We’re allowing all ancestries from 4e PHB1 and PHB2 (with a few
tweaks to the Eladrin to implement the Harrow elves of the Ptolus
setting), plus a few additional ones from the Ptolus setting.
Languages
For choosing languages, here’s a list of major languages of the
setting:
- Abyssal: the language of Hell, spoken by demons and their
descendants, as well as many monstrous beings.
- Common/Imperial: the official language of the Empire, now common
through it. Descended from Old Prustan.
- Draconic: along with Dwarvish and Elder Elvish among the oldest of
languages. Spoken by dragons and a number of others, especially other
reptilian creatures. Some magical texts are written in Draconic.
- Dwarvish: along with Draconic and Elder Elvish among the oldest of
languages. Even the oldest texts remain quite readable to modern
dwarves.
- Elvish: descended from Elder Elvish. Spoken by most elves, other
than dark elves.
- Gnomish: descended from Elder Elvish, with some borrowings from
Dwarvish.
- Halfling: descended from Elder Elvish, with heavy influence from the
ancient human language Westron.
- Litorian: the language of litorians.
- Nallish: spoken by humans and goliaths in the northern region of
Nall and across the Gray Mountains east of the Empire.
- Old Prustan: an archaic language of the Prustan humans who founded
the Empire of Tarsis. Imperial (Common) is descended from it, but mostly
scholars use it now.
- Orcish: the language of orcs, seemingly heavily influenced by both
Westron and Abyssal.
- Palastani: a human language native to the region of Palastan in
which Ptolus is located. It fell out of favor during the heights of the
Empire but is experiencing a resurgence now.
The following languages are really niche, and you probably should
come up with a good backstory reason to know them:
- Aram: the language of the centaurs (áram). Few others learn it.
- Charad: language of a group of giants who visited the region
millenia ago. A handful of elven scholars still know their
language.
- Dark Elvish: descended from Elder Elvish. Spoken mostly by dark
elves.
- Elder Elvish: along with Draconic and Dwarvish among the oldest of
languages. Very few people speak it nowadays (mostly Harrow elves or
truly ancient mages), but many modern languages can be traced to
it.
- Undercommon: a trade language among underground-dwelling
populations; mostly “monsters”.
- Uraqi: a human language from across the Southern Sea.
- Westron: possibly the oldest known human language, mostly spoken far
to the west.
And the following languages from the 3e PHB might be useful sometimes
for talking to e.g. angels or elementals or some “monsters”:
- Aquan, Auran, Ignan, Terran: spoken by water-, air-, fire-, and
earth-elementals, respectively.
- Celestial: spoken by angels and the like.
- Giantish: spoken by ogres and giants.
- Goblish: spoken by goblins and related ancestries.
- Gnollish: spoken mostly by gnolls.
Major ancestries
These are some of the most common ancestries in Ptolus. They were the
D&D 3e PHB ancestries.
Dwarves
Dwarves traditionally call themselves the Haurdir, meaning something
like “Stalwart Kings of Order”. They are divided into two overclans, the
Grailwarden and the Stonelost, although it’s said that there was once
another. Dwarves can typically tell another dwarf’s overclan by looking
at them, but most others cannot.
Stonelost dwarves are more common than Grailwarden dwarves in Ptolus,
but both are quite common, and you can choose to play either.
Stats as PHB1 Dwarves,
although Grailwarden dwarves gain +2 to Arcana rather than to
Dungeoneering.
- Average Height: 4’3” - 4’9” (130 - 145 cm)
- Average Weight: 160 - 220 lbs. (73 - 100 kg)
- Ability Scores: +2 Constitution; either +2 Strength or +2
Wisdom
- Size: Medium
- Speed: 5 squares
- Vision: Low-light
- Languages: Common, Dwarvish, choice of one other
- Skill Bonuses: +2 Endurance; +2 Dungeoneering (Stonelost) or +2
Arcana (Grailwarden)
- Cast-Iron Stomach: You have a +5 ancestry bonus to saving throws
against poison.
- You have the Dwarven
Resilence power, which allows you to use your second wind as a minor
action instead of a standard action.
- Dwarven Weapon Proficiency: You gain proficiency with the throwing
hammer and the warhammer.
- Encumbered Speed: You move at your normal speed even when it would
be reduced by armor or a heavy load. Other effects that limit speed
(such as difficult terrain or magic) affect you normally.
- Stand Your Ground: When an effect forces you to move—through a pull,
a push, or a slide—you can move 1 square less than the effect specifies.
This means an effect that normally pulls, pushes, or slides a target 1
square does not force you to move unless you want to. In addition, when
an attack would knock you prone, you can make a saving throw to avoid
falling prone.
Stonelost dwarves
Stonelost dwarves were once called the Stonemight, and were the
inhabitants of Dwarvenhearth, the greatest of all dwarven cities beneath
what is now Ptolus. Around a millenium ago, the evil lord Ghul, known as
the Half God or the Skull-King, drove them out and they became known as
the Stonelost. When Ghul was defeated and Dwarvenhearth was regained,
the leaders of the Stonelost ordered the city sealed for mysterious
reasons.
Grailwarden dwarves
Grailwarden dwarves take their name from their ancestral stewardship
of the powerful artifact known as the White Grail (which is
said to be linked to two other artifacts known as the Black
Grail and the Unseen Grail). They hail from the Prustan
Peninsula where they’ve long been allied with the local humans; together
they founded the Empire of Tarsis. Grailwarden dwarves are famous for
their technological and scientific achievements.
Grailwarden dwarves receive a +2 to Arcana instead of to
Dungeoneering.
Elves
Elves were anciently known as the aduel deaistorm, the “races of
Chaos”. There were seven kinds of elves in those days, and fewer now
(despite the later appearance of dark elves and Harrow elves). The two
types of Elder Elves are extinct. The most common elves are the Shoal
elves (and most non-elves will simply call them “elves” without a
qualifier).
Shoal elves dwell in the Sea Kingdoms especially. Fewer of them live
in the Moonsilver Forest along the coast of the Whitewind Sea near
Ptolus, due to their dislike for colder climates. They love the sea and
sailing and are generally dark-haired.
Stats as PHB1 Elves.
- Average Height: 5’4” - 6’0” (162 - 183 cm)
- Average Weight: 130 - 170 lbs. (59 - 77 kg)
- Ability Scores: +2 Dexterity; either +2 Intelligence or +2
Wisdom
- Size: Medium
- Speed: 7 squares
- Vison: Low-light
- Languages: Common, Elvish, choice of one other
- Skill Bonuses: +2 Nature, +2 Perception
- Elven Accuracy: You have the Elven Accuracy power,
allwoing you to reroll an attack roll once per encounter.
- Elven Weapon Proficiency: You gain proficiency with the longbow and
the shortbow.
- Fey Origin: Your ancestors were native to the Feywild, so you are
considered a fey creature for the purpose of effects that relate to
creature origin.
- Group Awareness: You grant non-elf allies within 5 squares of you a
+1 ancestry bonus to Perception checks.
- Wild Step: You ignore difficult terrain when you shift.
Gnomes
Gnomes are the rarest of the major ancestries in Ptolus. They’re
commonly mistaken for halflings and vice versa, but typically have more
social connection to elves (while halflings have closer ties to humans).
Music and magic are often among their favorite things. They were once
considered one of the seven types of elves, referred to as “loresong
faen”. Most gnomes live in Cherubar, Rhoth, Palastan, or the Sea
Kingdoms.
Stats as PHB2
Gnomes.
- Average Height: 3’4” - 3’8” (102 - 112 cm)
- Average Weight: 50 - 75 lbs. (23 - 34 kg)
- Ability scores: +2 Intelligence; either +2 Charisma or +2
Dexterity
- Size: Small
- Speed: 5 squares
- Vision: Low-light
- Languages: Common, Gnomish, choice of one other
- Skill Bonuses: +2 Arcana, +2 Stealth
- Fade Away: You have the Fade Away power, allowing
you to turn invisible in response to harm.
- Fey Origin: Your ancestors were native to the Feywild, so you are
considered a fey creature for the purpose of effects that relate to
creature origin.
- Master Trickster: Once per encounter, you can use the wizard cantrip
Ghost Sound as a minor
action, producing an illusory sound.
- Reactive Stealth: If you have any cover or concealment when you make
an initiative check, you can make a Stealth check.
- Trickster’s Cunning: You have a +5 ancestry bonus to saving throws
against illusions.
Half-elves and half-orcs
Half-elves and half-orcs are not common but are more common in Ptolus
than almost anywhere in the world. Half-elves are almost always
descended from Shoal elves. Most half-orcs are descended from the
Ornu-Nom orcs of Palastan or Rhoth.
Half-elf stats
As PHB1 half-elves.
- Average Height: 5’5” - 6’2” (165 - 188 cm)
- Average Weight: 130 - 190 lbs. (59 - 86 kg)
- Ability scores: +2 Constitution; either +2 Charisma or +2
Wisdom
- Size: Medium
- Speed: 6 squares
- Vision: Low-light
- Languages: Common, Elvish, choice of one other
- Skill Bonuses: +2 Diplomacy, +2 Insight
- Dual Heritage: You can take feats that have either elf or human as a
prerequisite (as well as those specifically for half-elves), as long as
you meet any other requirements.
- Group Diplomacy: You grant allies within 10 squares of you a +1
ancestry bonus to Diplomacy checks.
- Half-Elf Power Selection: Select an option for your half-elf
character.
- Dilettante: At 1st level, you choose a 1st-level at-will attack
power from a class different from yours. You can use that power as an
encounter power.
- Knack For Success: You have the Knack for Success power,
allowing you to tip the balance of fortune in the favor of yourself or
an ally once per encounter.
Half-orc stats
As PHB2 half-orc
stats.
- Average Height: 5’9” - 6’4” (175 - 193 cm)
- Average Weight: 155 - 225 lbs. (70 - 102 kg)
- Ability scores: +2 Dexterity; either +2 Constitution or +2
Strength
- Size: Medium
- Speed: 6 squares
- Vision: Low-light
- Languages: Common, Orcish, choice of one other
- Skill Bonuses: +2 Endurance, +2 Intimidate
- Furious Assault: You have the Furious Assault power,
allwoing you to deal extra damage on an attack once per encounter.
- Half-Orc Resilience: The first time you are bloodied during an
encounter, you gain 5 temporary hit points. The temporary hit points
increase to 10 at 11th level and to 15 at 21st level.
- Swift Charge: You gain a +2 bonus to speed when charging.
Halflings
Halflings were once considered among the seven types of elves and
called “quickling faen”. Humans later named them “halflings” due to
their size, and the name stuck. Nowadays they have much closer ties to
humans than to other types of elves. There any many nomadic caravans of
halflings in the lands of Rhoth and Palastan which surround Ptolus.
Stats as PHB1
Halflings.
- Average Height: 3’ 10” - 4’ 2” (117 - 127 cm)
- Average Weight: 75 - 85 lbs. (34 - 39 kg)
- Ability scores: +2 Dexterity; either +2 Charisma or +2
Constitution
- Size: Small
- Speed: 6 squares
- Vision: Normal
- Languages: Common, Halfling, choice of one other
- Skill Bonuses: +2 Acrobatics, +2 Thievery
- Bold: You gain a +5 ancestry bonus to saving throws against
fear.
- Nimble Reaction: You gain a +2 ancestry bonus to AC against
opportunity attacks.
- Second Chance: You can use Second Chance as an
encounter power, forcing an enemy to reroll an attack against you.
Humans
Dwarves and elves report that humans are the youngest of the common
ancestries, but they are the most numerous. Even in Ptolus, one of the
least human-dominated cities around, 70% of residents are human.
Stats as PHB1
humans.
- Average Height: 5’ 6” - 6’2” (168 - 188 cm)
- Average Weight: 135 - 220 lbs. (61 - 100 kg)
- Ability scores: +2 to one ability score of your choice
- Size: Medium
- Speed: 6 squares
- Vision: Normal
- Languages: Common, choice of two others
- Bonus Feat: You gain a bonus feat at 1st level. You must meet the
feat’s prerequisites.
- Bonus Skill: You gain training in one additional skill from your
class skills list.
- Human Defense Bonuses: You gain a +1 ancestry bonus to Fortitude,
Reflex, and Will.
- Human Power Selection: Choose an option for your human character.
- Bonus At-Will Power: You know one extra 1st level at-will attack
power from your class.
- Heroic Effort: You have the Heroic Effort power,
allowing you to retroactively gain a bonus to a missed attack roll or
failed saving throw.
Minor ancestries
These are less numerous than the major ancestries. The major
ancestries and the minor ancestries collectively include all of the 4e
PHB1 and PHB2 ones, plus some others specific to the setting. Ideally
there shouldn’t be a ton of the minor ancestries in the party.
Aram (centaurs)
Centaurs are often boisterous, arrogant, or boorish, but are often
well-liked by others nonetheless. Most of them live in nomadic herds in
Palastan or Rhoth, but quite a few have moved to human communities. Most
aram in Ptolus live in the Narred neighborhood of Midtown.
Stats from somebody in the 4e discord, adapted slightly.
- Ability Scores: +2 Constitiution; either +2 Strength or +2
Wisdom
- Size: Medium
- Speed: 7 squares
- Vision: Low-Light
- Languages: Common, Aram, choice of one other
- Skill bonuses: +2 Nature, +2 Athletics
- Long Body: In addition to your normal space, your back legs take up
a secondary square adjacent to your space. Unarmed attacks and the Quick
Kick power may use your secondary square as their origin square, and you
may be targeted by attacks (but not opportunity attacks) aimed at your
secondary square. When you move, your secondary square ends in the
square you occupied immediately prior to the last step of the movement,
but you may spend a square of your movement to instead place your
secondary square in any square adjacent to your main square.
- Equine Physiology: Being half-horse, your leg and feet slot
equipment must be specially made for equine bodies. You are considered
both a mount and mounted for any effects that care, cannot mount other
animals unless they have standing platforms for you to occupy, and do
not take the normal -2 to attack rolls from being mounted. Small or
smaller creatures can ride you if you are willing, and gain mounted
bonuses when they do. Their weight is added when figuring your load to
determine if you are encumbered. Your carrying weight is figured by
multiplying 12 times your STR instead of 10. When you eat, you must eat
twice the normal amount to sustain the high energy levels required by
your large stature.
- Unstoppable Force: +2 to speed when charging.
- Strong Legs: You take a -5 penalty to climb checks, a +5 to jump
checks as long as you have a running (2 square) start.
- Fey Origin: You are considered a fey creature for any effects
relating to creature origin.
- You gain the Quick Kick encounter power.
Quick Kick: Encounter Power
- Immediate Reaction, Melee 1
- Trigger: a creature enters a square adjacent to you.
- Target: the triggering creature.
- Attack: STR, DEX, or CON + 3 vs Reflex. From level 11+: +6 instead
of +3. From level 21+: +9 instead of +3.
- Hit: 1d6 + STR/DEX/CON modifier damage. From level 11+: 2d6 plus
modifier. From level 21+: 3d6 plus modifier.
- Special: You may designate your secondary square as the Origin
square of this attack.
- Special: You must choose which ability modifier to use for attacks
and damage when gaining this power.
Devas
Devas are immortal spirits of celestial origin who have become bound
to this world and have reincarnated into many bodies over the course of
millenia as they seek to perfect themselves. In this Ptolus campaign,
devas have at best a hazy recollection of how they became bound to this
world, but they have found themselves drawn to the city of Ptolus by the
feeling that it is destined to be the most important battlefield against
evil in the future of the world.
Stats as PHB2
Devas.
- Average Height: 6’1” - 6’6” (185 - 201 cm)
- Average Weight: 175 - 280 lbs. (79 - 127 kg)
- Ability scores: +2 Wisdom; either +2 Charisma or +2
Intelligence
- Size: Medium
- Speed: 6 squares
- Vision: Normal
- Languages: Common, choice of two others
- Skill Bonuses: +2 History, +2 Religion
- Astral Majesty: You have a +1 bonus to all defenses against attacks
made by bloodied creatures.
- Astral Resistance: You have resistance to necrotic damage and
radiant damage equal to 5 + one-half your level.
- Immortal Origin: Your spirit is native to the Astral Sea, so you are
considered an immortal creature for the purpose of effects that relate
to creature origin.
- Memory of a Thousand Lifetimes: You have the Memory of a Thousand
Lifetimes power, allowing you to draw on your past lives for a
retroactive bonus to a roll.
Dragonborn
Dragonborn in Ptolus (well, this Ptolus campaign) are descendants of
interbreeding with dragons and humanoids, especially humans and elves.
They resemble humanoid dragons and lack their draconic ancestors skill
with shape-shifting. Most of the dragonborn in the city have at least
distant connects to the noble House Dallimothan.
Stats as PHB1
Dragonborn.
- Average Height: 6’ 2” - 6’ 8” (188 - 203 cm)
- Average Weight: 220 - 320 lbs. (100 - 145 kg)
- Ability scores: +2 Charisma; either +2 Constitution or +2
Strength
- Size: Medium
- Speed: 6 squares
- Vision: Normal
- Languages: Common, Draconic, choice of one other
- Skill Bonuses: +2 History, +2 Intimidate.
- Draconic Heritage: Your healing surge value is equal to one-quarter
of your maximum hit points + your Constitution modifier.
- Dragonborn Fury: While you are bloodied, you gain a +1 ancestry
bonus to attack rolls.
- Dragonborn Racial Power: When you select dragonborn as your
character’s ancestry, choose one of the following powers. Your
dragonborn character gains that power.
- Dragon Breath: You have the Dragon Breath power,
allowing you to breathe acid, cold, fire, lightning, or poison.
- Dragonfear: You are naturally intimidating at the best of times, and
when passions strike, you are positively terrifying. You gain the Dragonfear ancestry
power, allowing you to strike fear into nearby foes.
Other types of elves
Cherubim elves
Cherubim elves are frail winged elves from the mountainous western
land of Cherubar. Few of them travel outside their homeland, and those
that do usually spend their time among other elves. They are often timid
and introspective, but also curious.
- Ability Scores: +2 Dexterity; +2 Intelligence or Wisdom.
- Size: Medium
- Speed: 6 squares, overland flight 7
squares.
- Vision: Low-light
- Languages: Common, Elvish, choice of one other
- Skill Bonuses: +2 Perception
- Fey Origin: Your ancestors were native to the Feywild, so you are
considered a fey creature for the purpose of effects that relate to
creature origin.
- You gain the Windwalker encounter
power, allowing you to fly briefly once an encounter.
Harrow elves
Harrow elves are descended from elder elves who were tortured and
altered by the dark lord Ghul around a thousand years ago. They are
often strange in appearance and manifest dark magical powers. They are
shorter-lived than other elves, living only as long as humans.
They suffer a good deal of discrimination from other ancestries,
especially other elves, which leaves many of them bitter and angry.
Stats as PHB1 Eladrin,
but without Trance and with Disguise Experience in place of Eladrin
Weapon Proficiency, and with an option to take a different power in
place of Fey Step, see below.
- Average Height: 5’ 5” - 6’1” (165 - 185 cm)
- Average Weight: 130 - 180 bs. (59 - 82 kg)
- Ability scores: +2 Intelligence; either +2 Charisma or +2
Dexterity
- Size: Medium
- Speed: 6 squares
- Vision: Low-light
- Languages: Common, Elvish, choice of one other
- Skill Bonuses: +2 Arcana, +2 History.
- Eladrin Education: You gain training in one skill of your
choice.
- Disguise Experience: You gain a +5 ancestry bonus to Bluff checks to
disguise yourself as a Shoal elf. This bonus is not applied when
determining if other elves see through your disguise.
- Eladrin Will: You gain a +1 ancestry bonus to Will. In addition, you
gain a +5 ancestry bonus to saving throws against charm effects.
- Fey Origin: Your ancestors were native to the Feywild, so you are
considered a fey creature for the purpose of effects that relate to
creature origin.
- Harrow Power: Choose one of the following spell-like encounter
powers to gain:
- Fey Step: You have the Fey Step power, allowing
you to teleport.
- Cloud of Darkness: You have the Cloud of Darkness power,
allowing you to create a cloud of darkness.
- Faerie Fire: You have the Darkfire power, allowing
you to outline a foe with purple light to keep them from hiding.
Goliaths
In this Ptolus campaign, Goliaths are towering nomadic hunters who
originated from the Grey Mountains east of the Empire, although some of
them now live among the human tribes east of the mountains. They tend to
see life as a grand competition and only a few have ventured so far from
their native mountains as Ptolus.
Stats as PHB2
Goliaths.
- Average Height: 7’2” - 7’8” (218 - 234 cm)
- Average Weight: 280 - 340 lbs. (127 - 154 kg)
- Ability scores: +2 Strength; either +2 Constitution or +2
Wisdom
- Size: Medium
- Speed: 6 squares
- Vision: Normal
- Languages: Common, Nallish, choice of one other
- Skill Bonuses: +2 Athletics, +2 Nature
- Mountain’s Tenacity: You have a +1 ancestry bonus to Will.
- Powerful Athlete: When you make an Athletics check to jump or climb,
roll twice and use either result.
- Stone’s Endurance: You have the Stone’s Endurance power,
allowing you to gain damage resistance for a short while.
Litorians
Litorians are golden-maned humanoids with a resemblance to lions.
Thousands of years ago the Wars of Fire scattered them from their
homelands in the Plains of Panish north of the Prustan Peninsula. Now
most of them live in small prides hunting throughout the world, but a
few have attempted to settle down among other cultures. Litorians
generally hold themselves firmly to a personal code of honor.
- Ability Scores: +2 Dexterity; either +2 Wisdom or +2 Strength
- Size: Medium
- Speed: 6 squares
- Vision: Low-light
- Languages: Common, Litorian, choice of one other
- Skill Bonuses: +2 Nature, +2 Perception
- Wild Step: You ignore difficult terrain when you shift.
- Blood Fury: While you’re bloodied, you gain a +2 bonus to damage
rolls. This increases to a +4 bonus at 21st level.
- Ferocious Charge: You can use Ferocious Charge as an
encounter power (ignore the flavor), allowing you to deal increase
damage with a charge attack.
Lizardfolk (assarai)
Lizardfolk are more common in more southerly lands, but there are
some in Ptolus. They typically try to keep out of other people’s
affairs. They have myths which tell of an origin in a vast, swampy
forest that once covered most of the areas north of Ptolus, even though
much of that area is now ocean.
Assarai is their name for themselves. Assarai, especially in cities
like Ptolus, are usually satisfied to live outside and get by on little,
so they often do odd jobs on occasion to get food and sleep wherever
they can find a spot to be unbothered. They are unfortunately often
subject to prejudice from other ancestries to the very misguided belief
that lizardfolk are usually evil.
- Ability Scores: +2 Constitution; either +2 Dexterity or +2
Wisdom
- Size: Medium
- Speed: 6 squares
- Vision: Normal
- Languages: Common, Draconic, choice of one other
- Skill Bonuses: +2 Athletics, +2 Endurance
- Hard Scales: You have a +1 ancestry bonus to AC.
- Slow Metabolism: You only need half as much food and water compared
to other characters and gain a +5 ancestry bonus to Endurance checks due
to lack of food, water, or air.
- Tail Sweep: You gain the tail sweep opportunity action.
Tail Sweep: Encounter Power
- Minor Action, Melee 1
- Target: One creature
- Attack: Strength, Dexterity, or Wisdom + 3 vs. Reflex. From level
11+: bonus becomes +6 instead of +3. From level 21+: bonus becomes +9
instead of +3.
- Hit: 1d6 + Strength, Dexterity, or Wisdom modifier damage, and
target becomes prone. From level 11+: damage increases to 2d6 +
modifier. From level 21+: damage increases to 3d6 + modifier.
- Special: When you choose your character, choose whether to use
Strength, Dexterity, or Wisdom for attack rolls and damage rolls.
Shifters
Shifters are the descendants of lycanthropes and humans. In this
Ptolus campaign, many of them practice a nomadic lifestyle on the plains
of Palastan or Rhoth, typically in small family groups. Many of them
travel alongside centaur, orc, or litorian groups. A few shifters have
also ventured into cities like Ptolus. The main types of shifters are
longtooth shifters, who trace their ancestry to werewolves, and
razorclaw shifters, who trace their ancestry to weretigers.
Stats are as for PHB2 shifters. Both types of shifter share certain
traits, but they differ in their ability scores, skill bonuses, and
ancestry powers.
Shared traits:
- Average Height: 5’7” - 6’0” (170 - 183 cm)
- Average Weight: 130 - 180 lbs. (59 - 82 kg)
- Size: Medium
- Speed: 6 squares
- Vision: Low-light
- Languages: Common, choice of two others
Longtooth shifters:
- Ability Scores: +2 Strength, +2 Wisdom
- Skill Bonuses: +2 Athletics, +2 Endurance.
- Longtooth Shifting: You have the Longtooth Shifting power,
granting a bonus to damage and regeneration once you’re bloodied.
Razorclaw shifters:
- Ability Scores: +2 Dexterity, +2 Wisdom
- Skill Bonuses: +2 Acrobatics, +2 Stealth.
- Razorclaw Shifting: You have the Razorclaw Shifting power,
granting you bonuses to speed, AC, and Reflex defense once you’re
bloodied.
Tieflings
Tieflings have some amount of fiendish heritage and make up a very
small but important group in Ptolus. Many of them are descendants of the
Fallen, or were drawn to the city by the presence of the Fallen.
Stats as PHB1
Tieflings.
- Average Height: 5’ 6” - 6’ 2” (168 - 188 cm)
- Average Weight: 140 - 230 lbs. (64 - 104 kg)
- Ability scores: +2 Charisma; either +2 Constitution or +2
Intelligence
- Size: Medium
- Speed: 6 squares
- Vision: Low-light
- Languages: Common, Abyssal, choice of one other
- Skill Bonuses: +2 Bluff, +2 Stealth
- Bloodhunt: You gain a +1 ancestry bonus to attack rolls against
bloodied enemies.
- Fire Resistance: You have fire resistance equal to 5 + one-half your
level.
- Infernal Wrath: You have the Infernal Wrath power,
allwoing you to punish a foe who hits you with fire damage.
Other NPC ancestries
These ancestries are less common but still prominent in Ptolus.
They’re not PC options at present.
They include aasimar, minotaurs, several groups of orcs, and a number
of especially reviled and discriminated-against groups: dark elves,
goblins, and ratfolk among them.