TEXT: New Races
  A Basic Fantasy RPG Supplement
  Release 2
  Copyright © 2009, 2018 R. Kevin Smoot
  All Rights Reserved
  Distributed under the terms of the Open 
  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
  Bisren
  Description: The Bisren are a race descended from the 
  great Minotaurs  of  legend.   Normally peaceful,  Bisren 
  enjoy nature and keep a semi-nomadic lifestyle in regions 
  that other races call wild.  When threatened, Bisren can 
  become  quite  dangerous,  much  like  their  warrior 
  ancestors.  Bisren are impressively muscled and generally 
  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 
  they do suffer several penalties to roguish abilities).  A 
  Bisren  character  must  have  minimum  Strength  and 
  Constitution  scores  of  11.   Not  particularly  bright  or 
  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 
  urban areas they suffer a -20% penalty to their chance to 
  succeed.  Outdoor traps, such as hunting snares or dead-
  falls, do not apply the above penalty and instead are 
  made at +10% bonus.
  Saving Throws: Bisren gain no special bonuses to their 
  saving throw rolls.
  
  A BASIC FANTASY SUPPLEMENT
  NEW RACES
  Caneins
  Description: A legend exists that there was a wizard who 
  loved his dogs.  This mage kept dogs as pets, trained 
  them to guard his estate, and even used them in magical 
  experiments to enhance their ability to serve.  They were 
  gifted  with  greater  intelligence  and  a  more  humanoid 
  stature.  It is unknown whether the legend is entirely true 
  or not, but it is generally assumed to be the genesis of the 
  Caneins.
  Caneins are a race of dog-like humanoids, known for 
  their extreme sense of loyalty whether to liege, friend, or 
  family.   There is a great deal of physical variance among 
  the  individual  Caneins,  with  some  short  and  stocky, 
  others leanly-muscled, and variations in the colorations of 
  their coats.  However, all Caneins share a similar facial 
  structure similar to the various bulldog or boxer-type dog 
  breeds, having jowls and squat features.  Caneins vary in 
  their height, but are rarely larger than the average human. 
  Caneins often form almost knight-like codes and attitudes, 
  often serving a patron in exactly that capacity.
  Restrictions: Caneins can be any class, although they 
  seldom become Thieves.  Even when a Canein Thief is 
  found, it typically uses the skills of that profession in more 
  honorable ways than the typical rogue.  A Canein must 
  have a minimum Constitution of 9, and is limited to a 
  maximum Intelligence of 17.  
  Special Abilities: Caneins have a keen sense of smell, 
  able to identify individuals by their scent alone.  This 
  power olfactory sense allows the Canein to determine the 
  presence  of  concealed  or  invisible  creatures,  and any 
  penalties associated with combating such foes is halved 
  for the Canein.  For instance, a Canein suffers only a -2 
  penalty when attacking an invisible pixie.  All Caneins can 
  track  as  a  Ranger  of  equivalent  level,  and  an  actual 
  Canein Ranger (if the class is allowed by the GM) gets a 
  bonus of +20% on Tracking rolls.
  Caneins have +2 on any reaction rolls involving other 
  canine  creatures.   However,  Caneins  do  not  like  vile 
  beasts  such  as  werewolves,  hellhounds,  and  the  like, 
  despite any similarities.
  Saving Throws: Caneins save at +2 vs. Death Ray or 
  Poison as well as vs. Paralysis and Petrification effects.
  Chelonian
  Description: Inhabiting river and lake regions, Chelonian 
  are  a  race  of  reptilian  humanoids  bearing  some 
  semblance  to  turtles.   They  are  normally  content  to 
  remain within their own societies, but on occasion a more 
  adventurous individual can be found.  They are protected 
  by  thick scaly skin as  well as  a shell-like  growth that 
  covers their backside.  Chelonian are seldom taller than 5’ 
  or so.
  Restrictions: Chelonian may become members of any 
  class.  A Chelonian must have a minimum Constitution 
  score of 11, and is limited to a maximum Dexterity score 
  of 17.  
  2
  
  NEW RACES
  A BASIC FANTASY SUPPLEMENT
  Normal armors will not fit the physique of a Chelonian 
  and  they  normally  use  only  shields  to  enhance  their 
  defenses.  Specially-constructed armors can be acquired, 
  costing substantially more than listed prices and requiring 
  extra time to create.
  Special Abilities: A Chelonian's thick skin grants it a base 
  AC of 13 (equivalent to leather armor), and a Chelonian's 
  back is especially tough with an AC of 17 (equivalent to 
  plate mail only for rear attacks).  Use these figures unless 
  any armor worn grants better AC, then use the armor’s 
  AC.  A shield will be still effective in either case.
  Chelonian swim no better than other humanoid races, but 
  they can hold their breath twice as long.  In addition, their 
  underwater vision is also twice as good as normal.
  Saving Throws: Chelonian save at +2 vs. Poison.
  Faun
  Description: Fauns are a fey-related race that resemble a 
  sort of strange cross of goat with that of a small human or 
  elf-like being.  Standing only about 4’ to 5’ tall, they have 
  a human-like torso and head, but the legs and feet of a 
  goat.   One  can  find  Fauns  with  other  small  features 
  reminisce  of  goats  such  as  small  horns  or  large  ears. 
  Fauns  share  the  Halfling  love  of  simple  agrarian  life, 
  especially with respect to vineyards, as they prize wine 
  (among other brews) above most things in life.  Fauns 
  love frivolity and are often quite adept at musical pursuits.
  Restrictions: Fauns can choose any class.  A Faun will 
  typically follow the tenets of nature deities, and Clerics 
  and Druids (if allowed by the GM) can be found equally 
  in  their  societies.   A  Faun  must  have  a  minimum 
  Constitution score of 9, and is limited to a maximum 
  Charisma  score  of  15,  generally  accounted  to  overly 
  gregarious personalities and lack of inhibitions.  Fauns 
  may not wear typical human-style footwear.
  Special  Abilities: Fauns  have  Darkvision  out  to  30’. 
  They are resistant to charm-like effects from fey beings, 
  getting  a +4  bonus  on  relevant  saves.   This  includes 
  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.
  3
  
  A BASIC FANTASY SUPPLEMENT
  NEW RACES
  Phaerim
  Description:  The  beautiful Phaerim are related to fey 
  such as booka, pixies, or similar faeries.  Phaerim appear 
  to be smaller than normal  Elf-like folk, except that they 
  have a pair of wings resembling those of dragonflies or 
  sometimes butterflies.  For unknown reasons, there are at 
  least twice as many Phaerim females as there are males. 
  Phaerim stand no taller than the average Halfling (3’) but 
  have a more slight build, seldom being heavier than 40 
  pounds.
  Restrictions: Phaerim  can  be  any  class  but  generally 
  gravitate  to  magical  classes.   If  allowed  by  the  GM, 
  Phaerim will be more likely to pursue classes associated 
  with nature than the standard fare.  Thus Rangers and 
  Druids are more common than Fighters and Clerics.
  Phaerim are required to have a minimum Dexterity score 
  of 9.  Phaerim are quite captivating, and must also have a 
  minimum Charisma score of 11.  Due to their very small 
  stature, they may not have a Strength score higher than 
  15.   Also  size  related,  Phaerim  roll  hit  dice  one  size 
  smaller than normal; a d8 would become a d6, a d6 to 
  d4, and a d4 would instead be d3 (d6, 1-2=1, 3-4=2, 5-
  6=3). Phaerim may not use Large weapons, and must 
  wield Medium weapons with both hands.
  Special Abilities: Phaerim normally walk like other races, 
  but their most remarkable ability is limited flight while 
  unencumbered (at double  the  normal movement rates). 
  Phaerim  can  fly  up  to  10  rounds,  but  must  remain 
  grounded an equivalent amount of time after any flight. 
  A lightly-encumbered Phaerim can fly up to 5 rounds but 
  must rest for twice as many rounds as those flown (for 
  instance, a lightly-encumbered flight of 4 rounds requires 
  8 rounds grounded).  Phaerim take half-damage from falls 
  due to their reduced weight and wings.
  Similar  to  Halflings,  Phaerim  are  able  to  hide  very 
  effectively; so long as they remain still there is only a 10% 
  chance  they  will  be  detected  outdoors  in  forested 
  environments.  Even indoors, in dungeons, or in non-
  preferred terrain they are able to hide such that there is 
  only a 30% chance of detection. Note that a Phaerim 
  Thief will roll for hiding attempts only once, using either 
  the  Thief  ability  or  the  Phaerim  ability,  whichever  is 
  better.
  Saving  Throws: Like  Elves,  Phaerim  save  at  +1  vs. 
  Paralysis or Petrify and +2 vs. Magic Wands and Spells.
  4
  
  NEW RACES
  A BASIC FANTASY SUPPLEMENT
  Open Game License
  INTRODUCTION
  New Races: A Basic Fantasy Supplement (hereinafter “the Supplement”)  is 
  based on the System Reference Document v3.5 ("SRD"), which is Open Game 
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  5
  
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