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The civilized races of Primal Earth are split into the two categories:


The Skae: a species of reptilian humanoids which dominates the continent. They revile hominids and venture on crusades to eradicate or capture them as slaves. Not much is known about the intricate internal culture of the Skae. It is known, however, that they possess superior physical abilities, a high intellect and weapons made out of powerful substances. Encounters with Skae in different regions of the lands have concluded a variety of at least half a dozen sub-species of reptile-folk that are known to exist… and even more might be out there.


Hominids: a race of intelligent and resourceful opposable-thumb-wielding mammals that is divided into eight known sub-races which are further divided into hundreds of different tribes and clans, each with its own set of traditions and beliefs. Hominids make up for their physical inferiority with great, ingenuity, and a spirit that never rests. In recent years, secrets such as farm irrigation and the domestication of animals have been discovered by most hominid societies. Secrets, which are foreign to their reptilian enemies.

Players can play as one of the following hominid races:


The smallest of all hominids, austral (plural) stand around 3 feet tall and inhabit the jungles and forests of the continent. To outsiders, they appear to be a savage and ruthless species; following abundant tales of cannibalism and blood-sacrifices amongst their people. In recent times most austral tribes have been pushed out of their natural habitat, as the Skae settle deeper into the jungles. While the majority of these tribes venture out into the open skies where the protection of the trees are weak, the truly insane flee deeper into the darkest corners of the jungles – where the weird and the frightening reign supreme. Austral have a natural fascination with fire, which is forbidden to them.



• +2 Dexterity, +2 Wisdom, -2 Strength: Austral are nimble and cunning, but their small frame makes them weaker than the other races.

• Small: Austral are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

• Slow Speed: Austral have a base speed of 20 feet.

• Jungle Native: Austral ignore difficult terrain in Jungles and receive a +2 racial bonus to Stealth in jungle environments.

• Keen Senses: Austral are always on the prowl for danger, they receive a +2 racial bonus on Perception skill checks.

• Tree Climber: Austral receive a +4 racial bonus to Acrobatics and Climb skill checks.

• Vicious Bite: The Austral’s teeth are very sharp, granting it a bite attack that deals 1d4 points of damage.

• Weapon Familiarity: Austral are proficient with Atlatls, Javelins and spears.

• Starting Gear: 1st level austral begin play with any starting outfit, a backpack, bedroll, pouch belt and a waterskin.




Cromags are the largest and most ferocious of hominid-kind, believed to be the decedents of bears. They dwell in caves and upon hills, in small isolated clans comprised of several like-minded individuals, rules by a powerful Thiarg. Cromags prefer the company of animals to those of other hominids, as beasts are easier to predict. It is a sad fact that the cromag race appears to be out of place in the world – where ingenuity, more and more, appears to insure survival as opposed to brute and savage strength. A fact that most cromags are aware of to some emotional degree. Which would explain why so many of their kind always seem to carry a certain sadness. Never the less, when it comes to killing schrilg and crushing gwarr, there is no one better at it, than a cromag.



• +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma: Cormags are brutal and savage.

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

• Normal Speed: Cromags have a base speed of 30 feet.

• Intimidating: Cromags receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

• Rock Throwing: Cromags receive a +1 racial bonus on attack rolls with thrown rocks. They can hurl a rock up to one category smaller than their size. The range increment for a rock is 20 feet, and they can hurl it up to 5 range increments. Damage for a hurled rock is 2d4 plus 1-1/2 the Cromag’s strength bonus.

• Weapon Familiarity: Cromags are proficient with Battleaxes and Greatclubs.

• Starting Gear: 1st level cromags begin play with a tribal outfit or furs, 2 sacks, a bedroll, 1-pint of oil, 2 torches and 2 waterskins.




Dubtral (plural) seem to operate on a different wave length than their hominid brethren, holding a mysterious connection to nature which the other races cannot comprehend. Indeed most dubtral feel a deep connection to the earth and dedicate their lives to planting trees and raising farms. Dubtral see life as an interesting experience, with each moments coming into being and passing right when it should. This is why they have such a difficult time comprehending concepts such as “good” and “bad”. When called into battle, the braves of the dubtral tribes fight fearlessly, and accept death as nothing more than another experience. Thus the prime intelligence of the dubtral race, lies more within its soul rather than its mind.



• +2 Wisdom, +2 Charisma, -2 Dexterity: Dubtral are patient and wise. They carry with them an air of peace that often puts others at ease. However, they are slow to react and only move if they absolutely have to.

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

• Normal Speed: Dubtral have a base speed of 30 feet.

• Clear Mind: Once per day when a Dubtral makes a Will saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.

• Gentle: Dubtral have a gentle soul as well as a touch, they receive +2 racial bonus on Heal and Handle Animals skill checks.

• Passing Fear: Dubtral believe fear to be a nothing more than a figment of the mind. The duration of any fear effect that affects a Dubtral is reduced by half.

• Stability: Dubtral receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

• Weapon Familiarity: Dubtral are proficient with Handaxes, Longspears, and Nets.

• Starting Gear: 1st level dubtral begin play with any starting outfit, a pouch belt, sack, bedroll, hemp rope and a waterskin.




Dotting the natural high-ways of the earth are the nomadic neanderthal clans. A race of hardy individuals with an uncanny sense for survival. Neanderthal’s make excellent hunters and are known to be able to haul great loads from one corner of the earth to another. This is why neanderthal slaves are such prized possessions among the Skae. Indeed, the neanderthal race has it hard; as most humans regard their kind as poachers who invade human territories and hunting what humans define as “their property”. Neanderthals are proud, sturdy, and nothing if not adaptable.



• +2 Strength, +2 Constitution, -2 Charisma: : Neanderthal’s are strong and sturdy but often come off as dogmatic or terse in the presence of other non-neanderthals.

• Medium: Neanderthal’s are Medium creatures and have no bonuses or penalties due to their size.

• Slow and Steady: Neanderthal’s have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Neanderthals are a stout race that has evolved to haul great loads from one camp to the next.

• Keen Instinct: Neanderthals receive +2 on Survival skill checks.

• Natural Hunter: Neanderthal’s gain a +1 dodge bonus to AC and +1 bonus to combat maneuver checks vs. animals. Neanderthals have developed special techniques to bring down their natural prey without getting ravaged and trampled.

• Thick Hide: Neanderthals gain a +1 natural armor bonus due to their tough hides and thick bones.

• Trekker: Neanderthal’s receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running and forced marches. Neanderthal’s are used to harsh environments like those of the frigid arctic and are well adapted to them.

• Weapon Familiarity: Neanderthals are proficient with Boar Spears, Greatclubs, Handaxes, and Harpoons.

• Starting Gear: 1st level neanderthals begin play with any starting outfit, a sack, bedroll, pouch belt, flint and steel, 6 bone or wooden spikes, a torch and a waterskin.




Divided into countless tribes and clans is the ingenious and adaptable human race. A sub-species of hominid with an unyielding will and a restless spirit. The various human groups are scattered across the earth in different regions and under different climates. The largest tribes prefer to settle next to abundant bodies of fresh water, these “River Folk” tend to be skillful traders and are zealously territorial over their land. Other human tribes dwell in the far deserts and in the deep jungles. These war-like “Swelter Folk” were once at odds with the Austral, and now act as the last line of defense against the Skae in these hot and humid regions. The most desperate of humans, journey far into the north where the Skae does not reside. Known as “Winter Folk”, they are in constant battle against the Neanderthals of the north over the scarce resources of the cold-lands. Finally, men and women from opposing human tribes sometime copulate, producing offspring with peculiar facial-features and colorations. These are known as Human Mongrels, who often live on the edges of society or are revered as blessed or cursed ones.

The features of the four human sub-races are detailed below:


• +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

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

• Normal Speed: Humans have a base speed of 30 feet.

• Bonus Feat: Humans select one extra feat at 1st level.

• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

• Multitalented: Human mongrels choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

• Starting Gear: 1st level human mongrels begin play with any starting outfit, a backpack, bedroll, pouch belt, hemp rope, grappling hook, 1-pint of oil, a torch and a waterskin.




• +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

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

• Normal Speed: Humans have a base speed of 30 feet.

• Bonus Feat: Humans select one extra feat at 1st level.

• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

• Coastal Upbringing: River folk receive a +2 racial bonus on swim checks and can hold their breath underwater for a number of additional rounds equal to their constitution. In addition they receive a +2 racial bonus on survival checks made to fish.

• Starting Gear: 1st level river folk begin play with any starting outfit, a backpack, bedroll, pouch belt, 1-pint of oil, a torch and a waterskin.




• +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

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

• Normal Speed: Humans have a base speed of 30 feet.

• Bonus Feat: Humans select one extra feat at 1st level.

• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

• Heat Endurance: Swelter folk receive a +2 racial bonus to Fortitude saving throws against heat (but not fire). They can go without water for 2 days before having to make a Constitution check.

• Starting Gear: 1st level swelter folk begin play with a tribal or hot-weather outfit, a backpack, bedroll, pouch belt, flint and steel, a shovel and 2 waterskins.




• +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

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

• Normal Speed: Humans have a base speed of 30 feet.

• Bonus Feat: Humans select one extra feat at 1st level.

• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

• Winter Endurance: Winter folk receive +2 racial bonus on Survival skill checks in cold environments, as well as +4 on constitution checks against starvation. Nord folk have adapted to the scarcity of nourishment in cold, harsh environments and can go for longer periods of time without eating.

• Starting Gear: 1st level winterfolk begin play with a fur or cold-weather outfit, a backpack, bedroll, pouch belt, flint and steel, 6 bone or wooden spikes, a pickaxe, snow shoes and a waterskin.


Races

Primal Earth Hatchiman