Other Races

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Aasimar

+2 Wisdom, +2 Charisma: Aasimars inherit a measure of the insight and presence of their celestial forebears. Outsider (native): Aasimars are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep. Medium: As Medium creatures, aasimars have no special bonuses or penalties due to size. Aasimar base … Continue reading “Aasimar”

Catfolk

Races of the wild +4 Dexterity, +2 Charisma. A catfolk’s base land speed is 40 feet. Low-Light Vision: Catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. Racial Skills: Catfolk have a +2 … Continue reading “Catfolk”

Gnoll

Races of the Wild Strength +4, Constitution +2, Intelligence –2, Charisma –2. Medium size. A gnoll’s base land speed is 30 feet. Darkvision out to 60 feet. Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice; a base attack bonus of +1; and base saving throw bonuses of … Continue reading “Gnoll”

Goliath

Races of Stone +4 Strength, -2 Dexterity, +2 Constitution: Goliaths are massively muscled, but their bulk sometimes gets in the way when they’re trying to be nimble. Monstrous Humanoid: As monstrous humanoids, goliaths are proficient with all simple weapons, but they have no proficiency with any armor or shield. Medium: As Medium creatures, goliaths have … Continue reading “Goliath”

Half-ogre

+6 Strength, –2 Dexterity, +2 Constitution, –2 Intelligence, –2 Charisma: Half-ogres are big, brawny creatures without a great deal of intelligence or couth. Giant: Half-ogres are creatures with the giant type. Large: As Large creatures, half-ogres take a –1 penalty to Armor Class and a –1 penalty on all attack rolls. They also have a … Continue reading “Half-ogre”

Kobold

Races of the Dragon With balancing elements from Web Enhancements +2 Dexterity, –4 Strength, –2 Constitution. Kobolds are weak and frail, but their size grants them quickness. Small: As a Small creature, a kobold gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, a –4 size penalty on grapple … Continue reading “Kobold”

Mongrelfolk

Races of Destiny +4 Constitution, –2 Intelligence, –4 Charisma: Mongrelfolk are hardy, but they lack proper education and others find their appearance repulsive or at least vaguely unsettling. Humanoid (human): Mongrelfolk are humanoid creatures with the human subtype. Medium: As Medium creatures, mongrelfolk have no special bonuses or penalties due to size. Mongrelfolk base land … Continue reading “Mongrelfolk”

Spellscale

Races of the Dragon +2 Charisma, –2 Constitution. Spellscales are charming creatures who often neglect their physical bodies while pursuing intellectual or social interests. Medium: As Medium creatures, spellscales have no special bonuses or penalties due to their size. Spellscale base land speed is 30 feet. Low-Light Vision: A spellscale can see twice as far … Continue reading “Spellscale”

Tielfing

Races of Destiny +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings’ infernal heritage grants them quickness and cleverness, but others find their sinister aura unsettling. Outsider (native): Tieflings are outsiders who are native to the Material Plane. Unlike true outsiders, native outsiders need to eat and sleep. Medium: As Medium creatures, tieflings have no special bonuses … Continue reading “Tielfing”