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Races (THESE REQUIRE DM APPROVAL/APPLICATION) Aasimar Carrying the blood of a celestial, an Aasimar is usually a good-aligned and fights against evil in the world. Some have a minor trait suggesting their heritage, such as silver hair, golden eyes or an unnaturally intense stare. Those descended from a celestial minion of a Faerunian deity often carry a birthmark in the shape of the deity’s holy symbol or some other mark significant to that faith. Racial Abilities: +2 Wis, +2 Cha Special Abilities: Acid, cold and electricity resistance 5, Light once per day, +2 Bonus on Listen and Spot checks, Darkvision, Outsider, Quick to Master Favored Class: Paladin ECL: 1 Tiefling Because they are descended from evil outsiders, those who know of their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion of a Faerunian deity often carry a birthmark of the deity’s holy symbol or another trait related to that evil faith. Racial Abilities: +2 Dex, +2 Int, -2 Cha Special Abilities: Cold, fire, electricity resistance 5, Darkness once per day, +2 bonus on Bluff and Hide checks, Darkvision, Outsider, Quick to Master Favored Class: Rogue ECL: 1 Deep Gnomes Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor or openness of their surface cousins. Where a rock gnome community bursts with energy, excitement and laughter, a svirfneblin city is a dull and colorless place of echoing silence and furtive motion in the shadows. All hands are raised against the svirfneblin – or so the deep gnomes believe, anyway. The deep gnome may be the world’s stealthiest and most elusive folk. Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention. In their cavern homes, they are nearly undetectable with magic and even in the strange and threatening (to them) surface world, the deep gnome’s natural stealth makes them difficult to spot or catch. Svirfneblin have gnarled physiques, brown or gray skin, gray eyes, and gray hair (although males are bald). Then tend to be sullen, withdrawn and suspicious to a fault. Racial Abilities: -2 Str, +2 Dex, +2 Wis, -4 Cha Special Abilities: Small Stature, Hardiness vs. Illusions, Offensive Training vs. Reptilians and Goblinoids, Skill Affinity (Listen, Concentration, Illusion), Darkvision, Stonecunning, Special ability: blindness once/day +4 AC, +2 on all saves +2 Hide, Spell Resistance (11 + Character Level) Favored Class: Illusionist ECL: 3 Gray Dwarves Long ago, mind flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar rose against their masters and regained their freedom. They emerged as a new subrace of dwarf with limited mental powers. The gray dwarves are an evil and bitter race, but retain the superior skill and workmanship of dwarvenkind. They have found a niche for themselves in the Underdark, creating armor and weapons to trade with the warring races of that realm. They seem to have been denied the Thunder Blessing. Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. For some, this means abandoning the evil gods of the duergar and embracing the traditional pantheon, while for others it is a more practical betrayal, using involving stealing from other gray dwarves. When discovered, an outcast is typically stripped of his possessions, tattooed on the face and arms to mark him as a criminal and cast out under penalty of death. Some clans secretly aid their outcasts – or encourage them to leave before they are found out. To return is to die. This grim fate drives most outcasts to the surface, where they struggle to survive in an unwelcoming world. The surface dwarves hate the duergar because they turned to evil, and no other surface race holds much love for the gray dwarves. Most of the gray dwarves met by surface dwellers are tattooed exiles, although a small number were lucky or smart enough to leave before being discovered. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair and gray skin. Racial Abilities: +2 Con, -4 Cha Special Abilities: Stonecunning, Darkvision, Hardiness vs. Poisons, Hardiness vs. Spells, Offensive Training vs. Orcs and Goblinoids, Defensive Training vs. Giants, Skill Affinity (Lore), Darkvision, Immune to paralysis, phantasms, and magic or alchemical poisons, +4 racial bonus on Move Silently checks, +1 bonus to Listen/Spot, Invisibility once/day, Light Sensitivity Favored Class: Fighter ECL: 2 Drow Drow Descended from the original dark-skinned elven subrace called the Illythiiri, the drow are cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair.. They commonly have very pale eyes (so pale as to be often mistaken for white) in shades of pale lilac, silver, pink and blue. They also tend to be smaller and thinner than most elves. Most drow on the surface are evil and worship Vhaeraun, but some outcasts and renegades have a more neutral attitude. Racial Abilities: +2 Dex, -2 Con, +2 Int, +2 Cha Special Abilities: Immunity to Sleep, Hardiness vs. Enchantments, Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow), Skill Affinity (Listen, Search, Spot), Keen Senses, Darkvision, Light Sensitivity, Light Blindness, Spell Resistance (11 + Character Level), Darkness Ability Female favored class: Cleric Male favored class: Wizard ECL: 2 Wererat They tend to be thin, wiry individuals of shorter than average height. The eyes constantly dart around and the nose and mouth may twitch. Males often have thin ragged moustaches. (ECL2) Werecat Werecats in humanoid form tend to be sleekly muscular, taller than average, and very agile. Their features are quite attractive, but often angular. Werewolf Werewolves tend to have no traits that distinguish them from regular humans. All Lycanthropes--darkvision, +2 AC, +2 BAB, +4 Hide, +4 Move Silently, +4 Animal Empathy, +2 Wisdom, hybrid form. Lythani – Chaotic Good Werebat – Neutral Evil Werebear – Lawful Good Wereboar – Neutral Werecrocodile – Neutral Evil Wererat – Chaotic Evil Wereshark – Neutral Evil Weretiger – Neutral Werewolf – Chaotic Evil Half-Dragons: Half-Dragon characters are always more formidable than their fellows, and their appearance betrays their nature- scales, elongated features, reptilian eyes, horns, and exaggerated teeth and claws. Sometimes they have wings. Half Dragons- - +8 STR, +2 INT, WIS, CHA, +4 natural AC, immunity paralysis/sleep/fire, breath weapon (fire). Favored class for all of them are the same as their base race, and they are all human subraces. |
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