Races

RACES

Human
Humans are the most populous of the civilized races and come in numerous varieties and creeds. With the vast majority of fertile territory under human control, the older races sometimes view them with spiteful envy, but for the most part the highly versatile nature of humanity leads to good relations with other races. The human subraces are listed below along with brief information on physical appearance.

Westron: Fair skinned with any color eyes or hair, Westrons are the most common form of human in Lethel. Although the Golden Age of Chivalry has passed, Westron knights, bards, and wizards are still amongst the foremost adventurers in the world, and the devout clerics of The Twins are ever fervent in their desire to spread Westron culture.

Lystrean: With slightly more tan skin, primarily dark eyes, and sandy or dark hair, Lystreans are closely related to the Westron people, but frequent contact with the south has given the Lystreans a slightly southern look. As inhabitants of the Empire of Lystrea, Lystreans are mighty warriors who have forged a vast, if declining, empire.

Ishari: Tanned skin and an aquiline cast to their dark features give the Ishari the look of desert hawks. Inhabiting the dry, hot peninsula on the northeastern tip of Theras, the Ishari have recently adopted the True Faith from the Therans and hold very strongly to their new belief.

Theran: Although the home of the True Faith, the black-skinned, black-haired people south of the Magicsend Mountains only reluctantly and bloodily accepted the change of religions. Many still wish to return the glorious cities of the magi and princes and find the new era of industry distasteful.

Northman: Fair-skinned, fair-haired, and fair-eyed, the hardy people of the north live in the rough and tumble lands outside of the more civilized southern regions. Always handy with a sword and holding to their ancient ways, the Northmen are a living relic of ancient Westron and Lystrean society.

Kal: Strangely reminiscent of dark northmen, the fierce and unforgiving horsemen of the northwestern steppe hold no alliance and serve no peaceful king. Existing in vast clans known as khagans, and led by their warrior khagars, the born archers and horsemen of the Kals sweep south, raiding and pillaging before vanishing into the endless grasslands.

Xinshi: A resident of the enigmatic east, these olive-skinned people have dark hair and eyes that appear to have a slight slant, which causes them to be viewed as a more mystic or even elf-like people. They are only encountered in the West as merchants or outcasts.

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional four skill ranks at first level and another additional skill rank whenever they gain a level.
Languages: Humans begin play speaking Common (also known as Westron) and their regional language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic.)

Halfling
Halflings are wanderers by nature, travelling the world in their long youth, seeking adventure and danger. It is only with the onset of middle age that most halflings return to their homeland of Yuilin to raise their large families and till the rich soil. Halflings come in a wide variety of skin tones and hair colors, but have primarily bright blue or green eyes.

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Spot, Listen, and Search skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Balance, Tumble, and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “Halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Mountain Dwarf
Mountain Dwarves are the most numerous of the dwarven races, although their numbers have dwindled of late. Mountain dwarves are famed for their craftsmanship and hardiness in battle. Mountain dwarves have brownish grey skin, and thick hair and beards of many colors. Most dwarves have stone colored eyes, brown or hard grey.

+2 Constitution, +2 Wisdom, –2 Charisma: Mountain Dwarves are tough and wise, but also a bit gruff.
Medium: Mountain Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Mountain Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Mountain Dwarves can see in the dark up to 60 feet.
Defensive Training: Mountain Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Mountain Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Mountain Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the beastfolk and goblinoid subtypes due to special training against these hated foes.
Hardy: Mountain Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.
Stability: Mountain Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Mountain Dwarves receive a +2 bonus on Spot and Search checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Mountain Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Mountain Dwarves begin play speaking Common and Dwarven. Mountain Dwarves with high Intelligence scores can choose from the following: Bestial, Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Sea Dwarf
+2 Constitution, +2 Intelligence, –2 Charisma: Sea Dwarves are both tough and knowledgeable, but also a bit gruff.
Medium: Sea Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sea Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Low-Light Vision: Sea Dwarves can see twice as far as humans in conditions of dim light.
Tidal Magic: Sea Dwarves recieves a +2 caster level bonus on checks to overcomes spell resistance. In addition, dwarves receive a +2 bonus on Spellcraft checks to analyze an active spell or spell being cast.
Hatred: Sea Dwarves receive a +1 bonus on attack rolls against sahuagin, sharks, and kuo-toa due to their intense hatred and special training against these creatures.
Hardy: Sea Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.
Amphibious: Sea Dwarves have a swim speed of 20 ft, and have the Amphibious trait.
Weapon Familiarity: Sea Dwarves are proficient with battleaxes, tridents, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Sea Dwarves begin play speaking Common and Dwarven. Sea Dwarves with high Intelligence scores can choose from the following: Giant, Elven, Aquan, Draconic, Undercommon, Sahuagin.

Sylvan Elf
+2 Dexterity, +2 Wisdom, -2 Charisma: Sylvan Elves are nimble and intuitive, but distrustful of other races who enter their forest home.
Medium: Sylvan Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sylvan Elves have a base speed of 30 feet.
Low-Light Vision: Sylvan Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Woodland Skill: Sylvan Elves gain a +2 racial bonus on Survival, Hide, and Move Silently checks.
Treetops: Sylvan Elves receive a +2 racial bonus to Balance and Climb checks. In addition, elves are able to locate potentially dangerous woodwork, and receive an automatic Search or Spot check when within 10 feet of trapped or hidden features located in wooden walls or floors.
Hatred: Sylvan Elves receive a +1 racial bonus on attack rolls against humanoids of the orc and beastfolk subtypes due to their long history of conflict with these creatures.
Keen Senses: Sylvan Elves receive a +2 racial bonus on Spot, Listen, and Search skill checks.
Weapon Familiarity: Sylvan Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: Sylvan Elves begin play speaking Common and Elven. Sylvan Elves with high Intelligence scores can choose from the following: Bestial, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

High Elf
+2 Dexterity, +2 Intelligence, –2 Constitution: High Elves are nimble, both in body and mind, but their form is frail.
Medium: High Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: High Elves have a base speed of 30 feet.
Low-Light Vision: High Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: High Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: High Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Cantrips: High Elves with an Intelligence of 11 or higher also gain the following spell-like abilities: 1/day – light, mage hand, prestidigitation, and charm person. The caster level for these effects is equal to the elf’s level. The DC for these spells is equal to 10 + the spell’s level + the elf’s Intelligence modifier.
Keen Senses: High Elves receive a +2 racial bonus on Spot, Listen, and Search skill checks.
Weapon Familiarity: High Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages: High Elves begin play speaking Common and Elven. High Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Auran, Gnome, Dwarven, Orc, Ancient Elven and Sylvan.

Half-Elf
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Spot, Listen, and Search skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven or their regional language. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Gnome
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Spot, Listen, and Search skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common and Gnome. Gnomes with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Ancient Elven).

Orc
+2 Strength, +2 Constitution, -2 Intelligence: Orc characters are strong and tough, but not as intelligent as others.
Medium: Orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orcs have a base speed of 30 feet.
Darkvision: Orcs can see in the dark up to 60 feet.
Intimidating: Orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Fearless: Orcs receive a +2 racial bonus on all saving throws against fear.
Hatred: Orcs receive a +1 racial bonus on attack rolls against humanoids of the elf and giant subtypes due to their long history of conflict with these creatures.
Orc Ferocity: Once per day, when an orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. In addition, an orc remains alive until he reaches negative hit points equal to 10 + 2 x Constitution Modifier.
Weapon Familiarity: Orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Half-Orc
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Adaptability: Half-orcs receive Skill Focus as a bonus feat at first level to represent their adaptive natures.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc or their regional language. Half-orcs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Dragonborn
Tall and proud, the heritage of these lesser draconic creatures is readily apparent. Crafted by divine magic at the end of the Age of Myth as warrior servants in the war against the fey, the dragonborn have forged a proud warrior culture as protectors of the ancient lore of their true dragon ancestors.

Dragonborn stand over six feet tall, covered in faint scales whose color evokes the true dragon whose breath weapon they inherited. For example a blue dragonborn would use lightning. Dragonborn of any color can be any alignment although they tend to adopt the same viewpoints as the true dragons whose scales they share.

+2 Strength, +2 Charisma, -2 Dexterity: Dragonborn characters are strong and have a very forceful presence, but are somewhat clumsy.
Medium: Dragonborn are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dragonborn have a base speed of 30 feet.
Darkvision: Dragonborn can see in the dark up to 60 feet.
Intimidating: Dragonborn receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Dragon Blood: Dragonborn count as dragons for the purposes of items or effects related to race.
Dragon Magic: Dragonborn with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day — resistance, flare, and detect magic. The caster level for these effects is equal to the dragonborn’s level. The DC for these spells is equal to 10 + the spell’s level + the dragonborn’s Charisma modifier.
Dragon Breath: Once per day, a dragonborn can breathe a 20 foot cone of fire, acid, lightning, or cold as a full round action. The damage type must be chosen at creation, and does 1d6 damage/3 levels and has a Reflex save DC equal to 10 + Charisma modifier + ½ character level.
Scaly: Dragonborn receive a +2 bonus to natural armor due to their scaly skin.
Languages: Dragonborn begin play speaking Common and Draconic. Dragonborn with high Intelligence scores can choose from the following: Dwarven, Elven, Giant, Gnome, Orc, and Undercommon.

Races

Pax Night Below Gnooble