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Topic subjectedge helpfiles 12 - racial
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2192, edge helpfiles 12 - racial
Posted by Fjarn on Wed 31-Dec-69 07:00 PM
SKYDANCE


Arials with this Edge who are flying in the open air may enjoy a slight bonus
to their dodging abilities.

See also: EDGES
ARIALS
DODGE

WINGMASTER


Those who have learned well the nuances of Wingsweep may learn to do so more
often with this edge.

See also: EDGES
WINGSWEEP
ARIALS
INHERENT

'AERIAL OPPRESSOR'


Cloud giants with this Edge who are flying above their enemy are able to take
advantage of the "high ground" and use the weight of their weapon to better
effect, inflicting a bit more damage than a normal swing might.

See also: EDGES
CLOUD
GIANT

'CAVE FIGHTER'


Some members of races born of Thera's sunless Underside have adapted their
fighting styles to that darkened world, enabling them to dodge attacks with
greater ease in subterranean conditions.

See also: EDGES
DODGE
SVIRFNEBLIN
DUERGAR
DARK-ELF

FAEGLOW


Those with the inherent ability to issue forth faerie fire may utilize that
ability much more often with this Edge.

See also: EDGES
INHERENT
FAERIE
FIRE
DARK-ELF

'KEYS TO SUCCESS'


A character with this edge may to some degree handle keys made of the material
that burns their race at a touch, be it iron, mithril, or whitesteel.

See also: EDGES

NIGHTCASTER


Some magi of the deep-races have learned to create somewhat more powerful
magics when out of the light of day.

See also: EDGES

SUBTERRANEAN SORCERER


Certain dark-elves who possess summoning magic have also studied the secret
writings of their people. These sorcerers comprehend how to summon in
corners of the Underdark that other races find impossible.

'DUERGAR LOCKSMITH'


All duergar have a certain innate gift for the workings of locks, but those
with this Edge put even their crafty kin to shame.

See also: EDGES
DUERGAR
PICK LOCK
RELOCK

'REFUSE EATER'


Poisonous foods cause duergar with this Edge no issue, as they have (in
combination with their natural poison resistance) become used to eating garbage
and other assorted nasty things.

See also: EDGES
DUERGAR

'REJECT TOXINS'


Some holy men and women born of races that naturally resist poisons and toxins
find that there is a powerful synergy between their racial resistance and
divinely-granted ability to cure poisons, at least in themselves. This ability
even allows them to slightly reduce the effectiveness of exotic toxins normally
untouched by conventional antitoxic supplications with a successful cure poison.

See also: EDGES
CURE POISON

'RESIST ARCANE'


Some members of races that are already resistant to magical damage are able to
further resist the power of sorcerous weavings, both beneficial and otherwise.

See also: EDGES

ARMORSMITH


A dwarf with this edge has learned to combine his forgecraft and fighting
abilities to better bypass the defense offered by metal armors.

See also: FORGECRAFT
AIM
METAL ARMOR USE
EDGES

FORGEBORN


Dwarves who choose to make weaponsmithing more than a hobby enjoy enhanced
results when they hone weapons. They may also endure the toils of forgecraft
more frequently than other dwarves.

See also: EDGES
FORGECRAFT

MARCHER


Some hardy dwarves and orcs have adapted to long marches over the harsh terrain
their people favor, enabling them to recover movement points more quickly.

See also: EDGES
DWARVES
ORCS
MOVEMENT

'SHINING SOUL'


High-elves with this edge possess a pure, shining soul that shrugs off curses
with ease even beyond that of their racial resistance to such afflictions.

See also: EDGES
CURSE
DAMNATION
HIGH ELF

SWIFTBLADE


High Elves who have become exceptionally adept at their inherent ability
Swiftstrike may, with this Edge, enjoy a greater chance to land a Swiftstrike.

See also: EDGES
SWIFTSTRIKE
INHERENT
HIGH
ELF

'GROWLING CRY'


Felar who have mastered the Feral Growl may learn to incorporate some elements
of a Feral Growl into their warcries.

See also: EDGES
FELAR
FERAL GROWL
WARCRY
INHERENT

'MAGIC'S SCARS' MAGICS SCARS


As an artifact of their unfortunate racial history, some felar have an enhanced
resistance to magic, making saving throws versus spells more easily. When
choosing this edge, 'discuss guildmastername "magic's scars"'.

See also: EDGES
FELAR
SAVING THROW

FIRETAP


A fire giant with this edge may recover in both body and mind more quickly in
places of great heat.

See also: LAVAWALK
EDGES

ENLIGHTENMENT


Some gnomes choose to bring the power of their remarkable mental acuity to bear
on the matter of resisting magic more effectively. Those that do enjoy a small
bonus to saving throws versus spells as long as their intelligence and wisdom
remain high.

See also: EDGES
GNOME
SAVING THROW

LOREMASTER


Although the wee folk already possess a remarkable inherent knowledge of the
properties of items, those that expend additional effort in this area find
their lore is dramatically more accurate.

See also: EDGES
LORE
GNOME
SVIRFNEBLIN

BARBARIAN


Those of human blood have adapted to a wide variety of climates and terrains.
They may choose no more than one "background edge", signifying the environment
in which they were raised. Rangers and druids may not choose these edges, as
their class abilities largely supercede all of them.

Humans and half-humans with the Barbarian edge grew up in one of Thera's frigid
wastelands or frozen tundras. They move through such terrain more easily and
know how to protect themselves from the lingering effects of the bitter cold.
Because of this, they also suffer from snowstorms created by frost magic much
less than most. However, should they find themselves in a desert or other
exceedingly hot climate, the scorching heat causes them more harm than most.

See also: EDGES
WOODSMAN
HERMIT
NOMAD
FARMER
FISHERMAN
URBANITE
CONGLACIATION

FARMER


Those of human blood have adapted to a wide variety of climates and terrains.
They may choose no more than one "background edge", signifying the environment
in which they were raised. Rangers and druids may not choose these edges, as
their class abilities largely supercede all of them.

Humans and half-humans with the Farmer edge grew up in or around Thera's farms
and plains; they find moving through terrain of this kind less tiring.

See also: EDGES
WOODSMAN
HERMIT
NOMAD
BARBARIAN
FISHERMAN
URBANITE

WOODSMAN


Those of human blood have adapted to a wide variety of climates and terrains.
They may choose no more than one "background edge", signifying the environment
in which they were raised. Rangers and druids may not choose these edges, as
their class abilities largely supercede all of them.

Humans and half-humans with the Woodsman edge grew up in or around Thera's
forests; they find moving through forests less tiring.

See also: EDGES
HERMIT
NOMAD
BARBARIAN
FARMER
FISHERMAN
URBANITE

URBANITE


Those of human blood have adapted to a wide variety of climates and terrains.
They may choose no more than one "background edge", signifying the environment
in which they were raised. Rangers and druids may not choose these edges, as
their class abilities largely supercede all of them.

Humans and half-humans with the Urbanite edge are city folk. So long as they
are in their hometown, their connections provide them with drastically reduced
training and practicing costs, as well as small advantages in commerce of any
kind.

See also: EDGES
WOODSMAN
HERMIT
NOMAD
BARBARIAN
FARMER
FISHERMAN

FISHERMAN


Those of human blood have adapted to a wide variety of climates and terrains.
They may choose no more than one "background edge", signifying the environment
in which they were raised. Rangers and druids may not choose these edges, as
their class abilities largely supercede all of them.

Humans and half-humans with the Fisherman edge grew up in or around Thera's
rivers, lakes, and seas. They can move through the waters more easily,
including a greater ease at navigating rivers with strong currents.

See also: EDGES
WOODSMAN
HERMIT
NOMAD
BARBARIAN
FARMER
URBANITE

HERMIT


Those of human blood have adapted to a wide variety of climates and terrains.
They may choose no more than one "background edge", signifying the environment
in which they were raised. Rangers and druids may not choose these edges, as
their class abilities largely supercede all of them.

Humans and half-humans with the Hermit edge grew up in hilly or mountainous
country, and can move through such terrain with greater ease. They also enjoy
a small bonus to making saving throws vs. the avalanche spell of earth magic.

See also: EDGES
WOODSMAN
NOMAD
BARBARIAN
FARMER
FISHERMAN
URBANITE
AVALANCHE

NOMAD


Those of human blood have adapted to a wide variety of climates and terrains.
They may choose no more than one "background edge", signifying the environment
in which they were raised. Rangers and druids may not choose these edges, as
their class abilities largely supercede all of them.

Humans and half-humans with the Nomad edge grew up in one of Thera's deserts.
They move through deserts more easily, and know how to shield themselves from
the chill of the desert's night as well as the scorching sun of its day. They
enjoy a small resistance to the Whirling Simoon spell and commune. However, if
they should find themselves in exceedingly cold and snowy terrain, they suffer
from the frost more than most.

See also: EDGES
WOODSMAN
HERMIT
BARBARIAN
FARMER
FISHERMAN
URBANITE
WHIRLING SIMOON

'THINNED BLOODLINES'


Half-elves and half-drow with this edge favor their human heritage and take
slightly less damage from iron and mithril, respectively.

See also: EDGES
HALF-ELF
HALF-DROW

SHARP-HORNED


Minotaurs with this edge enjoy more damaging gores.

See also: EDGES
MINOTAUR
INHERENT
GORE

STORMBORN


Storm giants who have become very adept at calling down lightning may, with
this Edge, call down more powerful lightning, and more often.

See also: EDGES
STORM
GIANTS
INHERENT
CALL
LIGHTNING

STORMRAGE


A sufficiently martial storm giant with this edge inflicts greater damage in
melee if exposed to rain or worse weather. The worse the storm, the greater
their wrath.

See also: CALL LIGHTNING
EDGES

'EARTH'S FLAWS'


When a svirfnebli with this edge fights an opponent with body or skin turned to
stone, they often recognize flaws in the earth magic that makes this
transformation possible. There is a chance each time they strike that they are
able to exploit one of these imperfections to deal damage ignoring the stony
magic. This trick is easier to perform when fighting those who rely on device
magic, rather their own mystic expertise, to transform their skin.

See also: STONESKIN
EDGES

STONEKIN


Svirfneblin who have become adept at hardening their skin through their
inherent Stoneskin ability may learn to produce a slighly more powerful stone
skin (both with the spell and the inherent ability) than normal.

See also: EDGES
STONE
SKIN
SVIRFNEBLIN
INHERENT

'NATURE'S AEGIS'


Due to their close ties with natural cycles and the wilderness, some wood-elves
have a slight resistance to necromantic and negative energies.

See also: EDGES
WOOD-ELF

'WOODLAND BENEFACTOR'


Elves of the Wood who are mindful and respectful of the cyles of Nature have a
chance to be recognized by naturally aggressive beasts in the wild as a friend,
rather than a foe.

See also: EDGES
WOOD-ELF