
Races
Aasimar (Template)
Sometimes a child is born of the union of a celestial and a mortal, resulting in a half-angel. The descendants of a half-angel are generally typical members of their race, but occasionally the latent blood of the angel will manifest itself, producing an aasimar. Rarely, a pregnant woman affected by strong forces of good will give birth to an aasimar child. While aasimar are imbued with holy power and generally follow in the spiritual heritage of their celestial ancestor, aasimar can and do turn away from the path of righeousness for self-gain.
Aasimar
is an inherited template that can be added to any living, corporeal creature with Intelligence 4 or higher. An aasimar uses the base creature's statistics and abilities except as noted.
Size and Type: The creature's type changes to outsider. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged. Aasimar are normally native outsiders.
Special Qualities: Aasimar retain all the special qualities of the base creature and also gain the following qualities.
- Darkvision out to 60 feet.
- Daylight as a spell-like ability 1/day.
- Acid, cold, and electricity resistance 5
- +1 racial bonus on Fortitude saves against poison.
- Favored class: Paladin. This is in addition to the base creature's favored class.
Abilities: Increase from the base creature as follows: Wis +2, Cha +2.
Level Adjustment: Same as base creature +1.
Black Orc
- Medium Humanoid (orc)
- +4 Str, +2 Con, −4 Int, −2 Wis, −2 Cha
- Base land speed: 30 feet
- Light Sensitivity: The creature is dazzled in bright sunlight or within the radius of a daylight spell.
- Orc Subtype: Orcs have a +2 racial bonus on Intimidate checks and darkvision out to 60 feet.
- Automatic languages: Orc 2 ranks, regional (usually Barktan) 2 ranks. Bonus languages: Abyssal, Common, Giant, Gnoll, Goblin, Undercommon.
- Favored class: Barbarian
Gnome
Gnomes are otherworldly forest creatures, wielding the magic that is their birthright. While always amiable with nongnomes, they rarely associate with other races; they see outsiders as too different. To other fey, though, the gnomes are the most humanlike of their supernatural kind, placing the gnomes in an unenviable position as middle-men. Though gnomes are a race wise well beyond their years, few are knowledgable about the behaviors of those beyond their sylvan home. Combined with a natural curiosity, this lack of understanding leads gnomes to question their 'visitors' incessantly about their doings.
- Small Fey
- −2 Str, +2 Dex, +2 Wis, +2 Cha
- Base land speed: 20 feet
- Low-light vision
- Racial Hit Dice: A gnome begins with 3d6 Hit Dice, BA +1, and base saves +1/+3/+3. A gnome's fey levels give it 6 × (6 + Int modifier) skill points and two feats. Its class skills are Bluff, Disguise, Escape Artist, Listen, Move Silently, Sense Motive, and Survival.
- Carrying capacity as though one size category smaller
- +2 racial bonus to Move Silently checks
- +4 racial bonus on saves vs. fey poisons
- +1 dodge bonus to AC
- Bad Luck (Su): A gnome can bestow a curse of ill fortune on those striking it once per day as a reaction. Affected creatures take a −2 penalty on saves and checks for the next fortnight or until the creature has break enchantment, limited wish, miracle, remove curse, or wish cast on them.
- Spell-like Abilities: 1/day—animal messengerM, ghost sound, invisibility, jump, magic stone, pass without trace. (CL 3)
- Speak with Animals (Ex): At will
- Automatic language: Sylvan 2 ranks, elven 1 rank, regional 1 (usually Pirthian) rank. Bonus languages: Common, Gnoll, Goblin, Halfling.
- Favored class: Druid
Goblin
- Small Humanoid (goblinoid)
- −2 Str, +2 Dex, −2 Cha
- Base land speed: 30 feet
- Goblinoid Subtype: Goblinoids have a +4 racial bonus on Move Silently checks and darkvision out to 60 feet.
- +4 racial bonus on Ride checks.
- Qualifies for the Archmage prestige class if able to cast 6th level arcane spells (instead of 7th-level arcane spells)
- Automatic languages: Goblin 2 ranks, regional (usually Nethaldric) 2 ranks. Bonus languages: Draconic, Elven, Giant, Gnoll, Orc.
- Favored class: Rogue
Gray Elf
- Medium Humanoid (elf)
- −2 Str, +2 Dex, −2 Con, +4 Int, +2 Cha
- Base land speed: 30 feet
- Keen senses: Gray elves see twice as far as humans, and four times as far in low-light conditions. They have a +4 racial bonus to Spot checks.
- Elf Subtype: Elves have immunity to sleep spells and effects and a +2 racial saving throw bonus against enchantment spells or effects. An elf within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- +2 racial bonus on Listen and Search checks.
- Meditative: Can prepare spells after 4 hours of rest (instead of 8), +2 racial bonus on Concentration checks.
- Automatic languages: Gray Elven 2½ ranks, regional (usually Barktan) 1½ ranks. Bonus languages: Celestial, Common, Draconic, Elven, Giant, Gnoll, Goblin, Infernal, Orc.
- Favored class: Wizard
- Level adjustment: +1
Gray Orc
- Medium Humanoid (orc)
- +4 Str, −2 Int, −2 Wis, −2 Cha
- Base land speed: 30 feet
- Light Sensitivity: The creature is dazzled in bright sunlight or within the radius of a daylight spell.
- Orc Subtype: Orcs have a +2 racial bonus on Intimidate checks and darkvision out to 60 feet.
- Automatic languages: Orc 2 ranks, regional (usually Pirthian) 2 ranks. Bonus languages: Abyssal, Common, Giant, Gnoll, Goblin.
- Favored class: Barbarian
Half-Elf
Elves, men, and orcs are mutually fertile, leading to a variety of crossings between these types. Half-elves are a physical cross between their parents: taller than men but shorter than their elven ancestors, less nimble but also less frail than elves; less easily adaptable, perhaps, than their human parent, but longer-lived. Half-elves typically take the hair color of their elven parent, and often their eye color too. Half-elves raised among wood elves are barbaric and hard to distinguish from other elves; those raised among other elves or humans are more easily recognized as different. Torn between their different heritages, they are natural negotiators.
Quarter-elves are human in appearance, except for their unusual height and often their eye color.
- Medium Humanoid (elf)
- Base land speed: 30 feet
- Low-light vision
- Elf Subtype: Elves have immunity to sleep spells and effects and a +2 racial saving throw bonus against enchantment spells or effects. An elf within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- +1 racial bonus on Listen, Search, and Spot checks
- +2 racial bonus on Diplomacy and Gather Information checks
- Automatic languages: Elven 1 ranks, Common 1 rank, regional (usually Pirthian) 2 ranks. Bonus languages: All.
- Favored class: Any
Halfling
- Small Humanoid (halfling)
- −2 Str, +2 Dex
- Base land speed: 20 feet
- +2 racial bonus on Climb, Jump, Listen, and Move Silently checks
- +1 racial bonus on all saving throws
- +2 morale bonus on saving throws against fear
- +1 racial bonus on attack rolls with thrown weapons and slings
- Automatic languages: Common 1 rank, Halfling 2 ranks, regional 1 rank. Bonus languages: Dwarven, Elven, Goblin, Sylvan.
- Favored class: Rogue
Half-Orc
Like elves, orcs are kin to men and mutually fertile. Half-orcs are common where there is conflict between their parent races. They take on much of the musculature of their orcish parent but the height of their human side. Among humans they are accorded little respect and must defend their own reputations. In orcish tribes they are usually seen as weak and suffer harsher tests than others in their tribe, but those who survive often become leaders or advisors among their kind, thanks to the cunning that is their birthright due them from their human side.
Half-orcs most often take on the gray skin color of their orcish parent but the hair of their human parent. Their eyes are seen as human eyes by orcs and orc-eyes by men: they are large and luminous, but yellow and slit like an orc's eye.
- Medium Humanoid (orc)
- +2 Str, −2 Int, −2 Cha
- Base land speed: 30 feet
- Orc Subtype: Orcs have a +2 racial bonus on Intimidate checks and darkvision out to 60 feet.
- Automatic languages: Orc 2 ranks, regional (usually Barktan or Pirthian) 2 ranks. Bonus languages: Abyssal, Giant, Gnoll, Goblin.
- Favored class: Barbarian
High Elf/Wood Elf
The high elves are the first-born of the sapient races, created from a drop of their creator's blood. They are tall, graceful, and beautiful. They have impossibly fair skin and a wide variety of hair and eye colors. They built the first great civilizations and live in peace with their own kind. High elves are keenly aware of their place in the world: once they were the greatest, but now they are only one of many races with equal claim to the land. Most accept this without animosity, though wistful reminders of their former place is enough to kindle regret in their hearts. More than anything else, high elves fear the fate of their cousins the wood elves.
Wood elves are the lesser kin of high elves, of the same stock but diminished in stature and culture. Physically, they are known for their striking red hair, though blonde hair is not unknown among their kind. They are anamistic, worshipping the land and its spirits to the exclusion of the gods (though wood elves who have travelled from their lands may worship in other ways). Wood elves are believed to practice a number of unsavory rituals, and this is not without basis: some tribes have been known to sacrifice intelligent creatures (mostly humans, high elves, and wood elves of other tribes). Most wood elves file their front teeth to points, further adding to their reputation for savagery.
- Medium Humanoid (elf)
- +2 Dex, −2 Con
- Base land speed: 30 feet
- Low-light vision
- Elf Subtype: Elves have immunity to sleep spells and effects and a +2 racial saving throw bonus against enchantment spells or effects. An elf within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- High elves and wild elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
- +2 racial bonus on Listen, Search, and Spot checks.
- Automatic languages: Elven 2 ranks, regional (usually Denivian) 2 ranks. Bonus languages: Draconic, Gnoll, Goblin, Gray Elven, Orc, Sylvan.
- Favored class: Wizard
Hill Dwarf
Eons past, the Dwarffather created the first of this race by breathing life into statues of stone, metal, and gems. They are a hardy race, bearing their burdens easily and tiring less easily than those of frailer construction. There are two main branches of dwarves, the mountain dwarves (who call themselves true dwarves
) and hill dwarves. The hill dwarves are more numerous and associate more freely with other races, though they are less inclined to befriend others or form strong bonds.
Dwarven culture tells of the importance of defending the ancestral homes of the dwarves from their enemies, especially the giants. In dwarven stories giants are always portrayed as crude and uncultured monsters little brighter than beasts. Though no grown dwarf truly believes these tales, their effect on dwarf/giant relations is telling; seldom are peaceful resolutions to conflicts found between these two races: too deep runs the suspicion on both sides.
- Medium Humanoid (dwarf)
- +2 Con, −2 Cha
- Base land speed: 20 feet
- Darkvision out to 60 feet
- Dwarf Subtype: Stability, stonecunning, and not slowed when wearing medium or heavy armor or when carrying a medium or heavy load.
- Stability: The creature is exceptionally stable on its feet, gaining a +4 bonus on checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- Stonecunning: Creatures with stonecunning have a +2 racial bonus on Search checks to notice unusual stonework (such as sliding walls, stonework traps, new construction, even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. If the creature merely comes within 10 feet of unusual stonework it can make a Search check as if it was actively searching, and can use the Search skill to find stonework traps as a rogue can. The creature also intuits depth, sensing its approximate depth underground as naturally as a human can sense which way is up. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
- Weapon Familiarity: Dwarves treat dwarven urgroshes as martial weapons, rather than exotic weapons.
- +2 racial bonus on saving throws against poison, spells, and spell−like effects. As a special exception to the stacking rules, hill dwarves affected by a poison spell or spell−like ability may stack their racial bonuses (total +4).
- +4 dodge bonus to Armor Class against giants
- Automatic languages: Dwarven 2 ranks, regional (usually Pirthian) 2 ranks. Bonus languages: Giant, Goblin, Orc, Terran, Undercommon.
- Favored class: Fighter
Hobgoblin
- Medium Humanoid (goblinoid)
- +2 Dex, +2 Con
- Base land speed: 30 feet
- Goblinoid Subtype: Goblinoids have a +4 racial bonus on Move Silently checks and darkvision out to 60 feet.
- 1 bonus skill point per level (4 at level 1)
- Automatic languages: Goblin 2 ranks, regional (usually Westron) 2 ranks. Bonus languages: Draconic, Dwarven, Infernal, Giant, Orc.
- Favored class: Fighter
- Level adjustment: +1
Human
- Medium Humanoid (human)
- Base land speed: 30 feet
- Bonus feat
- 1 bonus skill point per level (4 at level 1)
- Automatic Languages: Common 1 rank, regional 2 ranks. Bonus languages: All.
- Favored class: Any
Mountain Dwarf
Mountain dwarves are stockier and slower than the hill dwarves, also tending to be slightly shorter. They are well-adapted to living deep beneath the earth, or in mountains where the sun is never seen.
- Medium Humanoid (dwarf)
- −2 Dex, +2 Con
- Base land speed: 20 feet
- Darkvision out to 90 feet
- Dwarf Subtype: Stability, stonecunning, and not slowed when wearing medium or heavy armor or when carrying a medium or heavy load.
- Stability: The creature is exceptionally stable on its feet, gaining a +4 bonus on checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- Stonecunning: Creatures with stonecunning have a +2 racial bonus on Search checks to notice unusual stonework (such as sliding walls, stonework traps, new construction, even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. If the creature merely comes within 10 feet of unusual stonework it can make a Search check as if it was actively searching, and can use the Search skill to find stonework traps as a rogue can. The creature also intuits depth, sensing its approximate depth underground as naturally as a human can sense which way is up. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
- Weapon Familiarity: Dwarves treat dwarven urgroshes as martial weapons, rather than exotic weapons.
- +2 racial bonus on Fortitude and Will saves
- +4 dodge bonus to Armor Class against giants
- Automatic languages: Dwarven 2 ranks, regional (usually Denivian or Pirthian) 2 ranks. Bonus languages: Giant, Goblin, Orc, Terran, Undercommon.
- Favored class: Fighter
Tiefling (Template)
Tiefling
is an inherited template that can be added to any living, corporeal creature with Intelligence 4 or higher. A tiefling uses the base creature's statistics and abilities except as noted.
Size and Type: The creature's type changes to outsider. Do not recalculate the creature's Hit Dice, base attack bonus, or saves. Size is unchanged. Tieflings are normally native outsiders.
Special Qualities: Tieflings retain all the special qualities of the base creature and also gain the following qualities.
- Darkvision out to 60 feet.
- Darkness as a spell-like ability 1/day.
- Cold and fire resistance 5
- Poison immunity
- Favored class: Rogue. This is in addition to the base creature's favored class.
Abilities: Increase any one ability score by +2.
Level Adjustment: Same as base creature +1.
| Base | Height | Base | Weight | Adulthood | Middle | | Venerable | Maximum |
| Race | Height | Modifier | Weight | Modifier | Age | Old | Age |
| Aasimar | +2" | – | – | – | – | +25% | +25% | +25% | +25% |
| Dwarf | 3'9" | +2d4 | 130 lbs. | ×2d6 | 33 | 125 | 188 | 250 | +2d% |
| Elf, gray | 6'1" | +4d8 | 120 lbs. | ×2d4 | 75 | 600 | 900 | 1200 | +5d% |
| Elf, high | 5'8" | +2d12 | 120 lbs. | ×1d6 | 75 | 400 | 600 | 800 | +4d% |
| Elf, wood | 5'2" | +2d12 | 110? lbs. | ×1d6 | 30 | 250 | 375 | 500 | +2d% |
| Gnome | 2' | +1d4 | 20 lbs. | ×1d2 | 9 | 100 | 150 | 200 | +2d% |
| Half-elf, male* | 5'1" | +2d12 | 100 lbs. | ×2d4 | 21 | 65 | 98 | 130 | +6d12 |
| Half-elf, female* | 4'11" | +2d12 | 75 lbs. | ×2d4 | 21 | 65 | 98 | 130 | +6d12 |
| Half-orc, male | 4'5" | +2d10 | 125 lbs. | ×2d4 | 13 | 25 | 38 | 50 | +2d10 |
| Half-orc, female | 4' | +2d10 | 100 lbs. | ×2d4 | 13 | 25 | 38 | 50 | +2d10 |
| Halfling, male | 2'8" | +2d4 | 30 lbs. | ×1 | 18 | 50 | 75 | 100 | +5d20 |
| Halfling, female | 2'6" | +2d4 | 25 lbs. | ×1 | 18 | 50 | 75 | 100 | +5d20 |
| Human, male | 4'10" | +2d10 | 110 lbs. | ×2d4 | 15 | 35 | 53 | 70 | +2d12 |
| Human, female | 4'5" | +2d10 | 85 lbs. | ×2d4 | 15 | 35 | 53 | 70 | +2d20 |
| Orc, male | 4'4" | +2d6 | 125 lbs. | ×2d6 | 12 | 23 | 34 | 45 | +2d8 |
| Orc, female | 4' | +2d6 | 100 lbs. | ×2d6 | 12 | 23 | 34 | 45 | +2d8 |
| Tiefling | -1" | – | – | – | – | +25% | +25% | +25% | +25% |
* Half-high elf. +1" for half-gray elves, -2" for half-wood elves.
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