Notes

Crafting Materials

1. Ceramic - Kiln forged to steel-like. Easier to craft, immune to rusting, low durability.
2. Copper - Forged with tin to create bronze
3. Iron - Harder to work with, slower production, more durability, hold sharper edge (damage increase), can hold more enchantments
4. Crystal
5. Chert
6. Flint
7. Glass
8. Obsidian
9. Bone

## Racial Abilities

### Humans

* +1 Endurance, +1 Charisma, +1 Constitution
* Medium Size
* Human Ingenuity (Evolving Ability)

Level 1: Skills gained start at +2 rather than +1
Level 3: Permanent 5% experience bonus.
Level 6: Ability to create minor personalized enchanted item, even if normally it would be limited by class or race.
Level 9: One skill of the player’s choice is advanced to the next tier.

### Elves

* +2 Agility, +1 Charisma
* Medium Size
* +3 Enchanting
* Star Born (Evolving Ability)

Born with an increased connection to the heavens above, elves often pull magic down from the cosmos.

1. At level one, they gain radiance resistance +(level/3) (Maximum 3)
2. At level three, you begin to move with the natural grace of the elves. Movement impairments only have a 75% chance of affecting you.
3. At level six, elves gain increased mana of (Level/3 + 2) (Maximum 5)
4. At level nine, elves can use their inner magic to create a wave of radiance to blind or harm their foes (level/3) times per day. (Maximum 3)

### Dwarves

* +1 Endurance, +1 Constitution, +1 Strength
* Medium Size,
* +3 Mining
* Brewmaster

You may brew a beverage Level/3 (Minimum 1) times per day. This beverage can give a +1 morale bonus, +1 armor or +1 fast recovery per day.
At level 3, add +1 Damage type Resist as one of your brewing options.
At level 6, your bonuses increase to +2. Add temporary hit points +2 to your brewing options.
At level 9, your bonuses increase to +3, add Luck at +2 to your brewing options.

### Pixie

* +1 Focus, +1 Agility, +1 Intelligence
* Small Size
* Pixie Bombs (Su) 1d3 Force Dmg
* Flight (Evolving Ability)

Overland flight – Can fly half as successfully as you can walk. (1st Level)
Overland flight – Can fly as successfully as you can walk. (3rd level)
Overland flight – Can fly double as well as you can walk. (6th level)
Overland flight – Can fly triple as well as you can walk. (9th level)

### Kitsune

* +3 Agility
* Shape Change (Su)

1. Foxkin
2. Fox (+3 Stealth)

* Small Size
* Tails Per Level (Evolving Ability)

Faery Lights
Ghost Sound
Prestidigitation
Ventriloquism
Open/Close
Blurred Movement
Spark
Guardian Mote
Celestial Healing

### Northman

* +2 Constitution, +1 Strength
* Cold Resistance +3
* Large Size (Su)
* Elemental Hide (Evolving Ability)

Your skin begins to toughen as if frozen, it grows harder to feel. At level one you gain DR (Level/3)+2 (Minimum 2)
At level three, your experience in the frozen North sharpens your senses. You can tell where a being’s blood pumps most strongly through one of your five senses. Your ability to land criticals increases by (Level/3)+1 (Minimum 1%)
At level six, your skin toughens further. Your DR increases to (Level/2)+2 rounded down (Maximum 6)
At level nine, you can perceive weakpoints better. Your critical rate increases by (Level/3) +2 (Maximum 5%)