You buy all items from the shop for 10% less and sell all items for 10% more.
Whatever Social Standing you would start with a target normally, you start 1 rank higher than that.
You are naturally calm and collected in the face of imminent danger. At the end of the round, increase your party's morale by 1.
You are sturdy as a rock, hard to move and lift. Whenever an Ability, Feat or Spell would move you, reduce that movement by 1. In addtion when rolling defense against an effect with the Movement tag, gain a +1 bonus to your defense roll.
Due to the long lives of the elves and the nature of their culture, some of the best libraries and most learned individuals exist within elven society. A number of times per day equal to your Intellect attribute, whenever you would make a skill check involving the Intellect attribute, You may double the bonus your intellect score adds to the skill check.
A number of times per day equal to your Charisma attribute, when making a Skill check using the charisma attribute, you may double the bonus your charisma score adds to the skill check.
Goblins lives are not very long, however they remember almost everything. This makes them fast learners, which is why most goblin leaders prefer to keep their henchmen uneducated. Starting at 2nd level and every level thereafter, whenever you would gain a skill point, you gain 2 skill points instead.
Once per day when making a skill check, even after failing, you may instead decide to automatically pass the check. You pass it as though you had rolled the exact required skill DC. This increases to twice per day at level 6, 3 times at level 11, and 4 times at level 16.
Humans are not from this land, because of this they tend to stick together and prefer to cooperate with other humans instead of outside species. Whenever you use the Aid action on another Human, you provide them with a +4 circumstance bonus to their skill check instead of a +1 bonus.
Once per day when making a skill check, you may gain a +1 bonus to the skill check. This becomes twice per day at level 6 and a +2 bonus. At level 11 this becomes three times per day and a +3 bonus. At level 16 this becomes four times per day and a +4 bonus.
At first level, choose any feat you meet the requirements for, that feat replaces this ability.
Gnomes are particularily good at sensing when something isn't as it should be. You receive a +2 bonus to perception checks and Will defense against Abilities, Feats or Spells with the Illusion tag.
Whenever a krex slays an opponent, decrease the enemy party's morale by an additional 1.
Whenever a Krex receives an Injury, they treat their strength value as being double until the end of next round.
Whenever a Krex slays an opponent, increase the party's morale by 1.
Elves live long lives, and hunt or forage for a majority of their food, due to this, they are exceptional hunters. When using the "Cover Tracks" or "Track" survival skill action, you may reroll your dice result once, but must keep the new result.
You know additional languages equal to twice your Intellect Value instead of your intellect value
At level 1, Whenever you roll on the treasure table to determine loot for the party, increase the result by 1. This increases to +2 at level 6, +3 at level 11 and +4 at level 16.
Your memories remember pieces from your past lives, as these memories return you gain the benefits of their teachings. Each day, at the beginning of the day, after night has passed, choose one feat to learn (that you meet the requirements of), or choose one skill to increase by 1 rank. At the end of the day, remove the chosen feat or skill increase, then repeat this process for the next day.
Goblins delight in deceiving others, and the greatest delight is deceiving others without them knowing. Whenever you would succeed at a deception check, gain a Hero point and reduce your madness by your intellect value.
You are a natural nomad, you consider family to be anyone traveling with you, not blood. In addition to that, you are used to setting up camp, helping others while on the road and preparing for travel. During a long rest, all members of your party reduce their damage and madness by your awareness value in addition to their normal amount.
When using the "Command an Animal" Nature skill action, you gain a +2 bonus to the skill check.
Whenever you slay a target in combat, you calm(x), where X is equal to your strength and gain a Hero Point.
Whenever you succeed at any Intellect based Skill check, reduce your madness by 1.
When determining damage threshold after being dealt damage, treat your constitution as being 2 higher.
Many Wilkin are captured and sold into slavery due to their hard work, obedient nature and physical attributes. You may optionally choose to Have been a slave, if this is true, your "Furred" ability becomes permanently inactive as you were branded, tattooed and shaven.
Teneb'tra are master linguists but do not have their own spoken language. At first level choose any language to learn. At 6th, 11th and 16th level choose an additional language to learn. These languages are in addition to the additional languages known from your intellect value.
You ignore the charisma penalty for your intimidation skill checks. When making an intimidation skill check against a non-venari Humanoid type creatures, you may roll two Dice and use the higher result.
When making your Death Roll, add 2 to the results.
When you use the Subsist Survival Skill action, you yield twice the normal results.
Whenever you use the attack action against a target who is unaware of you, add 10 to the result of your Weapon test. This replaces the effects of the Assassin Feat.
When making your Death Roll, add 4 to the results. This replaces the effects of the Hard To Kill Feat.
Reduce the Alchemy Skill requirement of formulas by 2 When using the Brew Action. This replaces the effects of the Master Alchemist Feat.
Reduce the Crafting Skill requirement of formulas by 2 When using the Craft Action. This replaces the effects of the Master Craftsman Feat.
X times per day, where X is equal to your Alchemy Total, when making a Alchemy Formula, reduce the time the Brew action takes to 2 action points instead of the normal time. This replaces the effects of the Prepared Alchemy Formulas Feat.
Reduce the action cost of the Equip action by 1 Action Point. This replaces the effects of the Quick Draw Feat.
Reduce the penalty for attacking with two weapons by 2. This replaces the effects of the Two Weapon Fighting Feat.
Reduce the penalty for attacking with your offhand by 1.
Whenever you use the attack action against a target who is unaware of you, add 5 to the result of your Weapon test.
When using the Brew Alchemy action to create a formula, you may increase the gold cost by 1, if you do this, increase any fortitude saves targets are required to make by 2.
When using the Brew Alchemy action to create a formula, you may increase the gold cost by 1, if you do this, increase any dodge saves targets are required to make when by 2.
You may use Agility instead of Strength for Advanced Weapon Tests.
You may use Agility instead of Strength for Fighting Tests.
You may use Agility instead of Strength for Grappling Tests.
You may use Agility instead of Strength for Martial Weapon Tests.
You may use Agility instead of Strength for Simple Weapon Tests.
When determining damage threshold after being dealt damage, treat your constitution as being 4 higher. This replaces the effects of the Toughness Feat.
You are skilled at learning information through conversation. Once per day, when using the Gather Information Society Skill Action, you may reroll your Society Skill Check. This increases to twice per day at level 6, three times per day at level 11, and four times per day at level 16.
Reduce the Alchemy Skill requirement of formulas by 1 When using the Brew Action.
Reduce the Crafting Skill requirement of formulas by 1 When using the Craft Action.
You are skilled at stealing objects from people. Once per day, when using the Steal Thievery Skill Action, you may reroll your Thievery Skill Check. This increases to twice per day at level 6, three times per day at level 11, and four times per day at level 16.
When using the Brew Alchemy action to create a formula, you may increase the gold cost by 1, if you do this, increase any Will saves targets are required to make when by 2.
X times per day, where X is equal to your Alchemy Total, when making a Alchemy Formula, reduce the time the Brew action takes to 3 action points instead of the normal time.
Reduce the action cost of the Equip action for items with the "Small" special, by 1 Action Point.
Once per day, when using the Recall Knowledge Religion Skill Action, you may reroll your Religion Skill Check. This increases to twice per day at level 6, three times per day at level 11, and four times per day at level 16.
Once per day when making the Brew Alchemy skill action, you may reroll the Skill check and keep the new results. This increases to twice per day at level 6, three times per day at level 11, and four times per day at level 16.
Once per day when making the Craft Crafting skill action, you may reroll the Skill check and keep the new results. This increases to twice per day at level 6, three times per day at level 11, and four times per day at level 16.
Reduce the penalty to speed from equipped armor by 1.
When using the Brew Alchemy action to create a formula, you may increase the gold cost by 1, if you do this, double the Duration of any effects the formula. Example: 10 minutes becomes 20 minutes.
Reduce the penalty for attacking with two weapons by 1.
Once per day when making an attack action, you may reroll the Weapon check and keep the new results. This increases to twice per day at level 6, three times per day at level 11, and four times per day at level 16.