Races

CHAPTER 6: PLAYER RACES
All Player Races are Mortal Races, i.e. they do die. Stats and abilities are based on the player handbook of your choice. Now the back ground on the mortal races is fairly different than the typical DnD world, this plane has a different history than the usual planes of existence it is closer to the “human” world of Earth than any other DnD setting, the Basic types of Mortal races can be put in to five basic categories:

REPTILIAN RACES
Reptilians which descend from either Dinosaurs or Dragons:

HALF-DRAGON
They generally serve the true dragons as servants and warriors while the dragons do ‘dragon things’ like sleep.

START STATS:
6 points additional,

Size: Medium
Average height: males 6’2” / Females 6’4”
Average Weight: males 200lbs / Females 220lbs

BASE SPEED:
30 Feet (6 Squares) – 5 feet a square
VISION:
Darkvision 60feet
SPECIAL ABILITIES:
+4 Climb, Balance and Jump
+ Gain a rank 1 Evocation Spell of your choice, this spell counts as a natural weapon and has no mana cost.  
LIZARD MEN
Scrawny little yapping Reptilian beings, they trace their heritage to the dragons however scholars believe they are members of a species of dinosaurs closely related to raptors.
START STATS:
12 Strength
12 Constitution
8 Intelligence
SIZE:
Medium
Average height: males 5’2/ Females 5’5
Average Weight: males 65lbs / Females 75lbs
LIFESPANS:
Adolescence:
Young Adult:
Middle Age:
Old Age:
Average life:
Maximum Life:
BASE SPEED:
30 Feet (6 Squares)
VISION:
SPECIAL ABILITIES:
+4 racial bonus to Balance, Jump, and Swim skill checks.
You can hold your breath under water for a number of rounds equal to 4 times your Constitution score before risking drowning.
You have a special natural attack:

Two claw attacks that deal 1d4 slashing damage and a bite that deals 1d4 piercing damage.

These attacks count as a Multiattack, but gain off hand penalties as per normal. Because they count as Natural you do them as a basic unarmed proficiency. You cannot do this attack while wielding a weapon.

Damage reduction 2/-. You lose this benefit if you wear armor of any sort. This value stacks with DR gained from the Berserker class and Armor Mastery feats.

As one of your traits, you must choose one background trait from the following list: Child of Faith, Child of Omen, Hunter- Gatherer, Jungle Born, Lizardfolk Reared, Slave, or Wilderness Survivor. You may choose your second trait as normal.

RAKOR
Even though Psionic Warriors are reptilian, rumor has it that they were once humans that were captured by evil monsters from a different world. Little is known about their origins. Psionic Warriors society is martial, with both males and females training heavily in magic and combat. Although they are loyal to each other, they are also fiercely individualistic. Raiding mind flayers strongholds is considered a rite of passage.
START STATS:
12 Dexterity
14 Constitution
12 Intelligence
8 Wisdom.
SIZE:
Medium
Average height: males & Female are nearly identical 5’10
Average Weight: males & Female are nearly identical 150lbs
BASE SPEED:
30 Feet (6 Squares)
VISION:
Normal
SPECIAL ABILITIES:
Gain the Wild Talent trait.
Automatic Languages: Psionic Warriors, Common, Draconic

MAMMALIAN

Mammalian all descend from Proto-humans:
HUMANS
START STATS:
When buying ability scores, Humans may spend an additional 6 points.
SIZE:
Medium
Average height: males/Females
Average Weight: males/Females
BASE SPEED:
30 Feet (6 Squares)
VISION:
Normal
SPECIAL ABILITIES:
One extra feat from the general category as a bonus feat and 1 additional skill point whenever you gain a level.

You may, one time only, treat you mastery rating as 1 higher than it actually is when selecting a single feat.

You may select 2 background traits rather than just one.


HALF-ELF
START STATS:
When buying ability scores, Half-Elves may spend an additional 6 points.
SIZE:
Size: Medium
Average hight: males/Females Same as Humans
Average Weight: males/Females Same as Humans
BASE SPEED:
Base Speed: 30 feet (6 squares)
VISION:
Vision: Low-Light Vision Special Abilities:
SPECIAL ABILITIES:
- Half-Elves qualify as both Elves and Humans in regards to effect or ability.
- +2 racial bonus on Listen and Spot skill checks.
- +2 racial bonus against on saving throws against enchantment spells and effects.
- You do not suffer the -10 penalty to listen checks while sleeping.
- One additional skill point whenever you gain a level.


HALF-ORK
START STATS:
When buying ability scores, Half-Orcs may spend an additional 6 points.
SIZE:
Medium
Average hight: males/Females
Average Weight: males/Females
BASE SPEED:
30 feet (6 squares)
VISION:
Darkvision, 60 feet
SPECIAL ABILITIES:
Half-Orcs qualify as both Orcs and
Humans in regards to effect or ability.
+1 racial bonus on all saving throws.
+2 racial bonus on Balance, Climb, Jump, Move Silently and Tumble skill checks.
- Scent as an extraordinary ability.
- Die Hard as a bonus feat.


ARCANE
Humans who felt the pull of magic and the Arcane Evolved into the fallowing Races

ELVES
START STATS:
14 Dex
14 Int
8 con
SIZE:
Medium
Average hight: males/Females (depends on race of elves, Most common races are human hight, however some races can be smaller, or taller)
Average Weight: males/Females (depends on race of elves, Most common races are about the same as a Human female, however some races can be smaller, or taller)
BASE SPEED:
35 Feet (6 Squares)
VISION:
Low-light Vision
SPECIAL ABILITIES:
+4 racial bonus against enchantments
+2 Dex based Skills, spot, listen, Magic Device
Immune to sleep effects
Only require 4 hours sleep or rest

HALFLINGS
START STATS:
14 Dex
14 Char
8 Str
SIZE:
Small
Average height: males/Females
Average Weight: males/Females
BASE SPEED:
20 Feet (4 Squares)
VISION:
Low-Light
SPECIAL ABILITIES:
+1 racial bonus on all saving throws.
+2 racial bonus on Balance, Climb, Jump, Move Silently and Tumble skill checks.

GNOMES
START STATS:
16 Int
14 Dex
6 Str
SIZE:
Small
Average hight: males/Females
Average Weight: males/Females
BASE SPEED:
20 Feet (4 Squares) – 5 feet a square
VISION:
Low-Light
SPECIAL ABILITIES:
+2 racial bonus on all saving throws.
+2 racial bonus on Int based Checks.


LABOR
These races evolved and where breed to be used for Labor and Warfare in ancient times.

ORCS
START STATS:
14 Ste
14 Con
8 Wis
SIZE:
Medium
Average hight: males/Females
Average Weight: males/Females
BASE SPEED:
30 feet (6 squares)
VISION:
Darkvision, 60 feet
SPECIAL ABILITIES:
+4 racial bonus on all saving throws.
+2 racial bonus on Balance, Climb, Jump, Move Silently and Tumble skill checks.
+2 Spot and Listen Checks.


GOBLINS
GOBLINS
START STATS:
16 Int
14 Dex
8 Str
8 Chr
8 wis
SIZE:
Size: Small
Average hight: males/Females 3’
Average Weight: males/Females 25-55lbs
BASE SPEED:
Base Speed: 30 feet (6 squares)
VISION:
Vision: Darkvision, 60 feet
SPECIAL ABILITIES:
- +4 racial bonus on Hide and Move Silently checks.
- As one of your traits, you must choose one background trait from the following list: Child of Faith, Child of Omen, Hunter-Gatherer, Jungle Born, Goblin Raised, Slave, or Wilderness Survivor. You may choose your second trait as normal.

OGRIN
START STATS:
16 Strenght
14 Consistution
8 intelligence
8 wisdom

SIZE:
Large
Average hight:
12-15 feet males/ 11 – 14 Females
Average Weight:
500 lbs males/300 lbs Females
BASE SPEED:
__ Feet (__ Squares) – 5 feet a square
VISION:
SPECIAL ABILITIES:
+4 BONUS1
+2 BONUS2
+2 BONUS3
SPECIAL

DWARVES
START STATS:
14 Con
14 Wis
8 Chr
SIZE:
Medium
Average height: males/Females 4’6" – 5’
Average Weight 250lbs – 300lbs of mostly muscle and bone
LIFESPANS:
Adolescence: 20
Young Adult: 40
Middle Age: 125
Old Age: 188
Average life: 250
Maximum Life: 450
BASE SPEED:
20 Feet (4 Squares)
VISION:
Dark Vision
SPECIAL ABILITIES:
+4 Bonus to saving throws against poison
+2 Racial bonus on saving throws against spells, and spell like abilities
+2 racial bonus to your Combat Maneuver Defense when subject to bull rush or trip attempts
Your Speed is Never reduced by Armor or Encumbrance, however once you reach your max weight you will not be able to move until you lighten your load. (SOMETHING SOME DWARVES HAVE DIFFICULTY WITH)


WILD
Human ancestors who had a strong connection to the wild, and though magic and nature evolved to be wilder.

SHIFTERS
START STATS:
When buying ability scores, Shifter may spend an additional 6 points.
BASE SPEED:
As human
30 Feet (6 squares)
As Beast
60 feet (12 squares)
VISION:
Normal as Human, Darkvision 60 as Beast
SPECIAL ABILITIES:
Two Forms, You can look fully humanoid, or change into one of the following beast forms. Wolf, Bird, Cat, Bear, Deer, or a really well conniving argument with the DM, Your shape shift does not change your mass and size. Your shape shifting has stages, you can half forms.

Your humanoid form can be choosing from any Mammal based Player Race.

In your beast and half forms you have a special natural attack:

Two claw attacks that deal 1d4 slashing damage and a bite that deals 1d4 piercing damage.

These attacks count as a Multiattack, but gain off hand penalties as per normal. Because they count as Natural you do them as a basic unarmed proficiency. You cannot do this attack while wielding a weapon.

Damage reduction 2/-. You lose this benefit if you wear armor of any sort. This value stacks with DR gained from the Berserker class and Armor Mastery feats.
in half form you can wear armor and wield weapon.
In full Beast form you gain movement and abilities of the natural animal.
DISADVANTAGES
Wolfsbane is highly toxic and count as poison.
Silver is highly toxic and count as poison.

TROLLS
Long ago a group of elves decided to revert back to the natural order of the world. These Elves evolved in to what are known as trolls.
START STATS:
14 Dexterity
14 Constitution
8 Intelligence
SIZE:
Medium

BASE SPEED:
35 Feet (6 Squares)
VISION:
Low-light Vision
SPECIAL ABILITIES:
Trolls have a natural ability to regenerate during and after combat. After receiving damage during combat they have the ability to restore 25% vitality if they take a full action Regeneration check, make a DC 20+level Concentration check, if successful restore 25% vitality.
Out of combat they naturally restore Wound points at twice the normal rate.
Only require 4 hours sleep or rest


DEVINE
Devine races, are groups of humans where were enlightened and molded by the gods:
NEPHILIM
14 CON
14 CHAR
8 DEX
SIZE:
Medium
BASE SPEED:
30 Feet (6 Squares)
VISION:
Low-Light
SPECIAL ABILITIES:
All Nephilim have the Paladin trait even if they are an arcanist. They get the first 2 ranks for free, as a racial trait.
Wings of the Angel Blood:
Also any time a Nephilim uses ability to shrug off death Spiritual Wings can be seen by others coming from the Nephilim. Otherwise they always appear to be Normal Human.
Also they can on a successful concentration check (DC=20+level) make the wings appear and the wings allows gliding at 
INFERNAL
Infernal races are groups of humans where were forced to evolve under the influence of Devils:

FELLEUM
Felleums are human-evolved, that are infused with the touch of the fiendish planes, most often through descent from fiends — demons, devils, evil deities, and others who have bred with humans.
Felleums are known for their cunning and personal allure, which makes them excellent deceivers as well as inspiring leaders when prejudices are laid aside.
Although their evil ancestors may be many generations removed, the taint lingers. Unlike half-fiends, Felleums are not predisposed to evil alignments and vary in alignment nearly as widely as full humans, though Felleums are certainly devious.
Felleums tend to have an unsettling air about them, and most people are uncomfortable around them, whether they are aware of the Felleum’s unsavory ancestry or not. While some look like normal humans, most retain physical characteristics derived from their ancestor, with the most common such features being horns, non-prehensile tails, and pointed teeth. Some Felleums also have eyes that are solid orbs of black, red, white, silver, or gold, while others have eyes more similar to those of humans. Other, more unusual characteristics include a sulfurous odor, cloven feet, or a general aura of discomfort they leave on others.
START STATS:
14 Dexterity
14 Charisma
8 Wisdom
SIZE:
Medium
BASE SPEED:
30 Feet (6 Squares) – 5 feet a square
VISION:
Low-light
SPECIAL ABILITIES:
Fiendish Resistance: Felleums have cold resistance 5, electricity resistance 5, and fire resistance 5.
Skilled: Felleums gain a +2 racial bonus on Bluff and Stealth checks.
Felleum Charm Person: Felleums get a spell like ability with the fallowing stats:
Range: touch or Range close (25 ft. + 5 ft./2 levels)
DC Check: Will vs Will
Casting Time: 1 standard action
Target: one humanoid creature
Duration: 1 hour/level
Spell Resistance: yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.


CONSTRUCTS
Construct races are those races made by mortals using advanced knowledge:

WAR-GOLEM
14 Ste
16 Con
8 Wis
8 Chr
SIZE:
Medium
They are all the same height and weight, although they can be almost any color and are often found with very intricate artistic pattens which help distinguish them.
Height 7’
Weight 500lbs
LIFESPANS:
They have no actual lifespans most are at least 2000 years old however many are only as knowledgable as their last full rebuild, they continue until they are too damaged to continue, and can only be fixed by a specialist.
BASE SPEED:
30 feet (6 squares)
VISION:
Darkvision, 60 feet
SPECIAL ABILITIES:
-2 racial bonus on Balance, Climb, Jump, Move Silently and Tumble skill checks.
+4 Spot and Listen Checks.
They do not Breath, Immune to Gases, Drowning, and Silence. They do not sleep or Eat, however they require high energy beverages at the same rate as a Human for fuel, and they must process the beverages once a day for 6 hours, once this starts they are immobile, it is also when they can self repair, they heal at the same rate as a normal human.
Living Weapons, They are built with weapons so they always have Simple Melee weapon proficiencies and and can have 2 one handed simple melee weapons one on each arm (of the players Choice). These weapons sheath into the forearm when out of combat, and cannot be removed or upgraded, without removing the entire arm.
They cannot wear Armor, but have a Natural Armor Class Equal to Heavy Armor 7 with the same effects on the character sheet (protection +7, Maximum Dex Bonus +2, Check Penalty -5). This can be upgraded by a Specialist but it costs 7120 gold per upgrade. The advantage being a Warforged is always in their Armor so Movement and Rest does not get affected by the Armor.

ACAIMEH
START STATS:
When buying ability scores, Humans may spend an additional 6 points.
SIZE:
Medium
Average height: males/Females
Average Weight: males/Females
BASE SPEED:
30 Feet (6 Squares)
VISION:
Normal
SPECIAL ABILITIES:
Size: Medium
Average hight: males/Females Same as Humans
Average Weight: males/Females Same as Humans
Base Speed: 30 feet (6 squares)
SPECIAL ABILITIES:
- Regardless of which race they are built to resemble, Acaimeh qualify as Humans in regards to effect or ability.
- Living Weapons: Like the Warforged, Acaimeh were built as weapons of war, and so will always have their weapons on them as part of their bodies. Unlike Warforged, Acaimeh do not have these weapons built in, but rather they can shapeshift parts of their bodies into their weapon of choice. An Assinmorph can shift any of their extremities (arms, legs and even hair if long enough) into any one handed or light melee weapon they are proficient with. As these weapons are made of their own bodies there is a limit to how powerful they can be and still wield them effectively. The Acaimeh is limited to weapons capable of dealing 1d6 damage or less.
These weapons are part of their bodies and therefore cannot be disarmed, though as a result sundering their weapons will cause direct damage to the Acaimeh themselves. Likewise critical fumbles, rust monsters, and other negative effects that damage weapons will damage the Assinmorph themselves, though in case where item saves are allowed, the Acaimeh own save bonuses can be used instead.
These living weapons will take the same time to shift into as it would normally take to sheathe and unsheathe normal weapons. Feats such as quickdraw will affect these drawtimes accordingly. Weapons with a ranged component (i.e. daggers) can still be “thrown” but require the Assinmorph to maintain an attached rope or chain (most often thick strands of their own hair) to the thrown weapon as it must remain attached to their body. Afterwards they must spend a move action to “retract” the thrown weapon before attacking with it again. Acaimeh with a BAB of +1 or higher can move as they are retrieving their weapons in this way (Just like they can ready a weapon at the same time as they move into position).
- Acaimeh were almost always constructed with specific mission requirements in mind. Different target parameters necessitated different Acaimeh constructs that were specifically tailored to the sort of special operations often seen in war. As such the Assinmorph can choose one of the racial abilities from below at character creation.
• Utilitarian – You possess greater acuity and finer control of your morphing ability, allowing you to create simple tools out of your body. You can create anything from a crowbar to thieves tools, however only basic solid tools can be created this way.
• Skindancer – You morph ability can be applied to your entire body but only at a superficial level. This allows you to change the color and shape of facial and body features, including hair color, to allow you to look entirely different. This provides you a +4 bonus to disguise.
• Extra Dense – Your body was built out of much denser material then normal. This increases your effective weight by 50%.
• Wing trance – grow wings allows gliding
• Darkvision 60’
A common nickname for them is “Assassin-morph”, but this nick name is only used by the few who know that they exist in the first place.


AMPHIBIOUS
Creatures which can survive in water and on land, they might have evolved more recently than humans.

MERGULS
START STATS:
12 Str
12 Con
8 Int
SIZE:
Medium
BASE SPEED:
25 Feet (5 Squares), they move twice as fast in water as they do on land. They get a 50move when swimming; they ignore the swim check, unless special conditions are in effect, in which case they gain a +10 to the swim check.
VISION:
Less than normal on Land (treat well light environments as if they were in lowlight conditions), Darkvision in water
SPECIAL ABILITIES:

You can breathe under water.
You have three natural attacks: two claw attacks that deal 1d4 slashing damage and a bite that deals 1d4 piercing damage. These attacks have the power or finesse descriptor (your choice).
Damage reduction 2/-. You lose this benefit if you wear armor of any sort. This value stacks with DR gained from the Berserker class and Armor Mastery feats.
As one of your traits, you must choose the Sea Child background trait. You may use your second trait as background trait if you so choose.

Races

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