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===Races=== Similar to 4E, all races have some sort of racial power. *[[Aasimar]]/Holy One: +2 Wis/Cha. Typical touched-by-the-gods holy race fare. They have a way to boost their defenses early in the battle until they're injured. *[[Dragonborn|Dragonic/Dragonspawn]]: +2 Str/Cha. Due to the nature of dragons in this campaign, the existence of these not-dragonborn is considered a rarity (the exact rarity defined by the PC who picks this race). They have a breath weapon. *[[Drow|Dark Elf]]: +2 Dex/Cha. Typical dickbag drow fare, though they might not entirely be evil, just petty. Dark Elves can deal ongoing damage, and have a feat that boosts damage with swords. *[[Dwarf]]: +2 Con/Wis. Typical dwarf fare here. Their power gives them a heal if they take a hit. *[[Warforged|Forgeborn/Dwarf-Forged]]: +2 Str/Con. They're Warforged with the serial numbers filed off and a potential to not entirely be mechanical (Though there is a third-party material that makes a more detailed Warforged). They can resist death a bit easier than others by healing just as they hit 0 HP. *[[Gnome]]: +2 Dex/Int. Typical gnome fare. They're small, they make illusions, and they can daze an enemy. *[[Half-Elf]]: +2 Con/Cha. Their origin seems to trace back to the victory against the Wizard King, which united elves, men, and dwarves, and thus are a common sight in the Empire. Their power modifies a natural die roll by subtracting 1. This can definitely be enough if you have to trigger a certain power. *[[Half-Orc]]: +2 Str/Dex. A sorta-magical response to the uptick in orc activity, making them like the monsters they fight. They can re-roll one attack. *[[Halfling]]: +2 Con/Cha. These guys are a bit of a wild-card with nobody able to properly pin down their origins, besides their recency. They're also small and they can force an enemy to re-roll an attack. *[[Elf|High Elf]]: Typical high elf fare. +2 Int/Cha. Their power is the [[Eladrin]] Fey Step. *[[Human]]: +2 to any stat. Typical human fare here. They gain a free feat and a re-roll on the initiative. *Wood Elf: +2 Dex/Wis. The grey to the high elf white and dark elf black. They have a chance to gain extra actions as the battle goes on using the power of speed. *[[Tiefling]]/Demontouched: +2 Str/Int. Typical touched-by-demons race with some influence by the Diabolist. Their power forces any attack or save roll of 1-5 to become a 1 and fail with some special thematic consequence. *'''Alleykin:''' +2 Dex/Cha. [[Catgirl]]s exist. Have the ability to reduce and redirect incoming damage once per encounter. *'''Arcanite:''' +2 Int/Cha. Magically-constructed humanoids infused with magic, these have the ability to either re-roll one save against a spell or re-roll a recharge roll on a magic item each encounter. *'''Beastblooded:''' +2 Dex/Con. Apparently at some point in a past age, the curse of [[Therianthrope|therianthropy]] was running rampant among the populace. They gain the ability to do extra damage on a melee attack once per encounter. *'''[[Lizardfolk|Lizardman]]:''' +2 Dex/Con. Have a special encounter attack that lets them throw a barrage of attacks and only gets bigger as the battle goes on. *'''Space Corps Explorer:''' +2 Int/Dex. Because yes, this setting is fine with introducing spacemen in a fantasy setting, having been marooned here after their ship crashed. Each one has a special belt that lets them effectively cast Wizard utility spells by using various special gizmos. *'''Twygzog:''' +2 Str/Con. Sentient and friendly fungus-folk. Have a special ability to re-roll a save once per encounter and a race-exclusive talent that lets them get a fungal familiar.
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