Races
This page contains a reference for all the playable races on Netheril.
Contents
- 1 Races
- 2 Tier 1 Subraces: Non Application required
- 3 Tier 2 Subraces: Application and Background required
- 4 Tier 3 Subraces: In Depth Application and Background required - limits may apply
- 5 Tier 4 Subraces: In Depth Application and backstory, these subraces are very rare and will be assessed case by case - Limits will apply
Races[edit]
Dwarf[edit]
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.
Attribute Adjustments:
- +2 Constitution.
- -2 Charisma
Skill Adjustments:
- None.
Bonus Feats:
- Stonecutting
- Darkvision
- Hardiness Vs Poison
- Hardiness Vs Spells
- Offensive Training Vs Orcs
- Offensive Training Vs Goblinoids
- Defensive Training Vs Giants
- Skill Affinity (Lore)
Home-Regions:
Subraces:
- Shield Dwarf (Default)
- Gold Dwarf
Elf[edit]
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.
Attribute Adjustments:
- +2 Dexterity.
- -2 Constitution
Skill Adjustments:
- None.
Bonus Feats:
- Sleeplessness
- Hardiness vs Enchantments
- Partial Skill Affinity (Listen)
- Partial Skill Affinity (Search)
- Partial Skill Affinity (Spot)
- Low Light Vision
- Keen Senses.
- Bonus Weapon Proficiencys (Longbow, Longsword, Rapier, Shortbow).
Home-Regions:
Subraces:
Gnome[edit]
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.
Attribute Adjustments:
- +2 Constitution.
- -2 Strength
Skill Adjustments:
- None.
Bonus Feats:
- Hardiness Vs Illusions
- Offensive Training Vs Reptilians
- Offensive Training Vs Goblinoids
- Defensive Training Vs Giants
- Skill Affinity (Listen)
- Skill Affinity (Concentration)
- Low Light Vision
- Spell Focus Illusion.
Home-Regions:
Subraces:
- Rock Gnome (Default)
Half-Elf[edit]
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180 years.
Attribute Adjustments:
- None.
Skill Adjustments:
- None.
Bonus Feats:
- Sleeplessness
- Hardiness vs Enchantments
- Partial Skill Affinity (Listen)
- Partial Skill Affinity (Search)
- Partial Skill Affinity (Spot)
- Low Light Vision
Home-Regions:
Subraces:
- Half-Elf (Default)
- Half-Drow (Application-Race)
Halflings[edit]
Halflings, also known as Hin, are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.
Attribute Adjustments:
- +2 Dexterity.
- -2 Strength
Skill Adjustments:
- None.
Bonus Feats:
- Skill Affinity (Move Silently)
- Skill Affinity (Listen)
- Lucky
- Fearless
- Good Aim
- Small Stature
Home-Regions:
- None.
Subraces:
- Lightfoot Halfling (Default)
Half-Orc[edit]
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.
Attribute Adjustments:
- +2 Strength
- -2 Intelligence
- -2 Charisma
Skill Adjustments:
- None.
Bonus Feats:
- Darkvision
Home-Regions:
- None.
Subraces:
- Half-Orc (Default)
- Orc (Application-Race)
Netherese Humans[edit]
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Humans of the Netherese Empire believed themselves to be the chosen race based on their ability to control magic like no other race upon the face of the world. Those who were unable to wield magic were considered less cultured and treated accordingly, seen as nothing more than primitive beings. The Netherese, however, had a certain amount of respect for the Dwarves even with their inability to use magic, this was made up by their abilities in various trades, from stonemasonry to metal work.
Attribute Adjustments:
- None.
Skill Adjustments:
- None.
Bonus Feats:
- Quick To Master
- Skilled
Home-Regions:
Subraces:
Non-Netherese Humans[edit]
The numerous barbarians such as the Rengarth and Angardt peoples were culturally different to the humans of the Netherese Empire, with many living within the vast open lands of the Patrician Plains. Many of these tribes were very superstitious and fearful of the use of magic, only trusting in their own shamans and primitive priests. There were various tribes of barbarians who lived a semi-nomadic life throughout the wide grasslands west of the Netheril River, each tribe having its own strange customs and rites. The barbarians rarely posed much of a threat directly to the empire because of these divisions and would often war amongst themselves more often than not. Today, however, all of the barbarians hold, at best, a great mistrust towards the Humans of the Netherese, at worst, they would kill them on sight.
Attribute Adjustments:
- None.
Skill Adjustments:
- None.
Bonus Feats:
- Quick To Master
- Skilled
Home-Regions:
Subraces:
Tier 1 Subraces: Non Application required[edit]
Aasimar[edit]
Aasimar are the plane-touched humans who possesses a distant celestial ancestor. On account of their blood-lineage Aasimar have a strong native tilt towards good alignments and virtues. All aasimar bear some form of physical indicator of their heritage, such as glowing eyes, skin or hair, celestial runes upon their skin, or even wings.
Base Race:
- Human
Keyword::
- Aasimar
Attribute Adjustments:
- +2 Wisdom
- +2 Charisma
Skill Adjustments:
- None.
Bonus Feats:
- Darkvision
- Resistance 5/- Acid
- Resiatance 5/- Cold
- Resistance 5/- Electricity
- Spell Ability - Light 1/Day
Home-Regions:
Notes:
- Alignment (Good/Neutral): On account of their blood-line Aasimar's are naturally inclined to be good or neutral.
Level Adjustment: +1
Goblin[edit]
Goblins are diminutive but cruel humanoids with pointed ears, small fangs, and a wide range of skin colors. They are kin to other "goblinoid" races such as the larger hobgoblins and bugbears. While goblins are often considered little more than a nuisance, they are a fecund race and an unchecked population can often balloon into a serious threat.
Base Race:
- Halfing
Keyword:
- goblin
Stat Adjustments:
- -2 Strength
- -2 Charisma
- +2 Dexterity
- small size
Skill Adjustments:
- +4 hide/move silently
Feat Adjustments:
- Saves Adjustments:
- -2 vs Fear
- +3 vs Disease
Level Adjustment: 0
Kobold[edit]
Kobolds are small reptilian humanoids, dangerous only in great numbers. They are distant kin to great reptiles such as dragons and sometimes serve them as minions. Though physically puny and often cowardly, kobolds are industrious creatures and skilled with setting traps and ambushes and at mining.
Base Race:
- Halfling
Keyword:
- kobold
Stat Adjustments:
- -2 Strength
- -2 Constitution
- +2 Dex
- small size
Skill Adjustments:
- +2 Spellcraft
- +4 Hide/MS
- +2 spot/search
Feat Adjustments:
- Darkvision
- Skill Affinity Listen
- Skill Affinity Move silently
Misc Adjustments:
- Natural Armour: +1
Level Adjustment: 0
Hobgoblin[edit]
Hobgoblins are larger cousins of goblins. Though they superficially resemble goblins, they are taller even than most humans and have much stronger and straighter limbs than true goblins. Hobgoblins are more intelligent, organised and disciplined than the other goblinoid races, but share their cruelly aggressive natures and foul tempers. Natural warriors, hobgoblins delight in warring with other humanoid races.
Base Race:
- Half-Elf
Keyword:
- hobgoblin
Stat Adjustments:
- +2 Dexterity
- +2 Constitution
Skill Adjustments:
- +4 Hide/MS
Feat Adjustments:
- Strong Soul
- Darkvision
Saves Adjustments:
- +2 vs Poison
- +2 vs Disease.
Level Adjustment: +2
Gnoll[edit]
Gnolls are very tall (generally over 7 feet) and lean humanoids that resemble hyenas. Known and feared for their feral and savage natures, it is even speculated that gnolls may have distant demonic heritage. Gnolls are born predators and have a deep craving for hunting and raiding. Their culture is unsettling to many other humanoid races for gnolls have no qualms about eating humanoids they kill and enslaving those they do not and they also scavenge trophies from their victims. Gnolls nevertheless form strong family bonds and feel deep loyalty to their pack and bloodline.
Base Race:
- Half-Elf
Keyword:
- gnoll
Stat Adjustments:
- +2 Strength
- +2 Constitution
- –2 Intelligence
- –2 Charisma
Skill Adjustments:
- +4 Intimidate
- +2 Discipline
- +2 Spot
- +2 Listen
Feat Adjustments:
- Add Stealthy
- Darkvision
Saves Adjustments:
- +3 Fortitude
- AC: +1
Favoured Class:
- Ranger
Level Adjustment: +2
Lizard Folk[edit]
Primitive and savage, these reptilian humanoids are not inherently evil but can be very dangerous if provoked or on the hunt. They are fiercely territorial, banding together to protect the swamplands they inhabit. Lizardfolk are hardy creatures with tough, scaly hides and a natural resistance to toxins, and look down upon other races as "softskins".
Base Race:
- Half-Elf
Keyword:
- lizardfolk
Stat Adjustments:
- +2 Strength
- +2 Constitution
- -2 Intelligence
Skill Adjustments:
- -2 Persuade/Bluff
- -3 Lore
Feat Adjustments:
- Add Darkvision
Saves Adjustments:
- +3 Reflex
Misc Adjustments:
- +5 Natural AC
- Immunity to Poison
Favoured Class:
- Druid
Kenku[edit]
Kenku are avian humanoids with human-like arms and talons in place of feet. It is said that kenku once had wings as well but those were stripped away by one of their deities. Kenku are covered in black, gray, or brown feathers and have black beaks, along with a relatively humanoid build. They are more agile than humans, but they tend to be physically weaker. Although notoriously selfish and opportunistic creatures, kenku are surprisingly adept at teamwork whether with their own kind or other humanoids. Kenku are also capable of mimicking sounds and voices they have heard.
Base Race:
- Half-Elf
Keyword:
- kenku
Stat Adjustments:
- -2 strength
- +2 intelligence
- +2 dexterity
Skill Adjustments:
- +4 bluff
Feat Adjustments:
- Low-light vision
Saves Adjustments:
- -1 Fort
- +2 Reflex
Favoured Class: Rogue
Level Adjustment: +1
Tiefling[edit]
Tieflings are humans with a diluted fiendish familial ties in their native blood. Unlike Cambions or Alu-Fiends Tieflings have a diluted fraction of fiendish blood in their veins as a result of their nearest fiend ancestor being a distant relative; such as a great-grandparent or older. Tieflings were known for their cunning and personal allure, which made them excellent deceivers as well as inspiring leaders when prejudices were laid aside. All tieflings possess some form of physical sign of their heritage, such as horns, unusual skin colour or even a tail.
Base Race:
- Human
Keyword:
- tiefling
Attribute Adjustments:
- +2 Dexterity
- +2 Intelligence
- -2 Charisma
Skill Adjustments:
- +2 Hide
- +2 Bluff
Bonus Feats:
- Darkvision
- Resistance 5/- Acid
- Resiatance 5/- Cold
- Resistance 5/- Electricity
- Spell Ability - Darkness 1/Day
Home-Regions:
Notes:
- Alignment (Evil/Neutral): The fiendish blood of Tiefling has a subtle effect on their temperament in line with their distant ancestors. Many tieflings lean into this and result with an alignment closely in line with their distance lineage; while a small proportion may, as a result of up-bringing of environmental influence adopt a more neutral perspective.
Level Adjustment: +1
Orc[edit]
Orcs are brutish humanoids, averaging in height at about 6 foot. Savage and brutal in equal measure, Orcs are not a foe to treat lightly, and in number their tribes have proven a constant threat to their neighbours, thriving by raiding and plundering. Orc cultures can range in size, from tribal bands to full settlements. While Orcs for the most part favour brawn over brains, sometimes a particular charismatic and keen-minded orc can arise; either as a leader or a cast out outcast. Outcast orcs are no less dangerous, often as their outcast status often suggests some reason that even orcs were to find abhorrent, though failed coups are other more mundane situations are possibilities also.
Base Race:
- Half-Elf
Keyword:
- orc
Attribute Adjustments:
- +4 Strength
- -2 Intelligence
- -2 Wisdom
- -2 Charisma
Skill Adjustments:
- +2 Discipline
- +2 Heal
- +2 Intimidate
- +2 Taunt
Bonus Feats:
- Darkvision
- All Weapon Proficiency
Save Adjustments:
- +4 Vs Poison
Alignment (Evil/Neutral): The culture of orcs is one of strength and brutal displays to retain position, as a result of this evil, barbaric, pragmatism is the dominant force driving most orcs. This leads to most orcs having an evil alignment, or a neutral alignment with evil/brutal tendencies.
Level Adjustment: +1
Tier 2 Subraces: Application and Background required[edit]
Bugbear[edit]
Base Race:
- Half-Elf
Keyword:
- bugbear
Stat Adjustments:
- +4 Strength
- +2 Dexterity
- +2 Constitution
- -2 Charisma
Skill Adjustments:
- +2 heal, taunt, intimidate and discipline
Feat Adjustments:
- Lowlight Vision
- Trackless Step
- Use Poison
Saves Adjustments:
- Fort +1
- Ref +3
- Will +1
AC: +3
Favoured Class: Rogue
Level Adjustment: +4
Duergar[edit]
Duergar, also known as grey dwarves, are a subterranean subrace of dwarves found within the Underdark and, occasionally, near volcanoes. Their relationship with their surface cousins is a frigid and hateful one and can be compared to the sentiments shared between the Drow and Surface-Elves. Their personalities tend to be grim, paranoid and cynical.
Base Race:
- Dwarf
Keyword:
- duergar
Attribute Adjustments:
- +2 Constitution
- -4 Charisma
Skill Adjustments:
- +4 Move Silently
- +1 Spot
- +1 Listen
Bonus Feats:
- Darkvision
- Immune to paralysis and poisons
- Spell Ability - Invisibility 1/Day
Home-Regions:
Notes:
- Alignment (Evil): Due to natural cruelty of the Underdark and the cold, methodical pragmatism of Duergar society the majority of Duergar have a strong evil-tilt in their morality, along with a strict abiding to structure and law. As a result most Duergar are Lawful Evil, and Neutral Evil, with some extending to Chaotic Evil.
Level Adjustment: +1
Drow[edit]
Dark Elf, descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth. These dark elves are recognizable by their black skin that resembles obsidian and stark white or pale yellow hair, it is not uncommon for them to have pale eyes in the shade of lilac, silver, pink or blue. Living in a matriarchal society these evil and sadistic elves are a ruthless race and not welcomed in the surface world.
Base Race:
- Elf
Keyword:
- drow
Ability adjustments:
- +2 Int
- +2 Cha
Bonus Feats:
- Darkvision
- Low Light
- Iron will: affinity bonus on will saving throws +2
Home-Regions:
Notes:
- Give darkness(3) 1/day, give spell resistance = 11 +(level)
Level Adjustment: +3
Half Dryad[edit]
Base Race:
- Half-Elf
Keyword:
- half dryad
Stat Adjustments:
- +2 Wisdom
- +2 Constitution
- -2 Strength
Skill Adjustments:
- +2 Lore, +2 Animal Empathy
Feat Adjustments:
- Darkvision
- DR 5/+1
- Charm Person or Animal 3/day
Notes:
- Mostrous Regeneration 1/day
- %50 Vulnerability to Negative Energy
AC: +1
Favoured Class: Druid
Level Adjustment: +2
Half Fey[edit]
Base Race:
- Half-Elf
Keyword:
- half dryad
Stat Adjustments:
- +2 Wisdom
- +2 Dexterity
- +4 Charisma
- -2 Constitution
Skill Adjustments:
- +2 Lore, +2 Animal Empathy
Feat Adjustments:
- Darkvision
- DR 5/+1
- Charm Person or Animal 3/day
- Tashas Hideous Laughter 1/day
- Sleep 1/day
- Invisibility 3/day
AC: +1
Favoured Class: Sorcerer
Level Adjustment: +1
Half Troll[edit]
Base Race:
- Half-Elf
Keyword:
- half troll
Stat Adjustments:
- +2 Strength
- +1 Dexterity
- +3 Constitution
- -2 Charisma
- -1 Wisdom
- -1 Intelligence
- Large Size
Skill Adjustments:
- +2 taunt and Discipline, +2 Intimidate, -3 Persuade/Bluff, -2 Hide/Move Silent
Feat Adjustments:
- Darkvision
Saves Adjustments:
- +2 fortitude
Notes:
- Damage Vun: Fire/Acid 10%
- Natural Armour: +1
Favoured Class: Fighter
Level Adjustment: +3
Satyr[edit]
Base Race:
- Human
Keyword:
- satyr
Stat Adjustments:
- +2 Dexterity
- +2 Charisma
- -2 Wisdom
- +2 Intelligence
- Large Size
Skill Adjustments:
- +4 perform, +2 Bluff
Feat Adjustments:
- Darkvision
Notes:
- Charm person and Sleep once a day
- Natural Armour: +2
Favoured Class: Bard
Level Adjustment: +2
Svirfneblin, Deep Gnome[edit]
Base Race:
- Gnome
Keyword:
- deep gnome
Attribute Adjustments:
- +2 Dexterity
- +2 Wisdom
- -2 Strength
- -4 Charisma
Skill Adjustments:
- +2 Listen, +2 Hide, +2 Move Silent
Bonus Feats:
- Darkvision
- Stonecunning
Home-Regions:
Notes:
- 1/day blindness/deafness, blur, spell resistance = 11 +(level)
- gain item "Svirfneblin Disguise Self"
- +4 dodge bonus
Favoured Class: Rogue
Level Adjustment: +3
Tier 3 Subraces: In Depth Application and Background required - limits may apply[edit]
Half Dragon[edit]
Base Race:
- Human
Keyword:
- (red/blue/green/black/white/gold/silver/brass/bronz/copper) halfdragon
Ability Bonus:
- +8 Str
- +2 Con
- +2 Int
- +2 Cha
- Medium Dragon
Feats:
- Darkvision
- low-light vision
- Immunity to sleep and paralysis effects
Notes:
- +4 Natural Armor
- Gain immunity (based on dragon color) and breath weapon (based on dragon color)
Dragon||Immunity||Breath Weapon||
Red||Fire||Fire||
Blue||Electricity||Lightning||
Green||Acid||Acid||
Black||Acid||Acid||
White||Cold||Cold||
Gold||Fire||Fire||
Silver||Cold||Cold||
Bronze||Electricity||Lightning||
Brass||Fire||Fire||
Copper||Acid||Acid||
Level Adjustment: +6
Half Giant[edit]
Base Race:
Keyword:
- half giant
Stat Adjustments:
- +3 STR
- -2 DEX
- +2 CON
Skill Adjustments: +4 Taunt and Discipline, +2 Intimidate
Feat Adjustments:
- Darkvision
- Iron Will
- Knockdown
- Weapon Proficiency Martial
Saves Adjustments:
- +4 Fortitude
- +1 Reflex
- +1 Will
Notes:
- Save vs Fire +4
AC: +2
Favoured Class: Barbarian
Level Adjustment: +2
Minotaur[edit]
Base Race:
- Half-Elf
Keyword:
- minotaur
Stat Adjustments:
- +4 STR
- +2 CON
- -2 INT
- -1 CHA
- Large size
Skill Adjustments:
- +2 taunt and Discipline, +3 Intimidate, -2 hide/MS
Feat Adjustments:
- Darkvision
- Bullheaded
- Monsterous Uncanny Reflexes
- Knockdown
- Martial Weapon proficiency
Saves Adjustments:
- +1 fortitude, +2 reflex, +2 will
Notes:
- Spell Immunity: Confusion
- Natural Armour: +5
Favoured Class: Barbarian
Level Adjustment: +4
Ogre[edit]
Base Race:
- Half-Elf
Keyword:
- ogre
Stat Adjustments:
- +5 STR
- -2 DEX
- +2 CON
- -2 INT
- -2 CHA
- Large size
Skill Adjustments: +4 taunt and Discipline, +2 Intimidate
Feat Adjustments:
- Darkvision
- Iron Will
- Knockdown
- Weapon Proficiency Martial
Saves Adjustments:
- +4 Fortitude
- +1 Reflex
- +1 Will
Favored Class: Barbarian
AC: +5
Level Adjustment: +3
Pixie[edit]
Base Race:
Keyword:
Stat Adjustments:
- -4 str
- +4 Dex
- +3 int
- +2 Wis
- +3 Cha
Skill Adjustments: +2 Listen, +2 move silently, +2 spot, +2 search
Feats:
- Darkvision
Notes:
- Invisibility 3/day
Favoured Class: Rogue
Level Adjustment: +4
Troll[edit]
Base Race:
- Half-Elf
Keyword:
- troll
Stat Adjustments:
- +4 STR
- +2 DEX
- +6 CON
- -2 WIS
- -2 INT
- -4 CHA
- large size
Skill Adjustments: +4 taunt and Discipline, +4 Intimidate, -6 Persuade/Bluff, -4 Hide/Move Silent
Feat Adjustments:
- Darkvision
Saves Adjustments:
- +4 fortitude
Notes:
- Natural Armour: +3
- Regeneration +5
- Damage Vun: Fire/Acid 50%
Favoured Class: Fighter
Level Adjustment: +4
Tier 4 Subraces: In Depth Application and backstory, these subraces are very rare and will be assessed case by case - Limits will apply[edit]
Half Celestial[edit]
Base Race:
Keyword:
Stat Adjustments:
- +4 STR
- +2 CON
- +2 WIS
- +2 CHAR
Bonus Feats:
- Darkvision
- Smite Evil
- Outsider
Notes:
- Resistance 10/ Acid Cold Eletric
- Immunity to Disease
- +4 Save v Poison
- Spell Resistance = 10 +(level)
- Divine Favour 1/day
- Aid 1/day, Cure Serious Wounds 1/day
Favoured Class: Paladin
AC: +1
Level Adjustment: +4
Half Dragon - Shadow[edit]
Base Race:
- Human
Keyword:
- (red/blue/green/black/white/gold/silver/brass/bronz/copper) shadow
Ability Bonus:
- +6 Str
- +2 Dex
- +4 Int
- +2 Cha
- Medium Dragon
Feats:
- Darkvision
- low-light vision
- Immunity darkness
Notes:
- +4 Natural Armor
- Gain immunity (based on dragon color) and breath weapon (based on dragon color)
Dragon||Immunity||Breath Weapon||
Red||Fire||Fire||
Blue||Electricity||Lightning||
Green||Acid||Acid||
Black||Acid||Acid||
White||Cold||Cold||
Gold||Fire||Fire||
Silver||Cold||Cold||
Bronze||Electricity||Lightning||
Brass||Fire||Fire||
Copper||Acid||Acid||
Level Adjustment: +6
Half Fiend[edit]
Base Race:
Keyword:
Stat Adjustments:
- +4 STR
- +4 CON
- +2 INT
- +2 CHAR
Bonus Feats:
- Darkvision
- Smite Good
- Outsider
Notes:
- Resistance 10/ Acid Cold Eletric
- Immunity to Disease
- +4 Save v Poision
- Spell Resistence = 10 +(level)
- Damage Reduction 10/1
- Darkness 1/day
- Poison 1/day
- Inflict Serious Wounds 1/day
Favoured Class: Cleric
AC: +1
Level Adjustment: +4
Ogre Magi[edit]
Base Race:
- Half-Elf
Keyword:
- ogre
Stat Adjustments:
- +5 STR
- -2 DEX
- +2 CON
- -2 INT
- -2 CHA
- Large size
Skill Adjustments: +4 taunt and Discipline, +2 Intimidate,
Feat Adjustments:
- Darkvision
- Iron Will
- Knockdown
- Weapon Proficiency Martial
Saves Adjustments: +4 Fortitude, reflex 1, will 1
Favoured Class: Barbarian
AC: +5
Level Adjustment: +3
Star-touched Scion[edit]
Star-touched Scion: Born of bond between Moon Elves of an ancient blood and the humans of a forgotten realm. These children as usually written off as abnormal, sometimes even defective, lacking the commonalities of many half-elves. Typically living out normal, uneventful lives, the truth behind their blood yet goes unnoticed by most... But for those who seek a life of exploration and adventure, fame and renown is soon replaced by ill fortune and grim fates. Though this fact remains unnoticed, for their small numbers and the unknown truth behind their heritage bars the way to suspicion and paranoia for most.
Base Race:
Keyword:
Stat Adjustments:
- +2 CHAR
- -2 WIS
Saves Adjustments: +4 Lore, +4 Spellcraft, -2 Bluff, -2 Pick Pocket
Notes:
- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype
- Hardiness vs. Enchantments
- Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot)
- Low-light Vision
- Spell Penetration
- Keen Sense
Favoured Class: Sorcerer
Level Adjustment: +1