BF New Races Supplement r2
BF New Races Supplement r2
BF New Races Supplement r2
Release 2
Copyright © 2009, 2018 R. Kevin Smoot
All Rights Reserved
Distributed under the terms of the Open
A Basic Fantasy RPG Supplement Game License version 1.0a
Artwork: Cory "Shonuff" Gelnett,
Andrew Hartmann
Basic Fantasy Website: basicfantasy.org
INTRODUCTION
This supplement provides information for adding a few new races to the Basic Fantasy Role-Playing Game rule system.
If you do not already have a copy of the Basic Fantasy RPG Core Rules, please visit the website and download a
copy. Additional stats for these races, if used as NPCs and/or opponents, can be found in the Basic Fantasy RPG
Field Guide 1.
Part I: NEW CHARACTER RACES they do suffer several penalties to roguish abilities). A
Bisren character must have minimum Strength and
Constitution scores of 11. Not particularly bright or
Bisren dexterous, Bisren are limited to 17 in both Dexterity and
Intelligence. Bisren may wear human-sized armor, albeit
often adjusted slightly to account for their size. Their
cloven-hoof feet may not wear typical footwear, unless
specially produced for Bisren. Specially-constructed
helmets are likewise needed to fit their horned heads.
Special Abilities: Bisren roll hit dice one size larger than
normal; a d4 would become a d6, a d6 to d8, etc. Bisren
are never truly unarmed, as they can gore for 1d6
damage with their horns. Bisren often charge into battle
with a gore attack (+2 to hit with double damage,
following all normal charging rules) and then switch to
weaponry for the remainder of the fight. They must
choose whether to attack with weapons or to gore; they
cannot do both in a round. Bisren get an additional +1
bonus on feats of strength such as opening doors due to
their great size.
Thief Ability Adjustments: Roguish Bisren have a -10%
penalty to Open Locks, Removing Traps, and Picking
Pockets. Stealth checks (Moving Silently and Hiding) for
Bisren are made normally, although in non-wilderness
areas such as indoors, underground (dungeons), or in
Description: The Bisren are a race descended from the urban areas they suffer a -20% penalty to their chance to
great Minotaurs of legend. Normally peaceful, Bisren succeed. Outdoor traps, such as hunting snares or dead-
enjoy nature and keep a semi-nomadic lifestyle in regions falls, do not apply the above penalty and instead are
that other races call wild. When threatened, Bisren can made at +10% bonus.
become quite dangerous, much like their warrior Saving Throws: Bisren gain no special bonuses to their
ancestors. Bisren are impressively muscled and generally saving throw rolls.
average 7’ tall, with some individuals reaching almost 8’
in height.
Restrictions: Bisren prefer professions associated with
their nature-oriented lifestyles and may become Fighters
or Clerics (often choosing Ranger or Druid if those
optional classes are available). While it is rare to find a
Bisren Thief, they are not barred from the class (although
A BASIC FANTASY SUPPLEMENT NEW RACES
Chelonian
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NEW RACES A BASIC FANTASY SUPPLEMENT
Normal armors will not fit the physique of a Chelonian goat. One can find Fauns with other small features
and they normally use only shields to enhance their reminisce of goats such as small horns or large ears.
defenses. Specially-constructed armors can be acquired, Fauns share the Halfling love of simple agrarian life,
costing substantially more than listed prices and requiring especially with respect to vineyards, as they prize wine
extra time to create. (among other brews) above most things in life. Fauns
love frivolity and are often quite adept at musical pursuits.
Special Abilities: A Chelonian's thick skin grants it a base
AC of 13 (equivalent to leather armor), and a Chelonian's Restrictions: Fauns can choose any class. A Faun will
back is especially tough with an AC of 17 (equivalent to typically follow the tenets of nature deities, and Clerics
plate mail only for rear attacks). Use these figures unless and Druids (if allowed by the GM) can be found equally
any armor worn grants better AC, then use the armor’s in their societies. A Faun must have a minimum
AC. A shield will be still effective in either case. Constitution score of 9, and is limited to a maximum
Charisma score of 15, generally accounted to overly
Chelonian swim no better than other humanoid races, but gregarious personalities and lack of inhibitions. Fauns
they can hold their breath twice as long. In addition, their may not wear typical human-style footwear.
underwater vision is also twice as good as normal.
Special Abilities: Fauns have Darkvision out to 30’.
Saving Throws: Chelonian save at +2 vs. Poison. They are resistant to charm-like effects from fey beings,
getting a +4 bonus on relevant saves. This includes
Faun charms of dryads, nixies, and similar beings (GM’s
decision when necessary).
Saving Throws: Like Dwarves, Fauns save at +4 vs.
Death Ray or Poison, Magic Wands, Paralysis or Petrify,
and Spells, and at +3 vs. Dragon Breath.
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NEW RACES A BASIC FANTASY SUPPLEMENT