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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.

Abilities: Increase from the base creature as follows: Wis +2, Cha +2.
Level Adjustment: Same as base creature +1.

Black Orc

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.

Goblin

Gray Elf

Gray Orc

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.

Halfling

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.

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.

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.

Hobgoblin

Human

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.

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.

Abilities: Increase any one ability score by +2.
Level Adjustment: Same as base creature +1.

BaseHeightBaseWeightAdulthoodMiddleVener­ableMaximum
RaceHeightModifierWeightModifierAgeOldAge
Aasimar+2"+25%+25%+25%+25%
Dwarf3'9"+2d4130 lbs.×2d633125188250+2d%
Elf, gray6'1"+4d8120 lbs.×2d4756009001200+5d%
Elf, high5'8"+2d12120 lbs.×1d675400600800+4d%
Elf, wood5'2"+2d12110? lbs.×1d630250375500+2d%
Gnome2'+1d420 lbs.×1d29100150200+2d%
Half-elf, male*5'1"+2d12100 lbs.×2d4216598130+6d12
Half-elf, female*4'11"+2d1275 lbs.×2d4216598130+6d12
Half-orc, male4'5"+2d10125 lbs.×2d413253850+2d10
Half-orc, female4'+2d10100 lbs.×2d413253850+2d10
Halfling, male2'8"+2d430 lbs.×1185075100+5d20
Halfling, female2'6"+2d425 lbs.×1185075100+5d20
Human, male4'10"+2d10110 lbs.×2d415355370+2d12
Human, female4'5"+2d1085 lbs.×2d415355370+2d20
Orc, male4'4"+2d6125 lbs.×2d612233445+2d8
Orc, female4'+2d6100 lbs.×2d612233445+2d8
Tiefling-1"+25%+25%+25%+25%

* Half-high elf. +1" for half-gray elves, -2" for half-wood elves.