| Bonus |
Impact |
| XP Multiplier Modifiers |
Agility -3 Might +4 |
| Size |
Tiny |
| Speed |
Your base walking speed -30 Ft Your flying speed is normal and you can hover no more than 10 feet off the ground if you are more than 10 feet off the ground when you end your turn you will fall until you are within the 10 feet of the ground. you can’t be wearing medium or heavy armor. |
| Vision |
Normal |
| Fey Ancestry |
-1 difficulty to Willpower rolls vs Charms Magic can’t put you to sleep |
| Invisibility |
Once per day |
| Shrink |
You can touch an object that is sized for a Medium or Small creature and shrink it to a size appropriate for you. If the object is a weapon, decrease its damage dice by one size unless it has the finesse or light weapon properties (the versatile damage dice of that weapon also decreases). If it is a container, such as a backpack or coin purse, all objects inside shrink proportionately. You can have multiple object shrunk at once but once the object leaves your person, it's container or you die, it returns to its original size. |
| Tiny Hands |
+2 difficulty to Athletics -1 difficulty to thievery |
| Automatic Language |
Common and Sylan |
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## Personality:
## Physical Description
Pixies rarely reach over 1 foot tall, and their wings come in many designs and patterns, ranging from butterfly to beetle. They often look like tiny elves, with pointed ears and ranging skin tones. They carry the normal array of human skin tones as well as light shades of the rest of the spectrum of colors, coming from light shades of red to copper and bronze. They can even carry small attributes of the insect family they hail from, including antennae, fluff, and the wing styles. Their eyes often look like a molten liquid but the pupils can be visible if you can ever get a close enough look. They love vibrantly colored clothes or shiny metal armor, something that speaks about their personality on a level that other pixies and some people can understand.
| Bonus |
Impact |
| XP Multiplier Modifiers |
Might -2 Willpower -1 |
| Size |
Medium |
| Speed |
|
| Vision |
Normal |
| Claws |
Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to your Strength, instead of the bludgeoning damage normal for an unarmed strike |
| Hold Breath |
You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air. |
| Natural Armor |
Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, Your base Damage reduction is +3 |
| Shell Defense |
You can withdraw into your shell as an action Until you emerge, your damage reduction is doubled |
| Survival |
-1 difficulty to survival |
| Automatic Language |
Common and Aquan |
\columnbreak
## Personality:
## Physical Description:
| Bonus |
Impact |
| XP Multiplier Modifiers |
Wisdom +2 Endurance -2 |
| Size |
Medium |
| Speed |
- |
| Vision |
Normal |
| Immunity |
poison, sleep effects, paralysis, disease, nausea, exhaustion from lack of sleep or forced marches, effects that cause the sickened condition, and energy drain. |
| Heal |
Cannot heal damage normally, must be healed by cure spells or repair damage spells |
| A forged can be raised or resurrected |
Does not need to eat, sleep, or breath, but can still benefit from potions and food that gives bonus |
| Automatic Language |
Common and choice |
| Name | XP Cost | Requirements | Benefit |
| Tie the weave | 15 | Intelligence 3, WillPower 3 | When you cast a spell that requires concentration, you can spend 3 mana to cast it without requiring concentration. While you have this spell tied off your mana pool is reduced by 3. You can only have one spell tied off at a time. You regain 2 of the mana when the tie is released or broken. |
| Cautious Spell | 15 | Intelligence 3 | You can spend a mana point and protect an amount of creatures up to your Willpower rating from suffering the effects of the spell. |
| Concuss Spell | 15 | Willpower 2 | When you cast a spell and deal damage to a target, you can spend a mana point to push the target 5 feet. Only 1 target can be moved in this manner. |
| Contingent Spell | 20 | Intelligence 4, Willpower 3 | You can spend 1mana for every 10 minuts you want the spell to last in waiting. The spell you cast will last for the time you pay it for, you can then activate the spell as a bonus action of your choosing. |
| Extend Distance | 10 | Intelligence 2 | You can extend the range by 5 ft per mana spent. A spell with range of touch gets a 30 foot range with 1 mana point. |
| Powered Spell | 15 | Intelligence 3, Willpower 3 | When you start casting a spell you pay 1 mana, and when you are rolling your casting rolls, you can spend mana per dice you want to reroll. |
| Extend Time | 15 | Intelligence 3, Willpower 2 | You can spend 1 mana to double a spells duration up to a maximum of 24 hours. |
| Name | XP Cost | Requirements | Benefit |
| Stop Resisting | 20 | Intelligence 4, Willpower 4 | When you cast a spell you can spend mana points to increase the difficulty of the resist roll, up to 3 mana points. |
| Hide a spell | 20 | Intelligence 3, Willpower 4 | You can spend 3 mana, and hide your spellcasting aura. |
| Immutable Spell | 20 | Intelligence 6, Willpower 5 | You can choose to change the damage type of a spell, mostly used to bypass target’s immunity. This change takes 5 mana to use. |
| Quick Spell | 15 | Intelligence 4 | When you are casting another spell, you can spend 2 mana to cast another spell as a bonus action without disrupting your current casting |
| Double Spell | 20 | Intelligence 5, Willpower 3 | When you cast a spell that targets only 1 creature you can spend the mana a second time and have the spell affect two targets. |
| Weapon Type | Passive Bonus | Critical (spend point of stamina to activate) |
| Axes | When you hit a target you gain a bonus success to damage if the target is bleeding | Spend a stamina point to cause your opponent to start bleeding 1 Health level per round. This can stack. This can also be resisted. This lasts until they are healed for at least 1 HP or they get 3 successes on a FirstAid roll. |
| Bow | If your target is further than 25 feet you get a bonus success to damage when you hit | On a critical hit you can decide to spend a stamina point to slow the movement of the opponent by 10 feet. This can stack and lasts until the opponent is healed for at least 1 hit point or get 3 successes on a FirstAid roll. |
| Chained | When you attack with a chained weapon, you ignore shields damage reduction because the chained head swings around the shield | On a critical hit you can choose to spend a stamina point and the chain wraps around your opponent shield and you rip it away from them. If the opponent isn't wielding a shield you rip away their weapon |
| Crossbow | When you hit a creature within 15 feet you get a bonus success to damage | When you make a critical hit on an opponent you can spend a stamina point you quickly reload the weapon due to catching the string on the recoil. You can then make another attack with your base attack. |
| Blunt | When you attack with a blunt weapon that is prone, wearing metal armor, made of stone glass or other similar material you get a bonus success to damage | On a critical hit you can spend a point of stamina to move the opponent 5 ft in a direction of your choice and they fall prone. |
\columnbreak
| Weapon Type | Passive Bonus | Critical (spend point of stamina to activate) |
| Slashing | When attacking the same creature as the previous round gain a bonus damage success when you hit. | When you land a critical hit and spend a point of stamina, you raise the difficulty by 1 for all attacks this creature makes. This is stackable, this lasts until the creature gets healed for at least 1 hitpoint or makes 3 successes on a FirstAid check. |
| Piercing | When you hit a creature that has the speed reduced you get a bonus success to damage | On a critical hit you can decide to spend a stamina point to slow the movement of the opponent by 10 feet. This can stack and lasts until the opponent is healed for at least 1 hit point or get 3 successes on a FirstAid roll. |
| Unarmed | When you are grappling an opponent you gain an automatic success to damage when you hit them. | When you succeed in a critical hit you can choose to spend a point of stamina to automatically grapple your opponent. |
| Material | Armor | Weapon |
| Normal Metal | No Special Properties | No Special Properties |
| Chitinous | Armor | Weapon |
| Mithril | Mithril Armor is considered 1 size category smaller even though it keeps the higher resistance. Mithril chain shirt, or breast plate Armor can also be hidden underneath clothes. | A weapon made of Mithril is lighter than a normal weapon, so it gives you a +1 dice to attack, in addition a two handed weapon can be wielded one handed if you choose. |
| Adamantine | Armor made with Adamantine turns critical hits into normal hits. | Adamantine weapons ignore 2 points of resistance from armor |
| Ironwood | Iron wood is as protective as Normal Metal unless enchanted, however, it floats in water making it hard to drown in. | Weapon |
| DragonHide/Bone | Dragonhide gives you resistance +2 to whichever element the dragon uses | A Weapon made out of Dragon Bone inflict an extra 2 levels of damage of the type the dragon uses. |
| Silk | Provides no protection in of itself, however, silk only needs half the mana to be infused into it to enchant | No weapons can be made out of silk |
| Shadow Silk | Armor | Weapon |
| Cold Iron | While wearing armor made out of Cold Iron, fey creatures have a +1 difficulty on their attack rolls against you. In addition you cannot be charmed by them. | When you are wielding a weapon made out of Cold Iron against Fey, you reduce your difficulty by 1 for attacks against them, and you deal an extra success of automatic damage when you hit. |
| Material | Armor | Weapon |
| Cost | Item |
| 1 cp | One pound of wheat |
| 2 cp | One pound of flour, or one chicken |
| 1 sp | One pound of iron |
| 5 sp | One pound of tobacco or copper |
| 1 gp | One pound of cinnamon, or one goat |
| 2 gp | One pound of ginger or pepper, or one sheep |
| 3 gp | One pig |
| 4 gp | One square yard of linen |
| 5 gp | One pound of salt or silver |
| 10 gp | One square yard of silk, or one cow |
| 15 gp | One pound of saffron or cloves, or one ox |
| 50 gp | One pound of gold |
| 500 gp | One pound of platinum |