Rules

Enchanted Realms Rulebook

 
   
Race

The chart below denotes the general charateristics of the ten races which a character can choose. Below the chart will be detailed explanations for each race.

  Alseid Batfolk Dwarf Elf Gnome
  MF MF MF MF MF
Avg Height 5-44-8 4-54-2 4-44-2 5-65-3 3-63-2
Avg Weight 180130 8575 160150 120100 4540
Size Category Medium Medium Medium Medium Small
Puberty 10y 7y 10y 18y 12y
Avg Lifespan 60y 50y 70y 120y 90y
Max Lifespan 100y 60y 135y 200y 175y
Movement 60ft 40ft 40ft 55ft 45ft
  Daily 24mi 16mi 16mi 22mi (24*) 18mi
Vision Normal Normal/Echolocation Darkvision Normal Normal/Darkvision
Traits Sure-Footed Minor Flight Armor-Movement
Poison Advantage
Can't Be Slept
Weather Omen
Varies By Subrace
Starting Skills 2 1 2 2 2
Free Skills +1 Agility
Ranged Fighting
(Body Weapons) +1 Resilience
Under-Navigation
Wilderness-Lore
Cantrip Control
+1 Logic
Mathematics
 
  Halfling Half-Orc Human Jzaka Lizardfolk
  MF MF MF MF MF
Avg Height 3-23-0 6-25-10 5-95-4 5-105-8 6-06-0
Avg Weight 4035 190165 160110 160125 200200
Size Category Small Medium Medium Medium Medium
Puberty 14y 9y 13y 10y 8y
Avg Lifespan 100y 55y 65y 50y 60y
Max Lifespan 150y 75y 100y 75y 180y
Movement 45ft 50ft 50ft 55ft 40ft
  Daily 16mi 20mi 20mi 22mi 16mi
Vision Normal Darkvision Normal Nightvision Normal
Traits Varies By Subrace Orc Genetics None Fall Protection Perception Bonus
Starting Skills 2 2 3 1 1
Free Skills Chance +1 Strength
Melee Fighting or Range Fighting
+1 to two sub-qualities Stealth
Danger Sense
Swimming
Body-Weapons

* When traveling with all elves, more time can be used for daily movement.

Height and Weight Variance of the Races

Alseid

Alseid have the slender upper body of an elf and the lower body of a deer. They are the graceful woodland cousins to centaurs. Because they are rarely seen far from the wooded glades they call home, they are sometimes called “grove nymphs,” despite having no relation to nymphs. They have a natural skill with weapons that use ranged fighting, but during setting the sub-quality scores, alseid gain +1 to Agility, allowing a starting score to become 6. Lastly, they are sure-footed creatures able to traverse a 60° plane assuming there places for footing. A starting character may then select two additional starting skill.

Batfolk

Batfolk are atavistoid bipeds with batlike features. They have short brown, black, or gray fur and leathery wings in place of arms; however, from the wingbone, they have an elbow which extends into a prehensile and clawed hand. They have luminescent eyes in shades of red, green, or yellow as well as fangs. They stand about 4 to 4½ feet tall and weigh around 70 to 90 pounds. They have a walking speed of 40 feet and can fly at a movement rate of 75 feet for 30 seconds (3 rounds) until they must must recover for an equal time before flying again. They also have a form of echolocation, which allows them to effectively see in the dark, even magical darkness, so long as they are not deafened; however, they must emit a 80dB high-pitched screech each round to do so (which is a free action). This briefly activates a part of their brains which gives them synesthesia for a few seconds, effectively allowing them to "see" sound.

Batfolk have claws, they cannot naturally use them effectively. However, should a batfolk learn martial arts, then he or she gains a free body weapons skill which can only be used in conjunction with the martial arts skill, meaning their initial claw strikes are 2d20.

Batfolk actually have three sub-races; however, only the nutritional requirements make any differences. Fruit batfolk must consume fruit for three meals per week or they will become sick. Vampire batfolk must consume blood for one meal per week. Lastly, flower batfolk must consume nectar for two meals each week.

Dwarf

Dwarves are short and stout earth dwellers. Their ancestry is hardy and older than humans. As free racial skills, they have Armor-Movement and Under-Navigation. Further, dwarves are permitted to have two basic skills as a beginning character. A few additional conveniences for dwarves is they have darkvision out to 60 feet and also are at advantage on all save rolls when poison is involved. Dwarves also gain +1 to the Resilience sub-quality, allowing a starting score to become 6.

There are three subraces of dwarves: arctic dwarves, gold dwarves and mountain dwarves. Arctic dwarves do not have advantage against poison but rather against cold instead. The difference between gold and mountain dwarves is that gold dwarves have a darker, tanner skin tone and live on the surface in cities, while mountain dwarves live in subterranean societies; otherwise, there is no distinction in playable characteristics.

Elf

Elves are forest-dwelling, gaunt, and delicate creatures with long pointed ears that rise above the tops of their heads. These sylvan beings have various skin tones. Their natural racial skill is Wilderness Lore as well as Cantrip Control. However, knowing any cantrips must be selected as a skill or purchased with karma. A player choosing an elf may select two more basic skills for a new character. Socially, elves tend to be more xenophobic of outsiders than the other playable races; however, they are considered more self-sufficient as a race also, commonly viewed as a people without government.

While elves now belong to the humanish kingdom and the Sylvan phylum, their origins date back to fey. Much of the philosophy and ideology of elven culture is still intermixed with beliefs along the fey lines. Due to this fey connection, elves have a different metabolism than other races. While technically they sleep, it is not truly the same type of sleep. Elves actually meditate rather than sleeping; however, they do dream while in this state. As such, elves only require four hours to act as eight hours of sleep, meaning if they meditate for an uninterrupted four hours, it acts as a long rest. This also means that elves can function for more hours in a day than other races. Additionally, it does mean that elves are immune to all sleep effects, including magic ones. They are still subject to charm and other mind-altering influences, but they cannot be put to sleep.

Another advantage for elves is a special ability known as weather omen. At dawn every day, an elf can accurately predict natural, non-magical weather for the next four hours. It does not have to be used at dawn, as it can be performed at any time. However, this forecasting ability is not innately constant; it requires approximately fifteen minutes to discern to upcoming weather. Moreover, the earliest it can be used again is the either the next dawn or after a long rest, whichever is later.

It is also important to note that to date, no human-elf mating has produced an offspring. It appears that the two races are genetically incompatible; therefore, the concept of a half-elf does not exist.

Elves have subraces as well, which are aquatic elves, grae elves, wood elves, snow elves and dark elves. Most GMs will not permit dark elves to be played, as they are an evil race who live in the underneath. However, dark elves additionally have darkvision up to 120 feet.

Snow elves have albino skin and eyes, but their hair may have streaks of color but is mostly white. Snow elves have a natural +1 bonus to AC against cold, which works as a racial feature, above and beyond, with all other bonuses.

Wood elves have light brown, caramel-colored skin tones with reddish to brown hair. These beings are comfortable in the forest and woodlands. Due to their upbringing in the wild, a wood elf will not suffer untrained penalties with specific weapons used in combat: spear, bow or net. This does not grant melee fighting or ranged fighting but allows this type of elf to act with such skill when using any of those weapons. However, this ability is outgrown once acquiring the true skill for that weapon; thus, there is no additional bonus or dice granted after being trained in standard combat. If melee fighting is gained but not ranged fighting, the wood elf can still use the bow without penalties, but could not use a sling or crossbow. Further, the spear and net would then act as effectively as all other melee weapons.

The arrogant grae elves do have some benefits, but do consider themselves as a superior race, even to other elves. The exact conveyance of this attitude depends on the individual. Instead of cantrip control, all grae elves have sorcery as a racial skill. However, in trade of this, this subrace is not as fleet of foot, having their movement be only 50 feet, that of a human.

Finally, aquatic elves may not be considered a playable subrace either. While they are amphibious, the aquatic subrace requires immersion in water for at least four hours each day or they will become sick due to dehydration. If continuing, disregarding the immersion, the victim will temporarily lose 1 point of Body max per day. Max Body returns to normal at a rate of 1 per day after immersion resumes. However, if the Body reaches zero, the elf dies. On the positive end, aquatic elves can breath both air and underwater and can swim at a 60 foot movement rate.

Gnome

Gnomes are a subterranean race related to dwarves; however, they are thinner and smaller, closer in size to halflings. Gnomes average slightly over 3 feet tall and weigh 40 to 45 pounds. Their tan or brown faces are usually adorned with broad smiles beneath their prodigious noses, and their proportionately-larger eyes shine with excitement. Their fine hair has a tendency to stick out in every direction, as if expressing the gnome’s insatiable interest in everything around. As a free racial skill, they have mathematics, which has led to a significant number in their society to become engineers. Gnomes also gain +1 to the Logic score as a starting character, but it cannot exceed 4 points. However, being small creatures, they cannot wield heavy weapons or poles with reach.

There are four subraces of gnomes: forest gnomes, rock gnomes, deep gnomes and ice gnomes, though only the first two are likely to be playable. Forest gnomes live above ground in forested areas; however, they still sleep and build homes in burrows. They also have an innate ability to speak with small animals like a free language. This is the same as the priest incantation but is limited to small and tiny-sized creatures.

Rock gnomes live underground and rarely come to the surface. Rock gnomes have darkvision extending to 20 feet. The relationships between rock gnomes and forest gnomes is quite similar to gold and mountain dwarves. In many cases, these two will build a city that has above and below surface dwellings and share resources.

Deep gnomes, sometimes called svirfneblin, live very deep under the earth. They have darkvision with a radius of 120 feet. Further svirfneblin have a stone camouflage ability, which gives the advantage for rolling the stealth DC in rocky or cavernous terrain.

Finally, the ice gnomes, also called barbegazi, live in very cold environments. Their habitats are said to be networks of caves and tunnels accessible near the mountains and glaciers through concealed entrances. The barbegazi resemble the typical gnome except for their larger feet. The ice gnomes are resistant to cold.

Halfling

Halflings are short and small, barely rising above the three-foot mark in height. They have interwoven keratin and cartilage throughout the undersides of their feet, making halflings rarely in need of shoes or boots. Despite their thick and hairy feet, they are nimble, quick, oddly silent, and considered very lucky. Any halfling will have the Chance racial skill. Starting characters with halfling as their race have a choice of two more basic skills. Additionally, halflings are considered nimble, which means they can move through an occupied space of any creature that is of a medium or larger size without treating it as rough terrain. Even if the creature is guarding that space, the halfling forces the competition save to move through to be based on Agility; plus halflings gain advantage on the roll. Further, this means that a halfling can move up to 20 feet at a cautious speed and at 70 feet or greater to be rapid speed for the calculations of a flee attack. Like gnomes, halflings cannot wield heavy weapons or poles with reach.

The subraces are lightfoot halflings, surfeit halflings and hexar halflings. The lightfoot halflings are the most nimble of all subraces. This gives a member of this type an additional +2 as a racial bonus to any feat checks involving any of the following skills: backstab, climbing, lock-picking, sleight of hand and stealth.

The surfeit halflings are more hospitable than most and love to eat. As a racial ability, these halflings can prepare food (up to eight meals) as if the portions had a bless meal performed on them. However, once this ability is used, it cannot be performed again until after a long rest.

Hexars are an unusual type and take the lucky trait to the extreme. Whenever there is a direct interaction with a hexar halfling and the opposing creature's roll is an attack against the halfling, a perception check to see the halfling or a save made from the halfling's actions, and the resulting raw score is a 20, then as a reaction, a hexar can force instantaneous disadvantage, forcing the a second roll a taking the lower of the two. In the case of an attack, that specific die roll is at disadvantage, not the entire attack. However, this ability as a reaction cannot be performed again until after a long rest.

Half-orc

The vile and violent orcs are known for their pillaging behavior. During raids, the raping of human women is not uncommon. Occasionally, pregnancy results. And even rarer, a few survive to adulthood. The genetic factor of an orc seems to be stronger than most races in that the orc might not actually be able to be bred out of the lineage. Thus if a half-orc finds his or her orkane kind and mates with another orc, the offspring will be considered a full-blooded orc. Should the half-orc mate with a human, the offspring is another half-orc.

As a starting character, a half-orc has a choice of melee or ranged fighting but one must be taken. Additionally, the unique combination of genetics from orc and human produce an offspring with a +1 bonus to the Strength score, but starting values cannot exceed 4 points. Half-orcs are usually little taller than 6 feet but might grow as large as 6-9. Finally, half-orcs inherit darkvision from their orkane side but extending only to 15 feet.

Human

Humans are self-descriptive. Their racial ability is adaptability, allowing a human to select three basic starting skills as a beginning character. In addition, human characters gain a one-time score bonus as a beginning character. This is applied as a +1 bonus to the two separate sub-quality scores. However, humans are limited to a max-starting score of 5 for any sub-quality.

Jzaka

The Jzaka are an excellent blend of human, wolf and panther. Jzaka possess a swift and stealthy movement, gaining a natural stealth skill, but they can also leap or fall from heights of twenty feet without fear of becoming hurt. Climbing is not a skill, but cultural, most learn this early. Jzaka also have excellent night vision, which gives them the equivalent of 40 feet darkvision; however, it can only be used above ground, even indoors, but they become equally blind in a subterranean setting. Lastly, they have a natural danger sense.

Lizardfolk

Lizardfolk are reptilian bipeds. These creatures can live for a very long time; however, most grow obese as they age which causes a high mortality rate in midlife. This crocodilian race also has claws and a bludgeoning tail, giving one a special racial combat skill called Body-Weapons, which allows them to fight with only their natural weapons. This skill cannot be combined with other combat methods besides melee and spinning moves to gain extra dice on an attack. Lizardfolk are permitted only one additional starting skill; however, if melee is selected, they are the only race capable of having a 2d20 attack as a beginning character. This race can also swim naturally, as if having the skill. Lizardfolk also gain a free +1 on starting Perception and have a sensitivity to vibration; however, the highest Perception can be at the start is 5 points.

The most commonly-known subrace of lizardfolk is called Cayma. They are so prevalent, most are unaware the lizardfolk have subraces. The others are khaasta, squamata and yaun-ti. The khaasta have a long evil history, dating back to the abyss and Demogorgon. However, they gain +1 to Agility but suffer -1 to Judgment. Further, they have extremely long tail, which count as a proficient range weapon racially, meaning it can strike up to 10 feet away. Further, a khaasta's tail is considered a multiple attack and rolled separately when attacking. If combined with spinning moves the tail can attack a different target. On the downside, khaasta have very short forearms, making archery a physical impossibility for them; however, hand-crossbows can still be employed.

Squamata have browner and more beady scales. They also live in deserts that would inhospitable to most other races. Because of these harsh conditions, squamata have adapted to become ruthlessly efficient desert predators. Whether basking during the day or hunting in twilight hours, squamata are adept at remaining unseen among the shifting sands, increasing one's Perception check by +2 to detect them in such terrain. These lizardfolk do not have swimming as a natural skill, but act as if having the center focus skill, although this racial version cannot be used as a prerequisite for skills that build upon it.

Finally, the yaun-ti are more like serpentfolk than lizards. Yaun-ti have various appearances from nearly human-like to nearly snake-like. As such the GM may not allow this to be a playable subrace or may place conditions upon it. These beings can very much a lizardfolk appearance, being bipedal and having two arms, covered in scales. However, many do not have legs. And even some have no appendages. The Yaun-ti do not gain the body weapons racial skill; however, instead, they gain quickness.

Racial Skills

Things inate to a specific race.


These are traits that are exclusively possessed only by members of certain races. These cannot be learned by others unless specifically stated otherwise. However, in all other ways, they operate exactly as all other skills.

SkillRace
Armor-MovementDwarf
Body-WeaponsBatfolk; Lizardfolk; Monsters
ChanceHalfling
Under-NavigationDwarf
Weather OmenElf
Armor Movement
With this racial skill, movement is not slowed by penalties of armor; however, initiative penalties still apply. It is only obtainable to dwarves and specifically identified monsters.
Body Weapons
This skill permits combat with natural body weapons of claws, tail wing-buffets and other body parts capable of being used as weapons. For playable races, this is unique to batfolk and lizardfolk; however, other non-playable monsters might have this skill also. In combat it adds a d20 for attack. In can only be combined with melee and spinning moves for additional dice in combat, unless a specific rule of that body attack is explicitly stated.
Chance
Halflings are quite propitious, often attributed to their agility. Those with the chance skill are allowed to re-roll any d20 which scores a natural 1. However, if re-rolled, the next die value must be used regardless of the score.
Under-Navigation
Through secret roles by the GM, a character can passively detect the following on a successful Will feat:
  Slope and DirectionDC 7
  Unsafe WallsDC 10
  Depth UndergroundDC 13
  Cardinal PointsDC 17
Weather Omen
At dawn every day, an elf can accurately predict natural, non-magical weather for the next four hours. It does not have to be used at dawn, as it can be performed at any time. Further, this forecasting ability is not innately constant; it requires approximately fifteen minutes to discern to upcoming weather. However, the earliest it can be used again is the either the next dawn or after a long rest, whichever is later.

Skills limited to be learned by specific races.


These are skills that can only learned by a particular race or creature, usually due to physiological restriction. However, there might be other explanations for the racial limitation. These can never be beginning skills and most often require a trainer or be learned by self-training. The symbol indicates that a skill can be learned or self-trained without karma, but more on that later.

SkillCost SkillCost
Flight-Stamina 200 Camouflee 300
Hurdling 200 Vibrational Identity 300
Prehensile Feet 250   
Camouflee Gnome Only
Immediately after taking damage, a gnome with this racial skill can use a reaction to fall prone and roll up to 15 feet. This unique flee and camouflage method allows the gnome to be effectively invisible until the end of the round or the start of his turn, whichever comes first. After using this ability once, it cannot be performed again until finishing a short or long rest.
Flight-Stamina Batfolk Only
Upon being trained in this skill, a batfolk can use his or her Strength bonus to add as an additional round of flight. Thus, a batfolk with a Strength score of 6 could fly for a total of five rounds.
Hurdling Alseid Only
As part of normal movement, an alseid with this skill can clear or land on surfaces ten feet in height without a run. Heights of fifteen feet are possible if the alseid has a twenty foot running start. A standing broad-jump of fifteen feet can also be performed, while a running long-jump can clear thirty feet. The long-jump does not count against the current round's movement; however, it does remove half of the length of normal movement in the following round as the alseid recovers his or her footing from the leap.
Prehensile Feet Batfolk, Gryf Only
This is a special combat skill for bipedal creatures capable of gliding or flight who also have talon-like feet. The GM may rule that other species are capable of learning this skill; however, it would be highly unlikely for giant eagles, gryphons or similar creatures to ever master this skill. What this conveys is that melee weapons, even heavy two-handed ones, can be employed and wielded with the creatures feet while in air. While in flight or during a gliding attack, a combatant with this skill can strike with the weapon while being wielded via the feet at a normal-attack efficiency. This does not convey the ability to fight with one's feet or use one's feet to wield weapons while standing on the ground. However, it can be used while prone, so long as the combatant is on his or her back, but the attacks are at disadvantage. Further, if a gryf combined this with a gryf-diving attack and also had two-handed fighting, then multiple attacks could occur. This is not an option for batfolk, as they require their arms to be in use during flight.
Vibrational Identity Lizardfolk Only
This skill is one that hones a lizardfolk's natural sense of vibrations to an extremely heightened point and commonly used while hiding or using stealth. With this skill, at a range of 60 feet, a lizardfolk is able to identify the race of one being encroaching the area even if it cannot be seen, so long as the lizardfolk remains perfectly still, taking no other action, for one round. This is performed by concentrating on the patterns of footfalls, air movements from breathing and even the heartbeat on one other creature. This means if the lizardfolk encounters this being again and performs the skill, the entity would be recognized. It also allows the lizardfolk to identify those he or she knows. This can be used to identify illusions instantly and even highly-skilled shape-shifters on a Perception check against a DC:18. Further, this grants a +2 on the Perception check to detect a lie if the lizardfolk also has tell-tale. Lastly, a silence effect will negate this skill.