Playable Races

Online reference and documentation for the Neversummer 4 module.
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Playable Races

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Selecting a Subrace

There are two ways to select a subrace for your character in Neversummer – either by entering the name of the subrace into the "Subrace" field on character creation, or by selecting it from a list when you connect to the server for the first time. The module will identify a variety of different names for the same subrace – for example, "Drow" and "Dark Elf" will both be recognized as a valid subrace. Keep in mind, however, that you may only select a subrace for your character if he is also of the appropriate race – in this case, Elf. The subraces are listed here under the race for which they are valid, to help you choose the correct race for your character.

There may be additional requirements for a subrace based on your character's alignment or class, as well. For example, Water Genasi clerics must select Water as one of their two domains, and Aasimar must be of Good alignment. These will be listed under the subrace description. If you do not fit the restrictions for your chosen subrace, you will default to the standard subrace for your race (e.g., Evil Aasimar will become Human)

Because subrace properties are applied to your character after you connect to the server, the statistics on your character sheet when you create the character will not reflect subrace bonuses and penalties. Some racial properties will be removed and adjusted to fit the subrace properties. Elves, for example, receive a natural +2 to Dexterity and -2 to Constitution. Sun Elves, however, receive a +2 to Intelligence, -2 to Constitution. This means that when you connect to the server, the racial +2 to Dexterity will be removed, and the subrace +2 to Intelligence will be applied. No change is made to your Constitution, since it balances out. Always be aware of how the subrace properties will affect your character's final statistics.

Even if you do not choose a specific subrace, you will still have a subrace type defined for your character. In this list, the first subrace entry under each section describes the "default" subrace, and any additional properties it has. Humans, Half-Elves, and Half-Orcs have no names for these default subraces, and their racial name is used instead.

Subraces by Race:

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Humans

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Human Subraces

Human
Humans are the most adaptable, flexible, and ambitious people among the common races. They are diverse in their tastes, morals, customs, and habits. Others accuse them of having little respect for history, but it is only natural that humans, with their relatively short life spans and constantly changing cultures, would have a shorter collective memory than Dwarves, Elves, Gnomes, and Halflings.
  • Favored Class: Any

Planar and Planetouched Creatures
Six Planetouched creatures and one Planar creature are available to players in Neversummer as Human subraces - although "subrace" may not be an accurate term for them. Planetouched creatures have unusual abilities passed on from distant Planar ancestors – outsiders who for one reason or another had children with the native residents of the plane – and as such have a number of common properties described here. All Planar/Planetouched creatures (Githzerai, Aasimar, Tiefling, and the four types of Genasi) have the following properties:
  • Darkvision
  • Immunity to Charm Person, Dominate Person, and Hold Person

Aasimar
Carrying the blood of a celestial, most Aasimar are decidedly good-aligned. They are usually tall, good-looking, and generally pleasant creatures, and may have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. They are rarely found in leadership positions and often live as loners due to their absolute dedication to goodness. Others are less fanatical and fit seamlessly into normal human society.
  • Favored Class: Paladin
  • Must be Good-aligned
  • +2 Wisdom, +2 Charisma
  • +2 Listen, +2 Spot
  • Acid, cold, and electricity 20% Immunity
  • Aasamir Aura: Gives off a bright light, Hide penalties to anyone entering it, and blinds Drow and Tieflings who enter it.
  • Darkness Vulnerability: Aasimar are blinded by magical darkness, even with an Ultravision spell active, much in the same way drow and tieflings are blinded by the aasimar's light aura
  • Level Adjustment +2

Tiefling
Twisted, devious and untrustworthy, Tieflings more often than not follow their inherent traits and heed the call to evil. A few defy their nature, but still must fight against popular opinion (if their ancestry is known) or the feeling of otherworldly "wrongness" that seems to follow them wherever they go. Beyond this aura that many find disturbing, many Tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them or even cloven feet – no two Tieflings are the same. In most human societies, they maintain a low profile, operating as thieves, assassins, or spies. Occasionally they rise to a position of power, but when their nature is revealed, they quickly become outcasts.
  • Favored Class: Rogue
  • Must be Evil-aligned
  • +2 Dexterity, +2 Intelligence, -2 Charisma
  • +2 Hide, +2 Move Silently
  • Cold, fire, and electricity 5/-
  • Tiefling Aura: Gives the Tiefling and all his allies within the Aura 20% concealment, and any Aasamir that enter it are blinded by it. However, it makes the Tiefling vulnerable to attacks of opportunity from all opponents, unless the Tiefling has ultravision.
  • Level Adjustment +2

Githyanki
The Githyanki, the Children of Gith, are a humanoid race living in the astral plane descended from the escaped thralls that overthrew the planes-spanning empire of the Illithids thousands of years ago under the leadership of a female rebel named Gith. Bred from the beginning of their history to hate the Illithids and any form of slavery or tyranny, Githyanki are a race of warriors, excelling at swordplay and the creation of ornate armor and weapons.
  • Favored Class: Fighter
  • Must be Evil-aligned
  • +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
  • +2 Discipline, +2 Taunt
  • +2 to all Fortitude saving throws
  • SR bonus: Level + 5
  • Psionic Assault 1/day all enemies within 10 feet inflicted with 1d6 negative energy damage per 3 levels, the Githyanki is healed by the total damage inflicted.
  • Level Adjustment +3

Githzerai
Githzerai are hard-hearted, humanlike people who dwell in the plane of Limbo, secure in the protection of their hidden monasteries. They are taller and thinner than humans, with sharp features, long faces, and eyes of gray or yellow. Severe and serious, Githzerai tend towards somberness both in dress and personality. As a rule, they are close-mouthed, keep their own counsel and trust few outside their own kind. Many Githzerai are Monks; however, Sorcerers, Rogues, and multiclass Githzerai (called Zerths) are also quite common.
  • Favored Class: Monk
  • Must be Neutral-aligned
  • +2 Dexterity, +2 Wisdom, -2 Strength, -2 Intelligence
  • +2 Persuade, +2 Taunt
  • Spell Resistance: Character level +5
  • +4 AC Dodge bonus from Inertial Armor (psychic force)
  • Weapon Finesse feat
  • Level Adjustment +3

Air Genasi
Air Genasi see themselves as the inheritors of the sky, the wind, and the very air of the world. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch. They care little for their appearance and tend to have wind-tossed hair and much-mended clothes. Their emotions vary quickly between calm reserve and great intensity.
  • Favored Class: Wizard
  • Must be Neutral-aligned
  • +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
  • +2 to all Reflex saving throws
  • Half damage from electricity-based attacks
  • Gust of Wind 1/day as cast by a 5th-level Sorcerer
  • Air Genasi Clerics must take Air as one of their clerical domains
  • Breathless: Air Genasi are immune to drowning
  • Level Adjustment +2

Earth Genasi
Earth Genasi are slow to act, ponderous in thought and set in their ways. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as earthlike skin, rough facial features, or eyes like black pits. They favor neutral colors and simple clothing, and while some appear to inadvertently collect dirt on their clothes, others keep a neat and polished appearance.
  • Favored Class: Fighter
  • Must be Neutral-aligned
  • +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma
  • +2 to all Fortitude saving throws
  • Half damage from all acid-based attacks
  • Barkskin 1/day as cast by a 5th-level Druid up to Level 10
  • At Level 10, Barkskin increases to Stoneskin plus 3 Natural AC
  • At Level 20, Stoneskin increases to Greater Stoneskin plus 5 Natural AC
  • At Level 30, the Earth Genasi receives a 30/+10 Damage Reduction and 7 Natural AC
  • At Level 40, the Earth Genasi's Damage Reduction is increased to 40/+20 and 9 Natural AC
  • Earth Genasi Clerics must take Earth as one of their clerical domains
  • Level Adjustment +2

Fire Genasi
Fire Genasi are hot-blooded and quick to anger, proud and unafraid to take action. They are most often neutral. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames or eyes that glow when the Genasi is angry. They prefer to dress simply and elegantly, although their fashions can be more flamboyant than the most outrageous trend.
  • Favored Class: Sorcerer
  • Must be Neutral-aligned
  • +2 Dexterity, +2 Charisma, -2 Constitution, -2 Wisdom
  • +1 to all saving throws
  • Half damage from all fire-based attacks
  • Flame Lash 3/day, and scales with level. After Level 3 it deals 3d6 + 1d6 damage per level. The DC also scales, it is 15 + 1 per 2 levels
  • Fire Genasi Clerics must take Fire as one of their clerical domains
  • Level Adjustment+2

Water Genasi
Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They are most often neutral. All have one or more traits that reflect their quasi-elemental nature, such as lightly scaled skin, blue-green skin, or hair that waves as if underwater. They dress sparsely, preferring clothing that will not bind when in the water. Water Genasi can harness the moisture in the air to create an aura with a regenerative and magic resistant effect, and in some climates they can even turn the moisture into damage reduction for themselves. The aura is capable of extinguishing fire, although the water aura evaporates in dry, desert climates.
  • Favored Class: Monk
  • Must be Neutral-aligned
  • +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Intelligence
  • +2 to all Will saving throws
  • Half damage from all cold-based attacks
  • Water Genasi Clerics must take Water as one of their clerical domains
  • Breath Water: Water Genasi are immune to drowning
  • Level Adjustment +2
Last edited by Joran on Sun May 30, 2004 2:34 am, edited 1 time in total.

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Elves

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Elf Subraces

All Elf subraces are immune to Sleep, receive a +2 to saving throws vs. Mind-Effecting spells and effects, and have the Low-Light Vision ability. Normal Elves also start proficient in Longsword and Longbow, have a +2 bonus to Listen, Search and Spot and receive +2 Dex, -2 Con.

Moon Elf
Moon elves are the most common sort of elves. Also called Silver Elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue. (Humanlike colors are rare, but possible.) Their eyes are blue or green, with gold flecks. They are the subrace most tolerant of humankind, and most Half-Elves are descended from Moon Elves.
  • Favored Class: Wizard
  • +2 Dexterity, -2 Constitution
  • +2 Listen, +2 Search, +2 Spot

Drow
Descended from the original dark-skinned Elven subrace called the Illythiiri, the Drow were cursed into their present appearance by the good Elven deities for following the goddess Lolth down the path to evil and corruption. Also called Dark Elves, the Drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, and blue.
  • Favored Class: Cleric
  • +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution
  • Darkvision
  • Spell Resistance of 5 +1/lvl
  • +2 to all Will saving throws
  • Drow Aura: Inherent ability to cast a powerful version of Darkness on self, target or location, and any Aasamir that enter it are blinded by it. However, it makes the drow vulnerable to sneak attacks from all opponents, unless the drow has ultravision.
  • Light Sensitivity: -2 to all attack rolls, saves, and checks in brightly lit areas. Exposure to bright light, natural or magical, blinds the Drow for one round.
  • Level Adjustment +3

Sun Elf
Sun Elves, also called Gold Elves, have bronze skin, golden blond, copper, or black hair, and green or gold eyes. These are seen as the most civilized and haughty elves, preferring to remain separate from nonelven races.
  • Favored Class: Wizard
  • +2 Intelligence, -2 Constitution
  • +2 Concentration, +2 Spellcraft, +2 Listen

Wild Elf
The very rare Wild Elves are rarely seen by others, because they live in the heart of thick forests and they have incredible skill at keeping hidden. Also called green elves, their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.
  • Favored Class: Druid
  • +2 Dexterity +2 Wisdom, -2 Intelligence, -2 Charisma
  • +2 Hide, +2 Move Silently, +2 Spot

Wood Elf
Wood Elves are reclusive, but less so than the almost feral wild elves. Also called Copper Elves, they have coppery skin tinged with green and brown, green or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found.
  • Favored Class: Ranger
  • +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2 Charisma
  • +2 Animal Empathy, +2 Set Traps, +2 Search

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Dwarves

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Dwarf Subraces

All Dwarf races receive a +2 to Search checks in interior areas, +2 to saves vs. poison and spells, +2 Lore, +1 attack vs. Goblins and Orcs, and +4 AC vs. Giants and darkvision. Standard Dwarf receives +2 Con, -2 Cha.

Shield Dwarf
Shield Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures they produce as gifts or for trade. Shield Dwarves receive no additional bonuses beyond their racial bonuses.
  • Favored Class: Fighter
  • +2 Constitution, -2 Charisma

Duergar
Long ago, mind flayers conquered the strongholds of clan Duergar. After generations of enslavement and cruel experimentation at the hands of the illithids, the Duergar rose against their masters and regained their freedom. They emerged as a new subrace of Dwarf with limited mental powers. They are an evil and bitter race, but retain the superior skill and workmanship of Dwarvenkind.
  • Favored Class: Fighter
  • +2 Constitution, -4 Charisma
  • Darkvision
  • Immunity to Paralysis, Poison, and Illusions
  • +4 Move Silently, +1 Listen, +1 Spot
  • # Invisibility 1/day self only, as cast by a Wizard twice the Duergar's level. At level 11 this ability becomes Improved Invisibility
  • Light Sensitivity: -2 to all attack rolls, saves, and skill checks in brightly lit areas. Exposure to bright light, natural or magical, blinds the Duergar for 1 round.
  • Level Adjustment +2

Gold Dwarf
Unlike the Shield Dwarves, the Gold Dwarves did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure, the Gold Dwarves gained a reputation for haughtiness and pride. While Gold Dwarves can be aloof and suspicious, for the most part they are forthright warriors and shrewd traders.
  • Favored Class: Fighter
  • +2 Constitution, -2 Dexterity
  • +4 AC vs. Magical Beasts

Lorekeeper Dwarf
Buried deep within their mountain fortresses, Lorekeeper Dwarves pursue a solemn life of ascetic monasticism. They value knowledge and awareness above all else, dedicating themselves to the creation, maintenance, and study of vast underground libraries. Many make pilgrimages to the surface world in search of new books and reports of wars and famines in distant lands.
    Favored Class : Wizard
  • -2 Strength, +2 Intelligence, +2 Wisdom
  • -1 Fortitude Save
  • +4 Lore and Spellcraft

Azerblood
Azerblood resemble a dwarf of the Shield subtype for the most part, with some variations based on the outsider blood that flows in their veins. Common traits are metallic brass-colored skin, flame-red hair and irises that appear to move with flames. They favor the Azer way of dressing in metallic skirts of brass, bronze and copper. But they will dress for necessity, including heavier armors. Once a day the Azerblood can exert the power of their Azer ancestry upon a weapon or even themselves. They are given a token, which if used on themself gives them a fire damage shield that does 1d6 fire damage + 1 fire damage per 4 levels. If used on a weapon, it heats it, giving a fire damage bonus of 1d4 fire damage. This becomes 1d6 at level 20, 1d8 at level 30, and 2d4 at level 40. Very similiar to flame weapon, however it can be used on ammunition, throwing weapons, bracers, and gloves, as well as melee weapons. Only useable for weapons the Azerblood uses.
    Favored Class : Fighter
  • +2 Strength, +2 Constitution, -2 Charisma
  • +2 Saves vs. Fire
  • 10 Fire Resistance
  • Non Chaotic Alignment
  • Clerics must take Fire domain
  • Considered a plane-touched race
  • Azer Fire : Special ability, lasts 1 turn +1 turn per 5 levels
  • Level Adjustment +2

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Halfing Subraces

All Halfling subraces receive the racial bonuses +4 Hide, +2 Listen, +2 Move Silently, and +2 to all saving throws vs. fear. Standard Halflings receive +2 Dex, -2 Str.

Lightfoot Halfling
The most common type of Halflings seen in the world, the Lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. Lightfoot Halflings are more likely to worship non-Halfling deities than any other Halfling subrace.
  • Favored Class: Rogue
  • +2 Dexterity, -2 Strength
  • +1 to all saving throws

Strongheart Halfling
While the Lightfoot Halflings value the experience of travel and the sight of new lands and peoples, the Stronghearts are a more organized, orderly, and industrious race. They build to last, and fiercely defend their homelands against threats that their Lightfoot kin would simple flee. Non-Humans familiar with the easygoing ways of Halflings are surprised to learn that some Halflings are capable of a warrior tradition and are not afraid to show a hint of arrogance or confidence in their own abilities and strengths. Strongheart Halflings enjoy athletic contests and value exceptional skills of all kinds.
  • Favored Class: Fighter
  • +2 Constitution, -2 Wisdom
  • Bonus Feat: Weapon Finesse (this will appear on your feats list, but when gaining a feat at level-up it will show as that you have not chosen it yet; ignore this.)

Ghostwise Halfling
Ghostwise Halflings are the feral, reclusive cousins of Lightfoot and Strongheart Halflings. They are most often found in living in small forest communities. Ghostwise Halflings are rarely seen in large cities, but do occasionally set out to explore the world for reasons known only to them. Visitors to Ghostwise settlements often report that the Halflings have kinship so tight that they can communicate without speaking.
  • Favored Class: Barbarian
  • +2 Dexterity, -2 Wisdom
  • +2 to all saving throws vs. Mind-Effecting spells and effects
  • Camouflage 1/day as cast by a Druid of their character level giving a Hide bonus of 10 + 1 per 2 levels. Note: The ghostwise token also seems to give a short-term boost of +1 ab/+1 damage

Kender
Though they are not true Halflings, or related to them, Kenders are similar in size, appearance and culture. Usually Kender are somewhat taller and heavier than the average Halfling. Kender of all ages share a great childlike nature: they are curious, fearless, irrepressible, independent, lazy, taunting and irresponsible with others' possessions. Most Kender have a complete lack of common sense, but get along well with any other race and are quick to forget any misdeeds or problems.
  • Favored Class: Rogue
  • +2 Dexterity, -2 Strength, -2 Wisdom, +2 Charisma
  • +2 Open Lock, +2 Pick Pocket, +4 Taunt
  • Immunity to Fear
  • Level Adjustment +1

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Gnomes

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Gnome Subraces

All Gnome subraces receive Low-Light Vision, +2 to saving throws vs. Mind-Affecting spells and effects, +2 Listen, +2 Concentration, and +1 attack vs. Goblins and Reptiles. Standard Gnomes receive +2 Con and -2 Str.

Rock Gnome
Rock Gnomes are the most common type of Gnome, and the only sort that most people ever see. They are inquisitive, irrepressible, and at times insincere. Equipped by nature with keen curiosity and a knack for mechanical workings, Gnomes excel at intricate crafts such as gem cutting, toy making, and clockwork engineering.
  • Favored Class: Wizard
  • +2 Constitution, -2 Strength

Deep Gnome
Also known as Svirfneblin, the Deep Gnomes of the Realms are a secretive, mysterious race. Found in the deepest caverns of the Underdark, the Svirfneblin live in constant fear of slavery or destruction at the hands or Dark Elves, mind flayers, and Duergar. Deep Gnomes are legendary for their ability to handle stone and gems. They have gray skin and gray or white hair.
  • Favored Class: Wizard
  • +2 Dexterity, +2 Wisdom, -2 Strength, -4 Charisma
  • +2 to all saving throws
  • +2 Hide, +2 Search
  • Spell Resistance of 5 +1/lv
  • Darkvision
  • +4 AC
  • Blur 1/day as cast by a Wizard of their character level, increases to 50% Concealment at Level 10
  • Level Adjustment +3

Tinker Gnome
Tinker Gnomes are nimble and fleet of foot but weaker than other races. A Tinker Gnome has a sharp mind but is often oblivious to the danger around him. Tinkers tend to explore any path to its conclusion and are not easily sidetracked once they have chosen a course.

  • Favored Class: Special (A tinker gnome's 1st level class, is his favored class.)
  • +2 Dexterity, +2 Intelligence, -2 Strength, -2 Wisdom
  • +2 open lock, +2 disable trap, +2 craft trap, +2 set trap, +2 lore
  • Special ability: Tinker gnomes are more efficient at building traps, needing one less component than other races. A minimum of one component is needed for any trap, however.
  • Level Adjustment +1

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Half-Orcs

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Half-Orc
In the wild frontiers, tribes of human and Orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. The Half-Orcs who are born in the frontier may live with either Human or Orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds.
  • Favored Class: Barbarian
  • +2 Strength, -2 Intelligence, -2 Charisma
  • Darkvision

Half-Ogre
Although Humans and Ogres are not known for their romantic liaisons, they do occur (often less romantically than with elves and humans) and Half Ogres are often the result. Most Half Ogres are not accepted by their Ogre parent, as they are smaller, weaker and slower to mature than their brethren. This pushes them in turn towards Human society, where their great size and fearsome appearance gives them a modicum of respect, although they are still often judged harshly for their giant-kin roots. Those that cannot adapt to Human life find themselves uprooted, without kin, wandering alone or perhaps with a tribe of lesser humanoids.
  • Favored Class: Barbarian
  • +6 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Wisdom, -2 Charisma
  • +4 Taunt, -2 Discipline, -2 Persuade
  • +2 to all Fortitude saving throws
  • +16 Bonus HP at level 1
  • Level Adjustment +1
  • Darkvision

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Half-Elves

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Half-Elf
Humans and Elves sometimes wed, the elf attracted to the human's energy and the human to the elf's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave an enduring legacy – Half-Elven children. Half Elves are immune to sleep, receive a +2 to saving throws vs. Mind-Effecting spells and effects, have +1 to Listen, Search and Spot and have the Low-Light Vision ability.
  • Favored Class: Any

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