Kosavran

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(KOH-seh-vrahn)

Some scholars believe the Kosavran were once Dwellvur who adapted to the shrinking waters and found themselves moving further and further onto dry land. In the millenia since, they have developed into a myriad of different forms: some with bright, colorful feathers, and others with thick scaly hides. All are Kosavran and all display the hearty, self-reliant nature of their kind in one form or another.

Kosavran Culture

Kosavran culture is generally quite insular, and Kosavran often congregate with others of their own sublineage, or at least with other Kosavran that share their dietary habits. These communities often specialize in perfecting unique crafted goods. Other groups may specialize in shepherding their land with great care, hunting with keen efficiency, or guiding travelers through dangerous territory.

Ceravrans and Ornithovrans are the least insular of the Kosavran sublineages, and many Kosavran communities have these two sublineages among them even if the majority of the population is of a different sublineage.

Kosavran Traits

Height: Widely variable but 4'10"-7'5" on average

Weight: 70 - 500 lbs

Size: Small or Medium (your choice)

Base Speed: 20 ft

Lifespan: Kosavran lifespans can vary greatly, but most reach maturity at close to 20 years of age and live roughly 150 to 200 years.

Kosavran Features

Kosavran Starting Features

At level 1, you gain the following features as a Kosavran.

Feature Description
Thick-Skinned Gain Resist Physical 1.
Sublineage To define what kind of Kosavran you are, choose a sublineage (each described below): Brontovran, Carnovran, Ceravran, Ornithovran, Pterovran, Saurovran, or Tyranovran.

Brontovran

Prerequisite: Medium size.

Brontovrans stand far taller than the average Kosavran, their heads perched atop long necks that render them nearly 10 ft tall. Brontovrans are herbivorous and hold the natural cycle of life in high regard. They bury their dead in shallow, unprotected graves so that their decomposing bodies might give back to the earth that sustains them.

Feature Description
Keen Gain +4 in one of the following skills: Appraising, Intuiting, Nature, or Perceiving.
Eye in the Sky While conscious, if you would be Partially Surprised, ignore the condition; if you would be Totally Surprised, treat it as Partially Surprised instead.

Carnovran

Ranging from Halfling-sized to Human-sized, Carnovrans are known to be skilled hunters capable of taking down game much larger than any individual Carnovran. They have sharp claws on both their hands and feet and maws of razor-sharp teeth, both of which lend to their primarily carnivorous diet. A gang of Carnovrans can be a brutally effective mercenary group.

Feature Description
Hunter Gain +4 in one of the following skills: Foraging, Perceiving, Sneaking, or Tracking.
Natural Weapon You have a natural weapon, razor-sharp claws. This weapon costs 2 AP to use, and you may use STR or DEX. It deals 1d4 sharp damage.

Ceravran

Ceravrans have wide, shieldlike skull protrusions and have one or more horns above their snout and eyes or along their skull shield. They are commonly known as the most spiritually inclined of the Kosavran, and many early mystics come from their ranks. Ceravran are also the least naturally insular of the Kosavran, and many Kosavran settlements will have one or two Ceravrans among them even if the majority of the population is that of another sublineage.

Feature Description
Mystic Gain +4 in one of the following skills: Empathy, Intuiting, Medicine*, or Religion [choose one].
Cranial Shield Your mental defenses increase by +1 each.

Ornithovran

The most populous of the Kosavran are the Ornithovrans. Ornithovrans most closely resemble humans in mannerisms and behavior: some can be tremendously self-sacrificial, others incredibly cruel and selfish, and most fall in the vast spectrum between extremes. Ornithovrans have omnivorous diets but generally prefer vegetables over meat. Some ornithovrans have hardened skulls or long, hollow crests that they can use to trumpet their presence. Many are excellent shallow-water swimmers.

Feature Description
Survivalist Gain +4 in one of the following skills: Distance Running, Foraging, Forced March, or Sheltering.
Shallows Swimmer You have a swim speed equal to your walking speed. You can hold your breath for 30 seconds longer than you otherwise could.

Pterovran

Pterovrans are usually on the smaller, lighter side of the Kosavran spectrum of size. They have narrow, crested features and have batlike wings that sprout from below their shoulders. They are usually nomadic, roosting in cliffside caves for a week or a season before gliding on to new locales.

Feature Description
Migratory Gain +4 in one of the following skills: Foraging, Geography, Navigating*, or Perceiving.
Buffer Fall When falling, you can slow the descent and angle of your fall. For every 30 ft that you fall, you take 1d4 falling damage. Furthermore, for every 10 ft that you fall, you may choose to move 5 ft horizontally.

Saurovran

Prerequisite: Medium size.

Saurovrans are widely regarded as risk-averse. They settle in areas that have few predators and an abundance of food, and when either of these conditions are no longer met, they will move on in search of new territory. In addition to their cautious nature, all Saurovrans are naturally adapted to be quite tough. They all have some form of armored shells or plating and their tails make deadly weapons thanks to the club or spikes on the tip.

Feature Description
Saurian Survivor Gain +4 in one of the following skills: Forced March, Intuiting, Perceiving, or Sheltering.
Deadly Tail You have a natural weapon, your tail. It costs 3 AP for you to make an attack with your tail. Your tail has a reach of 5ft, uses STR or DEX (your choice), and deals 1d4 damage on a hit. On a crit with your tail, a creature also falls Prone if it is no more than two sizes larger than you (as determined by Grappling sizes).

Choose whether your tail does blunt or sharp damage. This choice is permanent.

Tyranovran

Prerequisite: Medium size.

Hulking Kosavrans with a reputation for being ill-tempered and brutal, most Tyranovrans are skilled warriors or berzerkers that lead their small family units to steal from, mug, or even cannibalize other humanoids. While some Tyranovrans will eat anything and anyone without provocation, most have a strict sense of honor around cannibalism, only eating those whom they vanquish in battle.

Feature Description
Brute Force Gain +4 in one of the following skills: Applied Force, Intimidating, Menacing, or Sprinting.
Tyrant Bite You have a natural weapon, your bite. It costs 3 AP for you to make an attack with your bite. Your bite has a reach of 5ft, uses STR or DEX (your choice), and deals 1d6 sharp damage on a hit.

All Kosavran Features

At level 5, and again at levels 10, 15, 20, 25, and 29, choose one option from the list below or from the additional list based on your sublineage.

Feature PreReq Description
Fearfully Great Prerequisite: Medium size You count as 1 size larger (max Large) for the purposes of grappling and carrying unwieldy items.
Fearfully Great II Fearfully Great You count as 1 size larger (max Huge) for the purposes of grappling and carrying unwieldy items.
Nimble Small size Reactive attacks against you have 2 TD.
Nimble II Nimble Your Nimble feature becomes: Creatures that make reactive attacks against you are Sickened for that attack.
Nimble III Nimble II Creatures cannot make reactive attacks against you.
Primeval Awareness Repeatable. Gain +6 skill points that you can spend on any AWR skill.
Primeval Craftsmanship Repeatable. Gain +6 skill points that you can spend on any skill with the Crafting* tag.
Primeval Dexterity Repeatable. Gain +6 skill points that you can spend on any DEX skill.
Primeval Endurance Repeatable. Gain +6 skill points that you can spend on any END skill.
Primeval Strength Repeatable. Gain +6 skill points that you can spend on any STR skill.
Superior Crafter Choose one skill that you have with the Crafting* tag. Gain +7 in that skill.
Thick-Skinned II Thick-Skinned Thick-Skinned becomes Resist Physical 2.
Tough Scales When you are not wearing armor, your AR base is 13.

Brontovran Features

You must be a Brontovran to take any of these features.

Feature PreReq Description
Steward of Nature Repeatable. Gain +6 skill points, which you may spend on any of the following skills. You may not put more than 4 skill points into any given skill using this feature.
  • Crafting*. Brewing, Carpentry, Cartography, Cooking, Pottery
  • Knowledge. Geography
  • Luck. Fortuity
  • Observation. Intuiting, Perceiving
  • Stamina. Forced March
  • Survival. Animal Handling, Foraging, Nature, Navigating*, Sheltering
Vigilant When you would be Completely Surprised as a result of being unconscious, you may make an AWR/Perceiving check against the surprising creature’s REF or LOG (their choice). If you hit, you are Partially Surprised instead.
Vigilant II Vigilant Whenever you would be Completely Surprised as a result of being unconscious, you are partially surprised instead.
Vigilant III Vigilant II You can never be Surprised.

Carnovran Features

You must be a Carnovran to take any of these features.

Feature PreReq Description
Ambush Predator Gain +3 on Initiative rolls. Gain +2 TA against creatures that have not yet acted in combat.
Coordinated Team When you roll Initiative, you may swap your Initiative roll with a willing ally’s roll.
Offensive Rush Once per turn, when you spend 1 AP to move closer to a hostile creature, you may increase your speed by 10ft.
Out of Nowhere Ambush Predator, Level 15 When a creature is Partially Surprised, you may make a DEX or INT attack vs their ANT. If you hit, the creature becomes Totally Surprised instead. (1/Rest)
Primordial Pack If you have at least one ally within 5ft of a hostile creature, when you make a melee attack against that creature, add any TA that you have to the damage roll as well as the attack roll.

Ceravran Features

You must be a Ceravran to take any of these features..

Feature PreReq Description
Horned Head You gain a natural weapon attack that you may use by spending 4 AP. Move 10 ft in a straight line then make a STR attack vs a creature’s REF. On a hit, deal 1d6 sharp damage and the creature falls prone.
Lesser Psion Repeatable. Learn one psionic spell with the manifestation tag. You may cast that spell 1/Recoup. This feature does not grant you SP or Psionic Power.
Mystic Wisdom Repeatable. Gain +6 skill points, which you may spend on any of the following skills. You may not put more than 4 skill points into any given skill using this feature.
  • Crafting*. Alchemy, Brewing, Calligraphy, Glassblowing, Painting, Weaving
  • Influence. Empathy, Leadership
  • Knowledge. Art, Geography, History, Medicine*, Religion [choose one]
  • Luck. Fortuity
  • Observation. Appraising, Intuiting
  • Survival. Animal Handling, Foraging, Sheltering
Psychic Retaliation When you take psychic damage from a creature within 60ft of you, you may spend 1 Reactive AP creature also takes 4 (1d4+2) psychic damage.
Shield-Head At the end of each of your turns, choose which direction you are facing. You gain Resist 2 against physical damage from attacks originating in a 30ft cone from the direction that you are facing.

Ornithovran Features

You must be an Ornithovran to take any of these features.

Feature PreReq Description
Diver Repeatable. You can hold your breath for an additional 10 minutes.
Flighty Once per turn, when you spend 1 AP to move away from a hostile creature, you may increase your speed by 10 ft.
Hard-Headed You gain a natural weapon attack that you may use by spending 3 AP. Move 10 ft in a straight line, then make a STR attack vs a creature’s FORT. On a hit, deal 1d4 blunt damage. If you crit, the creature is also Dazed until the end of its next turn. This attack ignores the DT of inanimate objects such as walls.
Survivor Repeatable. Gain +6 skill points, which you may spend on any of the following skills. You may not put more than 4 skill points into any given skill using this feature.
  • Athleticism. Sprinting
  • Crafting*. Carpentry, Cooking, Painting, Pottery
  • Influence. Gossiping, Persuading
  • Luck. Scavenging
  • Observation. Intuiting, Perceiving
  • Stamina. Distance Running, Forced March
  • Survival. Animal Handling, Foraging, Sneaking
Trumpet Crest You may use a cavity in your head to produce trumpeting noises. You can spend 1 AP to communicate any one-word message to allies within 500 ft of you provided that they are not Deafened.

Pterovran Features

You must be a Pterovran to take any of these features.

Feature PreReq Description
Divebomb If you move at least 20ft down (either by falling or by manipulating your glide features) before making a melee attack against a creature, make the attack with TA. If you hit, the creature takes 1d4 additional blunt damage and falls prone. If you miss and are within 10ft of the ground as a result, you fall prone next to the creature.
Flutter Jump With your wingspan, you can jump higher than a normal creature. Your vertical Jump distance is doubled.
Navigator Repeatable. Gain +6 skill points, which you may spend on any of the following skills. You may not put more than 4 skill points into any given skill using this feature.
  • Crafting*. Cartography
  • Knowledge. Geography
  • Luck. Scavenging
  • Observation. Perceiving
  • Stamina. Forced March
  • Survival. Foraging, Nature, Navigating*, Sheltering
Pterovran Flight: Glide You no longer take falling damage while using your wings. When falling, you can now move 15 ft horizontally for every 10 ft that you fall.
Pterovran Flight: Hover Glide You can hover up to 5 ft over the ground and can remain 5 ft off the ground when you move for no additional AP. You cannot fly vertically. Hover takes sufficient energy and focus that you cannot benefit from Flutter Jump at the same time.
Pterovran Flight: Soar Hover, Level 15 Gain a fly speed equal to your walking speed.

Saurovran Features

You must be a Saurovran to take any of these features.

Feature PreReq Description
Club Tail Tail does blunt damage When you hit with your tail, you may choose to also Stagger the creature until the end of its next turn. (1/Recoup)
Heavyset Standing from Prone costs you 1 more AP than it normally would, but your AR can never be lower than 14.
Momentum Your tail attack costs 1 fewer AP (min 2).
Plated Hide You can use your FORT in place of your REF. Your REF cannot be higher than 13 when you do so.
Plated Hide II Plated Hide You can use your FORT in place of your REF. Your REF cannot be higher than 16 when you do so.
Spiked Tail Tail does sharp damage When you hit with your tail, you may choose to also inflict Bleeding 1d4. (2/Rest)
Wide Swing You may extend your tail attack’s reach by +5ft by spending 1 additional AP when you make a tail attack.

Tyranovran Features

You must be a Tyranovran to take any of these features.

Feature PreReq Description
Assertive You may add your Menacing skill to your Initiative rolls.
Ravenous Feast When you spend at least 10 minutes eating during a Recoup, gain 1d6 Shield HP.
Ravenous Feast II Ravenous Feast becomes 1d10 Shield HP.
Thunderous Roar You may emit a deafening roar. You may spend 3 AP to make a STR or END attack (your choice) vs the FORT of each creature in a 15ft cone. On a hit, a creature takes 1d10 sonic damage. On a crit, a creature is Deafened until the end of your next turn. (1/Recoup)
Tyrant Bite II Repeatable. Your bite’s damage die size increases by 1 (e.g., from 1d6 to 1d8), to a maximum of 1d12.