On the Razor's Edge
Other Core Races
Beyond human colonists, a number of other humanoid races have immigrated to the Razor Coast, including elves, dwarves, gnomes, half-elves, half-orcs, and halflings. Despite the fact that these additional races are not native to the region, players should consider them as core races. Such individuals are most commonly encountered in Port Shaw and similar boom ports, or as crew members aboard foreign sailing vessels.
Elves: The elves that come to Port Shaw have displayed humility since Sammerlock Sails became an enduring testimony of their tragic hubris. Elven merchants invest in many deals with the trading companies and even hire pirates on occasion. Elven colonists prefer the edges of Port Shaw, laboring as gentlemen’s gentlemen on plantations if poor, or running those plantations if affluent. For those whom urban life is necessary, the Silk District holds the greatest concentration of elves in Port Shaw.
Dwarves: While most dwarves avoid the open seas, greed, and opportunity drove a number of these gruff “earthmen” to the wilds of the Razor. Like most immigrants, the dwarves tend to settle in colonized regions such as Port Shaw. In such places, they typically form dwarven ghettos and take up new trades as brewers, craftsmen, merchants, and even whalers.
Gnomes: While not quite commonplace, a number of gnomes have relocated to Razor Coast’s growing boom ports. Many seafarers consider a gnome aboard a ship a sign of good luck, or at least a promise of good entertainment. Gnomes often fall into careers like shipwrights, mechanics, gunsmiths, and entertainers. Thy consistently display curiosity towards the stories of the menehune, whom they believe to be their long-lost cousins.
Halflings: Halfling colonists coming to Port Shaw, settled primarily within the Jade District. Halflings have worked their way into government, merchant houses, trading companies, craftsmen guilds, and even
entertainment – taking every opportunity to advance.
Half-Elves: Unlike most of the other humans, a fair number of half-elves are second or even third generation natives, born to some of the fist colonists to permanently emigrate to the coast. Half-elves can be found in any major settlement, but rather than form their own neighborhoods they tend to integrate into human society.
Half-Orcs: Many half-orcs come to the Razor to seek out their fortunes as sellswords. Unlike in many regions that fear their monstrous heritage, such things are quickly overlooked on the coast, where one’s survival is often tested by strength and steel. Anywhere laborers, warriors, thugs, and rowers are needed, one can find a few half-orcs in their midst. Still, few folk trust those born of monstrous couplings and the more civilized a region becomes, the tougher it is for the half-orc to survive
The following traits are appropriate for any non-native core race characters and can be substituted for specific racial traits.
Pugilist: You grew up swinging and you still fall back to it. You gain a +1 trait bonus on damage rolls with unarmed strikes, brass knuckles, gauntlets, rope gauntlets, and other hand weapons as determined by the GM.
Coherent Rage: Your determination allows you to hold onto a shred of your rational mind at all times. Select one of the following skills: Bluff, Escape Artist, Handle Animal, or Stealth. You may use this skill normally while raging.
Fashionable: You are one of the “betters” within Port Shaw and aren’t afraid of showing it. So long as you are wearing clothing and jewelry worth more than 80 gp, you gain a +1 trait bonus on Bluff Diplomacy, and Sense Motive checks. One of these skills (your choice) becomes a class skill for you.
Fiddler: You have a natural talent with the devil’s own instrument – the fiddle. You gain a +1 trait bonus on Perform (string) checks and this is a class skill for you.
Lucky Tattoo: You were plagued by bad luck until you purchased a “lucky tattoo” from a mysterious traveling artist. On that day, your luck did indeed seem to improve for the better. Once per game session, when called upon to make a d20 roll, you may re-roll one die roll, before you know the results. You must take the second roll regardless of the result. The lucky tattoo isn’t a magical tattoo and doesn’t take up an item slot on the body.
Totem Tattoo: You bear a tattoo depicting one of the totems of the Three (Whale, Turtle, Dolphin). You gain a +1 trait bonus on Will saving throws. The totem tattoo is not a magical tattoo and does not take up an item slot on the body.
Skilled Crewman: You have spent the majority of your life working on ships. Pick one of the following skills: Acrobatics, Climb, Knowledge (nature), Knowledge (geography), Swim, or Survival. You gain a +1 trait bonus to that skill and it is always a class skill for you.
Sailor: Born with an innate love of the sea, you gain a +1 trait bonus on Perception and Profession (sailor). In addition, one of these skills (your choice) is always a class skill for you.
Razor Tongue: Your words are like a steel rapier and cut as sharply. You gain a +1 trait bonus on Bluff checks and Bluff is a class skill for you
Sea Dog: Descended from a long line of pirates or just heartless and cruel – a seed of malevolence grows within you. You gain a +1 trait bonus on Intimidate and Profession (sailor) checks. In addition, one of these skills (your choice) is always a class skill.
Impressive Presence: Your grandiose posturing often makes it difficult for anyone to concentrate around you. Once per day as a full-round action, you may attempt to distract adjacent foes with a lengthy display of your martial prowess. All adjacent foes must succeed at a Will save (DC 10 + 1/2 your level + your Charisma modifier) or gain the shaken condition. This condition persists for 1 round.