Lifespan: 60 years. Adult at age 12.
Joro com from Amon and speak an odd language that seems reminiscent of elven and orkish languages, but with other odd features as well. Joro typically become connected to some totem animal during their childhood and, upon reaching adulthood, are able to tap into the powers of this animal.
Abilities:
You do not get to choose what classes you go. Instead, they are determined for you through some external force. If not otherwise specified by the GM, this is determined randomly. However, you get your first rank at level 1 instead of level 6. You are still proficient in the abilities you get through this rank. This extra rank does not give you additional hit dice, mana dice, HP, or MP.
Pick 1 species you're familiar with. Your allies have Gifted Snare against creatures of that species. You also have Limited Flanking against creatures of that species.
You have advantage on attack rolls against creatures that are within 5 feet of an ally of yours that isn't incapacitated and that you can see.
If proficient: You may instead pick up to P species you're familiar with. If fluent: You may instead pick up to F species you're familiar with.
When you wear armor with an AV greater than 1, you are incapable of Silver Joro Channeling, Gold Joro Channeling, Joro Totem, and all abilities from ranks gained from Classtoids if you wear armor with an AV greater than 1.
You have a spiritual connection to some common animal species. This is typically determined randomly, but your GM may have some other method they use. You have a tamer fluency for your joro totem species.
Attribute improvement: This ability sets your INT score to a minimum of 0.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of 0.
You fully transform into your ability that your Joro Totem species.
You are an expert tracker. In addition, you gain Agile outside towns and other urban areas.
You walk through difficult terrain at normal speed.
Attribute improvement: This ability sets your PER score to a minimum of 1.
You do not get to choose what classes you go. Instead, they are determined for you through some external force. If not otherwise specified by the GM, this is determined randomly. However, you get your first rank at level 1 instead of level 6. You are still proficient in the abilities you get through this rank. This extra rank does not give you additional hit dice, mana dice, HP, or MP.
Once a class is determined, you stick with it for two ranks. After that, you will start learning a new class and stick with it for another two ranks. It is possible to get the same class for multiple sets of two ranks.
Every two ranks, you gain an additional flaw as well from the following list.
| 1 | Fire Frailty |
| 2 | Holy Frailty |
| 3 | Vine Frailty |
| 4 | Terror Frailty |
| 5 | Ice Frailty |
Limitation: While in a group of three or more Joro and on horsepack on in the presence of your Joro Totem species.
Pick 1 species you're familiar with. Your allies have Gifted Snare against creatures of that species. You also have Limited Flanking against creatures of that species.
Limitation: You only get the benefits of Flanking against creatures of the species you chose.
You have advantage on attack rolls against creatures that are within 5 feet of an ally of yours that isn't incapacitated and that you can see.
If proficient: You may instead pick up to P species you're familiar with. If fluent: You may instead pick up to F species you're familiar with.
When you wear armor with an AV greater than 1, you are incapable of Silver Joro Channeling, Gold Joro Channeling, Joro Totem, and all abilities from ranks gained from Classtoids if you wear armor with an AV greater than 1.
You have a spiritual connection to some common animal species. This is typically determined randomly, but your GM may have some other method they use. You have a tamer fluency for your joro totem species.
Attribute improvement: This ability sets your INT score to a minimum of 0.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of 0.
You fully transform into your ability that your Joro Totem species.
Limitation: While in a group of three or more Joro and on horsepack on in the presence of your Joro Totem species.
You are an expert tracker. In addition, you gain Agile outside towns and other urban areas.
You walk through difficult terrain at normal speed.
Attribute improvement: This ability sets your PER score to a minimum of 1.
Body Parts:
1Normal (5 feet)
1Normal (5 feet)
0Self
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Foot | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Small | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Hand | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Handy, Prehensile, Small | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | AV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Hide | 0 | -3 | Self | 1 | 0 lb. | -3 | Armor, Body parts |
Mouths gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Mouth | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Biting, Small | Body parts |