Rate my campaign races!

shoes

First Post
I'm trying to make all these races level adjustment zero for my campaign, so I need to know whats balance or broken, and need comments, ideas &/or suggestions for them. And just not statistic mechanically, but languages and descriptions, too.

Aasimar
Graced with a touch of holy, aasimars are usually tall, good-looking, and generally pleasent. Some have minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occansionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. They are rarely found in leadership positions and often live as loners due to their absolute dedication to goodness. Others are less fanatical and fit seamlessly into normal human society.

Aasimar Racial Traits
• +2 Wisdom, -2 Dexterity.
• Medium-size: As medium-size creatures, aasimar have no special bonuses or penalties due to their size.
• Celestial Blood: For all special abilities and effects, an aasimar is considered to have celestial blood. Aasimars, for example, can use special celestial weapons or magic items with racially specific celestial powers as if they were a celestial.
• Aasimar's base speed is 30 feet.
• Darkvision: Aasimars can see in the dark up to 60 feet.
• +2 racial bonus on Spot and Listen checks.
• Resistance to acid, cold and electricity of 1.
• Automatic Languages: Common, Celestial.
• Bonus Languages: Draconic, Dwarven, Elevn, Gnome, Halfling, Sylvan.
• Favored Class: Cleric. A multiclass assimar's cleric class does not count when determining whether it takes an XP penalty (see XP for Multiclass Characters in Chapter 3: Classes in the Player's Handbook).


Catfolk
[no description yet]

Catfolk Racial Traits
• +2 Dexterity, -2 Wisdom.
• Medium: As Medium creatures, catfolk have no special bonuses or penalties due to their size.
• Catfolk base speed is 40 feet.
• Low-Light Vision: A catfolk can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.
• Natural Weapons: Catfolk can make claw attacks which deals 1d4 + Strength points of damage.
• +2 racial bonus to Jump, Listen, and Move Silently.
• Automatic Languages: Common, Feline.
• Bonus Languages: Draconic, Gnoll, Hobbit, Sylvan.
• Favored Class: Rogue. A multiclass catfolk's rogue class does not count when determining whether it takes an XP penalty (see XP for Multiclass Characters in Chapter 3: Classes in the Player's Handbook).


Dragonkin
[no description yet]

Dragonkin Racial Traits
• +2 Strength, -2 Dexterity.
• Medium: As Medium creatures, dragonkin have no special bonuses or penalties due to their size.
• Dragon Blood: For all special abilities and effects, a dragonkin is considered to have dragon blood. Dragonkin, for example, can use special dragon weapons or magic items with racially specific dragon powers as if they were dragon.
• Dragonkin base land speed is 30 feet. However, dragonkin can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Powerful Build: The physical stature of dragonkin lets them function in many ways as if they were one size category larger. Whenever a dragonkin is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the dragonkin is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A dragonkin can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
• Darkvision: Dragonkin can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dragonkin can function just fine with no light at all.
• +2 Natural Armor: Dragonkin's skin is as tough as scales.
• Automatic Languages: Common, Draconic.
• Bonus Languages: .
• Favored Class: Fighter. A multiclass dragonkin’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.


Dwarf
Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans. Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves. Most dwarves encountered outside their home are warriors. Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.

Dwarf Racial Traits
• +2 Constitution, -2 Dexterity.
• 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 when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
• Automatic Languages: Common, Dwarven.
• Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.


Elf
Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest. Elves speak Elven, and most also know Common and Sylvan. Most elves encountered outside their homes are warriors; the information presented here is for one of 1st level. Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these won’t affect other elves.

Elven Racial Traits
• +2 Dexterity, –2 Constitution.
• 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.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. If given proficiency with any of these weapons already (class, feat, special, etc.), the elf recieves a +1 racial bonus to attack with the weapon than.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common, Elven.
• Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Archer. A multiclass elf ’s archer class does not count when determining whether she takes an experience point penalty for multiclassing.


Eqaeros
Eqaeros are a race of passionate and loving humanoids who could possibly be related to fey creatures. Eqaeros are light-skinned and small, slightly shorter than an elf. Despite their size, they are incredibly attractive. They have long, dark hair that can be black, silver, maroon or blonde. They have slightly pointed ears and very large eyes that can almost any color, although red, purple and magenta seem to be the most likely colors. They often wear very revealing but comfortable clothes (many eqaeros inventors have poured years into creating them), and women often wear their hair in pigtails.

Eqaeros Racial Traits
• +2 Charisma, -2 Wisdom. Eqaeros are attractive and persuasive creatures, but are somewhat sensitive and naive.
• Medium-size: As medium-size creatures, eqaeros have no special bonuses or penalties due to their size.
• Fey Blood: For all special abilities and effects, a eqaeros is considered to have fey blood. Eqaeros, for example, can use special fey weapons or magic items with racially specific fey powers as if they were fey.
• Eqaeros base speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-light Vision: Eqaeros 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.
• +2 racial bonus on Diplomacy and Perform checks. Eqaero's charm can get what they want and they like to show it off.
• Inborn Charm: A eqaeros can use their charm to make people like them. When infleuncing NPC's attitude, they are consider one step towards friendly for purposes of DC when making a Diplomacy check.
• Automatic Languages: Common, Sylvan.
• Bonus Languages: Draconic, Elven, Gnoll, Gnome, Goblin, and Orc.
• Favored Class: Bard. A multiclass eqaero's bard class does not count when determining whether he suffers an XP penalty for multiclassing.


Gnome
Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years. Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin. Gnomes prefer misdirection and deception over direct confrontation. They would rather befuddle or embarrass foes (other than goblinoids or kobolds) than kill them. Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.

Gnome Racial Traits
• +2 Intelligence, -2 Strength.
• 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 weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
• +2 racial bonus on saving throws against illusions.
• +2 racial bonus on Listen checks.
• +2 racial bonus on Craft (alchemy) checks.
• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
• Automatic Languages: Common, Gnome.
• Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes.
• Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.


Goblin
Goblins are reddish-brown to greenish-yellow skinned creatures who inhabit caves and other dark and damp places. Most humans, elves, and dwarves, consider them monsters for all practical purposes. Their sheer numbers are far greater than that of any other race, aside from humans. Goblins, like wulfen, are earth dwellers and live in the darkest regions of the earth, primarily caves, deep forests, or ancient tunnels. They are also quite sensitive to light, as they are so used to living underground. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 10 or higher also speak Common. Most goblins encountered outside their homes are rogues. Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise. Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.

Goblin Racial Traits
• +2 Dexterity, -2 Strength, -2 Charisma.
• Small: As small creatures, goblins gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size characters.
• Goblin base speed is 30 feet.
• Low-Light Vision: A goblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.
• +4 bonus on Move Silently checks. Goblins can sneak around without being heard.
• +2 racial bonus on saving throws against disease. Goblins are hardy and resistant to toxins.
• Automatic Languages: Common, Goblin.
• Bonus Languages: Dwarven, Giant, Gnoll, Gnome, and Orc.
• Favored Class: Rogue. A multiclass goblin's rogue class does not count when determining whether it takes an XP penalty (see XP for Multiclass Characters in Chapter 3: Classes in the Player's Handbook).


Half-Dwarf
[no description yet]

Half-Dwarf Racial Traits
• Medium-size: As Medium-sized creatures, Half-Dwarves have no special bonuses or penalties due to size.
• Half-Dwarf base land speed is 30 feet.
• Dwarf Blood: For all special abilities and effects, a half-dwarf is considered to have dwarf blood. Half-dwarves can use special dwarven weapons or magic items with racially specific dwarf powers as if they were dwarves.
• Darkvision: Half-Dwarves can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Half-Dwarves can function just fine with no light at all.
• Stability: Half-Dwarves are exceptionally stable on thir feet. A half-dwarf gains a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground or soild surface (but not when climbing, flying, riding, or otherwise not standing firmly on the ground)
• +1 racial bonus against poison: Half-Dwarves are hardy and resistant to toxins.
• +1 racial bonus on saving throws against spells and spell-like effects: Half-Dwarves have an innate resistance to magic spells.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common, Dwarven.
• Bonus Languages: Any (other than secret languages).
• Favored Class: Any. A Multiclass Half-Dwarfs Highest-level class does not count when determining whether she suffers an XP penalty.


Half-Elf
[no description yet]

Half-Elf Racial Traits
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Elven Blood: For all special abilities and effects, a half-elf is considered to have elf blood. Half-elves can use special elf weapons or magic items with racially specific elf powers as if they were elves.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common, Elven.
• Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.


Half-Ogre
[no description yet]

Half-Ogre Racial Traits
• +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma.
• Giant Blood: For all special abilities and effects, a half-ogre is considered to have giant blood. Half-Ogres, for example, can use special giant weapons or magic items with racially specific giant powers as if they were a ogre.
• Medium: As Medium creatures, half-ogres have no special bonuses or penalties due to their size.
• Half-ogre base land speed is 30 feet.
• Darkvision: Half-ogres can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
• Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
• Automatic Languages: Common, Giant.
• Bonus Languages: Dwarven, Goblin, Orc.
• Favored Class: Barbarian. A multiclass half-ogre’s barbarian class does not count when determining whether he takes an experience point penalty.


Half-Orc
[no description yet]

Half-Orc Racial Traits
• +2 Constituion, -2 Charisma.
• Orc Blood: For all special abilities and effects, a half-orc is considered to have orc blood. Half-Orc, for example, can use special orc weapons or magic items with racially specific orc powers as if they were orc.
• 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 can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
• +2 racial bonus on Intimidate and Survival checks.
• Automatic Languages: Common, Orc.
• Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.


Hobbits
Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century. Halflings speak Halfling and Common. Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches. Their tactics are very much like those of elves but place more emphasis on cover and concealment and less on mobility.

Hobbit Racial Traits
• +2 Dexterity, –2 Strength.
• Small: As a Small creature, a hobbit gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Hobbit base land speed is 20 feet.
• +2 racial bonus on Climb, Jump, and Move Silently checks.
• +1 racial bonus on all saving throws.
• +2 morale bonus on saving throws against fear: This bonus stacks with the hobbit's +1 bonus on saving throws in general.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Listen checks.
• Automatic Languages: Common, Hobbit.
• Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
• Favored Class: Rogue. A multiclass hobbit’s rogue class does not count when determining whether he takes an experience point penalty for multiclassing.


Human
Humans are the most populous race. They are the most versitile and balanced of all creatures. Capable of great heroism and courage, humans are quite often the doers of great deeds.

Human Racial Stats
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Common.
• Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.


Lizardfolk
A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds. Lizardfolk speak Draconic. Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.

Lizardfolk Racial Traits
• +2 Constitution, -2 Intelligence.
• Medium size: As medium-size creatures, lizardfolk have no special bonuses or penalties due to their size.
• A lizardfolk’s base land speed is 30 feet.
• +2 racial bonus on Balance, Jump, and Swim checks.
• +1 Natural Armor: Lizardfolk's skin is as tough as hide.
• Natural Weapons: Lizardfolk can make bite and claw attacks which deal 1d4 + Strength points of damage.
• Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
• Automatic Languages: Common, Draconic.
• Bonus Languages: Aquan, Goblin, Gnoll, Orc.
• Favored Class: Druid.


Stonechild
Born of union between a mortal and elemental, a stonechild is a hardy entity grounded in soil and stone. A stonechild appears humaniod in form only. A stonechild's elemental heritage is revealed in its rough, rock-like skin - the creature looks more elemental than humaniod. However, unlike pure elementals, a stonechild wears utilitarian harnesses and some clothing, and wields a heavy weapon - usually a greatsword. A stonechild lives on the Elemental Plane of Earth, pursuing activities and a way of life at odds with those of its mortal ancestor. A stonechild ususally arrives on a different plane only at the behest of spells or to fill out armies for those with whom they share similiar ideals, such as dwarves.

Stonechild Racial Traits
• +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma.
• Medium: As Medium creatures, stonechilds have no special bonuses or penalties due to their size.
• Stonechilds base land speed is 30 feet.
• Elemental Blood: For all special abilities and effects, a stonechild is considered to have elemental blood. Stonechilds, for example, can use special elemental weapons or magic items with racially specific elemental powers as if they were an elemental.
• Powerful Build: The physical stature of a Stonechild lets them function in many ways as if they were one size category larger. Whenever a stonechild is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the stonechild is treated as one size larger if doing so is advantageous to him. A stonechild is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A stonechild can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
• Darkvision: Stonechild can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dragonkin can function just fine with no light at all.
• +2 Natural Armor: Stonechild's skin is as tough as rock.
• +2 racial bonus on saving throws against acid and poison.
• +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
• Automatic Languages: Common, Terran.
• Bonus Languages: Dwarven, Gnome, Giant.
• Favored Class: Fighter. A multiclass stonechild’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.


Tiefling
Twisted, devious, and untrustworthy, tieflings more often than not follow their inherent tendencies and heed the call to evil. A few defy their nature, but still must fight against popular opinion (if their narure is known) or the feeling of otherworldly "wrongness" that seems to follow them wherever they go. Aside from a demeanor that many find disturbing, many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same. In most human societies, tieflings mantain a low profile, operating as thieves, assassins, or spies. Occansionally one rises to a position of power, but when its nature is revealed it quickly becomes an out cast.

Tiefling Racial Traits
• +2 Intelligence, -2 Charisma
• Medium-size: As medium-size creatures, tieflings have no special bonuses or penalties due to their size.
• Fiendish Blood: For all special abilities and effects, a tiefling is considered to have fiendish blood. Tieflings, for example, can use special fiend weapons or magic items with racially specific fiend powers as if they were a fiend.
• Tiefling base speed is 30 feet.
• Darkvision out to 60 feet.
• +2 racial bonus on Bluff and Hide checks.
• Resistance to cold, fire, and electricity of 1.
• Automatic Languages: Common, Infernal.
• Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
• Favored Class: Rogue. A multiclass tiefling's rogue class does not count when determining whether it takes an XP penalty (see XP for Multiclass Characters in Chapter 3: Classes in the Player's Handbook).


Wulfen
Wulfen are basically wild, wolf-like beastmen who inhabit the darkest forests of the world. They are semi-bipedal (standing and walking on two legs, but running on all four), and look very much like wolf-men. They have dark gray fur, tails, digitigrade legs, and the head of a wolf. A wulfen's hands are, however, fairly human-like, allowing them to wield weapons. Wulfens are often found wearing armor as well, and are somewhat skilled with a sword.

Wulfen Racial Traits
• +2 Constitution, -2 Intelligence
• Medium-Size: As medium-size creatures, wulfens have no special bonuses or penalties due to their size.
• Wulfens base speed is 30 feet.
• Low-Light Vision: A wulfen can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color and detail under these conditions.
• Natural Weapons: Wulfens can make a bite attack which deals 1d4 + Strength points of damage.
• +2 racial bonus to Listen checks, wulfens can hear precisly
• +2 racial bonus to Survival checks, wulfens are naturally from the wild.
• +2 racial bonus to Handle Animal checks with any canine creature (Wolves, Dogs, Foxes, Blink Dogs)
• Limited Scent: An wulfen can detect opponents within 5 feet by sense of smell. If the opponent is upwind, the range increases to 10 feet; if downwind, it drops to 0 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When an wulfen detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever an wulfen comes within 5 feet of the source, it pinpoints the source’s location. An wulfen with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Wulfens tracking by scent ignore the effects of surface conditions and poor visibility.
• Spell-Like Abilities: 1/day speak with animals (canines and wolfs only, duration 1 minute).
• Automatic Languages: Common, Wulfen.
• Bonus Languages: Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
• Favored Class: Ranger. A multiclass wulfen's ranger class does not count when determining whether it takes an XP penalty (see XP for Multiclass Characters in Chapter 3: Classes in the Player's Handbook).
 
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Aghh, too much stuff for one post. Split it up. I got as far as the dragonkin guys and gave up. :)

A few comments:

I'd rate the catfolk at LA +1. Almost +2. The mobility alone is incredibly useful; the natural attacks are too.

Also, I'd say the dragonkin guys are LA +1. The combo of Powerful Build, natural armor and no speed reduction in heavy armor means you're gonna have some melee monsters with high AC.

Your dwarves look standard- just skimmed 'em, though.

You seem to have added a racial +1 to attack with certain weapons for elves. I think that's a bad idea. If the race is already LA +0, adding stuff will prolly throw it up to +1 or more fairly quickly.

That's about as far as I got...
 
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As Jester says: way too much information. So, (randomly) choosing a couple that he didn't...

Goblin: looks okay. Wouldn't wanna play one, though...

Half-dwarves: darkvision, bonus skill points, dwarven weapons familiarity... La +1.

Half-elf: bonus skill points and low-light vision? LA +1.

Stonechild: Is this just to test that we've been reading thoroughly? I mean +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma, +2 Nat Armor, darkvision and a bunch of other stuff at LA +0? C'mon... way overpowered (around +2 in my book).

Wolfen: Ditto Stonechild.

IMO, you need to go back and go over your races if you want them to be LA +0 - of the ones I viewed, only the golblins achieved that. Of course, YMMV, as may that of others.
 

Aasimar
Wis/Dex: wash
Celestial blood: minor effect
Darkvision 60 ft: dwarves & half-orcs have this
Alertness: a bonus feat, but a weak one; akin to dwarven crafting bonus
Resistance: 1 point is unlikely to matter, and is a pain to remember; I'd drop it

LA +0, easily

Catfolk
Dex/Wis: wash
Speed 40 ft: strong advantage
Low-light vision: weak advantage, not often used
Natural Weapon (d4): means he's never unarmed; strong
Jump/Listen/Move Silently: equivalent to a feat

LA +1, a Catfolk 1/Rogue 1 will combine some good aspects of a monk and rogue with skills that are a hair better, but will also lose out on some class-specific stuff

Dragonkin
Str/Dex: wash
Dragon Blood: minor effect
Move 30 ft, unimpaired by armor/encumbrance: strong AC advantage!
Powerful Build: strong advantage
Darkvision: moderate
Nat AC +2: combined with armor mobility, strong

LA +1: Acid test, a dragonkin 1/fighter 1 will have superior AC and mobility over a human 0/fighter 2, but the human will have better hit points and two (2) extra feats. A fight would be pretty close.

That's all I have time for right now.
 

Drop Wulfen's scent to a optional feat allowing use of scent
and make sure the bite is normally a secondary attack i.e -5 to hit 1/2 str
and they should be fine at +0 lvl

In general to much of the powerful build. This is a huge advantage what meele charater would pass a chance for a 3d6 greatsword or 2d8 bastard
It should be dropped for everyone but 1/2 ogre

Catfolk - is this 1 or two claw attacks at 1d4?
either way drop either claws or moblity - and limit moblity by armor type
for +0 lvl

Your 1/2 Oger seems exactly like 1/2 gaint from xph except -1 psp
this is way to strong for +0 but traits are well chosen you may just have to live with it as +1
 

Thanks for the replies. Maybe with the three larger races (half-ogre, dragonkin, and stonchild) with the Powerful Build ability being too powerful, let alone with natural armor (with no restriction on armor wearing) and can wield weapons one size category higher, so what if I gave them this penalty:

"Since [insert race] have bigger builds compared to other races, they must wear armor suited for their hulking frames. Armor for such a race costs and weighs twice as much as a comparable suit of normal armor."
 

Soo much...

Aasimar
• +2 Wisdom, -2 Dexterity. Little up
• Celestial Blood: wash
• Darkvision: Little up
• +2 racial bonus on Spot and Listen checks. Some up
• Resistance to acid, cold and electricity of 1. Tiny up

Overall, a bit on the weak side.


Catfolk

• +2 Dexterity, -2 Wisdom. Little up
• Catfolk base speed is 40 feet. Little up
• Low-Light Vision: Little up
• Natural Weapons: Good up: Superior damage, real damage, and effectively a free feat.
• +2 racial bonus to Jump, Listen, and Move Silently. Some up

Overall, looks good.

Dragonkin
• +2 Strength, -2 Dexterity. Little up
• Dragon Blood: Wash. In most campaigns, even a bit of a downer
• Dragonkin speed is 30 feet. Little up, and a side, whats the in-game logic for this? Seems like a strange ability
• Powerful Build: One thing, you said "half-giant" in there. A lot up. What I did when I made a "medium and a half" creature, was give it about half the bonuses for being large, instead of the full ones
• Darkvision: Little up
• +2 Natural Armor: Dragonkin's skin is as tough as scales. Good up
• Bonus Languages: ?

Too buff. It's a +1 for sure

Eqaeros
• +2 Charisma, -2 Wisdom. Little down
• Fey Blood: Wash
• Sleep and enchantments. Some up
• Low-light Vision: Little up
• +2 racial bonus on Diplomacy and Perform checks. Little up
• Inborn Charm: Some up

Real good, maybe a teensy bit weak. Hey, have I seen this before? Looks familiar...


Goblin
• +2 Dexterity, -2 Strength, -2 Charisma. Some down
• Small: Little Down
• Goblin base speed is 30 feet. Tiny up
• Low-Light Vision: Tiny down
• +4 bonus on Move Silently checks. Little up
• +2 racial bonus on saving throws against disease. Tiny up

Overall, a bit weak. Give them their save bonus against poison, too, and maybe beef it up to +3.


Half-Dwarf


• Dwarf Blood: Wash
• Darkvision: Little up
• Stability: Tiny up
• +1 racial bonus against poison: Tiny up
• +1 racial bonus on saving throws against spells: Little up
• Extra skills. Some up

Pretty rockin'. I say they're good to go.


Half-Ogre
• +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Some up
• Giant Blood: Wash
• Darkvision: Little up
• Powerful Build: Like the dragon, cut it in half

This one's just as bad as the dragon :( These guys get Str and Con, and the dragons get Str and armor. :(


Hobbits
It still says "halfling" in the description.


Lizardfolk
• +2 Constitution, -2 Intelligence. Little up
• +2 racial bonus on Balance, Jump, and Swim checks. Little up
• +1 Natural Armor: Lizardfolk's skin is as tough as hide. Some up
• Natural Weapons: Good up
• Hold Breath: Little up

Maybe a teensy bit on the strong side. Throw in some weak disadvantage, like something about being out of water, or a penalty to Spot checks, and I think they'd be spot on.

Stonechild

• +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma. Little up
• Elemental Blood: Wash
• Powerful Build: Usual opinion
• Darkvision: Little up
• +2 Natural Armor: Up
• +2 racial bonus on saving throws against acid and poison. Little up
• +2 racial bonus on Appraise and Craft checks that are related to stone or metal items. Tiny Up

This is the most powerful out of the other big guys.


Tiefling
• +2 Intelligence, -2 Charisma: Tiny up
• Fiendish Blood: Wash. Little down in most campaigns, actually
• Darkvision out to 60 feet. Little up
• +2 racial bonus on Bluff and Hide checks. Little up
• Resistance to cold, fire, and electricity of 1. Tiny up

LIke the aasimar, they need a little something


Wulfen
• +2 Constitution, -2 Intelligence. Little up
• Low-Light Vision: Little up
• Natural Weapons: Same as cats
• Skill bonuses add up to Little up
• Limited Scent: Sweet ability. (Cool yet not too powerful) Little up
• Spell-Like Abilities: 1/day speak with animals (canines and wolfs only, duration 1 minute). Pfft, dump this. It's only a little up, but these guys were so cool till they got a spell-like ability :D

I think they're good to go.

Ok, I know my comments were quite short, but there's a lot of races here, and you'll just get conflicting opinions from other folks anyhow :D
 

hey, just a couple of minor comments:

for half-dwarves, nix the +1 to saves vs magic, and youd have a fairer race. the normal dwarf in the PHB should have a mandatory racial-class level already, with all of his nice abilities. also, the full human bonuses to skills, i would tone it down a bit > maybe +2 skills at first level, and +1 at every odd numbered level?

for half-elves, they get human skill bonuses, but keep elven immunity to sleep spells, and the full +2 rac bonus vs enchantment. again i would tone it down a bit > maybe +2 skills at first level, and +1 at every odd numbered level? and half the +vs enchant. keep the immunity to sleep spells if you must, but id give em the "standard half-elven" +4 vs sleep spells if i were you.

for half ogres, you give them +2 Str, +2 Con, -2 Int, -2 Cha for ability mods. now, assuming you are using the MM ogre as the "standard" ogre race in your world, he would have +11 str (10 rounded), -2 dex, +5 con (4 rounded), -4 int, -3 cha (2 rounded). divide those by 2 (for your "half-ogre"), and you get mods of +6 or 4 str, -1 dex, +2 con, -2 int, and -2 cha. id go with +4 str (they should be stronger than half-orcs, and now a fair match in an arm wrestle with a orc) and keep the -2 dex > a total of +6/-6 that will give your race a bit more flavour)
also, full-blooded ogres are described as being 9-10 feet in height. now, large sized creatures are supposed to be 8-16 feet in height. so, you add a human, with is averaging 5-6 feet, or 5.5 + ogre at 9.5, and get 15, divide by 2, and get 7.5, a hairs breadth under large size, so you could rule it either way, in my estimation > although if you go with powerful build, just give him low-light vision instead of darkvision.

finally, something i never understand > why does no one give half-orcs a -2 to diplomacy? i mean, does that fact that one half of their heritage were blood-thirsty savages that attack, burn, pillage loot, destroy, hate everyone and all mean nothing to no-one?

enjoy my suggestions, and heed them. or dont.
 

On the Half-Elf

I think your half-elf is actually a step in the right direction, although it's a bit stronger than +0. try this:

Raised by humans:

• +2 vs. sleep, +1 vs. enchantment
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• 4 extra skill points at 1st level and 1 extra skill point at each odd additional level.
• Automatic Languages: Common.
• Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

Raised by elves:

• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.

• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• 2 extra skill points at 1st level and 1 extra skill point at every third additional level.
• Automatic Languages: Common, Elven.
• Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Archer. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
 

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