Races

The tapestry of the world is woven with the threads of diverse beings, each contributing to the rich fabric of existence. The vast forests are a haven to elves, while dwarves find solace in the subterranean depths of their mountainous homes. Half-orcs, though rare, carve out a niche wherever they can, often on the fringes of society. Humans and halflings, meanwhile, populate the countryside, though the lure of prosperity draws individuals of all common races - humans, dwarves, elves, gnomes, half-elves, half-orcs, and halflings - to the bustling centers of civilization, where a melding of cultures and races occurs.

Child Chapters

Other Races

Racial Templates

Sections

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”

Draconic

“Draconic” is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature) except a dragon. A draconic creature uses all the base creature’s statistics and special abilities except as noted here. Size and Type: Animals with this template become magical beasts, but otherwise the base creature’s … Continue reading “Draconic”

Dwarf

+2 Constitution, Dwarves are stout and tough. Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or whose speed is reduced in such conditions). Stonecunning: This ability grants … Continue reading “Dwarf”

Elf

Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. Elf base land speed is 30 feet. Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 … Continue reading “Elf”

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”

Gnome

+2 Constitution, –2 Strength: Like dwarves, gnomes are tough, but they are small and therefore not as strong as larger humanoids. Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller … Continue reading “Gnome”

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-dragon

“Half-dragon” is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature). A half-dragon uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or … Continue reading “Half-dragon”

Half-elf

Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size. Half-elf base land speed is 30 feet. Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throw against enchantment spells or effects. Low-light Vision: A half-elf can see twice as far as a human … Continue reading “Half-elf”

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”

Half-orc

+2 Strength, –2 Intelligence, –2 Charisma: Half-orcs are strong, but their orc lineage makes them dull and crude. Medium: As Medium- creatures, half-orcs have no special bonuses or penalties due to their size. Half-orc base land speed is 30 feet. Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is … Continue reading “Half-orc”

Halfling

+2 Dexterity, –2 Strength: Halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids. Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, … Continue reading “Halfling”

Human

Human Racial Traits Humanoid (human): Humans are humanoid creatures with the human subtype. Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. Human base land speed is 30 feet. Able learner: All skill ranks cost 1 skill point for humans to purchase, even if the skill is cross-class for … Continue reading “Human”

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”

Racial Characteristics

Your character’s race determines some of his or her qualities. Ability Adjustments Find your character’s race on Table 2–1: Racial Ability Adjustments (see the next page) and apply the adjustments you see there to your character’s ability scores. If these changes put your score above 18 or below 3, that’s okay, except in the case … Continue reading “Racial Characteristics”

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”