited) Faith: Can use up to Tier 3 Powers, typ. Primal (per day use: T3 x1, T2 x2, T1 x1 T0 unlimited) Honor: Oath or Virtue active up to 7 Honor, Defensive Rush II x2, Call to Arms II x2 Focus: Lance Kick IV x2, Stomp IV x2, Heavy Attack III x2 Strong Tribe: 1 extra use of each skill/power |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) |
see CoC-Anthromorphs for Tribal leader, Bull and Longhorn variants |
Strong Tribe: 3d6 GP; Weak Tribe: 3d6 SP | Minotaur battle chiefs typical command a war band ranging from 20-50 Tribestaurs in size | |||
Third | Anthromorph | Minotaur Charger | Anthrokind | Minotaur | Tribestaur | Charger | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 4 | 65 (39+4d12) | 28 | 4 | Large (Upright) | 2; Crushing Blow 2 | -7 Hit; 2% Crit. (99+); +1 Damage | -2 Hit; 1% Crit. (100+) | +1 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | AC 44; Armor 40; Dodge 4; Stiff 5; Double Layer 5 Strong Tribe: Better and/or more armor (+10 AC) |
Arcane 16; Elemental 26; Natural 22; Holy 22; Demonic 20; Mental 17 | Move 5; Str 16; Agil 5; Stam 13; Int 8; Wis 9; Avd 9; Per 10; Res 11; Init 10; Cha 9 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Plate, Laminar x5 over Leather x5 | Strong Tribe - Foot Lance: 1d20, Reach 2, Charge +10/+2, Clumsy -5 & Kite Shield: Block (+6); Weak Tribe - Crude Foot Lance: 1d10, Reach 1, Charge +5/+1, Clumsy -5 & Tortoise Shield: Block (+3) | Strong Tribe - Backup weapon, typ. Warhammer 1H: 2d6+1 or 2H: 2d8+1 Weak Tribe - Backup weapon, typ. Sledge 1H: 2d4+1 or 2H: 2d4+1d6+1 |
Improved Tactical Charge x1, Concentration x1, Hawk Strike x1 Strong Tribe: double the usage of skills |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
Strong Tribe: 1d10 GP; Weak Tribe: 1d10 SP | |||
Third | Anthromorph | Minotaur Herdsman | Anthrokind | Minotaur | Tribestaur | Herdsman | Farmer | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 2 | 35 (22+2d12) | 8 | 2 | Large (Upright) | 2; Crushing Blow 2 | -1 Hit; 7% Crit. (94+) | +1 Hit; 4% Crit. (97+) | -1 Hit; 4% Crit. (97+) | 0 Hit; 4% Crit. (97+) | AC 11; Armor 4; Dodge 7 |
Arcane 16; Elemental 22; Natural 20; Holy 18; Demonic 18; Mental 17 | Move 5; Str 13; Agil 8; Stam 11; Int 8; Wis 9; Avd 7; Per 10; Res 9; Init 8; Cha 7 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x2 | Simple Weapons: Typ. Shepard's Hook (2d4 damage, Ward-off) | Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
1d4 SP, 1d4 Dried Meat (Trail Rations) | ||||
Third | Anthromorph | Minotaur Hunter | Anthrokind | Minotaur | Tribestaur | Hunter | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 3 | 45 (25+3d12) | 12 | 2 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 8% Crit. (93+) | +4 Hit; 6% Crit. (95+) | 0 Hit; 4% Crit. (97+) | +1 Hit; 5% Crit. (96+) | AC 17; Armor 10; Dodge 7 |
Arcane 16; Elemental 20; Natural 19; Holy 20; Demonic 19; Mental 17 | Move 5; Str 12; Agil 10; Stam 10; Int 8; Wis 9; Avd 7; Per 12; Res 10; Init 9; Cha 7 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather x5 | Spear (1d8+1, Ward-off) & Hunting Knife (1d5, back up weapon, cannot dual wield) | Carries x2 extra Spears for throwing (Thrown +10) |
Sever x1 Novice Hunter: Receive +1 Advantage when tracking Beasts with a Threat Rating up to 5 and gain +3 to hit & +1 damage (physical melee & ranged) when attacking them |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
1d4 SP, 0-1 Animal Pelt, 1d4 Raw Meat | |||
Third | Anthromorph | Minotaur Scout | Anthrokind | Minotaur | Tribestaur | Scout | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 3 | 45 (25+3d12) | 12 | 2 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 8% Crit. (93+) | +4 Hit; 6% Crit. (95+) | +1 Hit; 5% Crit. (96+) | +1 Hit; 5% Crit. (96+) | AC 19; Armor 12; Dodge 7 |
Arcane 18; Elemental 20; Natural 19; Holy 20; Demonic 19; Mental 18 | Move 6; Str 12; Agil 10; Stam 10; Int 9; Wis 9; Avd 7; Per 12; Res 10; Init 9; Cha 7 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Studded x4 | Rondel (1d6+1) | Carries x4 Javelins for throwing (1d8, Thrown +10, can throw 2 per action) Scout Horn: Instant to use, any nearby Minotaur that hears it will join the battle if possible/beneficial, or otherwise understand what the Scout horn means |
Demoralize x2 |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
1d6 SP, 1d4 Dried Meat (Trail Rations), 0-1 Flint & Steel | |||
Third | Anthromorph | Minotaur Sentry | Anthrokind | Minotaur | Tribestaur | Sentry | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 3 | 47 (28+3d12) | 14 | 3 | Large (Upright) | 2; Crushing Blow 2 | -5 Hit; 6% Crit. (95+) | +2 Hit; 5% Crit. (96+) | 0 Hit; 4% Crit. (97+) | +1 Hit; 5% Crit. (96+) | AC 22; Armor 20; Dodge 2; Stiff 5 |
Arcane 16; Elemental 22; Natural 20; Holy 18; Demonic 18; Mental 17 | Move 5; Str 13; Agil 3; Stam 11; Int 8; Wis 9; Avd 7; Per 10; Res 9; Init 8; Cha 7 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Splinted x5 | Spear: 1d8+1, Ward-off & Bone Hide Shield: Block (+2) | Sentry Horn: Instant to use, any nearby Minotaur that hears it will join the battle if possible Torch x2 |
Improved Defensive Stance x1 |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
1d6 SP, 0-2 Torches | |||
Third | Anthromorph | Minotaur Shaman | Anthrokind | Minotaur | Tribestaur | Shaman | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 4 | 68 (42+4d12) | 23 | 4 | Large (Upright) | 2; Crushing Blow 2 | +1 Hit; 8% Crit. (93+) | +3 Hit; 5% Crit. (96+) | +5 Hit; 11% Crit. (90+) | +4 Hit; 6% Crit. (95+) | AC 24; Armor 15; Dodge 9 Strong Tribe: Better and/or more armor (+5 AC) |
Arcane 24; Elemental 28; Natural 25; Holy 22; Demonic 22; Mental 23 | Move 5; Str 12; Agil 8; Stam 14; Int 12; Wis 11; Avd 9; Per 10; Res 11; Init 10; Cha 9 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 | Paired Hand Weapon: Stong Tribe Typ. Hatchet Hands (1d10+2 damage each); Weak Tribe Typ. Claw (1d6+1 damage) | Can use up to Tier 2 Powers, typ. Fire (per day use: T2 x1, T1 x2, T0 unlimited); typ. instants: Vigorous Flame (T2), Imbue: Scorch (T1); typ. actions: Flaming Breath (T2), Flame Lance (T1); Warcry x1, Zeal (Shaman) x1, Improved Blade Storm x1; Strong Tribe: 1 extra use of each skill/power |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact Affinity I (Fire): +5% Critical Hit with a given non-physical damage type (typically already added) |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
Strong Tribe: 1d8 GP; Weak Tribe: 1d8 SP | ||||
Third | Anthromorph | Minotaur Warrior | Anthrokind | Minotaur | Tribestaur | Warrior | yes | Realm (Eden), Alignment (Variable), Polarity (Chaos) | Temperate | Plain, Rural | 4 | 71 (45+4d12) | 27 | 4 | Large (Upright) | 2; Crushing Blow 2 | +3 Hit; 8% Crit. (93+); +1 Damage | +3 Hit; 5% Crit. (96+) | -4 Hit; 1% Crit. (100+) | -3 Hit; 1% Crit. (100+) | AC 34; Armor 25; Dodge 9; Noisy 5 Strong Tribe: Better and/or more armor (+5 AC) |
Arcane 16; Elemental 30; Natural 24; Holy 22; Demonic 20; Mental 17 | Move 5; Str 15; Agil 10; Stam 15; Int 8; Wis 9; Avd 9; Per 10; Res 11; Init 10; Cha 9 | Common & Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x5 | Strong Tribe: L Axe & L Sword, typ. Balanced Axe (1d12+1) & Broad Sword (1d8+1d4); Weak Tribe: L Mace & M Axe. typ. Spiked club (1d6+1d4) & hand Axe (1d6+1d4) | Improved Offensive Stance x1, Hawk Strike x1 Fury Rush x1, Imp. Berserker Strike x1 Strong Tribe: double the number of uses of strikes |
Affinity, Melee: +3% Critical Hit with physical melee damage (typically already added) Bull Charge: Add straight line charge distance (in tabletop inches) as a damage bonus to a single melee attack made after moving into base contact |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
Strong Tribe: 1d8 GP; Weak Tribe: 1d8 SP | ||||
Third | Anthromorph | Minotaur, Labyrinth Dweller | Anthrokind | Minotaur | Brute | Wild | yes | Realm (Eden), Alignment (Evil), Polarity (Chaos) | Temperate | Ruins/Dungeon, Forest/Jungle | 5 | 75 (42+5d12) | 19 | 3 | Large (Upright) | 2; Crushing Blow 2 | +2 Hit; 8% Crit. (93+); +1 Damage | +4 Hit; 6% Crit. (95+) | +1 Hit; 5% Crit. (96+) | +2 Hit; 5% Crit. (96+) | AC 22; Armor 15; Dodge 7 |
Arcane 14; Elemental 24; Natural 20; Holy 18; Demonic 17; Mental 15 | Move 5; Str 15; Agil 8; Stam 12; Int 7; Wis 8; Avd 7; Per 10; Res 9; Init 8; Cha 7 | Minotauren | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 | Two-Handed Axe: Typ. Labrys (1d12+2d4+2, Charge +5/+1, Clumsy -10) | Labyrinth Navigation: While in its home labyrinth, this Minotaur can always remember where it is and never gets lost |
see CoC-Anthromorphs for Young Blood, Bull, and Longhorn variants |
3d6 GP, 0-1 Labyrinth Map | |||||
Third | Anthromorph | Ssalani Once-Born | Anthrokind | Ssalani | Once-Born | Serpentfolk | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Desert | 2 | 33 (22+2d10) | 13 | 3 | Medium (Upright) | 0 | +3 Hit; 5% Crit. (96+) | +4 Hit; 5% Crit. (96+) | +4 Hit; 5% Crit. (96+) | +3 Hit; 5% Crit. (96+) | AC 25; Armor 10; Dodge 15 |
Arcane 26; Elemental 22; Natural 23; Holy 24; Demonic 24; Mental 25 | Move 4; Str 11; Agil 12; Stam 11; Int 13; Wis 12; Avd 15; Per 13; Res 12; Init 8; Cha 8 | Common & Ssalani | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Cloth x8 plus Scales, Light x1 | Knives x2, Typ. Kris (1d4+1 damage) | Short Bow (1d8, Ranged 30") |
Conjure Venomous Beast x1: T1 action Serpent Strike x3: T1 MH melee action Widows Hex x1: T3 instant |
Resistant II (Poison): +10 resistance to this type of damage/effects (typically already added) Hardened (Toxic): Incoming damage of this type is reduced by half |
1d4 GP | The lowest caste in Ssalani culture, Once-Born are believed to be the starting point of the Ssalani reincarnation cycle, who must prove their worth among the Ssalani in order to one day be reborn into a higher caste. They are largely humanoid in appearance, though they have random patches of scales on their skin. If these are covered, the only thing that would give away their true nature would be thier forked tongue and serpent-like eyes. This makes Ssalani Once-Born particularily well suited to infiltrate and corrupt human settlements, and are often employed as spies for their Twice-Born or Thrice-Born masters. | |||
Third | Anthromorph | Ssalani Twice-Born, Malisar | Anthrokind | Ssalani | Twice-Born | Serpentfolk | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Desert | 5 | 73 (46+5d10) | 33 | 5 | Medium (Upright) | 0 | +8 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +6 Hit; 7% Crit. (94+) | AC 37; Armor 24; Dodge 13 |
Arcane 28; Elemental 26; Natural 25; Holy 28; Demonic 26; Mental 26 | Move 4; Str 13; Agil 14; Stam 13; Int 14; Wis 12; Avd 13; Per 11; Res 14; Init 10; Cha 9 | Common & Ssalani | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x6 plus Scales, Heavy x2 | Sword and Shield, Typ. Scimitar: 1d6+1d4+1 damage & Parma: Block (+3) AND Venomous Bite: 1d4+3 physical damage plus 1d8+5 toxic damage if failing a Natural resist | Crossbow: 1d10, Reload-Ranged 25" |
Conjure Venomous Beast x1: T3 action Serpent Strike x3: T3 MH melee action Widows Hex x1: T3 instant |
Resistant III (Poison): +15 resistance to this type of damage/effects (typically already added) Hardened (Toxic): Incoming damage of this type is reduced by half |
3d6 GP, Complex Poison Gland (30% chance) | Ssalani Malisar are one of two forms of Twice-Born. Ssalani believe that if dying in a worthy manner, they will eventually be recarnated into a higher caste in Ssalani culture. Ssalani Twice-Born are the first step in that process, and though they have little to no memory of their past life, they are believed to be living their second life. Malisar have the head of a snake, complete with forked tongue and venomous fangs. The scales on their heads run down across their shoulders but eventually give way to a human-like body, in both proportions and form, from the shoulders down. In most Ssalani communities, Malisar are typically of equal standing to Talisar, though the two subgroups of Twice-Born often via for dominance. | |||
Third | Anthromorph | Ssalani Twice-Born, Talisar | Anthrokind | Ssalani | Twice-Born | Serpentfolk | yes | Realm (Eden), Alignment (Evil), Polarity (Balance) | Tropical/Temperate | Forest/Jungle, Desert | 5 | 73 (46+5d10) | 33 | 5 | Medium (Upright) | 0 | +8 Hit; 7% Crit. (94+) | +5 Hit; 6% Crit. (95+) | +8 Hit; 7% Crit. (94+) | +6 Hit; 7% Crit. (94+) | AC 29; Armor 18; Dodge 11 |
Arcane 28; Elemental 26; Natural 25; Holy 28; Demonic 26; Mental 26 | Move 5; Str 13; Agil 14; Stam 13; Int 14; Wis 12; Avd 11; Per 11; Res 14; Init 10; Cha 10 | Common & Ssalani | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Leather, Boiled x5 plus Scales, Heavy x1 | Polearms, Typ. Bardiche (1d10+1d6+2, Ward-off, Reach 1) AND Tail Grapple (2d4+5 damage, Grapple) | Crossbow (1d10, Reload-Ranged 25") |
Constrict: if grappling a target with its tail, immobilize the target and inflict 3d6+5 damage. Conjure Venomous Beast x1: T3 action Serpent Strike x3: T3 MH melee action Widows Hex x1: T3 instant |
Resistant III (Poison): +15 resistance to this type of damage/effects (typically already added) Hardened (Toxic): Incoming damage of this type is reduced by half |
3d6 GP | Ssalani Talisar are one of two forms of Twice-Born. Ssalani believe that if dying in a worthy manner, they will eventually be recarnated into a higher caste in Ssalani culture. Ssalani Twice-Born are the first step in that process, and though they have little to no memory of their past life, they are believed to be living their second life. Talisar are mostly human like from the waist up, with the exception of a forked tongue, venomous fangs, and serpent like eyes. From the waist down however, they have a long scaled snake tail. In most Ssalani communities, Talisar are typically of equal standing to Malisar, though the two subgroups of Twice-Born often via for dominance. | |||
Third | Anthromorph | Kayden, Roostguard | Anthrokind | Kayden | Guard | Roostguard | yes | Realm (Eden), Alignment (Variable), Polarity (Variable) | Cosmopolitan | Urban, Mountain | 3 | 44 (28+3d10) | 26 | 4 | Medium (Upright) | 0 | +2 Hit; 3% Crit. (98+) | 0 Hit; 2% Crit. (99+) | -5 Hit; 1% Crit. (100+) | -5 Hit; 1% Crit. (100+) | AC 56; Armor 46; Dodge 10; Noisy 7; Double Layer 3 |
Arcane 20; Elemental 22; Natural 21; Holy 22; Demonic 21; Mental 20 | Move 4; Str 14; Agil 13; Stam 11; Int 10; Wis 10; Avd 10; Per 11; Res 11; Init 12; Cha 10 | Common & Kayden | Conventional: Relies on conventional senses, typically eyesight but also hearing and smell |
Corporeal: Comprised of physical and tangible substance that can be interacted with under normal conditions |
Mail, Plated x7 over Cloth, Quilted x3 plus Feathers, Light x5 | High Damage 2H Weapons, Typ. Great Flamberge: 1d10+1d6+3, Parry +2, Overpower (-4) or Halberd: 1d10+2d4+2, Reach 1, Cleaving +5%, Dismount 12%, Impale. | War Crossbow w/ Quarrel Bolts (1d12+2, Reload-Ranged 35", Armor Piercing -10) |
Can use Imp. Offensive and Defensive Stances (unlimited), Hawk Strike/Shot x2 |
Advanced: Will use the full extent of all weapon effects in their weapon load out (i.e. Parry, Cleaving, Melee-Range, Crushing Blow, etc...) Flyer I: 2x movement while flying |
1d4 GP |