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Races


The following are the core races for Special Edition D&D. While most are considered civilized, some are classified as monstruous, because of their kin usually being known as monsters. Races possess one or multiple talent trees, and offer a wide array of possibilities for players to try out and enjoy.
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Centaur

ImageCentaurs are a half-horse, half-humanoid people representing the untamedness of the Feywild, their original plane. They have since spread throughout the world, and typically live in large tribes in the wilderness. They love battle, and are fiercely protective of their clan and territory. Centaur bodies are much like those of a large horse, but where a horse would have a head and neck a centaur has the torso of a muscular humanoid. Their lower halves vary in color as widely as horses do, with hair of chestnut, palomino, black, and in centaur communities near particularly magic-infused regions of the Feywild, even gleaming white like a celestial charger or unicorn is possible. The skin on their torso is usually light tan, but pale and other human colours exist, though rare. Centaurs wear their head-hair long, and it typically ranges from red to dark brown. Centaur head-hair is not necessarily the same color as their body hair, and in fact this is rarely the case. Their eyes are usually vibrant green or blue and their ears are pointed, much like eladrin or elves. Centaurs live for several centuries, with their most venerable members up to 400 years old. They also mature slower than humans do, reaching adulthood at around 30 years old. The average lifespan is about 300 years, but centaurs only start to show visible signs of aging in the last fifth of their lives.

Centaur Racial Traits

Centaurs receive the following racial traits.
  • Ability Adjustments: +2 Strength, -2 Intelligence.
  • Base Speed: 10 squares
  • Large Quadruped: –1 penalty to Reflex, –5 penalty on Hide checks, lifting and carrying limits three times those of Medium bipedal characters.
  • Darkvision: Centaurs ignore concealment (including total concealment) due to darkness. However, they cannot perceive colors in darkness.
  • Natural Armor: Because of their thick hides, Centaurs gain a +1 natural armor bonus.
  • Natural Weapons: Centaurs possess hooves that deal 1d6 martial damage.
  • Monstruous: Centaurs are monsters, and their monstruous outlook tends to affect reactions negatively: All centaur characters suffer a -5 penalty to their Interaction checks.
  • Automatic languages: Sylvan, Elven.

Centaur Talents

Whenever you would gain advancement points, you may take a talent from the talent tree below instead of from some other source.
  • Powerful Build I: You gain +1 natural armor & +2 to constitution.
  • Powerful Build II: You gain +2 to strength & +2 to dexterity. Prerequisite: Powerful Build I.
  • Powerful Build III: You gain +1 natural armor & +2 to constitution. Prerequisite: Powerful Build II.
  • Powerufl Build IV: You gain +2 to strength & +2 to dexterity. Prerequisite: Powerful Build II.
  • Powerful Build V: You gain +2 to strength & +2 wisdom. Prerequisite: Powerful Build IV.


Doppelganger

ImageDoppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils. A doppelganger’s appearance is deceiving even when it’s in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance. Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived. In its natural form a doppelganger is about 5-1/2 feet tall and weighs about 150 pounds.


Duergar

ImageSometimes called gray dwarves, these evil beings dwell deep in the underground. Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.

Duergar Racial Traits

Duergar receive the following racial traits.
  • Ability Adjustments: +2 Strength, +2 Constitution, -4 Charisma
  • Base Speed: 4 squares
  • Medium: As medium-sized beings, Duergar receive neither bonuses nor penalties due to their size.
  • True Darkvision: Duergar ignore concealment (including total concealment) due to darkness. They can even perceive colors in darkness, although the color spectrum is different from the one given from normal lighting.
  • Light Sensitivity: Abrupt exposure to bright light (such as sunlight) dazzles Duergar. They suffer a -1 penalty to combat and reactive skills checks, as long as they remain in the affected area.
  • Stonecunning: This ability grants Duergar +2 racial bonus on Search checks to notice unusual stonework. A Duergar who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A Duergar can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
  • Spell-Like Abilities: Duergar possess spell-like abilities, which can each be used once per day.
    • Enlarge: As a standard action, the Duergar can enlarge himself. He gains +2 Strength, -2 Dexterity. He occupies 2 squares, and his reach increases to 2 squares. His weapon damage increases by one size category. The effect lasts for 3 + Constitution modifier rounds.
    • Invisibility: As a standard action, the Duergar can spend an action point to become invisible. Invisibility grants the Duergar +20 bonus to stealth checks and all attacks against him have a miss chance of 50%. If the Duergar attacks or casts an offensive spell, the effect is dissipated. The invisibility is considered an illusion effect, and is subject to the same rules as other illusions. The effect lasts until the end of the encounter.
  • Great Fortitude: Duergar receive a +2 racial bonus to their Fortitude defense.
  • Greater Magic Resistance: Duergar are difficult to affect via magic. A Duergar adds +4 to each of his Defenses when being attacked by a spell or magical effect (but not magical weapons).
  • Skilled Ambusher: Duergar may re-roll any Stealth check if the specialty involves Hide or Conceal. They must keep the second result even if it is worse, however.
  • Automatic Languages: Common, Undercommon, Dwarven.

Duergar Talents

Whenever you would gain advancement points, you may take a talent from the talent tree below instead of from some other source.
  • Duergar Conditioning: The duegar becomes immune to poison and illusions. Prerequisite: Duergar Training.
  • Duergar Training: The duergar receives a +4 racial bonus to all stealth checks, as well as a +1 racial bonus to all awareness checks.
  • Supreme Magic Resistance: Your racial bonus to each of your defenses against spells improves to +6.
  • Veteran Ambusher: This talent can be selected multiple times. Every time the duergar selects this talent, he gains an additional use per day of his spell like abilities.
  • Psionic Defenses: Gain +4 to your willpower defense.


Dwarf

ImageDwarves are a steadfast and loyal race. They are shorter than humans on average, but weigh nearly as much due to their width. Dwarves are not fat, simply solidly built. They live underground, in hills and mountains, but close to the surface of the world; their halls often have extensive tunnels to allow sunlight to filter in. Dwarves have a lawful, organized, and rigid society. They are ancient enemies of the goblins.

Dwarf Racial Traits

Dwarves receive the following racial traits.
  • Ability Adjustments: +2 Constitution, -2 Charisma
  • Base Speed: 4 squares
  • Medium: As medium-sized beings, dwarves receive neither bonuses nor penalties due to their size.
  • Darkvision: Dwarves ignore concealment (including total concealment) due to darkness. However, they cannot perceive colors in darkness.
  • Stonecunning: This ability grants Dwarves a +2 racial bonus on Search checks to notice unusual stonework. A Dwarf who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A Dwarf can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
  • Great Fortitude: Dwarves receive a +2 racial bonus to their Fortitude defense.
  • Magic Resistance: Dwarves are difficult to affect via magic. A dwarf adds +2 to each of his Defenses when being attacked by a spell or magical effect (but not magical weapons).
  • Skilled Crafter: Dwarves may re-roll any Craft check if the material involves stone or metal. They must keep the second result even if it is worse, however.
  • Automatic Languages: Common, Dwarven.

Dwarf Talents

Whenever you would gain advancement points, you may take a talent from the talent tree below instead of from some other source.
  • Enhanced Constitution: Your racial bonus to your Constitution score increases by +2.
  • Great Recovery: Whenever you catch a second wind, you regain a number of additional hit points equal to 1d6 per three talents you possess. Prerequisite: Trained in the Endurance skill.
  • Greater Magic Resistance: Your racial bonus to each of your defenses against spells improves to +4.
  • Stonecunning: You may re-roll any Perception check or Knowledge check that involves examining stone, keeping the better result. You automatically notice such things as new construction (even if built to match the old). Something that isn't stone but built to look like stone counts as unusual stonework. You also have a sort of “depth sense,” always having a rough idea of how deep underground you are.
  • Tough Defense: Any attack against you that targets your Reflex defense can, at your discresion,target your Fortitude defense instead. You must make this decision before any rolls are made. Prerequisite: Great Recovery, trained in the endurance skill


Drow

ImageLong ago, there was a great rift among the elves. Several noble houses were driven from the face of the world. They made their way through crack and crevice and deep worming tunnel to the Underdark, where they at last found refuge from their pursuers. It was not much of a refuge, as the Underdark was in nearly every way far more dangerous than the world above. In the centuries that followed, the ancestors of those cruel, savage elven kingdoms became a new race altogether, the drow. Within mere centuries, they established themselves as the undisputed masters of the upper reaches of the Underdark, with the middle reaches belonging to the Duergar and other such races, and the deeps belonging to their own hideous aboriginal races. Also known as dark elves, drow are a depraved and evil subterranean offshoot. White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red. Drow speak, read, and write Elven, a beautiful language they’ve corrupted with their own vile idioms and inflections.

Drow Racial Traits

Drow receive the following racial traits.
  • Ability Adjustments: +2 Dexterity, -2 Constitution
  • Base Speed: 6 squares
  • Medium: As medium-sized beings, Drow receive neither bonuses nor penalties due to their size.
  • True Darkvision: Drow ignore concealment (including total concealment) due to darkness. They can even perceive colors in darkness, although the color spectrum is different from the one given from normal lighting.
  • Perceptive: A Drow may re-roll any Perception check, but they must keep the second result, even if it’s worse.
  • Immunity: Drow ignore any magical effect that would cause them to fall unconscious (but not non-magical effects, such as some manner of poison)
  • Magic Resistance: Drow are difficult to affect via magic. A drow adds +2 to each of his Defenses when being attacked by a spell or magical effect (but not magical weapons).
  • Spell-Like Abilities: Drow possess spell-like abilities, which can each be used once per day.
    • Dancing Lights: As a swift action, you invoke small floating lights that accompany you for the duration of an encounter. They provide normal yet soft lighting, allowing for reading without any of the hindrances caused by the drow's light blindness trait.
    • Darkness: As a standard action, you invoke an unmoving globe of darkness which extends over a 3 square by 3 square area. No light can pierce this magical darkness. The effect lasts until the beginning of your next turn.
      • Special: You can spend an action point to extend the duration of this effect. If you do, the darkness lasts for 3 + Constitution modifier rounds.
    • Faerie Fire: As a swift action, you summon harmless magical fire around the silhouette of your target. The silhouette lasts for 3 + Constitution modifier rounds. During that period, all melee & ranged attacks made against the target receive a +2 bonus.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight) blinds drow for 1 round. On subsequent rounds, they suffer -1 penalty to combat and reactive skills, as long as they remain in the affected area.
  • Automatic Languages: Common, Elven, Undercommon.

Drow Talents

Whenever you would gain advancement points, you may take a talent from the Drow Commoner or Drow Noble talent tree found below.

Drow Commoner Talent Tree

All drow have access to this tree.
  • Acclimated Sight: Through persistence and practice, you have learned to overcome the hindrances of your race's Light Blindness trait. When exposed to bright sources of light, you still suffer -1 to your combat and reactive skills, but at no longer blinded.
  • Acrobatic Prowess: You may re-roll any Acrobatics check, but you must keep the second result, even if it's worse. Prerequisite: Trained in Acrobatics
  • Enhanced Dexterity: Your racial bonus to your Dexterity score increases by +2.
  • Enhanced Charisma: Your racial bonus to your Charisma score increases by +2.
  • Greater Magic Resistance: Your racial bonus to each of your defenses against spells improves to +4.
  • Spell Savant: You may re-roll any Spellcasting check, but you must keep the second result, even if it's worse. Prerequisite: Magic Sensitive feat.

Drow Noble Talent Tree

Drow with claims of direct ancestry from the major houses tend to select the talents presented here.
  • Potent Venom: You have been schooled in the secret method to create a potent venom with which to coat your arrows or bolts:
    • To create a flask of the venom, you must succeed at a Craft (poison) check with a DC 20. If you succeed, you receive enough poison to coat 20 arrows or bolts. The coating remains effective for up to 24 hours after being applied on the arrow or bolt. Applying the poison to an arrowhead takes a standard action.
    • Each 20 arrow/bolt dose costs 50 gold pieces in materials to make.
    • When you hit a target with a venom coated arrow or bolt, make a D20 + Half Character Level check against the target's Fortitude defense. If it succeeds, the target falls unconscious for 1d6 rounds.
  • Enhanced Intelligence: Your racial bonus to your Intelligence score increases by +2.
  • Enhanced Wisdom: Your racial bonus to your Wisdom score increases by +2.
  • Greater Spell-Like Abilities: The drow gains the following spell-like abilities, in addition to the existing abilities that all drow possess, which he can use once per day:
    • Levitate: As a swift action, you begin to float. You can levitate vertically but not horizontally. Your floating speed is equal to 6 squares. The effect last until the beginning of your next turn.
      • Special: You can spend an action point to extend the duration. The levitate effect lasts for 3 + Constitution modifier rounds.
    • Feather Fall: As a swift action, you can slow your fall and prevent up to 10d6 points of falling damage. The feather fall effect lasts until the beginning of your next round, so it must be cast at the last moment before the impact.
    • Detect Magic: As a full round action, you can focus your inherent magical power to detect all magical enchantments within your line of sight. During that round, all nearby magical effects glow with a bluish hue, that you alone are able to perceive.
  • Supreme Magic Resistance: Your racial bonus to each of your defenses against spells improves to +6. Prerequisite: Greater Magic Resistance


Dragonborn

ImageBorn to fight, Dragonborn are a race of wandering mercenaries, soldiers, and adventurers. Long ago, their empire contended for worldwide dominion, but now only a few rootless clans of these honorable warriors remain to pass on their legends of ancient glory. Dragonborn resemble humanoid dragons. They’re covered in scaly hide, but they don’t have tails. They are tall and strongly built, often standing close to 6 1/2 feet in height and weighing 300 pounds or more — females being of basically the same height and weight as males. Their hands and feet are strong, talon-like claws with three fingers and a thumb on each hand.

Dragonborn Racial Traits

Dragonborn receive the following racial traits.
  • Ability Adjustments: +2 Strength, -2 Dexterity.
  • Base Speed: 6 squares
  • Medium: As medium-sized beings, Dragonborn receive neither bonuses nor penalties due to their size.
  • Darkvision: Dragonborn ignore concealment (including total concealment) due to darkness. However, they cannot perceive colors in darkness.
  • Dragonborn Fury: Whenever your health is below half of it's maximum, you gain a +1 racial bonus on combat skill checks.
  • Long Winded: Dragonborn add their constitution modifier to the health points restored when using the second wind option.
  • Automatic Languages: Common, Draconic.

Dragonborn Talent Tree

Whenever you would gain advancement points, you may take a talent from the talent tree below instead of from some other source.
  • Draconic Personality: You gain +2 to your charisma score.
  • Dragon Breath: As a standard action, you can spend an action point to breathe devastation upon your foes. The dragon breath affects a target adjacent to you. When purchasing this talent, select an energy type (Acid, Cold, Fire or Lightning): you deal this type of damage when using your breath weapon. Make a Melee Combat (Basic) check, if you overcome the target's Reflex defense, you deal him 3d8 points of damage. The target still takes half damage if you fail to surpass his Reflex defense.
  • Greater Dragon Breath: Your dragon breath now extends in a 3 square cone, affecting all targets within it. Prequisite: Dragon Breath.
  • Powerful Dragon Breath: You add an additional die of damage to your dragon breath ability. This talent can be taken multiple times. Prequisite: Dragon Breath.
  • Relentless: You now add twice your constitution modifier when using the second wind option.


Elf

ImageElves are an immensely long-lived and impossibly ancient race. They are shorter and slighter than humans on average, with lithe builds, long, pointed ears, and straight hair in either blond or black atop their heads and at their eyebrows only; elves otherwise have no body hair Their eyes are narrower than a typical human’s, and may be green, blue, purple, or brown. Elves are adept woodsmen and hunters, but also learned sages and skilled mages. They live in the forests of the world, usually in scattered hunter-gatherer bands, but many large forests also have ancient elf cities within their deepest corners. Non-elves are rarely welcome inside of these cities; in fact, the race as a whole is slightly xenophobic and arrogant. Elves have ancient hatred of orcs.

Elf Racial Traits

Elves receive the following racial traits.
  • Ability Adjustments: +2 Dexterity, -2 Constitution
  • Base Speed: 6 squares
  • Medium: As medium-sized beings, elves receive neither bonuses nor penalties due to their size.
  • Low-light Vision: Elves ignore concealment (but not total concealment) due to darkness.
  • Perceptive: An elf may re-roll any Perception check, but they must keep the second result, even if it’s worse.
  • Immunity: Elves ignore any magical effect that would cause them to fall unconscious (but not non-magical effects, such as some manner of poison)
  • Bonus Feat: Elves receive Weapon Group Proficiency (bows) for free at 1st-level
  • Automatic Languages: Common, Elven.

Elf Talent Tree

Whenever you would gain advancement points, you may take a talent from the talent tree below instead of from some other source.
  • Acrobatic Prowess: You may re-roll any Acrobatics check, but you must keep the second result, even if it's worse. Prerequisite: Trained in Acrobatics
  • Enhanced Dexterity: Your racial bonus to your Dexterity score increases by +2.
  • Knowledge of Ages: You can use the Expert Knowledge application of the Knowledge skill even if you are untrained in that skill. However, the DC for any such check is increased by 5.
  • Long Stride: Your movement speed is increased by 2 squares as long as you are wearing light armor or no armor and carrying a light load.
  • Spell Savant: You may re-roll any Spellcasting check, but you must keep the second result, even if it's worse. Prerequisite: Magic Sensitive feat.


Gnome

ImageGnomes are often called the forgotten race. Living in the foothills and outskirts of the woods between elf and dwarf holds, gnomes have never been great empire-builders or kingdom-forgers. They live in small villages hidden by natural features as well as the occasional illusion – a magic that gnomes have risen to an art form. They often serve as a gobetween for the elves and the dwarves, getting along with both of these races better than either of them get along with each other.

Gnome Racial Traits

Gnomes receive the following racial traits.
  • Ability Adjustments: +2 Constitution, -2 Strength.
  • Base Speed: 4 squares
  • Small: Gnomes are small, not medium-sized. This gives them a +1 racial bonus to their Reflex defense and a +5 species bonus to Stealth checks, but their lifting and carrying capacity is only three-quarters that of medium-sized beings.
  • Low-light vision: Gnomes ignore concealment (but nottotal concealment) due to darkness.
  • Illusion Resistance: Gnomes may always take 10 to notice an illusion and disbelieve it, such as the ones created by the illusion spell, even if rushed or under pressure.
  • Skilled Alchemist: Gnomes may re-roll any Craft check involving alchemy or chemicals, but they must keep the second result even if it’s worse.
  • Automatic Languages: Common, Gnome.

Gnome Talent Tree

Whenever you would gain advancement points, you may take advancement points from the talent tree below instead of from some other source.
  • Enhanced Constitution: Your racial bonus to your Constitution score increases by +2.
  • Master Illusionist: You may re-roll any Perception check made to disbelieve an illusion, keeping the better result.Additionally, you may take 10 on any Spellcasting check made to cast the spell illusion, even if rushed or under pressure. Prerequisites: Magic Sensitive, Spell Training, trained in Spellcasting. able to cast the illusion spell.
  • Scent: You have a keen sense of smell. At close range (within 10 squares), you ignore concealment and cover for the purposes of Perception checks, and you take no penalty for poor visibility when tracking.
  • Spell Savant: You may re-roll any Spellcasting check, but you must keep the second result, even if it's worse. Prerequisite: Magic Sensitive feat.
  • Tinker: You can re-roll any Craft check involving wood or metal. You must keep the second result even if it is worse, however.


Half-Elf

ImageThe offspring of humans and elves, half-elves inherit the love of art, nature, and finer things in life of elves, coupled with the ambition, daring, and drive of humans. Half-elves live longer than humans, though not nearly as long as elves. They have sparse body hair and often inherit eye color from their elf parents, but have taller and more robust builds, though still slight by human standards. Half-elves breed true with others of their kind, yet they rarely go out and try and found kingdoms of exclusive half-elves, instead living amongst their human or elf parents. Large human cities may sometimes have half-elf exclusive sections, however.

Half-Elf Racial Traits

Half-elves receive the following racial traits.
  • Base Speed: 6 squares
  • Medium: As medium-sized beings, half-elves receive neither bonuses nor penalties due to their size.
  • Low-light Vision: Half-elves ignore concealment (but not total concealment) due to darkness.
  • Immunity: Half-elves ignore any magical effect that would cause them to fall unconscious (but not non-magical effects, such as some manner of poison)
  • Bonus Skill: Half-elves gain a bonus trained skill at 1st level.
  • Mixed Parentage: For any effect related to race, half-elves are considered to be both humans and elves.
  • Automatic languages: Common, Elven

Half-Elf Talents

Whenever you would gain advancement points, you may take a talent from either the Human talent tree or the Elf talent tree, instead of from some other source.


Half-Giant

ImageHalf-giants typically stand from 8 feet to nearly 12 feet tall and weigh from 400 to 800 pounds, with men noticeably taller and heavier than women.

Half-Giant Racial Traits

Half-Giant receive the following racial traits.
  • Ability Adjustments: +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
  • Base Speed: 7 squares
  • Large: As large-sized beings, Half-Giants receive –1 penalty to their Reflex defense & a –5 penalty on all Stealth checks. Lifting and carrying limits is double those of Medium characters.
  • Mixed Parentage: For any effect related to race, Half-Giants are considered to be both humans and giants.
  • Reach: Because of their large size, Half-Giants possess a natural reach of 2 squares.
  • Automatic languages: Common, Giant

Half-Giant Talents

Whenever you would gain advancement points, you may take a talent from either the Human talent tree or the Giant talent tree, instead of from some other source.

Giant Talent Tree

Giants take certain things for granted, and so do you.
  • Enormous Stamina: You gain +2 Constitution, and +5 to Endurance checks.
  • Hulking Muscles: You gain +2 Strength, and you gain +5 to Lift checks.
  • Mammoth Bones: You gain +2 Natural Armor, and you gain +5 to Run checks.
  • Towering Size: You gain +2 Strength, and you gain +5 to Climb checks.
  • Behemoth Weight: You gain +2 Strength, and you gain +5 to Swim checks.


Half-Ogre

ImageHalf-Ogres are fat and heavy. Their cumbersome mass also make them very resilient. Although slow witted and clumsy, Half-Ogres are formidable physical laborers. They stand from 7' to 8' tall and can be very corpulent, weighting up to 600 pounds.

Half-Ogre Racial Traits

Half-Ogres receive the following racial traits.
  • Ability Adjustments: -2 Dexterity, -4 Intelligence, -4 Wisdom, -4 Charisma
  • Base Speed: 6 squares
  • Large: As large-sized beings, Half-Ogres receive –1 penalty to their Reflex defense & a –5 penalty on all Stealth checks. Lifting and carrying limits is double those of Medium characters.
  • Mixed Parentage: For any effect related to race, Half-Ogres are considered to be both humans and ogres.
  • Natural Armor: You possess rigid skin providing you with a +1 natural armor bonus to your Reflex defense. For each talent invested in Corpulent Strength, you gain an additional +1 natural armor bonus to your reflex defense.
  • Reach: Because of their large size, Half-Ogres possess a natural reach of 2 squares.
  • Automatic languages: Common, Giant

Half-Ogre Talents

Whenever you would gain advancement points, you may take a talent from either the Human talent tree or the Ogre talent tree, instead of from some other source.

Ogre Talent Tree

Ogres are massive and heavy, so are you. The more you eat, the stronger you feel.
  • Corpulent Strength: You gain +2 to Strength and Constitution. This talent can be taken up to four times.
  • Slow-Willed: You gain +2 to your Willpower defense against all mind-affecting effects.


Half-Orc

ImageOn the wild frontiers of human lands, the distinction between races mingle; this is especially true amongst barbarian human tribes that regularly come into contact with orcs. Half-orcs lead lonely existences on the fringe of human society, rarely welcome due to their appearance and their lack of mental capability and sense of self. Many half-orcs take up the wandering life of an adventurer in order to earn respect and glory in the eyes of their human ancestors and forebears. Amongst orcs, half-orcs often suffer due to being physically weaker, though their greater mental abilities can often lead half-orcs to become powerful figures in an orc tribe.

Half-Orc Racial Traits

Half-orcs receive the following racial traits.
  • Ability Adjustments: +2 Strength, -2 Intelligence, -2 Charisma
  • Base Speed: 6 squares
  • Medium: As medium-sized beings, half-orcs receive neither bonuses nor penalties due to their size.
  • Darkvision: Half-orcs ignore concealment (including total concealment) due to darkness. However, they cannot perceive colors in darkness.
  • Bonus Feat: At 1st level, you gain a bonus feat. This may be any feat for which you otherwise meet the prerequisites.
  • Mixed Parentage: For all effects related to race, including talent and feat prerequisites, a half-orc is considered to be both a human and an orc.
  • Automatic Languages: Common, Orc

Half-Orc Talents

Any time a half-orc character would gain advancement points, they may choose to take a talent from either the Human talent tree (described below) or the Orc talent tree.

Orc Talent Tree

  • Deathstrike: Whenever an orc makes a melee attack against an opponent that is denied its Dexterity bonus to its Reflex defense, the orc's attack, if successful, deals +1 die of damage.
  • Enhanced Strength: Your racial bonus to your Strength score increases by +2.
  • Hardy: You may re-roll any Endurance check, but you must take the second result, even if it’s worse. Prerequisite: Trained in the Endurance skill.
  • Imposing Presence: You may use your Strength modifier instead of your Charisma modifier on Persuasion checks made to intimidate.
  • Tough Defense: Orcs often rely on their physical toughness rather than their agility. Any attack against you that would normally attack your Reflex defense can, at your discretion, attack your Fortitude defense instead. You must make this decision before any rolls are made. Prerequisite: Hardy, trained in the Endurance skill.


Halfling

ImageHalflings are a short race, usually about half as tall as a fullgrown human. They are lithe and athletic in build, and charming in personality. Halflings have no lands of their own, instead living as nomads and wanderers, often in caravans or small river boat fleets. They are adept at getting into trouble and even better at getting out of it, and are often richer for the effort. Halflings have a very tight-knit and insular culture, however, and while not truly xenophobic, they do not easily adapt to change or take the advice of others.

Halfling Racial Traits

Halflings receive the following racial traits.
  • Ability Adjustments: +2 Dexterity, -2 Strength
  • Base Speed: 4 squares
  • Small: Halflings are small, not medium-sized. This gives them a +1 racial bonus to their Reflex defense and a +5 species bonus to Stealth checks, but their lifting and carrying capacity is only three-quarters that of medium-sized beings.
  • Improved Stealth: Halflings may choose to reroll any Stealth check, but they must keep the second result, even if it’s worse.
  • Acrobatic: Halflings may choose to re-roll any Acrobatics check, but they must keep the second result, even if it’s worse.
  • Lightning Reflexes: Halflings gain a +1 racial bonus to their Reflex defense. This bonus stacks with their +1 size bonus to their Reflex defense in general.
  • Languages: Common, Halfling.

Halfling Talent Tree

Any time a halfling character would gain advancement points, they may take a talent from the tree outlined below instead of from some other source.
  • Courageous: You receive a +5 bonus to your Will defense when defending against Fear effects.
  • Enhanced Dexterity: Your racial bonus to your Dexterity score increases by +2.
  • Fearless: You are immune to Fear effects. Prerequisite: Courageous.
  • Great Stealth: As the halfling racial trait Improved Stealth, except you can now choose to keep the better result. Prerequisite: Trained in the Stealth skill.
  • Hidden Movement: You’re very good at hiding while mobile, taking no penalty on Stealth checks when moving at normal speed. Prerequisite: Great Stealth, trained in the Stealth skill.


Human

ImageHumans are the most widespread race in Dungeons & Dragons. They are adaptive and tenacious, varied in their talents and with a wide array of skills at their disposal. While other races tend to adapt to live more comfortably in their given homelands, humans choose instead to adapt their homelands: clearing forests to make fields, smoothing mountains to make hills, and creating cities where before there was nothing. Humans have the greatest innate potential of any race, and each individual human maximizes or wastes that potential as they see fit.

Human Racial Traits

Human possess the following racial traits:
  • Base Speed: 6 squares
  • Medium: As medium-sized beings, humans receive neither bonuses nor penalties due to their size.
  • Feat: Humans gain a bonus feat at 1st level. This may be any feat for which the human otherwise meets the prerequisites.
  • Bonus Skill: Humans gain a bonus trained skill at 1st level.
  • Adaptable Defense: Humans receive a +1 racial bonus to any one defense, chosen at 1st level.
  • Automatic languages: Common plus any one other.

Human Talent Tree

Whenever you would gain advancement points, you may take a talent from the talent tree below instead of from some other source.
  • Enhanced Ability: You gain a +2 racial bonus to a single ability score of your choice. You may take this talent multiple times, choosing a different ability score each time you do.
  • Feat: You gain a single feat of your choice for which you otherwise meet the prerequisites. You may take this talent multiple times.
  • Jack of All Trades: Choose a single skill that isn't a class skill for you. That skill becomes a class trained skill for you in the class of your choice. You may take this talent multiple times.
  • Skilled: Choose a single skill you are trained in. You may re-roll any checks with that skill, but you must keep the second result, even if it's worse. You can take this talent multiple times, choosing a different skill each time you do.


Minotaur

ImageA minotaur stands more than 7 feet tall and weighs about 700 pounds.

Minotaur Racial Traits

Minotaurs possess the following racial traits:
  • Ability Adjustments: +2 Strength, +2 Constitution, -4 Intelligence, -2 Charisma
  • Base Speed: 6 squares
  • Large: As large-sized beings, minotaurs receive –1 penalty to their Reflex defense & a –5 penalty on all Stealth checks. Lifting and carrying limits is double those of Medium characters.
  • Darkvision: Minotaurs ignore concealment (including total concealment) due to darkness. However, they cannot perceive colors in darkness.
  • Natural Cunning: 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.
  • Natural Armor: Because of their thick hides, Minotaurs gain a +2 natural armor bonus.
  • Scent: You have a keen sense of smell. At close range (within 10 squares), you ignore concealment and cover for the purposes of Perception checks, and you take no penalty for poor visibility when tracking.
  • Reach: Because of their large size, Minotaurs possess a natural reach of 2 squares.
  • Monstruous: Minotaurs are monsters, and their monstruous outlook tends to affect reactions negatively: All minotaur characters suffer a -5 penalty to their Interaction checks.
  • Automatic languages: Common, Giant.

Minotaur Talent Tree

Whenever you would gain advancement points, you may take a talent from the talent tree below instead of from some other source.
  • Bestial Gore: A minotaur with this talent 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 of a charge, this allows the Minotaur to make a single gore attack that deals 4d6+(STR mod x 2) points of damage.
  • Hardened Hide: You increase your natural armor rating by 1 and a +2 bonus to constitution. This talent can be selected a second time, it grants an additional +2 increase to your natural armor.
  • Monstruous Strength: You gain a +2 racial bonus to your Strength ability score. You may take this talent up to three times.


Pixie

ImagePixies wear bright clothing, often including a cap and shoes with curled and pointed toes. A pixie stands about half a foot tall and weighs about 8 pounds. Pixies speak Sylvan and Common, and may know other languages as well.
  • Ability Adjustments: -4 Strenght, +4 Dexterity.
  • Base Speed: 3 squares
  • Tiny: Pixies are tiny, not medium-sized. This gives them a +2 racial bonus to their Reflex defense and a +10 species bonus to Stealth checks, but their lifting and carrying capacity is only one quarter that of medium-sized beings.
  • Low-light vision: Pixies see twice as far as normal vision in dark areas.
  • Fly I: Pixies have a fly speed of 1 square with a good maneuverability.
  • Spell-Like Abilities I: All Pixie character possess the following spell-like abilities, each can be used once per day:
    • Dancing Lights: As a swift action, you invoke small floating lights that accompany you for the duration of an encounter. They provide normal yet soft lighting.
    • Detect Alignment: As a standard action, you can sense information about the alignment of nearby creatures. The effect lasts while the pixie maintains concentration, and the effect is determined as follows:
      • 1st Round: Presence or absence the specified alignment.
      • 2nd Round: Number of creatures of the specified alignment.
      • 3rd round: The precise identity and location of each creature of the specified alignment.
  • Heightened Awareness: Pixies gain +2 to all awareness skill checks.
  • Tiny Survival: A pixie receives Dodge and Weapon Finesse as bonus feats.
  • Monstruous: Pixies are monsters, and their monstruous outlook tends to affect reactions negatively: All pixie characters suffer a -5 penalty to their Interaction checks.
  • Automatic Languages: Common, Sylvan.

Fey Talents

Whenever you would gain advancement points, you may take a talent from the talent tree below instead of from some other source.

Fey Magic Talent Tree

By their magical fey nature, pixies develop and improve their affinity with magic as their mature.
  • Fey Magic I: You gain the following abilities,which can be activated or turned off without costing the pixie any mana points.
    • Fly II: Your flight speed improves to 2 squares.
    • Invisibility I: As a standard action, you can turn on your fey invisibility ability. You gain +10 to your stealth checks, and a 20% miss chance. Making any attacks or casting any offensive spells ends the invisibility effect.
    • Spell-Like Abilities II: You gain a new spell-like ability, usable once per day.
      • Lesser Confusion: Make an Interaction (Charm) skill check against a single creature's willpower defense: If the check succeeds, you cause that to become confused for 1 round. The effect is determined by rolling a percentage die:
        • 01-10: Attacks the pixie with melee or ranged weapons (or close with caster if attack is not possible).
        • 11-20: Acts normally.
        • 21-50: Does nothing but babble incoherently.
        • 51-70: Flees away from caster at top possible speed.
        • 71-100: Attacks nearest creature.
  • Fey Magic II: Your fey magic abilities improve further. Prerequisite: Fey Magic I.
    • Fly III: Your flight speed improves to 3 squares.
    • Invisibility II: As a standard action, you can turn on your fey invisibility ability.You gain +15 to your stealth checks, and a 30% miss chance. Making any attacks or casting any offensive spells ends the invisibility effect.
    • Spell-Like Abilities III: You gain a new spell-like ability, usable once per day.
      • Entangle: With this spell-like ability, you can cast the Slow spell (found in the Arcane spell list) as an area spell with a radius of 3 squares, even if you do not normally qualify to cast it. However, you are only able to cast it when you have ranks in the Spellcasting skill. Using the Entangle spell-like ability does not cost the Pixie any mana points.
  • Fey Magic III: Your fey magic abilities improve further. Prerequisite: Fey Magic II.
    • Fly IV: Your flight speed improves to 4 squares.
    • Invisibility III: As a standard action, you can turn on your fey invisibility ability. You gain +15 to your stealth checks, and a 40% miss chance. Making any attacks or casting any offensive spells ends the invisibility effect.
    • Spell-Like Abilities IV: You gain a new spell-like ability, usable once per day.
      • Detect Thoughts: As a standard action, you can detect the surface thoughts of nearby creatures, in a cone extending up to your wisdom modifier in squares. The effect lasts while you maintain concentration, and the effect is determined as follows:
        • 1st Round: Presence or absence of thoughts.
        • 2nd Round: Number of thinking minds and the Intelligence score of each.
        • 3rd round: Surface thoughts of any mind in the area.
  • Fey Magic IV: Your fey magic abilities improve further. Prerequisite: Fey Magic III.
    • Fly V: Your flight speed improves to 5 squares.
    • Invisibility IV: As a standard action, you can turn on your fey invisibility ability. You gain +20 to your stealth checks, and a 50% miss chance. Making any attacks or casting any offensive spells ends the invisibility effect.
    • Spell-Like Abilities V: You gain a new spell-like ability, usable once per day.
      • Dispel Magic: With this spell-like ability, you can cast the Dispel spell (found in the Arcane spell list) even if you do not normally qualify to cast it. However, you are only able to cast it when you have ranks in the Spellcasting skill. Using the Dispel Magic spell-like ability does not cost the Pixie any mana points.
  • Fey Magic V: Your fey magic abilities improve further. Prerequisite: Fey Magic IV.
    • Fly VI: Your flight speed improves to 6 squares.
    • Invisibility V: As a standard action, you can turn on your fey invisibility ability. You gain +20 to your stealth checks, and a 50% miss chance. You can attack or cast offensive spells without disrupting the invisibility effect.
    • Spell-Like Abilities VI: You gain a new spell-like ability, usable once per day.
      • Permanent Image: By dispersing (and expending) 100 gold pieces worth of jade powder, you create the illusion of an object, creature, or force, as visualized by you. The figment includes visual & auditory elements, and the image is permanent. By concentrating, you can move the image within a radius of up to 20 squares, but it is static while you are not concentrating. You can move the image within the limits of the size of the effect.

Fey Abilities Talent Tree

Pixies immerse themselves into the world enthusiastically, improving their abilities to phenomenal heights.
  • Fey Abilities I: You gain +2 intelligence, and +2 charisma.
  • Fey Abilities II: You gain +2 dexterity, and +2 wisdom.
  • Fey Abilities III: You gain +2 intelligence, and +2 charisma.
  • Fey Abilities IV: You gain +2 dexterity, and +2 wisdom.
  • Fey Abilities V: You gain +2 intelligence, and +2 charisma.

Fey Invulnerability Talent Tree

As fey creatures, pixies develop a natural resistance to most martial and magical attacks.
  • Fey Invulnerability: You become more resilient and resistant because of your fey nature. This talent can be taken up to 5 times. The following effects are cumulative every time the talent is selected.
    • Damage Reduction: You gain damage reduction rating of 2.
    • Magic Resistance: You gain a +1 bonus to your defenses when resisting spells and magical effects.


Satyr

ImageSatyrs, and Fauns, are lustful creatures from the Feywild. They have a deep enjoyment of all things pleasurable and have often brought themselves to near self-destruction in the pursuit of them. Still even with this natural flaw they find themselves attuned to the world around them and when the need arises they can be driven by a sense of community and preservation.

Satyr Racial Traits

Satyrs receive the following racial traits.
  • Ability Adjustments: +2 Charisma
  • Base Speed: 8 squares
  • Medium: As medium-sized beings, Satyrs receive neither bonuses nor penalties due to their size.
  • Low-Light Vision: Satyrs can see twice as far as normal vision in partial darkness.
  • Natural Weapon: Hooves (1d6).
  • Heightened Awareness: Satyrs receive a +2 racial bonus to their Awareness skill checks.
  • Damage Reduction: Satyrs have a Damage Reduction rating of 1.
  • Monstruous: Satyr are monsters, and their monstruous outlook tends to affect reactions negatively: All pixie characters suffer a -5 penalty to their Interaction checks.
  • Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.

Satyr Talents

Whenever you would gain advancement points, you may take a talent from the talent tree below instead of from some other source.

Satyr Prowess Talent Tree

Satyrs are magically gifted with outstanding physical and mental abilities.
  • Satyr's Agility: The Satyr gains a +2 racial bonus to his Dexterity and a +5 bonus to his Hide checks.
  • Satyr's Toughness: The Satyr gains a +2 racial bonus to his Constitution and a +5 to his Move Silently checks
  • Satyr's Cunning: The Satyr gains a +2 racial bonus to his Intelligence and a +5 to his Spot checks
  • Satyr's Acumen: The Satyr gains a +2 racial bonus to his Wisdom and a +5 to his Listen checks
  • Satyr's Charm: The Satyr gains a +2 racial bonus to his Charisma and a +5 to his Perform checks

Satyr Glamor Talent Tree

Because of their fey nature, Satyrs are endowed with powerful enchantments that enhance and assist them.
  • Resilient Nature: The Satyr gains +1 natural armor and your Damage Reduction increases by 1. This talent can be taken 4 times.
  • Enchanted Music: You can use pan pipe to produce enchanted music (mind-affecting enchantment). When you play this instrument, make an Interaction (Perform) check against the willpower of all creatures within 12 squares: the satyr chooses the tune and its effect from the list found below as he begins playing. Satyrs are themselves immunized against these effects. A creature who resists a Satyr's pan pipe music is immune to it's effects for a period of 24 hours. Playing the music is a standard action. The effect lasts while the creatures remain within range, for as long as the Satyr continues playing the selected tune. Maintaining the music is also a standard action.
      • Special: A creature who has been affected and breaks off from a tune's enchantment becomes immune for the next 24 hours.
    • Tune of Charm: The creature becomes friendly towards the satyr, assisting with non harmful requests. A harmful request (such as harming oneself or one's friends) immediately breaks the tune's effect.
    • Tune of Sleep: The creature falls into a deep slumber. However, any harm done to the creature will immediately break the effect.
    • Tune of Fear: The creature begins fleeing to the maximum of her movement, away from the Satyr. Exiting the range of the tune's area of effect breaks the enchantment.


Shadar-Kai

ImageThe shadar-kai, or shadow fey, are a race of bitter, determined folk whose souls are poisoned by shadow. Grayskinned and dark-eyed, the slender shadar-kai stand slightly taller than average humans, and their soft movements exude grace and uncanny stealth. Shadow follows the shadar-kai wherever they go. Shadows cast by the folds of their clothing seem deeper than those on humanoids, and a shadar-kai can seemingly fade out of sight by simply stepping into any common shadow. The shadar-kai prefer light weapons suited for grace and agility, especially spiked chains. Many shadar-kai favor a variety of piercings and tattoos.


Svirfneblin

ImageAlso called deep gnomes, Svirfneblin dwell in great cities deep underground. A Svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average Svirfneblin lifespan is 250 years.

Svirfneblin Racial Traits

Svirfneblin receive the following racial traits.
  • Ability Adjustments: +2 Dexterity, -2 Strength, -4 Charisma.
  • Base Speed: 4 squares
  • Small: Svirfneblin are small, not medium-sized. This gives them a +1 racial bonus to their Reflex defense and a +5 species bonus to Stealth checks, but their lifting and carrying capacity is only three-quarters that of medium-sized beings.
  • True Darkvision: Svirfneblin ignore concealment (including total concealment) due to darkness. They can even perceive colors in darkness, although the color spectrum is different from the one given from normal lighting.
  • Magic Resistance: Svirfneblin are difficult to affect via magic. A Svirfneblin adds +2 to each of his Defenses when being attacked by a spell or magical effect (but not magical weapons).
  • Non-Detection: A Svirfneblin is magically immuned to scrying attempts. If a Dispel spell is successfully cast against the Svirfneblin, his Non-Detection ability is suppressed until the end of the encounter.
  • Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A Svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
  • Superior Defenses: All Svirfneblin characters gain a racial +2 bonus applied to their Fortitude & Willpower defenses.
  • Spell-Like Abilities: All Svirfneblin character possess the following spell-like abilities, each can be used once per day:
    • Deafness: You target a single opponent. Roll a D20 + Character Level check. If your result surpasses the Fortitude of the opponent, he is deafened until the beginning of your next turn.
      • Special: You can extend the duration by spending an action point. The effect lasts for 3 + Constitution modifier instead.
    • Blur: All melee combat & ranged combat attacks against you gain a 20% miss chance until the beginning of your next turn.
      • Special: You can extend the duration by spending an action point. The effect lasts for 3 + Constitution modifier instead.
    • Disguise Self: You transform yourself into any other generic small or medium creature. This illusion lasts until the end of the encounter.
  • Illusion Resistance: Svirfneblin may always take 10 to notice an illusion and disbelieve it, such as the ones created by the illusion spell, even if rushed or under pressure.
  • Skilled Listener: Svirfneblin may re-roll any Listen check they make but they must keep the second result even if it’s worse.
  • Elusive: You gain +2 to Hide skill checks. When underground, the bonus to hide increases to +4.
  • Automatic Languages: Common, Gnome, Undercommon.

Svirfneblin Talents

Whenever you would gain advancement points, you may take a talent from the talent trees found below instead of from some other source.

Svirfneblin Talent Tree

To survive the harsh and unforgiving underdark, Svirfneblin are trained to react efficiently to any dangerous situation.
  • Enhanced Wisdom: Your racial bonus to your Wisdom score increases by +2.
  • Svirfneblin Training: You receive a +2 dodge bonus against all creatures. You can take this talent twice. The second time adds another +2 dodge bonus against all creatures.
  • Greater Magic Resistance: Your racial bonus to each of your defenses against spells improves to +4.
  • Supreme Magic Resistance: Your racial bonus to each of your defenses against spells improves to +6. Prerequisite: Greater Magic Resistance

Earth Warden Talent Tree

ImageAll Svirfneblin share a natural link with the Earth. Many of them become enthusiastic miners and expedition Wardens. Their bonding with the rocky halls and caverns grows into a deep affinity from which elemental kinship can emerge.
    • Summoning Stone: A summoning stone can be acquired from any Earth Warden who will consecrate it. Once obtained, the stone can be held as a standard action to transfer mana points to charge it up. 10 mana points must be transferred for it to become charged, but they need not be all transferred at once. When the Summoning stone is fully charged, it can be used by throwing it on the ground (or any surface, including the Svirfneblin's own hand), effectively summoning an Earth Elemental when the stone is tapped. Once discharged, the mana is expended, and the stone must be recharged before it can be used again. Summoning stones are small, and are usually carried as part of a necklace, however Svirfneblin are free to carry it in any way they please.
Use the Earth Elemental Statistics found on this link: Earth Elemental(external link)
  • Summon Earth Elemental I: By spending an action as a standard action, the Svirfneblin Earth Warden summons a Small Earth Elemental. The Elemental lasts until destroyed, dispelled, or until the encounter ends. Only one Earth Elemental can be summoned per encounter. Prerequisites: Summoning Stone.
  • Summon Earth Elemental II: By spending an action as a standard action, the Svirfneblin Earth Warden summons a Medium Earth Elemental. The Elemental lasts until destroyed, dispelled, or until the encounter ends. Only one Earth Elemental can be summoned per encounter. Prerequisites: Summoning Stone, Summon Earth Elemental I.
  • Summon Earth Elemental III: By spending an action as a standard action, the Svirfneblin Earth Warden summons a Large Earth Elemental. The Elemental lasts until destroyed, dispelled, or until the encounter ends. Only one Earth Elemental can be summoned per encounter. Prerequisites: Summoning Stone, Summon Earth Elemental II.
  • Summon Earth Elemental IV: By spending an action as a standard action, the Svirfneblin Earth Warden summons a Huge Earth Elemental. The Elemental lasts until destroyed, dispelled, or until the encounter ends. Only one Earth Elemental can be summoned per encounter. Prerequisites: Summoning Stone, Summon Earth Elemental III.
  • Summon Earth Elemental V: By spending an action as a standard action, the Svirfneblin Earth Warden summons a Greater Earth Elemental. The Elemental lasts until destroyed, dispelled, or until the encounter ends. Only one Earth Elemental can be summoned per encounter. Prerequisites: Summoning Stone, Summon Earth Elemental IV.
  • Summon Earth Elemental VI: By spending an action as a standard action, the Svirfneblin Earth Warden summons a Elder Earth Elemental. The Elemental lasts until destroyed, dispelled, or until the encounter ends. Only one Earth Elemental can be summoned per encounter. Prerequisites: Summoning Stone, Summon Earth Elemental V.


Thri-Kreen

ImageThe Thri-Kreen are an insectoid humanoid race that primarily live in temperate deserts & plains. They have six limbs: two for walking and four to use as arms, along with heads complete with compound eyes and antennae. Some secrete a paralyzing poison from their mouths, and can safely jump large distances. They are alien in their thinking, regarded by their neighbors as savage and brutal, and thus are usually disliked by the civilized races.

Thri-Kreen Racial Traits

Thri-Kreen receive the following racial traits.
  • Ability Adjustments: +2 Dexterity, -2 Intelligence, -4 Charisma
  • Base Speed: 6 squares
  • Medium: As medium-sized beings, Thri-Kreen receive neither bonuses nor penalties due to their size.
  • Insectoid Senses: Because of their wide-angle sight and antennas, Thri-Kreen can reroll any Awareness skill check they make, but they must keep the second result, even if it's worst.
  • Secondary Arms: Thri-Kreen possess two additional arms, which are considered Small sized for purposes of determining what they can hold and manipulate.
  • Darkvision: Thri-Kreen ignore concealment (including total concealment) due to darkness. However, they cannot perceive colors in darkness.
  • Monstruous: Thri-Kreen are monsters, and their monstruous outlook tends to affect reactions negatively: All Thri-Kreen characters suffer a -5 penalty to their Interaction checks.
  • Automatic Languages: Common, Thri-Kreen

Thri-Kreen Talent Tree

Whenever you would gain advancement points, you may take a talent from the talent tree below instead of from some other source.
  • Three Handed Fighting: When using the full attack action while fighting with three weapons, you gain an additional attack at the normal two-weapon fighting penalty. This attack must be made using a weapon you are wielding with one of your secondary arms.
  • Quad Handed Fighting: When using the full attack action while fighting with four weapons, you gain two additional attacks at the normal two-weapon fighting penalty. These attacks must be made using weapons you are wielding with each of your secondary arms. Prerequisite: Three Handed Fighting.
  • Warrior Breed: Your outer shell is particularly resistant and your limbs are stronger than most. You gain a +2 natural armor bonus, +2 strength and +2 dexterity. Prerequisite: Master Thri-Kreen.
  • Poison Spit: You can spend 3 swift actions to secrete a paralyzing poison in your mouth. You discharge it by spitting it at an adjacent opponent. The attack is treated as a Melee Combat (Basic) check.
    • When you hit a target with your venom spit, make a D20 + Half Character Level check against the target's Fortitude defense. If it succeeds, the target is paralyzed for 1d6 rounds.
    • This ability can only be used once per encounter.
  • Mantis Leap: By spending an action point, you can use a swift action to leap the equivalent of your movement in distance without making any Jump check.


Troll

ImageTrolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile. A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.

Troll Racial Traits

Troll receive the following racial traits.
  • Ability Adjustments: +2 Strength, +2 Constitution, -4 Intelligence, -2 Wisdom, -4 Charisma
  • Base Speed: 7 squares
  • Large: As large-sized beings, Trolls receive –1 penalty to their Reflex defense & a –5 penalty on all Stealth checks. Lifting and carrying limits is double those of Medium characters.
  • Darkvision: Trolls ignore concealment (including total concealment) due to darkness. However, they cannot perceive colors in darkness.
  • Natural Claws: Trolls possess natural claw weapons. They deal 1d6 martial damage.
  • Monstruous: Trolls are monsters, and their monstruous outlook tends to affect reactions negatively: All troll characters suffer a -5 penalty to their Interaction checks.
  • Horrendous: Trolls have a horrendous reputation with the civilized races. As a result, troll characters suffer a -5 penalty to their Interaction skill checks when dealing with members of the civilized races. This penalty stacks with the penalty from the Monstruous racial trait.
  • Automatic Languages: Common, Giant

Troll Talents

Whenever you gain advancement points, you can invest them in one of the talents found below.

Troll Muscles Talent Tree

Troll grow in strength and might, some more then others.
  • Monstruous Might: You gain +2 strength +1 dexterity. This talent can be taken up to four times. Prerequisite: Rend.
  • Rend: You gain +2 strength. In addition, when you hit with both claws, you deal an extra 2d12 points of damage.

Troll Body Talent Tree

Trolls possess resistant frames and hides that can protect them from harm.
  • Thick Hide: You gain +1 natural armor and +2 constitution. This talent can be selected up to five times.

Troll Blood Talent Tree

Trolls possess an incredibly powerful metabolism, it allows them to recuperate extremely quickly, even when sustaining heavy damage.
  • Regeneration: You gain regeneration 1. This talent may be selected up to 5 times.
    • Damage dealt to the creature is treated as nonlethal damage. The creature automatically heals nonlethal damage at 5 per round, as given in the entry. Fire and acid deal lethal damage to the creature, which doesn’t go away. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace.
    • The attack cannot be of a type that automatically converts to nonlethal damage. An attack that can cause instant death only threatens the creature with death if it is delivered by weapons that deal it lethal damage. Attack forms that don’t deal hit point damage ignore regeneration.
    • Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts that are not reattached wither and die normally.


Warforged

ImageNewborn Warforged come fully formed from Creation Forges at birth, with rudimentary language and instinctual knowledge of movement. Over the first few months of their lives they are extremely adaptable and able to learn new skills easily, just like children of other races. Most Warforged end up trained in the art of warfare. The Warforged have a range of personalities equal to those of other sentient beings, but most hold humans and other "breathers" with disdain.

Warforged Racial Traits

Warforged characters possess the following racial traits:
  • Ability Adjustments: +2 Constitution, -2 Wisdom, -2 Charisma
  • Base Speed: 6 squares
  • Medium: As medium-sized beings, Warforged receive neither bonuses nor penalties due to their size.
  • Warforge Construct: Warforged characters are magically created beings, as such they share some of the traits of constructs:
    • Immune to poison, sleep effects, paralysis, disease, nausea, fatigue , exhaustion and energy drain.
    • Warforged characters do not require sleep, food, drink or breathing. However a Warforged still needs to rest normally in order to recover his health and mana.
    • A Warforged reduced below 0 health is considered inert, but does not lose further health unless damage is dealt to him.
  • Mitigated Healing: All healing type spells produce only half of the normal healing effect.
    • A Warforged can be regenerated normally.
    • A Warforged can be resurrected normally.
    • The skill Craft (Warforging) can be used instead of the normal Wilderness Aptitude (Heal) when attempting to repair a Warforged. The healing gained from using this Craft specialty is not halved.
  • Natural Attack: A Warforged has a natural attack in the form of a slam that deals 1d4 bludgeoning damage.
  • Light Fortification: The Warforged has a 25% chance to turn a critical hit or sneak attack into a normal hit.
  • Composite Frame: The sturdy frame used to build a warforged grants a +2 natural armor bonus to it's Reflex defense. It stacks with normal armor bonuses. A Warforged however, cannot wear robes or normal armor. Instead, it can upgrade it's body and benefit from additional armor bonuses (see the talent tree below).

Warforged Talent Tree

The warforged can improve his own body, in extremely effective ways.
  • Adamantine Body: The basic frame is improved with an adamantine shell providing +8 armor bonus to Reflex, +4 bonus to Fortitude, a Maximum Dexterity bonus of +2. It also grants Damage Reduction 2. It is considered heavy armor but you do not require the Heavy Armor Proficency feat as it is part of your body. You cannot select this talent if you have already taken the Mithral Body talent. An adamantine body affects arcane spellcasting just as a normal armor would.
    • Special: The player must spend 18,000 gold pieces to cover the materials of his new body and it's installation.
  • Hardness: The damage reduction of your Adamantine Body increases by 1. This talent can be taken multiple times, it's effect stacks. Prerequisite: Adamantine Body
  • Mithral Body: The basic frame is improved with a mithril shell providing +5 armor bonus to Reflex, +1 bonus to Fortitude, Max Dex +5. It is considered light armor but you do not require the light armor proficency feat as it is a natural part of your body. You cannot select this talent if you have already taken the Adamantine Body talent. A mithral body affects arcane spellcasting just as a normal armor would.
    • Special: The player must spend 5,000 gold pieces to cover the materials of his new body and it's installation.
  • Mithral Fluidity: The maximum dexterity bonus of your Mithral Body is improved by 1 and the Arcane spell penalty is reduced by 1. This talent can be taken multiple times. Prerequisite: Mithral Body
  • Medium Fortification: You now have a 50% chance to receive normal damage when hit by a critical hit or a sneak attack.
  • Heavy Fortification: You now have a 75% chance to receive normal damage when hit by a critical hit or a sneak attack.
  • Supreme Fortification: You are now immune to critical hits and sneak attacks. However you are no longer affected by healing type spells and effects. Prequisite: Heavy Fortification.



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