Races of Geomancy

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Important note: Everything on this page is © 1998-2010 Aaron Mortensen. All rights reserved.


Once your character has stats, it’s time to choose a race.

Contents

[edit] Racial Abilities

Due to the feedback of races, I have completely reworked the bonuses to each race. Now, each race is unique because of a special ability they gain. My rules of thumb for these were to keep them simple yet explain why a certain race would have a specific bonus. Below are the reworked races as well as some new races that have spawned.

[edit] Atrocious

Atrocious are creatures who have suffered horrid fates of demonic magics and centuries of torture. These are disfigured humans, ogres, trolls, even half orcs and half elves sewn together with dwarven parts for filler. They are all manner of monstrosities. Their figure is still the same, two legs, two arms, head, and torso. When first released from their eternal prisons, they were feared and hunted by all races. The ages have put those differences aside and Atrocious are becoming greatly known and accepted.

Their disfigurements from magic have greatly increased the creatures ability to master anything.
Racial Ability – Greater Statical Mastery
Take three stats and reduce the SP cost from 10 to 8. The warrior ability Statical Mastery stacks with these effects.

[edit] Avian

Avians are humans who are gifted with the magical power to transform themselves into birds. In human form, they are indistinguishable from other people, although they’re frequently people of striking looks and grace. In bird form, they are birds of natural beauty. All Avians carry a magical token of some kind- a ring, cloak or belt, for instance- that allows them to change shape. Because of this natural ability, Avians can choose a type of bird to morph into for free when creating the character (see page ### for description of flying creatures PS I'VE NOT ADDED INFO ON THE BIRDS FOR THIS CREATURE YET!!! Anyone wanna take up the job?!?).

Avians belong to a special society of druid rangers, living in communal lodges in hidden forests. Their homes are always near silent lakes or marshes. They oppose poachers, raiders, and others who disturb the natural order of the land, and they act as friends and protectors of the forest folk. Many Avians give up routine adventures to guard their homes against the forces of evil, while many more player character Avians wander the land to fight evil whenever they find it.

Along with the ability to polymorph, Avians are considered some of the most beautiful people. Because of this, they are naturally charismatic towards every race.
Racial Ability – Talented and Charismatic
Reduces the SP cost of all artistic ability and social skills by two.

[edit] Basay

Distant cousins of the yeti, basay are forest dwelling humanoids with barrel chests, short legs, and long, powerful arms. Their necks are thick and short, and their heads tend to be broad and flat with wide jaws. Basay are covered from head to toe in long, thick hair ranging in hue from charcoal gray to reddish brown. Basay stand well over six feet tall and weigh more than 300 pounds.

Most basay live in semi nomadic hunter gatherers. They tend to be shy and peaceful creatures, with a driving sense of curiosity. Basay love riddles and games of strategy, especially a good game of chess. Basay tend to hoot and hiss when they speak, and their fearsome size and power can often frighten people who are not used to them.

Basays are able to utilize their massive strength to increase damage output done by weapons. This makes them very feared in melee combat.
Racial Ability – Crushing Might
Natural Damage (Melee) is now STR/4 instead of STR/5.

[edit] Bugbear

Bugbears are the largest variety of goblinkind, standing about seven feet tall with muscular frames. They have light yellow to light brown hides, with thick coarse hair and bestial eyes. Their ears are large and prominent, and their mouths full of sharp fangs. Bugbears are true carnivores, with a keen sight and hearing, and they can move with amazing stealth when they try.

Most bugbears live by plundering and ambush, taking slaves and eating anything they kill. A player character bugbear is an extremely unusual representative of his species who must struggle to control a vicious temperament and natural inclination to bully those weaker than himself. Even the most honorable bugbears can be fatally mislead by avariciousness and hunger for power.

Bugbears are proficient with a variety of weapons, however, they are very proficient with striking in hidden spots against opponents.
Racial Ability – Surgical Striker
Reduces the SP cost of all added weapon damage by five.

[edit] Centaur

These powerful and noble creatures have the torso and upper body of a human and the lower body of a horse. They are a strong and proud race, easily offended and impulsive. Centaurs can make use of any human weapon, but they’re especially fond of oaken clubs, longbows, and medium lances, the latter of which they can wield in the same fashion as a human rider on a medium warhorse.

Centaur society is generally pastoral and peaceful, but they can be fierce warriors when the need arises. Like many woodland creatures, they have a great respect for nature's balance, and try not to disturb the world they live in. Centaurs are on good terms with elves, gnomes, and Halflings, but they are suspicious of humans and dwarves.

Centaurs have extra legs. Because of this, they are naturally faster.
Racial Ability – Burst of Speed
Speed is now AGI*3 instead of AGI*2.

[edit] Dark Elf

The dark elves, also known as drow, live underground. Nearly all of them are evil, and they have used their cunning to become masters of much of the Underdark. Most intelligent creatures shun them. In many ways, dark elves are the twisted corrupt versions of their aboveground relatives.

Drow have jet-black skin, the better to hide their movements underground. And they tend to be shorter than other elves. The only other physical difference drow exhibit is their eyes which glow a feral red-evidence, perhaps, of the hatred that burns in their hearts and minds.

Dark elves have learned to become proficient with everything regardless if they know it or not.
Racial Ability – Jack of All Trades
Reduces the negative for using a skill that you are not trained in by five (with a maximum of 0).

[edit] Deep Halfling

As their name implies deep halflings live farther underground than their hill or mountain relatives. They prefer the security and the isolation that living far beneath the earth provides. The typical halfling is 4-41/2’ tall and weighs 120 pounds. They are large-boned, but thinner than their cousins who live closer to the surface. And they can move easily through the narrow tunnels they dig in the bedrock. Deep Halflings seldom have contact with creatures from the surface- few such creatures can reach remote underground places-and the deep halflings feel very little need to dig tunnels to the surface.

Deep halflings have spent centuries underground. They have learned a advance degree of sensing and awareness.
Racial Ability – Alert
Character only needs four hours of sleep and reduces the SP cost of all Awareness skills by 1.

[edit] Dragonkind

Dragonkind are a race of humanoid dragons who have been born of dragons and placed permanently into a human shaped body. Their skin is that of draconic scales of any specific type chosen at birth. They do have ties to a parental dragon although most go through life never knowing of their real parents. They are slightly taller than a regular human and weight heavier. They do have a tail that extends from their back down to the ground, they have no wings, however their fingernails are sharp claws like knives.

Dragonkind have a slight innate ability of their creators. However, unlike their parents, they can choose how they wish to grow.
Racial Ability – Resistant Specific
Character can reduce any four resistances and cut the SP cost from 20 to 10. This is chosen at character creation and cannot be changed once chosen.

[edit] Dwarf

Dwarves are a short, stocky race, averaging about 4-41/2’ tall. They often have ruddy complexions, dark hair, and piercing, dark eyes. The natural life span for a dwarf is about 350 years. They are a serious lot, given rarely to frivolity. They prefer a good, hard day’s work. Though sometimes considered dour or taciturn, few doubt the dwarves’ courage or bravery. They have little talent for magic, but excel in fighting, war craft, and arts such as engineering.

Dwarves typically live in hilly or mountainous regions, enjoying the strength of the earth and rocks that make up their underground homes. Dwarves mine the earth for precious metals or gems, and they are particularly fond of gold.

Dwarves are excellent in dealing with materials and metals. They can create better armor than other races and use current armor better to protect themselves better.
Racial Ability – Material Smith
All material ST bonuses made into armor have a +25 ST and all armor have a +20 base ST when they wear it.

[edit] Elemental

Elementals are humanoid creatures made out of any of the eight elements. They are human shape and size except they have no skin. They are covered in any element of the creator's choosing such as rock, fire, plants, bright light, galactic abnormalities, or pure darkness. They have an outline of a human and can have eyes. They hear and speak normally.

Their forms give them a hyper active resistance to their element and allows them to specialize in a area of study.
Racial Ability – Elemental Affinity
The character chooses one of the eight elements to be. Once chosen, the character reduces the cost to that specific element to cost only 5 SP instead of 20. Secondly, the character chooses either STR, AGI, CON, INT, or WIL SKL sub-stat and reduces the cost to stat/2 instead of stat/3. This is chosen at character creation and cannot be changed once chosen.

[edit] Elf

Elves tend to be taller than dwarves, and shorter and slimmer than humans. Their features are angular and finely chiseled, and although elves may appear thin and weak, they are actually quick and strong. When circumstances dictate, elves can be fierce warriors, taking any steps necessary to protect themselves, their homes, and their friends. Most elves are between 5 and 5 ½’ tall and weigh about 110 pounds. They prefer to live in natural settings such as secluded forests and groves. They are chaotic by nature, and other races sometimes consider elves frivolous and aloof. Elves are an extremely long-lived race, averaging 1200 years. This may explain some of their attitudes-life is to be taken slowly and enjoyed; never rush about to accomplish things there is plenty of time for all activities. Elves enjoy singing, dancing and looking everything they see. Perhaps because they live so long, elves find it difficult to make friends with the shorter lived races. Some elves don’t want to bother getting close to humans when those friends will die of old age so soon. However, elves that do make friends outside their race treat their comrades as equals. Friends and enemies are never forgotten.

Elves are very intuitive to magic. They know how to work with the potential energy in the air much better than most.
Racial Ability – Energy Affinity
Potential Energy is now WIL*35 instead of WIL*30.

[edit] Fire Orc

Fire Orcs resemble their tall, husky, bulky distant cousins the Orcs except for their skin. All fire orcs have a dark red-light orange skin. All the time, their skin radiates a slight heat sensation that can be felt by others only on their skin. Armor and normal clothing will render the character unable to feel the heat. Also, the heat only radiates off the Fire orc’s uncovered skin. When in total darkness, a slight orange aura can been seen from the heat. Their society resembles those of a chaotic nation who have many different leaders, underground sects, and gangs. They do not have many allies, only themselves and half the time, the only person they can trust is themselves.

Fire orcs burn with the demonic powers of their ancestors. They naturally strike with a fiery speed.
Racial Ability – Deadly Accuracy
Reduces the multi strike AGI DC from the increase of +10 to +5. The base DC of 10 remains the same.

[edit] Forest Gnome

Forest gnomes are less common than rock gnomes. They fill an important niche in the ecology of the woodlands, caring for small plants and animals that other races sometimes overlook. Unlike other gnomes, forest gnomes prefer to make their homes above ground in small log cabins or in large, hollow trees.

The smallest of gnomes, they average only 2 ½’ in height. They share the physique of rock gnomes-though their noses are not quite as large. Forest gnomes wear their hair and beards long, and the color runs from brown to black in their youth, fading to gray or white with age. Their skin tends toward a greenish cast to tan, rather like some tree barks, and their eyes are blue to brown.

Forest Gnomes are nomadic by genetics. For generations they roamed from forest to forest learning to become more in tune with the elements.
Racial Ability – Magical Affinity
Reduces SP cost of black magic specialization and white magic mastery skills by five.

[edit] Githzerai

Native to the chaotic plane of Limbo, the githzerai are a monastic race of travelers and traders who can be found in almost all the infinite planes. Githzerai appear human, but they tend to be thin and gaunt, with drawn faces and sharp features. They favor plain clothing and conservative tones. Githzerai society is extremely chaotic, but it is not without its own laws and order. An individual githzerai is usually strongly loyal to his race, even is he is completely out of contact with his fellows. It is not unusual for a githzerai to spend years at a time in a single plane, wandering and adventuring.

Giths roamed the planes in search of magical power. Their adventures over the centuries have lead them to absorb energy faster than others.
Racial Ability – Potential Absorption
Potential Energy Regeneration is now WIL*15 instead of WIL*10.

[edit] Gnoll

Gnolls are hyena like humanoids with mangy yellow or brown fur, drooling muzzles full of long, sharp teeth, and gaunt but powerful frames. They give the impression of starving scavengers, with the disposition to match, and they are among the most chaotic and faithless of all humanoids. Gnolls have a hard time seeing past the moment, and patience is a virtue unheard of in gnoll society.

Player character gnolls must work hard to overcome the strong and generally well justified prejudices they will encounter in the world outside their band. Their short tempers and bestial habits are not much help in dispelling these, but they are fierce fighters and valuable companions – provided they’re not give too many tests of honor, honesty, or loyalty.

Gnolls are weapon experts, being able to use a variety of weapons proficiently.
Racial Ability - Weapon Mastery
The character can reduce the SP cost of one group of weapons by two.

[edit] Gnome

Distantly related to dwarves, gnomes are smaller averaging 3-3 ½’ tall and weighing about 70 pounds. Gnomes have deep tan or brown skin and white hair. The most distinguishing feature are their noses, in which they take great pride. For some reason, all gnomes have very large noses-compared to the rest of their facial features. The average life span for a gnome is 350 years. Gnomes tend to live in hilly meadows and rocky woodlands. Their small size makes them wary of larger races, though gnomes are not hostile unless the larger folk are evil.

Gnomes are much less dour than their dwarven relatives, with sly and lively senses of humor. Many people-mostly gnomes-say that gnomes have elevated practical jokes to an art form. Gnomes also love living things and finely wrought items of all types. But most especially they love gems and jewelry and are considered by many to be the best gem cutters and jewelers in existence.

Gnomes are uncannily smarter than others. They have learned to master the ability to increase their spells to a greater degree.
Racial Ability – Intelligence Storm
Ability level is now INT*2 instead of INT

[edit] Goblin

Goblins are small humanoids standing about four feet tall, with long arms, bandy legs, and harsh mannerisms. A goblins face is broad and flat, with a wide fang filled mouth, pointed ears, and an olive or dull yellow coloration. Goblins are generally cowardly, opportunistic, and untrustworthy. Goblin society is fairly savage, and a tribe has an exact pecking order. Moving up this ladder by pulling down those above them is the typical dream of most goblins, and cooperation with others of their kind is always halfhearted. Typically, a goblin will let others do his work or fighting for him any time he can, and then strike from ambush only after he’s sure his enemies have been weakened to the point where they can't threaten him. Or, if the wrong side is winning the fight, a goblin isn’t above reevaluating his allegiances in the middle of a battle.

Goblins have learned over the years to train and ride just about anything. They’ve done so with family passed traditions in the art of animal handling.
Racial Ability – Animal Affinity
Reduces the SP cost of all Animal Handling skills by three.

[edit] Half Elf

Half elves are the offspring of human and elf parents. They average 5 ½’ tall and weigh about 150 pounds. They possess elements of both parents’ heritages.

The blood of half elves have left them less in tune with magic however their human traits have given them the ability to strike harder with ranged weapons.
Racial Ability – Ranged Striker
Natural Damage (Ranged) is now AGI/4 instead of AGI/5.

[edit] Half Orc

Another example of a hybrid, half orcs are products of human and orc parents. Of a height similar to half elves, half orcs usually resemble their human parent enough to pass for a human in public. Their skin ranges from peach to olive, to deep tan, and in between.

Half Orcs have the blood of humans in them. They are less strong however they can become in tuned with any and all abilities.
Racial Ability – Ability Mastery
The character can choose Warrior, Black Magic, White Magic, Illusion, Psychic, or Super Force skills and reduce the cost by two.

[edit] Halfling

Most halflings are about 3’ tall and weigh 60 to 70 pounds. They are generally plump, with round, broad, and often florid faces. They have curly hair atop their heads and on the tops of their typically bare feet. The average life span of a halfling is about 150 years.

Halflings are a sturdy and industrious people, generally quite and peaceful. They enjoy all the creature comforts, and while not overly ambitious, they are friendly and open. Their homes are well*-furnished burrows, and most of their work is done out in the sunshine. Halflings get along with the other races, including humans, and they can be found in practically any civilization.

Halflings have an sensitivity to magical defense unlike any other race. Their natural magical auras help block magical damage.
Racial Ability – Sensitive Magical Defense
Magical Defense is now WIL/4 instead of WIL/5.

[edit] High Dwarf

The most rare type of dwarf, these are also the most open, friendly, and cooperative. High Dwarves set the physical standards for dwarves, being about 4’ tall and weighing about 160 pounds. High dwarves are the palest of all dwarves, with skin tone resembling the color of fine cream. High dwarves usually have bright red hair and blue eyes or darker hair, ranging from sandy brown to jet-black, with intensely green eyes.

High dwarves proud themselves on knowledge. The real difference between this and a regular dwarf is the race’s need to be all knowing.
Racial Ability – Knowledge Mastery
Reduces the SP cost of Knowledge skills by four.

[edit] Hobgoblin

Hobgoblins are stocky humanoids with hairy hides of dark red to gray, and they stand about six and a half feet tall. They have yellow eyes and sharp yellow teeth, and favor dressing in bright colored outfits. Hobgoblins wage a perpetual war with all other intelligent creatures, especially the other humanoid races. And they are proud of their status as the pariahs of the humanoid cultures. They feel that they are only weakened by alliances or treaties with other creatures.

Hobgoblin society is built around war, with military organization, and they seek out conflict wherever they can find it. Unlike the giff, who believe in the “rules” of warfare, hobgoblin s seek to terrify and antagonize their enemies at all times. A player character hobgoblin is a rare individual indeed, since association with “weaklings” and “inferiors” is taking as a sign of weakness and decadence in hobgoblin society.

Hobgoblins are known for knowing how to kill many types of creatures with exceptional ability.
Racial Ability – Monster Mastery
Reduces the SP cost of all Lore skills by three.

[edit] Human

Humans are us. They can range from any skin color to an average height and weight of 6 foot and around 190 pounds.

Humans are able to learn a variety of different skills. They are able to choose what background they come from because of the variety of regions.
Racial Ability – Specialization
The character can choose three skills and reduce the SP cost by half (rounded down). This is chosen at character creation and cannot be changed once chosen.

[edit] Imp

Imps were once small flying elemental creatures, implored by wizards and mages as pets. Throughout the early ages of time, this slavery to magic chained their delicate forms to tiny, fairy-like complexion with a raggedy leathery skin, standing no more than 6 inches tall. However since the great war, the chains that once bound these pathetic imps have been shattered. The once shallow imps have grown substantially. Current imps are up to seven feet all with long gangling arms with thin, dense legs. Magic constantly flows through their veins as noticed by a small red tint in low or no light. After years of slavery and being forced into mundane tasks, Imps urn for the ability to learn.

Imps have found great importance in learning as well as having a very quick ability to master things at greater lengths.
Racial Ability - Analytical Mind
Level (LVL) is now INT instead of INT/2.

[edit] Kobold

The smallest and weakest race if goblinkind is the race of kobolds. A kobold stands about 3 feet in height, with a scaly hide of dark brown to rusty black, and glowing red eyes in a vaguely dog like face. Kobolds tend to be cowards and whiners, but are quick to turn on their enemies when they find themselves with an advantage of numbers or position. Due to their lack of physical prowess, kobolds specialize in dirty tricks, distractions, and traps, using these to incapacitate or distract larger foes.

Kobolds strive to be taken seriously by larger races, and often try to make up for their shortcomings with ferocity and tenacity. Kobold player characters are usually examples of the race, but even the most pleasant kobolds are still mean spirited and spiteful from time to time.

Kobolds have lived in a variety of places over the generations. Their natural resistances are greatly different because of it.
Racial Ability – Increased Resistance
Resistance SP cost is reduced to 15 instead of 20.

[edit] Lizardmen

A lizard man is a reptilian humanoid standing between six and seven feet tall. They weigh between 200 and 250 pounds, and their hides are covered with tough scales of dark green to brown. Lizard men have long, dangerous claws and thick, powerful tails up to four feet in length. They are exceptional swimmers and can hold their breath underwater, but they are slow and somewhat clumsy on land.

Generally, lizard men are dim savages who have not even mastered the use of the most basic tools and weapons, but player character lizard men are members of a more advanced variety that is capable of using weapons and armor. Despite this, lizard men are barbarians by any definition of the word, and human society and behavior is baffling to them. Unlike some other barbarians, lizard men are likely to react to this with violence instead of curiosity.

Lizardmen are excellent underwater creatures. Their racial abilities reflect many of these aspects.
Racial Ability - Water Mastery
Lizardmen can breathe under water and can walk under water if they choose. They can also supply air to any two creatures within a 10' radius. The Swimming skill SP cost is also reduced by three.

[edit] Minotaur

Most minotaurs are cursed humans, or the offspring of minotaurs and humans. Minotaurs are powerfully built and tower more than seven feet in height, with the head of a bull and the body of a human male. Minotaurs revere physical strength above all else. And they believe that the strong should naturally rule the weak. Minotaurs view surrender as an admission of weakness , and are likely to fight to the death regardless of the circumstances.

Many minotaurs are brutal savages, but they are not always mindless killers. They are ruthless, harsh, and stubborn, but they can be surprisingly intelligent and introspective.

Large and burly, minotaurs have been known to carry extreme amounts of weight with relative ease.
Racial Ability – Heavy Lifting
Light Load is increased to STR*15 instead of STR*10.

[edit] Ogre

Ogres are great brutes standing more than nine feet tall, with thick torsos, heavy limbs, stringy hair, and warty hides. They are usually ill*-tempered beings who enjoy violence for its own sake, indulging in all manner of cruelty to entertain themselves. Ogres are extremely strong and hardy, but their lack of mental prowess is the stuff of legend. Ogres live by raiding and scavenging, taking what they want from those too weak to defend themselves.

Ogres are very large and have an increased bodily health.
Racial Ability – Increased Fortitude
Hit Points are increased to CON*4 instead of CON*3.

[edit] Orc

Orcs resemble primitive humans, with gray-green skin and coarse hair. The stoop slightly, have low jutting foreheads, snouts, canine teeth, and short pointed ears. They stand between five to six feet tall, and often have powerful stocky builds. Orcs are aggressive hunters and raiders who constantly seek to expand their territory at the expense of their neighbors.

Orcs have a very high tolerance to pain. They have a increased natural defense.
Racial Ability – Pain Tolerant
Defense is decreased to CON/4 instead of CON/5.

[edit] Phased Touch

Phased Touch are extra planar creatures much related to the Giths. They are humanoid in shape but through the ravages of millenia have slowly seen their race transformed. Every phase is obvious because of the lack of skin that's visible. All phased have parts of their body that are translucent and see through, the parts look like someone is seeing a x-ray picture. Parts of the body can range from a hand, to a section of the arm, to even a part of the skull. As phased get older, more and more parts become translucent until eventually the entire body is phased, eventually they phase into nothingness, such is the death of a Phased.

Phased Touch are planar creatures who have learned to phase attacks into incredible feats of damage.
Racial Ability – Super Critical
When a character scores a critical, the damage is *3 instead of *2.

[edit] Sky Dwarf

Sky Dwarven are winged dwarven. Throughout history, dwarves and elves have never gotten along only in extreme circumstances. In hopes for the upper hand in life, some dwarven alchemists developed a potion to give dwarves wings. What the alchemists didn’t know is that the wings were permanent. They eventually became their own society and separated themselves from the world by living in the clouds. They have the same features as any normal dwarf except that they have a wingspan of five feet. They can hover several feet off the ground with almost no energy and can fly for a total of four minutes at a speed of 120 mph before needing rest.

Sky dwarven are natural navigators, their ability to see over the world gives them a understanding of the planet.
Racial Ability – Natural Leader
Reduces the SP cost of all Transportation and Navigation skills by three.

[edit] Stout Halfling

Stouts are not as common as hairfoots, and they tend to be stockier. As a result, they also tend to be stronger. Stouts usually live apart from human societies, choosing instead to live near dwarves. There may be some dwarven blood somewhere in the stouts’ ancient past.

Ruddy in complexion, stouts vividly blush when pleased or embarrassed. Their hair tends to be light, and their eyes usually are blue, gray, or green. They favor practical, sturdy clothes, such as well*-cured leather. They are the most industrious of all the halflings, and are even comfortable around bodies of water and boats.

Stout and sturdy, these halflings are natural businessmen in dealing with any type of industry.
Racial Ability – Business Proposals
Reduces the SP cost of all Industry skills by three.

[edit] Tinker Gnome

Racially, Tinker Gnomes are not very different from regular gnomes. What sets Tinker Gnomes apart from the rest is their natural ability to build extravagant pieces of machines. They are so in tuned with the advancement of technology that they are innate with the ability to use the power of physics and psionics to great potential.

Tinkers have a innate ability to be one with mechanical devices, large or small. They do so with a special intuition to the psychic world and the physical world.
Racial Ability – Metaphysics Specialist
Reduces the SP cost of all Super Force and Psychic Specialization skills by five.

[edit] Troll

Trolls are monstrous humanoid giants. They stand around 8 feet tall and weigh upwards to 400 pounds. They are covered with a variety of colored hairs. Their skin ranges from dark green to light gray. Their most impressive ability is drawn from their increased metabolism. They heal very quickly compared to other races, so fast that some reports have seen massive gouges and limbs completely regenerate within minutes.

Trolls regenerate very fast than others. Their metabolic and superficial ability to regenerate the body is unearthly and unknown.
Racial Ability - Regeneration
HGEN increases to CON*2 instead of CON

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