Raskal

(RAS-kul)

To a Raskal, life is a game, and they’ll be damned if they don’t have a good time playing it. They neither hold deep grudges if a traveler wrongs them, nor do they see anything wrong with pilfering his belongings while his back is turned. The more creative these stunts are, the better. Raskal clans are small but tightly knit, built off of mutual mischief making. While usually carefree, Raskals become much darker creatures if a clan mate is killed.

Character Type #

You are a Humanoid.

Attribute Modifiers #

+2 Charisma
+2 Reflex
-1 Intuition

Keen Hearing #

Tier I – Ancestral Trait

You have impeccable hearing, granting you Aptitude with Perception checks.

As long as you can hear and make sound, you cannot be Blinded and your surroundings are never Obscured to you.

Character Size #

You are small.

Distracting #

Tier I – Ancestral Trait

You’re the wild card that keeps people on their toes, imposing the following effects to characters of your choice within 4 meters of you, provided they can see you:

  • Passive Perception reduced by 4.
  • Disadvantage on all attempts to discern any tricks and illusions for what they are.

Character Size #

You are small.

Munchies #

Tier I – Ancestral Trait

Most people get the feeling they should be careful around you, you seem like you bite.

And that you do, as unarmed Strikes using your teeth ignore resistances (not immunity) and AC bonuses.

Character Size #

You are small.

Schemer #

Tier I – Ancestral Trait

You are the brain behind your clan’s cunning plans, granting you Aptitude with Deduction and any checks that involve attempts to perform sleight of hand or investigate an area.