Chapter 1: SpeciesChapter 2: Heroic ClassesChapter 3: Skills & FeatsChapter 4: MagicChapter 5: Combat & EquipmentChapter 6: Prestige ClassesChapter 7: CreaturesStar Wars SAGA Edition converted into a fantasy setting.
Force Points are renamed Hero Points.
Credits are renamed coin or copper pieces.
Force powers are renamed spells.
Force damage is renamed magic damage.
Good replaces all instances of light side.
Evil replaces all instances of dark side.
Dark Side Points are renamed Corruption.
Chapter 1: SpeciesHumanAbilities: +1 to any ability score.
Size: Medium.
Speed: 6 squares.
Bonus Feat: Humans gain a bonus feat at 1st level.
Bonus Trained Skill: A human chooses one additional trained skill at 1st level.
Automatic Languages: Common.
AasimarAbilities: +2 Wisdom or Charisma.
Size: Medium.
Speed: 6 squares.
Darkvision: Aasimars ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Heightened Awareness: An aasimar may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
Resistant: Aasimars have Energy Resistance 5.
Automatic Languages: Common and Celestial.
BugbearAbilities: +2 Strength or Dexterity or Constitution.
Size: Medium.
Speed: 6 squares.
Darkvision: Bugbears ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Scent: Bugbears ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and take no penalty from poor visibility when tracking.
Natural Armor: Bugbears have thick skin that provides a +1 natural armor bonus to Reflex Defense. A natural armor bonus stacks with an armor bonus.
Bonus Feat: Bugbears gain Toughness as a bonus feat.
Automatic Languages: Common and Goblin.
ChangelingAbilities: +2 Charisma.
Size: Medium.
Speed: 6 squares.
Shapeshift: Changelings are shapeshifters and can alter their appearance at will (see the Deception skill). A changeling gains a +10 species bonus on Deception checks made to disguise appearance. Additionally, a changeling can disguise its appearance as a full-round action at no penalty.
Natural Linguist: Changelings know one additional language at 1st level.
Deceptive: Changelings are naturally deceptive and may choose to reroll any Deception check, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Common.
DrowAbilities: +2 Dexterity or Intelligence or Charisma.
Size: Medium.
Speed: 6 squares.
Darkvision: Drow ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Magical Resistance: Drow gain a +2 species bonus to all defenses against spells.
Light Blindness: Bright light moves a drow -1 persistent step on the condition track, which lasts until the drow is no longer exposed to the light.
Automatic Languages: Common, Elven, and Undercommon.
DwarfAbilities: +2 Constitution or Wisdom.
Size: Medium.
Speed: 4 squares.
Darkvision: Dwarves ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Stability: Dwarves gain a +5 species bonus on grapple checks to resist being tripped and if a dwarf would be moved such as by a bull rush or other effect, he is moved 1 square less (to a minimum of 0 squares).
Stout: Dwarves do not have their speed reduced by armor or encumbrance.
Conditional Bonus Feat: A dwarf trained in Craft (weaponsmithing) or Craft (armorsmithing) gains Skill Focus (Craft) for either of those as a bonus feat.
Weapon Familiarity: Dwarves treat the Dwarven Waraxe and Dwarven Urgrosh as advanced melee weapons.
Automatic Languages: Common and Dwarven.
ElfAbilities: +2 Dexterity or Intelligence or Wisdom.
Size: Medium.
Speed: 6 squares.
Low-Light Vision: Elves ignore concealment (but not total concealment) from darkness.
Iron Will: Elves gain a +2 species bonus to their Will Defense.
Heightened Awareness: An elf may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Common and Elven.
GnollAbilities: +2 Strength or Dexterity or Constitution.
Size: Medium.
Speed: 6 squares.
Darkvision: Gnolls ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Scent: Gnolls ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and take no penalty from poor visibility when tracking.
Cunning: Whenever a gnoll makes a successful melee attack against an opponent that is denied its Dexterity bonus to Reflex Defense, the gnoll's attack deals +1 die of damage.
Natural Armor: Gnolls have thick skin that provides a +1 natural armor bonus to Reflex Defense. A natural armor bonus stacks with an armor bonus.
Automatic Language: Gnoll.
GnomeAbilities: +2 Constitution or Intelligence or Charisma.
Size: Small. As small creatures, gnomes gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 4 squares.
Low-Light Vision: Gnomes ignore concealment (but not total concealment) from darkness.
Strong Willed: Gnomes gain a +5 species bonus to their Will Defense against any mind-affecting effect.
Natural Craftsmen: A gnome may choose to reroll any Craft check, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Common and Gnome.
GoblinAbilities: +2 Dexterity.
Size: Small. As small creatures, goblins gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 6 squares.
Darkvision: Goblins ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Sneaky: A goblin may choose to reroll any Stealth check, but the result of the reroll must be accepted even if it is worse.
Tricky: A goblin may choose to reroll any Deception check, but the result of the reroll must be accepted even if it is worse.
Automatic Languages: Common and Goblin.
GoliathAbilities: +2 Strength or Constitution.
Size: Medium.
Speed: 6 squares.
Powerful Build: Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during a grapple check), the goliath is treated as one size larger if doing so is advantageous to the character. A goliath can use weapons as if he were one size larger without penalty.
Mountain Movement: Goliaths always count as having a running start when making long jumps or high jumps, and can use the Accelerated Climbing function of the Climb skill without taking the -5 penalty. Further, goliaths don't take any penalties for high altitudes.
Automatic Languages: Common and Giant.
HalflingAbilities: +2 Dexterity or Intelligence or Charisma.
Size: Small. As small creatures, halflings gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 4 squares.
Bonus Feat: Halflings gain a bonus feat at 1st level.
Streetwise: Whenever a halfling makes a Gather Information check, he may forgo the cost. If the check fails, he may try again, paying the cost as usual.
Automatic Languages: Common and Halfling.
Half-ElfAbilities: +2 Dexterity or Charisma.
Size: Medium.
Speed: 6 squares.
Low-Light Vision: Half-Elves ignore concealment (but not total concealment) from darkness.
Bonus Trained Skill: A half-elf chooses one additional trained skill at 1st level.
Persuasive: A half-elf may choose to reroll any Persuasion check, but the result of the reroll must be accepted even if it is worse.
Elven Blood: For all effects related to species, a half-elf is considered an elf.
Automatic Languages: Common and Elven.
Half-OrcAbilities: +2 Strength or Constitution.
Size: Medium.
Speed: 6 squares.
Darkvision: Half-Orcs ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Great Fortitude: Half-Orcs gain a +2 species bonus to their Fortitude Defense.
Hardy: Whenever a half-orc uses a second wind, it regains a number of additional hit points equal to 5 + its character level.
Orc Blood: For all effects related to species, a half-orc is considered an orc.
Automatic Languages: Common and Orc.
HobgoblinAbilities: +2 Strength or Dexterity or Constitution.
Size: Medium.
Speed: 6 squares.
Darkvision: Hobgoblins ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Superior Defenses: Hobgoblins gain a +1 species bonus to all of their defenses.
Persistent: A hobgoblin may choose to reroll any Endurance check, but the result of the reroll must be accepted even if it is worse.
Bonus Feat: Hobgoblins gain Toughness as a bonus feat.
Automatic Languages: Common and Goblin.
KoboldAbilities: +2 Dexterity.
Size: Small. As small creatures, kobolds gain a +1 size bonus to their Reflex Defense and a +5 size bonus on Stealth checks. However, their lifting and carrying limits are three-quarters of those of medium characters.
Speed: 6 squares.
Darkvision: Kobolds ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Slight Build: Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Stealth), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space.
Natural Armor: Kobolds have thick scales that provide a +1 natural armor bonus to Reflex Defense. A natural armor bonus stacks with an armor bonus.
Natural Weapons: A kobold has natural weapons, in the form of a bite and claws. When a kobold makes an unarmed attack, it may choose to use one of its natural weapons, dealing 1d4 slashing (claw) or piercing (bite) damage instead of its normal unarmed damage. Kobolds are always considered armed with their natural weapons.
Conditional Bonus Feat: A kobold trained in Craft (trapmaking) gains Skill Focus (Craft (trapmaking)) as a bonus feat.
Weapon Familiarity: Kobolds treat picks as simple weapons.
Automatic Languages: Common and Draconic.
LizardfolkAbilities: +2 Strength or Constitution.
Size: Medium.
Speed: 6 squares, swim 4 squares.
Expert Swimmer: A lizardfolk may choose to reroll any Swim check, but the result of the reroll must be accepted even if it is worse. In addition, a lizardfolk can take 10 on Swim checks even when distracted or threatened.
Hold Breath: A lizardfolk can hold his breath for a number of rounds equal to 25 times his Constitution modifier before he needs to make Endurance checks to hold his breath.
Natural Armor: Lizardfolk have thick scales that provide a +1 natural armor bonus to Reflex Defense. A natural armor bonus stacks with an armor bonus.
Natural Weapons: A lizardfolk has natural weapons, in the form of a bite and claws. When a lizardfolk makes an unarmed attack, it may choose to use its one of its natural weapons, dealing 1d6 slashing (claw) or piercing (bite) damage instead of its normal unarmed damage. Lizardfolk are always considered armed with their natural weapons.
Automatic Languages: Common and Draconic.
OrcAbilities: +2 Strength or Constitution.
Size: Medium.
Speed: 6 squares.
Darkvision: Orcs ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Great Fortitude: Orcs gain a +2 species bonus to their Fortitude Defense.
Survival Instinct: An orc can reroll any Survival check, but the result must be accepted even if it is worse.
Extraordinary Recuperation: Orcs regain hit points at double the normal rate.
Bonus Feat: Orcs gain Improved Damage Threshold as a bonus feat.
Automatic Languages: Common and Orc.
SatyrAbilities: +1 to any two ability scores.
Size: Medium.
Speed: 8 squares
Low-Light Vision: Satyrs ignore concealment (but not total concealment) from darkness.
Natural Armor: Satyrs have thick skin that provides a +1 natural armor bonus to Reflex Defense. A natural armor bonus stacks with an armor bonus.
Natural Weapon: A satyr has a natural weapon, in the form of a headbutt. When a satyr makes an unarmed attack, he may choose to use his natural weapon, dealing 1d6 bludgeoning damage instead of his normal unarmed damage. Satyrs are always considered armed with their natural weapons.
Automatic Language: Sylvan.
TieflingAbilities: +2 Dexterity or Intelligence or Charisma.
Size: Medium.
Speed: 6 squares.
Darkvision: Tieflings ignore concealment (including total concealment) from darkness. However, they cannot perceive colors in total darkness.
Deceptive: A tiefling may choose to reroll any Deception check, but the result of the reroll must be accepted even if it is worse.
Resistant: Tieflings have Energy Resistance 5.
Automatic Languages: Common and Infernal.