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  #1  
Old Oct 12th, 2014, 05:32 PM
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Races

Races
Races (13th Age SRD)
Authors: Aethera

Last edited by Aethera; Jun 25th, 2015 at 09:10 PM.
  #2  
Old Oct 12th, 2014, 06:28 PM
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Humans

Racial Bonus
+2 to any ability score.

Bonus Feat
At 1st level, human PCs start with two feats instead of one.

Racial Power: Quick to Fight
At the start of each battle, roll initiative twice and choose the result you want.
Champion Feat
If you roll a natural 19 or 20 for initiative, increase the escalation die by 1 (usually from 0 to 1 since it's the start of the battle).
  #3  
Old Oct 12th, 2014, 06:36 PM
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Dwarves

Racial Bonus
+2 Con or +2 Wis

Racial Power: That's Your Best Shot?
Once per battle as a free action after you have been hit by an enemy attack, you can heal using a recovery. If the escalation die is less than 2, you only get half the usual healing from the recovery. Unlike other recoveries that might allow you to take an average result, you have to roll this one!

Note that you can't use this ability if the attack drops you to 0 hp or below. You've got to be on your feet to sneer at their attack and recover.
Champion Feat
If the escalation die is 2+ when you use that's your best shot, the recovery is free.
  #4  
Old Jun 25th, 2015, 08:43 PM
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Half-Orc

Racial Bonus
+2 Str or +2 Dex

Racial Power: Lethal
Once per battle, reroll a melee attack and use the roll you prefer as the result.
Champion Feat
If the lethal attack reroll is a natural 16+, you can use lethal again later this battle.

Last edited by Aethera; Jun 25th, 2015 at 08:45 PM.
  #5  
Old Jun 25th, 2015, 08:46 PM
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High Elves

Racial Bonus
+2 Int or +2 Cha

Adventurer Feat: Heritage of the Sword
If you can already use swords that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. (This bonus doesn't increase miss damage.) Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties.

Racial Power: Highblood Teleport
Once per battle as a move action, place yourself in a nearby location you can see.
Champion Feat
Deal damage equal to twice your level to one enemy engaged with you before or after you teleport.

Last edited by Aethera; Jun 25th, 2015 at 08:52 PM.
  #6  
Old Jun 25th, 2015, 08:48 PM
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Wood Elves

Racial Bonus
+2 Dex or +2 Wis

Adventurer Feat: Heritage of the Sword
If you can already use swords that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. (This bonus doesn't increase miss damage.) Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties.

Racial Power: Elven Grace
At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn.

At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12, d20. If you get an extra action after rolling a d20, you can't get any more extra actions that battle.
Champion Feat
Once per day, start a battle rolling a d4 for elven grace instead of a d6.

Last edited by Aethera; Jun 25th, 2015 at 08:56 PM.
  #7  
Old Jun 25th, 2015, 08:51 PM
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Dark Elves

Racial Bonus
+2 Dex or +2 Cha

Adventurer Feat: Heritage of the Sword
If you can already use swords that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. (This bonus doesn't increase miss damage.) Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties.

Racial Power: Cruel
Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the damage. A critical hit doesn't double this ongoing damage.
Champion Feat
Once per day, you can instead use cruel to deal 5 ongoing damage per level against an enemy you miss or that you roll a natural odd attack against.

Last edited by Aethera; Jun 25th, 2015 at 08:56 PM.
  #8  
Old Jun 25th, 2015, 08:56 PM
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Gnomes

Racial Bonus
+2 Dex or +2 Int

Small
Gnomes have a +2 AC bonus against opportunity attacks

Racial Power: Confounding
Once per battle, when you roll a natural 16+ with an attack, you can also daze the target until the end of your next turn.
Champion Feat
Instead of being dazed, the target of your confounding ability is weakened until the end of your next turn.
Minor Illusions
As a standard action, at-will, you can create a strong smell or a sound nearby. Nearby creatures that fail a normal save notice the smell or sound. Creatures that make the save may notice it but recognize it as not exactly real.
  #9  
Old Jun 25th, 2015, 08:58 PM
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Half-Elves

Racial Bonus
+2 Con or +2 Cha

Racial Power: Surprising
Once per battle, subtract one from the natural result of one of your own d20 rolls.
Champion Feat
You gain an additional use of surprising each battle, but you can only use it to affect a nearby ally's d20 roll.
  #10  
Old Jun 25th, 2015, 09:00 PM
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Halflings

Racial Bonus
+2 Con or +2 Dex

Small
Halflings have a +2 AC bonus against opportunity attacks

Racial Power: Evasive
Once per battle, force an enemy that hits you with an attack to reroll the attack with a –2 penalty.
Champion Feat
The enemy's reroll takes a –5 penalty instead.

Last edited by Aethera; Jun 25th, 2015 at 09:00 PM.
  #11  
Old Jun 25th, 2015, 09:04 PM
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Dragonic/Dragonspawn

Racial Bonus
+2 Str or +2 Cha

Racial Power: Breath Weapon
Once per battle, make a close-quarters breath weapon attack as a quick action using your highest ability score against one nearby enemy's Physical Defense. On a hit, the attack deals 1d6 damage per your level of an energy type that makes sense for your character.
Champion Feat
Your breath weapon attack targets 1d3 nearby enemies in a group instead.
  #12  
Old Jun 25th, 2015, 09:05 PM
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Holy One/Aasimar

Racial Bonus
+2 Wis or +2 Cha

Racial Power: Halo
Once per battle as a free action during your turn, gain a +2 bonus to all defenses until you are hit by an attack (or until the battle ends).
Champion Feat
Halo also activates automatically any time you heal using a recovery.

Last edited by Aethera; Jun 25th, 2015 at 09:06 PM.
  #13  
Old Jun 25th, 2015, 09:08 PM
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Forgeborn/Dwarf-forged

Racial Bonus
+2 Str or +2 Con

Racial Power: Never Say Die
Whenever you drop to 0 hp or below, roll a normal save if you have a recovery available. On an 11+, instead of falling unconscious, you stay on your feet and can heal using a recovery. Add the recovery hit points to 0 hp to determine your hp total.
Champion Feat
If you roll a 16+ on your never-say-die save, you gain an additional standard action during your next turn.
  #14  
Old Jun 25th, 2015, 09:09 PM
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Tiefling/Demon-touched

Racial Bonus
+2 Str or +2 Int

Racial Power: Curse of Chaos
Once per battle as a free action when a nearby enemy rolls a natural 1–5 on an attack or a save, turn their roll into a natural 1 and improvise a further curse that shows how their attempt backfires horribly.

A curse should have about the same impact as a typical once-per-battle ability. For example, a typical curse might lead to the cursed attacker dealing half damage to themself with their fumbled attack and being dazed until the end of their next turn. The GM may reward storytelling flair and/or limit the suggested effects of the curse.
Champion Feat
Whenever a nearby enemy rolls a natural 1 on an attack against you, you can use curse of chaos against them without expending it.
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