Knave of Fates
The headwaters of the Valdus reside within the Crown of Dorodan in the land of Thradon, the ancestral home of the Kambral, a short and ingenious people. The Kambral are creators and inventors of the first order, responsible for carrying out most of the industrialization of the modern world. Kambral are respectful of their elders and employer, and are quite punctual and meticulous. Groups of Kambral will be found working as foremen in nearly every factory.
Kambral can be played in any campaign, but are rare in Broken Pieces.
(As Dwarf, but with Stubborn replacing Hardy, and Craftsman replacing Greed.)
+2 Constitution, +2 Wisdom, –2 Charisma Kambral are both tough and wise, but also a bit gruff.
Medium: Kambral are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Kambral have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Kambral can see in the dark up to 60 feet.
Craftsman: Kambral are known for their superior craftsmanship when it comes to metallurgy and stonework. Kambral with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Hatred: Kambral gain a +1 racial bonus on attack rolls against humanoid creatures of the Grugan subtypes because of their special training against these hated foes.
Stability: Kambral gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Kambral gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Stubborn: Kambral are renowned for their stubbornness. Kambral with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the Kambral has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first re-roll ability fails.
Kambral begin play speaking Common and Kambric.