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<blockquote data-quote="The Empire" data-source="post: 3349572" data-attributes="member: 44094"><p><strong>Races</strong></p><p></p><p>RACES</p><p></p><p>RACE AND LANGUAGES</p><p>A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character. </p><p>Literacy: Any character except a barbarian can read and write all the languages he or she speaks.</p><p>Class-Related Languages: Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows:</p><p>Cleric: Abyssal, Celestial, Infernal.</p><p>Druid: Sylvan.</p><p>Wizard: Draconic.</p><p>Race and national languages: Nalanski (North Men), Ziiski (Halfling), Shadi (Dawrven).</p><p></p><p>Sylvan (Wood Elves), Adran (High Elves), Adlen (Elves) Midern (Dark Elves).</p><p></p><p>Roock, (Human Rooks) Zethy, (Human Zethy) Sonioan,(Human Soniaoy).</p><p></p><p>Ishaleh (Human Ishaleh), Eastah (Eastah). </p><p></p><p>Sue (Human Empty planes).</p><p></p><p>Sicten (Centaur, Satyr, Minotaur).</p><p> </p><p>Uli (Uli, Qui).</p><p> </p><p>Gnuska (Goliath). </p><p></p><p></p><p>SMALL CHARACTERS</p><p>A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.</p><p>A Small character generally moves about two-thirds as fast as a Medium character.</p><p>A Small character must use smaller weapons than a Medium character.</p><p></p><p>HUMANS</p><p>• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. </p><p>• Human base land speed is 30 feet. </p><p>• 2 extra feat at 1st level.</p><p>• 4 extra skill points at 1st level and 1 extra skill point at each additional level.</p><p> • Automatic Language: Roocks or Zethy. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. </p><p>• Favored Class: Any available. </p><p></p><p>NORTH MEN</p><p>Tall and broad in stauncher they average 18 ½ hands (6’2”) and 16 stones (224 lbs.) there hair is blond to red and there complication is light. Most are honorable men. </p><p>•+2 Strength, +2 Constitution.</p><p>• Medium: As Medium creatures, north men have no special bonuses or penalties due to their size. </p><p>• Human base land speed is 30 feet. </p><p>• +2 racial bonus to ride.</p><p>• +2 racial bones to handle animals.</p><p> • Automatic Language: Nalanski. North men can under stand some of Ziiski (Halfling) and Shadi (Dawrven) even if he can not speak it. Bonus Languages: Ziiski, Shadi Sylvan, Adran, and Adlen. </p><p>• Favored Class: Any available.</p><p></p><p>DWARVES</p><p>• +2 Constitution, –2 Charisma.</p><p>• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.</p><p>• 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).</p><p>• 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.</p><p>• 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. </p><p>• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.</p><p>• 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).</p><p>• +2 racial bonus on saving throws against poison.</p><p>• +2 racial bonus on saving throws against spells and spell-like effects.</p><p>• +1 racial bonus on attack rolls against orcs and goblinoids.</p><p>• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. </p><p>• +2 racial bonus on Appraise checks that are related to stone or metal items.</p><p>• +2 racial bonus on Craft checks that are related to stone or metal.</p><p>• Starting items: one magical item worth no more then 50000 gold. </p><p>• Automatic Languages: Shadi. Dwarfs can under stand some of Nalanski (North Men) and Ziiski (Halfling) even if he can not speak it. Bonus Languages: Nalanski, Ziiski, Gnuska, Kobold, Terran, Zetht, and Roock.</p><p>• Favored Class: Any available.</p><p></p><p>HALFLINGS</p><p>• +2 Dexterity, –2 Strength.</p><p>• 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, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.</p><p>• Halfling base land speed is 20 feet.</p><p>• +2 racial bonus on Climb, Jump, and Move Silently checks.</p><p>• +1 racial bonus on all saving throws.</p><p>• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.</p><p>• +1 racial bonus on attack rolls with thrown weapons and slings.</p><p>• +2 racial bonus on Listen checks.</p><p>• Racial feet improved critical sling and thrown rock </p><p>• Automatic Languages: Ziiski. Halflings can under stand some of Nalanski (North Men) and Shadi (Dawrven)even if he can not speak it. Bonus Languages: Nalanski, Shadi, Adlen, and Sylvan.</p><p>• Favored Class: Any.</p><p></p><p>WOOD ELVES</p><p>Tall and thin the average high is 18 hands (6’) and 13 stones (180 lbs.) they have a slender build and are light completed</p><p>• +2 Dexterity, +2 Constitution, –2 Charisma.</p><p>• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.</p><p>• Elf base land speed is 30 feet.</p><p>• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.</p><p>• 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.</p><p>• Starting Items: natural metals wood, stone, or leather </p><p>• Animal Companion: A Wood Elf may begin play with an animal companion selected from the following list: badger, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the Wood Elf on adventures as appropriate for its kind.</p><p>• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.</p><p>• +2 racial bonus on Listen, Search, Move Silently, Hide, Survival and Spot checks while in the wiled. </p><p>• Automatic Languages: Sylvan and Sue. Bonus Languages: Draconic, Gnoll, Adran, Adlen, Sicten, Halfling, Roocks, and Sleak.</p><p>• Favored Class: Any available.</p><p></p><p>HIGH ELVES</p><p>Tall and thin 20 hands (6’8”) and 15 stones (115 lbs.). There skin is light to golden and there hair and eyes are dark. </p><p>• +2 Dexterity, +4 Intelligence, –2 Constitution.</p><p>• Medium: As Medium creatures, high elves have no special bonuses or penalties due to their size.</p><p>• Elf base land speed is 30 feet.</p><p>• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.</p><p>• 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.</p><p>• 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.</p><p>• +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.</p><p>• Automatic Languages: Adran and, Adlen . Bonus Languages: Draconic, Midern, Sicten, Roocks, and Sylvan.</p><p>• Favored Class: Any available.</p><p></p><p>ELVES</p><p>Tall and thin 19 ½ hands (6’6”) and 14 stones (200 lbs.) they are of light to medium color with light to dark hair.</p><p>• +2 Dexterity, –2 Constitution.</p><p>• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.</p><p>• Elf base land speed is 30 feet.</p><p>• 1 extra feat at 1st level.</p><p>• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.</p><p>• 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.</p><p>• 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.</p><p>• +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.</p><p>• Automatic Languages: Adran and Adlen. Bonus Languages: Draconic, Midern, Sicten, Roocks, and Sylvan.</p><p>• Favored Class: Any available.</p><p></p><p>DARK ELVES</p><p>18 hands (6’) and 13 stones (180 lbs.) they are from gray to black in color hair rang from black to white with grays in the middle. </p><p>• +2 Dexterity, –2 Constitution, +2 Charisma.</p><p>• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.</p><p>• Elf base land speed is 30 feet.</p><p>• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.</p><p>• Darkvision: Dark elves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Dark elves can function just fine with no light at all. Dark elves tack a –2 on all Search, and Spot in direct sun light.</p><p>• Weapon Proficiency: Martial Weapon Proficiency feats for the longkinfe, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.</p><p>• +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.</p><p>• Automatic Languages: Adran, Adlen and Midern. Bonus Languages: Draconic, Elven, Halfling, Sicten, Roocks, and Sylvan.</p><p>• Favored Class: Any available.</p><p></p><p>HALF-ELVES</p><p>18 ½ hands (6’2”) and 13 stones (180 lbs.) Half-Elves are second class citizens but citizens non the less. </p><p>• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.</p><p>• Half-elf base land speed is 30 feet.</p><p>• 1 extra feat at 1st level.</p><p>• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.</p><p>• 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.</p><p>• +1 racial bonus on Listen, Search, and Spot checks.</p><p>• +2 racial bonus on Diplomacy and Gather Information checks.</p><p>• Elven Blood: For all effects related to race, a half-elf is considered an elf.</p><p>• Automatic Languages: Adran and Adlen. Bonus Languages: Any (other than secret languages, such as Druidic).</p><p>• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.</p><p></p><p>EASHTAH</p><p>15 ½ hands (5’4”) and 15 stones (115 lbs.) the Sashtah are a short cat like race they have short gray fur covering there bodies. There head is very cat like with a short broad snout.</p><p>• +2 Strength+2Dextarty.</p><p>• Medium: As Medium creatures.</p><p>• Base land speed is 30 feet.</p><p>• Low-Light Vision: Eashtah 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.</p><p>• Natural weapons bite 1d4.</p><p>• Natural weapons claws 1d4, claws are retractable </p><p>• Automatic Languages: Zethy and Eastah. Bonus Languages: Ishaleh, Roock, Uli, and Sonioan.</p><p>• Favored Class: Any available.</p><p></p><p>GOLIATHS</p><p>23 ½ hands (7”10’) and weigh 24 stones (340 lbs.) Unlike with most other races, there is no appreciable difference in height or weight between male and female goliaths.</p><p>Goliaths have gray skin, mottled with dark and light patches that goliath shamans say hint at a particular goliath's fate. Lithoderms -- coin-sized bone-and-skin growths as hard as pebbles -- speckle their arms, shoulders, and torso. Their skulls have a jutting eyebrow ridge, wide jaw, and occasional lithoderms as well. Female goliaths have dark hair on their heads, grown to great length and always kept braided. Male goliaths generally have hair only on their limbs. Goliaths' eyes are a brilliant blue or green, and they often seem to glow a little from underneath their furrowed brows.</p><p>• +4 Strength, +2 Constitution, -2 Dexterity. </p><p>•Large mountain-dwelling monstrous humanoids. Darkvision.</p><p>•Males have hair only on the extremities.</p><p>•Competitive, scorekeeping, discard their disabled members.</p><p>•Considered large when this is beneficial.</p><p>•Can climb half-speed without penalty</p><p>•Standing long-high jumps considered running.</p><p>• Base land speed is 30 feet.</p><p>• Automatic Languages: Zethy and Gnuska. Bonus Languages: Dwarven, Roock, Uli, and Roock.</p><p>• Favored Class: Any available.</p><p></p><p>ULI</p><p>Tall and broad 20 hands (6’8”) 20 stones (280 lbs.) with long foreheads and a hairless body they are pail blue to pail green in color. They have wide mouths with flat teeth. Broad in the chest they have thin arms and lags. </p><p>• +4 Intelligence, +4 Wisdom, +4 Charisma. </p><p>• Medium: As Medium creatures.</p><p>• Base land speed is 30 feet.</p><p>• Darkvision: Uli can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all.</p><p>• Aliment any Evil.</p><p>• Automatic Languages: Uli. Bonus Languages: any.</p><p>• Favored Class: Any available.</p><p>• +3 Level Adjustment.</p><p></p><p>QUI</p><p>• +2 Intelligence, +2 Wisdom, +2 Charisma.</p><p>Thin 17 hands (5’8”) and 7 stones (98 lbs.) the Qui are the creation of the Uli. There appearance is quits shocking to most as they look like undead to most. Thy look like thy are skin stretched over bone. There dark leathery skin is covered with blotches of bright colors of yellow, white, or green that give an appearance of mold.</p><p>• Medium: As Medium creatures.</p><p>• Base land speed is 30 feet.</p><p>• Aliment N, NG, LN, LE, NE.</p><p>• Automatic Languages: Uli. Bonus Languages: Any.</p><p>• Favored Class: Any available.</p><p></p><p></p><p>CENTARS</p><p>A centaur is as big as a light horse. A centaur is about 20 Hands (6’8”) and weighs about 107 stones (1500 lbs.).</p><p>• +4 Strength, +2 Dexterity, +2 Constitution, –2 Intelligence.</p><p>• Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.</p><p>• Space/Reach: 10 feet/5 feet</p><p>• A centaur’s base land speed is 50 feet.</p><p>• Darkvision: Centars can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all.</p><p>• A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.</p><p>•+3 natural armor bonus.</p><p>• Automatic Languages: Sylvan, and Sicten. Bonus Languages: Tribes, Elven, and Sleak.</p><p>• Favored Class: Ranger. </p><p>• Available Classes: Barbarian, Totem Barbarian, Cleric, Druid, Ranger, Scout, and Avenger Druid.</p><p></p><p></p><p>SATYRS</p><p>A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. .</p><p>• +2 Dexterity, –2 Wisdom, +2 Charisma.</p><p>• Medium: As Medium creatures, satyrs have no special bonuses or penalties due to their size.</p><p>• A satyr’s base land speed is 40 feet</p><p>• Low-Light Vision: Satyr 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</p><p>• Natural Weapons: Head butt (1d6).</p><p>• +4 natural armor bonus.</p><p>• Automatic Languages: Sylvan, and Sicten. Bonus Languages: Sue, Adlen, and Sleak.</p><p>• Favored Class: Savage Bard. </p><p>• Available Classes: Bard, Savage Bard, Druid, Ranger, Scout, Wilderness Rouge, Rouge, Psi Warier, Wilder, and Sorcerer.</p><p></p><p></p><p>MINOTAURS</p><p>A minotaur stands more than 22 ½ hands (7’6”) and 54 stones (755 lbs.)</p><p>• +8 Strength, +2 Constitution, –4 Intelligence, –2 Charisma.</p><p>A Minotaurs starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.</p><p>• Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.</p><p>• Space/Reach: 10 feet/10 feet.</p><p>• Minotaurs base land speed is 30 feet.</p><p>• Darkvision: Minotaurs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all.</p><p>• Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.</p><p>• Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.</p><p>• Automatic Languages: Sicten. Bonus Languages: Sue, Adlen, Sylvan, and Sleak.</p><p>• Favored Class: Barbarian. </p><p>• Available Classes: Barbarian, Totem Barbarian, Cleric, Druid, Ranger, Scout, and Avenger Druid.</p><p>• +1 Level Adjustment.</p></blockquote><p></p>
[QUOTE="The Empire, post: 3349572, member: 44094"] [b]Races[/b] RACES RACE AND LANGUAGES A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character. Literacy: Any character except a barbarian can read and write all the languages he or she speaks. Class-Related Languages: Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows: Cleric: Abyssal, Celestial, Infernal. Druid: Sylvan. Wizard: Draconic. Race and national languages: Nalanski (North Men), Ziiski (Halfling), Shadi (Dawrven). Sylvan (Wood Elves), Adran (High Elves), Adlen (Elves) Midern (Dark Elves). Roock, (Human Rooks) Zethy, (Human Zethy) Sonioan,(Human Soniaoy). Ishaleh (Human Ishaleh), Eastah (Eastah). Sue (Human Empty planes). Sicten (Centaur, Satyr, Minotaur). Uli (Uli, Qui). Gnuska (Goliath). SMALL CHARACTERS A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character. A Small character generally moves about two-thirds as fast as a Medium character. A Small character must use smaller weapons than a Medium character. HUMANS • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. • Human base land speed is 30 feet. • 2 extra feat at 1st level. • 4 extra skill points at 1st level and 1 extra skill point at each additional level. • Automatic Language: Roocks or Zethy. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill. • Favored Class: Any available. NORTH MEN Tall and broad in stauncher they average 18 ½ hands (6’2”) and 16 stones (224 lbs.) there hair is blond to red and there complication is light. Most are honorable men. •+2 Strength, +2 Constitution. • Medium: As Medium creatures, north men have no special bonuses or penalties due to their size. • Human base land speed is 30 feet. • +2 racial bonus to ride. • +2 racial bones to handle animals. • Automatic Language: Nalanski. North men can under stand some of Ziiski (Halfling) and Shadi (Dawrven) even if he can not speak it. Bonus Languages: Ziiski, Shadi Sylvan, Adran, and Adlen. • Favored Class: Any available. DWARVES • +2 Constitution, –2 Charisma. • 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. • +1 racial bonus on attack rolls against orcs and goblinoids. • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. • +2 racial bonus on Appraise checks that are related to stone or metal items. • +2 racial bonus on Craft checks that are related to stone or metal. • Starting items: one magical item worth no more then 50000 gold. • Automatic Languages: Shadi. Dwarfs can under stand some of Nalanski (North Men) and Ziiski (Halfling) even if he can not speak it. Bonus Languages: Nalanski, Ziiski, Gnuska, Kobold, Terran, Zetht, and Roock. • Favored Class: Any available. HALFLINGS • +2 Dexterity, –2 Strength. • 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, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. • Halfling 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 halfling’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. • Racial feet improved critical sling and thrown rock • Automatic Languages: Ziiski. Halflings can under stand some of Nalanski (North Men) and Shadi (Dawrven)even if he can not speak it. Bonus Languages: Nalanski, Shadi, Adlen, and Sylvan. • Favored Class: Any. WOOD ELVES Tall and thin the average high is 18 hands (6’) and 13 stones (180 lbs.) they have a slender build and are light completed • +2 Dexterity, +2 Constitution, –2 Charisma. • 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. • Starting Items: natural metals wood, stone, or leather • Animal Companion: A Wood Elf may begin play with an animal companion selected from the following list: badger, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. This animal is a loyal companion that accompanies the Wood Elf on adventures as appropriate for its kind. • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. • +2 racial bonus on Listen, Search, Move Silently, Hide, Survival and Spot checks while in the wiled. • Automatic Languages: Sylvan and Sue. Bonus Languages: Draconic, Gnoll, Adran, Adlen, Sicten, Halfling, Roocks, and Sleak. • Favored Class: Any available. HIGH ELVES Tall and thin 20 hands (6’8”) and 15 stones (115 lbs.). There skin is light to golden and there hair and eyes are dark. • +2 Dexterity, +4 Intelligence, –2 Constitution. • Medium: As Medium creatures, high 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. • +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: Adran and, Adlen . Bonus Languages: Draconic, Midern, Sicten, Roocks, and Sylvan. • Favored Class: Any available. ELVES Tall and thin 19 ½ hands (6’6”) and 14 stones (200 lbs.) they are of light to medium color with light to dark hair. • +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. • 1 extra feat at 1st level. • 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. • +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: Adran and Adlen. Bonus Languages: Draconic, Midern, Sicten, Roocks, and Sylvan. • Favored Class: Any available. DARK ELVES 18 hands (6’) and 13 stones (180 lbs.) they are from gray to black in color hair rang from black to white with grays in the middle. • +2 Dexterity, –2 Constitution, +2 Charisma. • 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. • Darkvision: Dark elves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Dark elves can function just fine with no light at all. Dark elves tack a –2 on all Search, and Spot in direct sun light. • Weapon Proficiency: Martial Weapon Proficiency feats for the longkinfe, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. • +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: Adran, Adlen and Midern. Bonus Languages: Draconic, Elven, Halfling, Sicten, Roocks, and Sylvan. • Favored Class: Any available. HALF-ELVES 18 ½ hands (6’2”) and 13 stones (180 lbs.) Half-Elves are second class citizens but citizens non the less. • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size. • Half-elf base land speed is 30 feet. • 1 extra feat at 1st level. • 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. • +1 racial bonus on Listen, Search, and Spot checks. • +2 racial bonus on Diplomacy and Gather Information checks. • Elven Blood: For all effects related to race, a half-elf is considered an elf. • Automatic Languages: Adran and Adlen. 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. EASHTAH 15 ½ hands (5’4”) and 15 stones (115 lbs.) the Sashtah are a short cat like race they have short gray fur covering there bodies. There head is very cat like with a short broad snout. • +2 Strength+2Dextarty. • Medium: As Medium creatures. • Base land speed is 30 feet. • Low-Light Vision: Eashtah 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. • Natural weapons bite 1d4. • Natural weapons claws 1d4, claws are retractable • Automatic Languages: Zethy and Eastah. Bonus Languages: Ishaleh, Roock, Uli, and Sonioan. • Favored Class: Any available. GOLIATHS 23 ½ hands (7”10’) and weigh 24 stones (340 lbs.) Unlike with most other races, there is no appreciable difference in height or weight between male and female goliaths. Goliaths have gray skin, mottled with dark and light patches that goliath shamans say hint at a particular goliath's fate. Lithoderms -- coin-sized bone-and-skin growths as hard as pebbles -- speckle their arms, shoulders, and torso. Their skulls have a jutting eyebrow ridge, wide jaw, and occasional lithoderms as well. Female goliaths have dark hair on their heads, grown to great length and always kept braided. Male goliaths generally have hair only on their limbs. Goliaths' eyes are a brilliant blue or green, and they often seem to glow a little from underneath their furrowed brows. • +4 Strength, +2 Constitution, -2 Dexterity. •Large mountain-dwelling monstrous humanoids. Darkvision. •Males have hair only on the extremities. •Competitive, scorekeeping, discard their disabled members. •Considered large when this is beneficial. •Can climb half-speed without penalty •Standing long-high jumps considered running. • Base land speed is 30 feet. • Automatic Languages: Zethy and Gnuska. Bonus Languages: Dwarven, Roock, Uli, and Roock. • Favored Class: Any available. ULI Tall and broad 20 hands (6’8”) 20 stones (280 lbs.) with long foreheads and a hairless body they are pail blue to pail green in color. They have wide mouths with flat teeth. Broad in the chest they have thin arms and lags. • +4 Intelligence, +4 Wisdom, +4 Charisma. • Medium: As Medium creatures. • Base land speed is 30 feet. • Darkvision: Uli can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all. • Aliment any Evil. • Automatic Languages: Uli. Bonus Languages: any. • Favored Class: Any available. • +3 Level Adjustment. QUI • +2 Intelligence, +2 Wisdom, +2 Charisma. Thin 17 hands (5’8”) and 7 stones (98 lbs.) the Qui are the creation of the Uli. There appearance is quits shocking to most as they look like undead to most. Thy look like thy are skin stretched over bone. There dark leathery skin is covered with blotches of bright colors of yellow, white, or green that give an appearance of mold. • Medium: As Medium creatures. • Base land speed is 30 feet. • Aliment N, NG, LN, LE, NE. • Automatic Languages: Uli. Bonus Languages: Any. • Favored Class: Any available. CENTARS A centaur is as big as a light horse. A centaur is about 20 Hands (6’8”) and weighs about 107 stones (1500 lbs.). • +4 Strength, +2 Dexterity, +2 Constitution, –2 Intelligence. • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. • Space/Reach: 10 feet/5 feet • A centaur’s base land speed is 50 feet. • Darkvision: Centars can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all. • A centaur employing a lance deals double damage when it charges, just as a rider on a mount does. •+3 natural armor bonus. • Automatic Languages: Sylvan, and Sicten. Bonus Languages: Tribes, Elven, and Sleak. • Favored Class: Ranger. • Available Classes: Barbarian, Totem Barbarian, Cleric, Druid, Ranger, Scout, and Avenger Druid. SATYRS A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. . • +2 Dexterity, –2 Wisdom, +2 Charisma. • Medium: As Medium creatures, satyrs have no special bonuses or penalties due to their size. • A satyr’s base land speed is 40 feet • Low-Light Vision: Satyr 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 • Natural Weapons: Head butt (1d6). • +4 natural armor bonus. • Automatic Languages: Sylvan, and Sicten. Bonus Languages: Sue, Adlen, and Sleak. • Favored Class: Savage Bard. • Available Classes: Bard, Savage Bard, Druid, Ranger, Scout, Wilderness Rouge, Rouge, Psi Warier, Wilder, and Sorcerer. MINOTAURS A minotaur stands more than 22 ½ hands (7’6”) and 54 stones (755 lbs.) • +8 Strength, +2 Constitution, –4 Intelligence, –2 Charisma. A Minotaurs starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3. • Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. • Space/Reach: 10 feet/10 feet. • Minotaurs base land speed is 30 feet. • Darkvision: Minotaurs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and can function just fine with no light at all. • Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage. • Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed. • Automatic Languages: Sicten. Bonus Languages: Sue, Adlen, Sylvan, and Sleak. • Favored Class: Barbarian. • Available Classes: Barbarian, Totem Barbarian, Cleric, Druid, Ranger, Scout, and Avenger Druid. • +1 Level Adjustment. [/QUOTE]
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