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Primary race record

Chimera

Rules reference

Character creation

Apply these benefits during character creation.

Attributes

You gain +1 in toughness and +1 in awareness.

Proficiencies

You can speak, read and write Common as well as the special dialect of your sub-race.

Skills

You gain +5 skill points in either Magic, Survival, Animal Husbandry, Perception, Insight, Linguistics or Artifice.

Identity & lore

Lineage overview

Chimera are creatures that have been mutated due to magic and have gained sentience.  Almost all Chimera can be traced back to areas of high magical concentration and a lifeform that was mutated.  Despite being quite varied in physical characteristics, all Chimera are effectively the same race at their core.  It is unknown how arcane magic was able to pattern itself in such a way…

From Slime Chimera to the more common Feline Chimeras, there are varied sub-races that can be found throughout the world. And those sub-races can vary widely, even within the same phenotypes. Coloration, ear and tail shapes, and even number of physical characteristics. These widely varying phenotypes are broadly categorized in two ways: kanolith and zoalith.

Kanolith chimera have limited physical characteristics. Most kanoliths will have ears, tails, or both corresponding to their sub-race. Kanoliths are the most common type of chimera overall and what most will think of when imagining a chimera of any sub-race.

Zoalith chimera have exaggerated or prevalent physical characteristics. Fur, scales, replaced or altered limbs, and animalistic face shapes are all examples of zoalith features. This often leads to zoalith chimera having a far more “bestial” appearance which can sometimes bring social challenges. While zoalith chimera are overall rarer than kanolith, there are some sub-races that this trend is reversed. Centaurs, harpies, lamiafolk, and slimefolk are all examples of sub-races which trend toward zoalith.

Chimera

Lineage features

Abilities

Primary race

Race abilities

0 RP
RangeSelf
Keywords

Fight: You immediately gain 2 AP that can be used on basic abilities, but lose 1 RP.

Flight: You immediately gain 1 RP, but recover 2 less AP on your next turn.

You regain the use of this ability after the Encounter Conclusion phase.