The following races are available to players. Additional races, primarily for DM reference, are available here.
"Good Guys"
Languages Speakers |
"Bad Guys"
Languages Speakers |
Independents
Languages Speakers |
|||
---|---|---|---|---|---|
Celestial | Angels | Abyssal | Demons | Aquan | Water Elementals |
Celestial, Aasim | Aasimars | Draconic, Black | Black Dragons | Asherati | Asheratis |
Centaurian | Centaurs | Draconic, Blue | Blue Dragons | Auran | Air Elementals |
Darfellan | Darfellans | Draconic, Green | Green Dragons | Boletian | Aboleths |
Draconic, Brass | Brass Dragons | Draconic, Kob | Kobolds | Dirmu | Dirmu |
Draconic, Bronze | Bronze Dragons | Draconic, Red | Red Dragons | Doppelian | Doppelgangers |
Draconic, Copper | Copper Dragons | Draconic,Vilek | Lizardfolk | Draconic | Dragons |
Draconic, Gold | Gold Dragons | Draconic, White | White Dragons | Draconic, Amethyst | Amethyst Dragons |
Draconic, Nosep | Spellscales | Giant, Et | Ettins | Draconic, Arcane | Magic |
Draconic, Silver | Silver Dragons | Giant, Fomoria | Fomorian Giants | Draconic, Crystal | Crystal Dragons |
Dwarven | Dwarves | Giant, Mortentia | Death Giants | Draconic, Emerald | Emerald Dragons |
Elven | Elves | Giant, Og | Ogres | Draconic, Sapphire | Sapphire Dragons |
Falspiran | Raptorans | Giant, Polaris | Frost Giants | Draconic, Topaz | Topaz Dragons |
Feninese | Catfolk | Giant, Rolakis | Hill Giants | Giant | Giants |
Giant, Aerion | Cloud Giants | Giant, Sekon | Sun Giants | Giant, Apex | Mountain Giants |
Giant, Oasis | Sand Giants | Giant, Triliak | Trolls | Giant, Arcanis | Eldritch Giants |
Giant, Sestra | Storm Giants | Giant, Vulash | Fire Giants | Giant, Fir | Firbolgs |
Gnomish | Gnomes | Gnollish | Gnolls | Giant, Logos | Forest Giants |
Goblin, Bhuka | Bhukas | Goblin | Goblins | Giant, Metea | Stone Giants |
Hadozian | Hadozee | Goblin, Buhg | Bugbears | Giant, Oceanus | Ocean Giants |
Haflish | Halflings | Goblin, Hob | Hobgoblins | Hivish | Beholders |
Illumian | Illumians | Illithian | Illithids | Ignan | Fire Elementals |
Lupin | Lupins | Infernal | Devils | Kreenian | Thri-Kreen |
Miric | Mirbolds | Infernal, Tief | Tieflings | Sylvan | Nature |
Mithic | Goliaths | Minotaur | Minotaurs | Sylvan, Fauna | Satyrs |
Musgilian | Musgraves | Orcish | Orcs | Sylvan, Killoren | Killoren |
Orcish, Sharak | Sharakim | Siljinese | Yuan-ti | Sylvan, Pix | Pixies |
Picadian | Tamen | Togrimic | Skulks | Sylvan, Uld | Uldra |
Sylvan, Treant | Treants | Transic | Zerns | Terran | Earth Elementals |
Widder | Widdershins | Troglish | Troglodytes | Tik-Anese | Tik-Ani |
Titan | Titans | ||||
Trade | Land Dwellers | ||||
Trade, Sea | Sea Dwellers | ||||
Trade, Underworld | Underworld Dwellers |
Note: Abilities marked with a type of (In) are "Inherent" abilities, to be distinguished from Exceptional, Spell-like, and Supernatural abilities. When dealing with things such as polymorph, (In) abilities are gained automatically, even if (Ex) abilities aren't.
Asherati (Asheratis)- Sandstorm page 37
Lithe sand-dwelling people.
Location: Towns and cities below the surface of any sandy wasteland.
Medium Size
Humanoid (Asherati)
30' Base Speed
Body Lamp(Su): At will, an asherati can make his skin glow as a bright light out to 60'. In loose soil the light allows the asherati to see vague solid objects up to 60' away, sufficient for navigation and general identification. This doesn't allow the asherati to see invisible or concealed creatures more easily than normal. Only the asherati using this power can see by it while in loose soil. Once per day, this power can be used as a free action to dazzle all creatures within 30 feet for 1 minute (Fort save DC 10 + ½ the asherati's character level + Charisma modifier to negate). While glowing, the asherati can't use the Hide skill.
Heat Endurance(Ex): Asheratis gain Heat Endurance as a bonus feat.
Natural Dryness(In): Asheratis need to drink one-quarter the amount of water per day that humanoids of their size normally require.
Sandswim(Su): An asherati can swim through sand, ash, dust, and softsand at his land speed while wearing light armor or carrying a light load. While wearing medium armor or carrying a medium load, this speed drops to 5 feet. Heavier armor or loads prevent sandswim. The asherati can also breath normally while swimming in this way.
Sneaky(Ex): Asheratis gain a +2 racial bonus on Move Silently checks and Hide checks. If in a sandy area, an asherati receives an additional +2 racial bonus on Hide checks.
Tough Hide(In): Asheratis gain a +1 natural armor bonus.
Water Vulnerability(In): If completely wet, an asherati take a -1 penalty on all attack rolls, ability checks, and skill checks. If an asherati is immersed in water, he can't hold his breath and must immediately begin making Constitution checks to avoid drowning.
Weapon Familiarity(Ex): Eagle's claws are treated as martial weapons.
Automatic Languages: Trade, Asherati
Bonus Languages: Draconic, Giant, Bhuka Goblin, Kreenian
Favored Class: Rogue
Adulthood Easy Class Normal Class Hard Class
20 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
45 62 89 +3d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 5'0" +2d10" 70lb. x(2d4)lb.
female 4'9" +2d10" 65lb. x(2d4)lb.
Aventi (Aventi)- Stormwrack page 34
Honorable and adventurous sea folk.
Location: Enclaves in keeps deep under the oceans.
Medium Size
Humanoid (Aquatic, Human): Aquatic creatures can breath water but not air, unless they also have the amphibious ability
30' Base Land and Swim Speed: Aventi receive a +8 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered.
Amphibious(In): Aventi can breath water or air equally well.
Water Spell Power(Ex): An aventi's effective caster level is +1 for spells with the water descriptor.
Automatic Languages: Trade, Sea Trade
Bonus Languages: Aquan, Darfellan, Gnomish, Hadozian
Favored Class: Any
Adulthood Easy Class Normal Class Hard Class
15 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
35 53 70 +2d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'10" +2d10" 120lb. x(2d4)lb.
female 4'5" +2d10" 85lb. x(2d4)lb.
Bhuka (Bhukas)- Sandstorm page 39
Lawful and good natured goblinoids.
Location: Adobe and sandstone villages built into desert cliffs and canyons.
-2 STR, +2 DEX
Medium Size
Humanoid (Goblinoid)
30' Base Speed
Glare Resistance(Ex): Bhukas are never dazzled by bright sun or sun glare.
Heat Endurance(Ex): Bhukas gain Heat Endurance as a bonus feat.
Nature Affinity(Ex): Bhukas gain a +2 racial bonus on Knowledge (nature) checks and Knowledge (nature) is always a class skill.
Sure Feet(Ex): Bhukas treat shallow sand as normal terrain and deep sand as shallow sand.
Wasteland Toughness(Ex): Bhukas gain a +2 racial bonus on Constitution checks and Fort saves to resist harmful effects from heat or dehydration.
Water Sense(Ex): By making a Survival check (see Sandstorm page 41 for the DC), a Bhuka can detect a source of drinkable water up to a distance of 100 feet.
Automatic Languages: Trade, Bhuka Goblin
Bonus Languages: Draconic, Feninese, Goblin
Favored Class: Druid
Adulthood Easy Class Normal Class Hard Class
14 +1d4 +2d4 +3d6
Middle Age Old Venerable Max Age
25 37 49 +2d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'0" +2d10" 30lb. x(1d4)lb.
female 3'9" +2d10" 25lb. x(2d4)lb.
Bugbear (Bugbears) - Monster Manual page 29
Aggressive and bulky goblinoids.
Location: Temperate mountain and foothill fortified towns.
+2 STR, -2 CHA
Medium Size
Humanoid (Goblinoid)
30' Base Speed
Darkvision 60'(In)
Sneaky(Ex): Bugbears gain a +4 racial bonus on Move Silently checks.
Automatic Languages: Trade, Buhg Goblin
Bonus Languages: Centaurian, Elven, Giant, Goblin
Favored Class: Rogue
Adulthood Easy Class Normal Class Hard Class
14 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
35 53 70 +2d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 5'4" +2d12" 230lb. x(2d6)lb.
female 5'2" +2d12" 180lb. x(2d6)lb.
Bugbear Racial Levels Hit Die: d8
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
---|---|---|---|---|---|
1st |
+0 |
+0 |
+2 |
+0 |
+1 STR, +1 CON, tough hide +1 |
2nd |
+1 |
+0 |
+3 |
+0 |
+1 DEX, +2 CON, tough hide +2 |
3rd |
+2 |
+1 |
+3 |
+1 |
+2 STR, +2 DEX, tough hide +3 |
Class Skills (2 + Int modifier): Climb, Hide, Listen, Move Silently, Search, Spot
Weapon and Armor Proficiency: Bugbears are proficient with all simple weapons, light armor, and shields (except tower shields).
Tough Hide(In): A bugbear gains a natural armor bonus as he increases in bugbear racial levels.
Catfolk (Catfolk) - Races of the Wild page 92
Nomadic feline humanoids known for their passion.
Location: Mobile encampments on warm and tropical grasslands.
+2 DEX, -1 WIS
Medium Size
Humanoid (Catfolk)
30' Base Speed
Keen Senses(Ex): Catfolk gain a +2 racial bonus on Listen checks.
Low-Light Vision(In)
Stealthy(Ex): Catfolk gain a +2 racial bonus on Move Silently checks.
Automatic Languages: Trade, Feninese
Bonus Languages: Draconic, Goblin, Haflish, Sylvan
Favored Class: Ranger
Adulthood Easy Class Normal Class Hard Class
14 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
35 53 70 +2d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'10" +2d10" 120lb. x(2d4)lb.
female 4'5" +2d10" 85lb. x(2d4)lb.
Catfolk Racial Levels Hit Die: d8
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
---|---|---|---|---|---|
1st |
+0 |
+0 |
+2 |
+0 |
+1 DEX, +1 CHA, fast (40'), tough hide +1 |
2nd |
+1 |
+0 |
+3 |
+0 |
+2 DEX, +1 WIS, +2 CHA |
Class Skills (2 + Int modifier): Balance, Hide, Listen, Move Silently, Spot
Weapon and Armor Proficiency: Catfolk are proficient with all simple weapons and light armor.
Fast(In): A catfolk gains a faster base land speed as he increases in catfolk racial levels.
Tough Hide(In): A catfolk gains a natural armor bonus as he increases in catfolk racial levels.
Darfellan (Darfellans)- Stormwrack page 37
Broad and brooding folk with black skin and white markings.
Location: Saltwater coastal villages in any climate.
+2 STR, -2 DEX
Medium Size
Humanoid (Darfellan)
20' Base Speed
40' Base Swim Speed: Darfellans receive a +8 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered.
Natural Weapons: bite(1d6).
Echolocation(Ex): Darfellans can emit whistles in water and listen to the echoes to have blindsense out to 20', but the blindsense doesn't extend beyond the water.
Hold Breath(Ex): A darfellan can hold his breath for a number of rounds equal to 8 x his Constitution score before he risks drowning.
Trained Against Sahuagin(Ex): Darfellans gain a +2 racial bonus on attack rolls and damage rolls against sahuagin.
Automatic Languages: Sea Trade, Darfellan
Bonus Languages: Aquan, Storm Giant, Hadozian, Trade
Favored Class: Barbarian
Adulthood Easy Class Normal Class Hard Class
14 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
33 50 65 +2d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'5" +2d4" 120lb. x(2d6)lb.
female 4'5" +2d4" 100lb. x(2d6)lb.
Dirmu (Dirmu) - Original Race
Round slow-to-change folk.
Location: Cave cities built into mountain sides or ice shelves in arctic climates.
Appearance: Dirmu are stocky folk of intermediate size and heavy blubber. They have no hair on their bodies and skin that is think and pale blue. They have no noses, lips, or ears and one continuous eyebrow, usually black or iron in hue. A Dirmu has a single large eye with a flap of skin that covers the center, acting as a cleaning method, similar to eye lids with other races.
-1 DEX, +1 CON, +1 WIS, -1 CHA
Medium Size
Humanoid (Dirmu)
30' Base Speed
Low-Light Vision(In)
Hibernate(Ex): Because the Dirmu generally live in cold climates, they find it very helpful to hibernate. After predetermining a length of time (up to 3 months), a Dirmu can hibernate, dropping his heart rate to 10 beats per minute and his breathing rate to 3 breaths per minute. After 30 minutes in hibernation, any non-magical sickness or disease the Dirmu may have had is cured, and he heals 1 hit point per minute of rest past the half-hour. Without a Heal check DC 18, a Dirmu in hibernation will likely be mistaken for dead.
Resistance to Cold 5(Ex)
Sense Stability(Ex): This ability grants a Dirmu a +2 racial bonus on balance checks or reflex saves caused by sudden changes in ground stability. In addition, a Dirmu who merely comes within 10 feet of a pit trap, thin ice, or similar ground can make a Search check as if he were actively searching, and a dirmu can use the Search skill to find pit traps as a rogue can.
Automatic Languages: Trade, Dirmu
Bonus Languages: White Draconic, Et Giant, Uld Sylvan, Widder
Favored Class: Ranger and Barbarian
Adulthood Easy Class Normal Class Hard Class
13 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
30 45 60 +2d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'10" +2d10" 180lb. x(2d6)lb.
female 4'5" +2d10" 125lb. x(2d6)lb.
Dragonborn (Dragonborn)- Races of the Dragon page 8
Self-made race of noble and good dragon creatures.
Location: Castles and keeps in any climate or land terrain.
A dragonborn's type becomes humanoid with the dragonblood subtype. All other normal benefits of becoming a dragonborn are acquired by advancing in dragonborn racial levels.
Middle Age Old Venerable Max Age
200 300 400 +2d100
Gender Base Height Height Modifier Base Weight Weight Modifier
any unchanged +1d2" unchanged +(1d6+4)%
Dragonborn Racial Levels Hit Die: d10
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
---|---|---|---|---|---|
1st |
+1 |
+2 |
+0 |
+0 |
-2 DEX, +2 CON, champion of good, draconic aspect, dragonfear resistant, dragon tongue, innate dragonsense |
Class Skills (2 + Int modifier): Concentration, Disguise, Hide, Listen, Move Silently, Spot
Weapon and Armor Proficiency: Dragonborn are proficient with all simple weapons, martial weapons, light armor, medium armor, and shields (except tower shields).
Champion Of Good(Ex): A dragonborn's favored class becomes Fighter. Furthermore, dragonborn paladins can leave that class and return to it without penalty.
Draconic Aspect: See Races of the Dragon pages 9 and 10 for details.
Dragonfear Resistant(Ex): Dragonborn are immune to the frightful presence of dragons.
Dragon Tongue(Ex): Dragonborn gain Common Draconic as an automatic language.
Innate Dragonsense(Ex): Dragonborn gain a +2 dodge bonus to Armor Class against monsters of the dragon type.
Dwarf (Dwarves)- Player's Handbook page 14
Stocky folk with an affinity to earthen materials.
Location: Vast cities built in the underside of large mountains, typically in temperate climates.
+2 CON, -2 CHA
Medium Size
Humanoid (Dwarf)
20' Base Speed
Darkvision 60'(In)
Magic Resistant(Ex): Dwarves gain a +2 racial bonus on saving throws against spells and spell-like effects.
Mineral Familiarity(Ex): Dwarves gain a +2 bonus on Appraise checks and Craft checks that are related to stone or metal items.
Trained Against Giants(Ex): Dwarves gain a +4 dodge bonus to Armor Class against monsters of the giant type.
Trained Against Orcs(Ex): Dwarves gain a +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids.
Poison Resistant(Ex): Dwarves gain a +2 racial bonus on saving throws against poison.
Stability(Ex): A dwarf gains a +4 bonus on ability checks to made to resist being bull rushed or tripped when standing on the ground.
Stonecunning(Ex): This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground.
Unburdened(Ex): Dwarves can move at base land speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
Weapon Familiarity(Ex): Dwarven waraxes and dwarven urgroshes are treated as martial weapons.
Automatic Languages: Trade, Dwarven
Bonus Languages: Giant, Goblin, Orc, Terran, Underworld Trade
Favored Class: Fighter
Adulthood Easy Class Normal Class Hard Class
40 +3d6 +5d6 +7d6
Middle Age Old Venerable Max Age
125 188 250 +2d100
Gender Base Height Height Modifier Base Weight Weight Modifier
male 3'9" +2d4" 130lb. x(2d6)lb.
female 3'7" +2d4" 100lb. x(2d6)lb.
Elf (Elves)- Player's Handbook page 15
Lithe, melodic folk with an affinity to plants and animals.
Location: Verdant forests in cities built above the ground, in harmony with the trees.
+2 DEX, -2 CON
Medium Size
Humanoid (Elf)
30' Base Speed
Keen Senses(Ex): This ability grants an elf a +2 racial bonus on Listen, Search, and Spot checks. An elf who merely comes within 5 feet of a secret or concealed door can make a Search check as if he were actively searching.
Low-Light Vision(In)
Magic Resistant(Ex): Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Weapon Familiarity(Ex): Elves are proficient in longsword, rapier, longbow, and shortbow.
Automatic Languages: Trade, Elven
Bonus Languages: Arcane Draconic, Goblin, Illumian, Sylvan
Favored Class: Wizard
Adulthood Easy Class Normal Class Hard Class
110 +4d6 +6d6 +10d6
Middle Age Old Venerable Max Age
175 263 350 +4d100
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'5" +2d6" 85lb. x(1d6)lb.
female 4'5" +2d6" 80lb. x(1d6)lb.
Gnoll (Gnolls) - Races of the Wild page 99
Savage and tribal hyena-headed people.
Location: Nomadic settlements in temperate foothills.
+2 STR, -2 INT, -2 CHA
Medium Size
Humanoid (Gnoll)
30' Base Speed
Darkvision 60'(In)
Automatic Languages: Trade, Gnollish
Bonus Languages: Arcane Draconic, Triliak Giant, Hob Goblin, Orcish
Favored Class: Ranger
Adulthood Easy Class Normal Class Hard Class
14 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
35 53 70 +2d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 5'4" +2d12" 200lb. x(2d6)lb.
female 5'2" +2d12" 180lb. x(2d6)lb.
Gnoll Racial Levels Hit Die: d8
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
---|---|---|---|---|---|
1st |
+1 |
+0 |
+2 |
+0 |
+1 STR, +1 CON, tough hide +1 |
2nd |
+2 |
+0 |
+3 |
+0 |
+2 STR, +2 CON |
Class Skills (2 + Int modifier): Listen, Spot
Weapon and Armor Proficiency: Gnolls are proficient with all simple weapons, martial weapons, light armor, and shields (except tower shields).
Tough Hide(In): A gnoll gains a natural armor bonus as he increases in gnoll racial levels.
Gnome (Gnomes)- Player's Handbook page 17
Curious and reckless high-tech craftsman.
Location: Small settlements of homes, with each home built beneath a hill, typically in a temperate forested environment.
-2 STR, +2 CON
Small Size
Humanoid (Gnome)
20' Base Speed
Innate Magic(Sp): Gnomes can speak with animals 1/day to talk to burrowing mammals only, for a duration of 1 minute. A gnome with a Charisma score of at least 10 also has the following, each once per day: dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + Charisma modifier + spell level.
Keen Senses(Ex): Gnomes gain a +2 racial bonus on Listen checks and Craft (alchemy) checks.
Low-Light Vision(In)
Magic Resistant(Ex): Gnomes gain a +2 racial saving throw bonus against illusions.
Natural Illusionists(Ex): Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes.
Trained Against Giants(Ex): Gnomes gain a +4 dodge bonus to Armor Class against monsters of the giant type.
Trained Against Kobolds(Ex): Gnomes gain a +1 racial bonus on attack rolls against kobolds and goblinoids.
Weapon Familiarity(Ex): Gnome hooked hammers are treated as martial weapons.
Automatic Languages: Trade, Gnomish
Bonus Languages: Arcane Draconic, Dwarven, Elven, Haflish, Illumian, Sylvan, Sea Trade
Favored Class: Bard
Adulthood Easy Class Normal Class Hard Class
40 +4d6 +6d6 +9d6
Middle Age Old Venerable Max Age
100 150 200 +3d100
Gender Base Height Height Modifier Base Weight Weight Modifier
male 3'0" +2d4" 40lb. x1lb.
female 2'10" +2d4" 35lb. x1lb.
Goblin (Goblins)- Monster Manual page 134
Small, filthy, clever, and vile creatures.
Location: Tribes in caves or ruins near civilizations.
-2 STR, +2 DEX, -2 CHA
Small Size
Humanoid (Goblinoid)
30' Base Speed
Darkvision 60'(Ex)
Sneaky(Ex): Goblins gain a +4 racial bonus on Move Silently checks.
Warg Riders(Ex): Goblins gain a +4 racial bonus on Ride checks.
Automatic Languages: Trade, Goblin
Bonus Languages: Elven, Giant, Gnollish, Orcish
Favored Class: Rogue
Adulthood Easy Class Normal Class Hard Class
10 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
25 37 50 +1d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 3'0" +2d4" 35lb. x1lb.
female 2'9" +2d4" 30lb. x1lb.
Hadozee (Hadozee)- Stormwrack page 41
Seafaring simian folk struck with wanderlust.
Location: No lands of their own, instead living among others aboard ships.
+2 DEX, -2 CHA
Medium Size
Humanoid (Hadozee)
30' Base Speed
Climber(Ex): Hadozee gain a +4 racial bonus on Balance checks and Climb checks. They do not lose their Dexterity bonus to AC while climbing and can climb unimpeded while holding something in one hand.
Gliding(Ex): Hadozee can use their arm-flaps to glide, negating damage from a fall of any height and allowing them to travel 20 feet horizontally for every 5 feet of descent. A hadozee glides at a speed of 40 feet (average maneuverability).
Automatic Languages: Sea Trade, Hadozian
Bonus Languages: Darfellan, Gnomish, Picadian, Trade
Favored Class: Rogue
Adulthood Easy Class Normal Class Hard Class
13 +1d3 +1d4 +1d6
Middle Age Old Venerable Max Age
35 53 70 +2d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 5'0" +2d8" 150lb. x(2d4)lb.
female 4'10" +2d8" 120lb. x(2d4)lb.
Halfling (Halflings)- Player's Handbook page 19
Small, clever opportunists.
Location: Mobile caravans and shanty communities in warm areas.
-2 STR, +2 DEX
Small Size
Humanoid (Halfling)
20' Base Speed
Agile(Ex): Halflings gain a +2 racial bonus to Climb checks, Jump checks, and Move Silently checks.
Fearless(Ex): Halflings gain a +2 morale saving throw bonus against fear.
Keen Senses(Ex): Halflings gain a +2 racial bonus on Listen checks.
Uncanny Resistance(Ex): Halflings gain a +1 racial bonus on all saving throws.
Weapon Familiarity(Ex): Halflings gain a +1 racial bonus on attack rolls with slings and thrown weapons.
Automatic Languages: Trade, Haflish
Bonus Languages: White Draconic, Dwarven, Elven, Og Giant, Gnomish, Goblin, Orcish
Favored Class: Rogue
Adulthood Easy Class Normal Class Hard Class
20 +2d4 +3d6 +4d6
Middle Age Old Venerable Max Age
50 75 100 +5d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 2'8" +2d4" 30lb. x1lb.
female 2'6" +2d4" 25lb. x1lb.
Hobgoblin (Hobgoblins) - Monster Manual page 154
Military-minded goblinoids.
Location: Fortified complexes, particularly in warm hills.
+2 CON, -2 CHA
Medium Size
Humanoid (Goblinoid)
30' Base Speed
Darkvision 60'(In)
Sneaky(Ex): Hobgoblins gain a +4 racial bonus on Move Silently checks.
Automatic Languages: Trade, Hob Goblin
Bonus Languages: Giant, Gnollish, Goblin, Infernal, Orcish
Favored Class: Fighter
Adulthood Easy Class Normal Class Hard Class
12 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
30 45 60 +2d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 5'8" +2d8" 180lb. x(2d6)lb.
female 5'4" +2d8" 140lb. x(2d6)lb.
Hobgoblin Racial Levels Hit Die: d8
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
---|---|---|---|---|---|
1st |
+0 |
+0 |
+2 |
+0 |
+1 DEX, +1 CHA, alertness |
2nd |
+1 |
+0 |
+3 |
+0 |
+2 DEX, +2 CHA |
Class Skills (2 + Int modifier): Climb, Hide, Intimidate, Move Silently, Search, Spot
Weapon and Armor Proficiency: Hobgoblins are proficient with all simple weapons, martial weapons, light armor, and shields (except tower shields).
Alertness(Ex): Hobgoblins gain Alertness as a bonus feat.
Illumian (Illumians) - Races of Destiny page 51
Ambitious, contemplative scholarly folk.
Location: Cabals in single large buildings or small remote settlements.
Medium Size
Humanoid (Human)
30' Base Speed
Final Utterance(Ex): When an illumian dies, for 1 round per Hit Die of the illumian, anyone within earshot hears ululating Illumian syllables. The illumian's body need not remain intact for the final utterance to occur.
Glyphic Resonance(Ex): Illumians have an innate connection with glyph magic. Refer to Races of Destiny pages 53 and 54.
Illumian Words(Su): Each combination of two power sigils' names makes an Illumian word of great power, and thus grants extra abilities to a character who possesses those two power sigils. The benefit of each word of power is described on Races of Destiny pages 54 and 55.
Luminous Sigils(Su): Insubstantial sigils orbit an illumian's head, providing illumination equal to that of a candle. These can be turned on off and provide other benefits. Refer to Races of Destiny page 53.
Magic Resistant(Ex): Illumians gain a +2 racial bonus on saving throws against spells with the shadow descriptor.
Power Sigils(Su): Refer to Races of Destiny page 54. "Aesh" grants +1 bonus on Strength checks and Strength-based skill checks. "Hoon" grants +1 bonus on Wisdom checks, Constitution checks, and Wisdom- or Constitution-based skill checks. "Krau" grants +1 bonus to caster level for all spells and spell-like abilities *up to a maximum value equal to the illumian's character level). "Naen" grants +1 bonus on Intelligence checks and Intelligence-based skill checks. "Uur" grants +1 bonus on Dexterity checks and Dexterity-based skill checks. "Vaul" grants +1 bonus on Charisma checks and Charisma-based skill checks.
Superior Literacy(In): Illumians are always literate and Speak Language is always a class skill.
Automatic Languages: Trade, Illumian
Bonus Languages: Any
Favored Class: Any
Adulthood Easy Class Normal Class Hard Class
20 +2d4 +3d6 +4d6
Middle Age Old Venerable Max Age
50 75 100 +4d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'11" +2d10" 110lb. x(2d4)lb.
female 4'6" +2d10" 80lb. x(2d4)lb.
Kobold (Kobolds)- Races of the Dragon page 37
Malicious reptilian creatures with sorcery in their blood.
Location: Caves in any temperate climate as long as mining is good.
-4 STR, +2 DEX, -2 CON
Small Size
Humanoid (Dragonblood, Reptilian)
30' Base Speed
Darkvision 60'(In)
Light Sensitivity(Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylightspell.
Natural Miners(Ex): Kobolds gain a +2 racial bonus on all Profession (miner) checks.
Natural Trapsmiths(Ex): Kobolds always consider Craft (trapmaking) a class skill, and they gain a +2 racial bonus on all Craft (trapmaking) checks and Search checks.
Tough Hide(In): Kobolds gain a +1 natural armor bonus.
Automatic Languages: Trade, Kob Draconic
Bonus Languages: Arcane Draconic, Dwarvish, Underworld Trade, Troglish
Favored Class: Sorcerer
Adulthood Easy Class Normal Class Hard Class
6 +1d3 +1d4 +2d4
Middle Age Old Venerable Max Age
60 90 120 +Charisma
Gender Base Height Height Modifier Base Weight Weight Modifier
male 2'1" +2d4" 40lb. x1lb.
female 1'10" +2d4" 30lb. x1lb.
Lizardfolk (Lizardfolk) - Monster Manual page 169
Primitive reptilian people.
Location: Tribal villages in swamps and marshes.
+1 STR, +1 CON, -2 INT
Medium Size
Humanoid (Reptilian)
30' Base Speed
Natural Weapons: 2 claws(1d4) and bite(1d4).
Hold Breath(Ex): A lizardfolk can hold his breath for a number of rounds equal to 4 x his Constitution score before he risks drowning.
Tailed(Ex): Lizardfolk gain a +4 racial bonus to Balance checks, Jump checks, and Swim checks.
Weapon Familiarity(Ex): A lizardfolk is automatically proficient with simple weapons and shields (except tower shields).
Automatic Languages: Trade, Vilek Draconic
Bonus Languages: Aquan, Black Draconic, Goblin, Siljinese
Favored Class: Druid
Adulthood Easy Class Normal Class Hard Class
13 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
30 45 60 +2d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 5'8" +2d10" 150lb. x(2d6)lb.
female 5'4" +2d10" 120lb. x(2d6)lb.
Lizardfolk Racial Levels Hit Die: d8
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
---|---|---|---|---|---|
1st |
+0 |
+0 |
+2 |
+0 |
Multiattack, tough hide +1 |
2nd |
+1 |
+0 |
+3 |
+0 |
+1 STR, tough hide +3 |
3rd |
+2 |
+1 |
+3 |
+1 |
+1 CON, tough hide +5 |
Class Skills (2 + Int modifier): Balance, Jump, Survival, Swim
Weapon and Armor Proficiency: Lizardfolk are proficient with all simple weapons and shields (except tower shields).
Multiattack(Ex): Lizardfolk gain Multiattack as a bonus feat.
Tough Hide(In): A lizardfolk gains a natural armor bonus as he increases in lizardfolk racial levels.
Mongrelfolk (Mongrelfolk) - Races of Destiny page 98
Mixed heritage people looked down on by all.
Location: No lands of their own, instead blending in with their parent societies.
+4 CON, -2 INT, -4 CHA
Medium Size
Humanoid (Human)
30' Base Speed
Agile(Ex): Mongrelfolk gain a +1 racial bonus to Climb checks, Jump checks, and Move Silently checks.
Diffuse Blood(Ex): Mongrelfolk gain a +2 racial bonus on saving throws against any spell that targets a particular race or ignores a particular race, provided the selected race is part of their general ancestry.
Emulate Race(Ex): Mongrelfolk gain the benefit of the emulate race function of the Use Magic Device skill without the need for a skill check when emulating humanoid races, or with a +4 racial bonus on the Use Magic Device check to emulate non-humanoid races.
Keen Senses(Ex): Mongrelfolk gain a +1 racial bonus to Appraise checks, Listen checks, Search checks, and Spot checks.
Low-Light Vision(In)
Magic Resistant(Ex): Mongrelfolk are immune to magic sleep effects and gain a +1 racial bonus on saving throws against enchantment and illusion spells or effects.
Poison Resistant(Ex): Mongrelfolk gain a +1 racial bonus on saving throws against poison.
Sound Imitation(Ex): A mongrelfolk can mimic any voice or sound she has heard. Listeners must succeed on a DC 16 Will save to detect the ruse.
Stealthy(Ex): Mongrelfolk gain a +4 racial bonus on Hide checks and Sleight of Hand checks.
Automatic Languages: Trade
Bonus Languages: Any Humanoid
Favored Class: Rogue
Adulthood Easy Class Normal Class Hard Class
15 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
35 53 70 +2d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'4" +2d6" 100lb. x(2d6)lb.
female 4'3" +2d6" 85lb. x(2d4)lb.
Orc (Orcs) - Monster Manual page 203
Brutish and barbaric humanoids.
Location: Anywhere.
+4 STR, -2 INT, -2 WIS, -2 CHA
Medium Size
Humanoid (Orc)
30' Base Speed
Darkvision 60'(In)
Light Sensitivity(Ex): Orcs are dazzled in bright sunlight or within the radius of a daylightspell.
Automatic Languages: Trade, Orcish
Bonus Languages: Dwarven, Giant, Goblin, Minotaur, Underworld Trade
Favored Class: Barbarian
Adulthood Easy Class Normal Class Hard Class
14 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
30 45 60 +2d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'10" +2d12" 150lb. x(2d6)lb.
female 4'5" +2d12" 110lb. x(2d6)lb.
Raptoran (Raptorans)- Races of the Wild page 65
Deep-thinking warriors of the sky.
Location: Mountain top towers or cliff-side dwellings.
Medium Size
Humanoid (Raptoran)
30' Base Speed
Flight(Ex): At 5 Hit Dice, a raptoran gains a flight speed of 40 feet (average maneuverability). See Races of Wild page 68 for details and limitations.
Gliding(Ex): Raptorans can use their arm-flaps to glide, negating damage from a fall of any height and allowing them to travel 20 feet horizontally for every 5 feet of descent. A raptoran glides at a speed of 40 feet (average maneuverability), but can't glide while carrying a medium or heavy load.
Keen Senses(Ex): Raptorans gain a +2 racial bonus on Spot checks.
Low-Light Vision(In)
Pact With Wind Lords(Ex): A raptoran's effective caster level is +1 for spells with the air descriptor.
Strong Grip(Ex): Raptorans gain a +2 racial bonus on Climb checks.
Unerring Direction(Ex): While on the material plane, a raptoran can always sense which direction is North.
Weapon Familiarity(Ex): Footbows are treated as martial weapons.
Wing-Aided Movement(Ex): Raptorans gain a +10 racial bonus on Jump checks.
Automatic Languages: Trade, Falspiran
Bonus Languages: Auran, Draconic, Elven, Giant, Tik-Anese
Favored Class: Cleric
Adulthood Easy Class Normal Class Hard Class
20 +1d6 +2d6 +3d6
Middle Age Old Venerable Max Age
100 200 250 +3d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 5'2" +2d10" 100lb. x(2d4)lb.
female 5'2" +2d10" 100lb. x(2d4)lb.
Sea Kin (Sea Kin) - Races of Destiny page 100
Shy and peaceful folk with an affinity for water.
Location: Partially submerged cities built into ocean cliffs.
Medium Size
Humanoid (Human)
30' Base Land and Swim Speed
Hold Breath(Ex): A sea kin can hold his breath for a number of rounds equal to 8 x his Constitution score before he risks drowning.
Low-Light Vision(In)
Oily Skin(Ex): Sea kin gain a +2 racial bonus to Escape Artist checks.
Skilled(Ex): Sea kin receive 4 extra skill points at 1st level and 1 extra skill point at each additional level.
Water Dependency(Ex): A sea kin must immerse his entire body in water at least once a week or suffer ill effects. After a week has passed, a sea kin must make a Constitution check every day thereafter (DC 10 + 1 per additional day) or take 1 point of Constitution damage, which can not be regenerated naturally without water. Once a sea kin immerses his body in water, he regains 1d4 points of Constitution per hour that he remains in water.
Weapon Familiarity(Ex): Tridents and nets are treated as simple weapons.
Automatic Languages: Trade, Sea Trade
Bonus Languages: Aquan, Darfellan, Oceanus Giant, Hadozian, Picadian
Favored Class: Druid
Adulthood Easy Class Normal Class Hard Class
17 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
40 63 85 +3d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'10" +2d10" 120lb. x(2d4)lb.
female 4'5" +2d10" 85lb. x(2d4)lb.
Sharakim (Sharakim) - Races of Destiny page 102
Race of shadowy people seeking atonement for an ancient sin.
Location: Villages in foothills, no more than a couple of days from a city.
+2 STR, -2 DEX, +2 INT, -2 CHA
Medium Size
Humanoid (Human, Orc)
30' Base Speed
Darkvision 60'(In)
Light Sensitivity(Ex): Sharakim take a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Shadow Affinity(Ex): In areas of darkness or shadowy illumination, a sharakim gains a +2 racial bonus on Hide checks, Move Silently checks, Search checks, and Spot checks.
Tough Hide(In): Sharakim gain a +1 natural armor bonus.
Trained Against Orcs(Ex): Sharakim gain a +1 racial bonus on attack rolls against orcs (including half-orcs).
Automatic Languages: Trade, Sharak Orcish
Bonus Languages: Arcane Draconic, Dwarven, Elven, Gnomish, Tief Infernal, Orcish, Underworld Trade
Favored Class: Wizard
Adulthood Easy Class Normal Class Hard Class
16 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
30 45 60 +2d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'10" +2d10" 150lb. x(2d6)lb.
female 4'5" +2d10" 110lb. x(2d6)lb.
Skulk (Skulks) - Races of Destiny page 105
Violent and cruel race of people with natural camouflage.
Location: No lands of their own, instead living parasitically off other cities.
+2 DEX, -2 WIS, -2 CHA
Medium Size
Humanoid (Human)
30' Base Speed
Stealthy(Ex): Skulks gain a +2 racial bonus on Move Silently checks and a +5 racial bonus on Hide checks. These bonuses increase as the skulk gains more skulk racial levels.
Trackless Path(Ex): The DC of any Survival check to follow the trail of a skulk is increased by 10.
Automatic Languages: Trade, Togrimic
Bonus Languages: Giant, Goblin, Haflish, Orcish, Underworld Trade, Troglish
Favored Class: Rogue
Adulthood Easy Class Normal Class Hard Class
15 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
35 53 70 +2d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'10" +2d10" 105lb. x(2d4)lb.
female 4'5" +2d10" 70lb. x(2d4)lb.
Skulk Racial Levels Hit Die: d8
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
---|---|---|---|---|---|
1st |
+0 |
+0 |
+2 |
+0 |
+2 DEX, -2 CHA, +5 hide, +3 move silently, peerless camouflage |
2nd |
+1 |
+0 |
+3 |
+0 |
+10 hide, +6 move silently, innate nondetection |
Class Skills (2 + Int modifier): Hide, Move Silently
Weapon and Armor Proficiency: Skulks are proficient with all simple weapons.
Innate Nondetection(Su): If divination is attempted upon a skulk, the caster of the divination must succeed on a DC 20 caster level check or the spell fails.
Peerless Camouflage(Ex): Skulks can move at full speed while hiding, taking no penalties on Hide checks due to movement.
Spellscale (Spellscales)- Races of the Dragon page 21
Diverse and creative race of dragon people.
Location: Open and accepting towns and cities near water and mountains.
-2 CON, +2 CHA
Medium Size
Humanoid (Dragonblood)
30' Base Speed
Blood Quickening(Su): Each day, a spellscale can perform a draconic meditation to gain a benefit. Variations of this meditation are described on Races of the Dragon page 25.
Low-Light Vision(In)
Automatic Languages: Trade, Nosep Draconic
Bonus Languages: Draconic, Dwarven, Elven, Illumian, Musgilian, Widder
Favored Class: Sorcerer
Adulthood Easy Class Normal Class Hard Class
12 +1d4 +1d6 +2d4
Middle Age Old Venerable Max Age
35 70 140 +2d10
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'7" +2d6" 90lb. x(2d8)lb.
female 4'10" +2d8" 100lb. x(2d8)lb.
Taman (Tamen) - Original Race
Unstable but noble tattoo-wearing race of water creatures.
Location: Coral cities under water.
Appearance: Tamen vary greatly in their appearances due to the animalistic side of the race. They tend to have short snouts, low foreheads, and large pointed ears. Also common is a short fur or scales of a color applicable to their animal nature.
+1 CON, +1 INT, -2 CHA
Medium Size
Humanoid (Aquatic): Aquatic creatures can breath water but not air, unless they also have the amphibious ability
30' Base Land and Swim Speed: Tamen receive a +8 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered.
Amphibious(In): Tamen can breath water or air equally well.
Animal Heritage(In): Every Taman has an alter-ego of some sort of animal. This animal usually is shown with some minor traces in the Taman's appearance, but is particularly obvious through their personality and emotions. The animal must be an aquatic or amphibious animal of Medium, Small, or Tiny size.
Automatic Languages: Trade, Picadian
Bonus Languages: Aquan, Draconic, Giant, Gnomish, Hadozian
Favored Class: Any
Adulthood Easy Class Normal Class Hard Class
32 +1d6 +2d8 +3d8
Middle Age Old Venerable Max Age
75 113 150 +1d100
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'5" +2d6" 85lb. x(2d4)lb.
female 4'5" +2d6" 80lb. x(2d4)lb.
Taman Racial Levels Hit Die: d8
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
---|---|---|---|---|---|
1st |
+0 |
+0 |
+2 |
+0 |
+1 INT, bestial ego |
Class Skills (2 + Int modifier): Intimidate, Knowledge (nobility and royalty), Spot, Survival, Swim
Weapon and Armor Proficiency: Taman are proficient with all simple weapons.
Bestial Ego(Su): The Taman can assume the form of its animal heritage as a full round action up to once per day. In addition, at the beginning of a combat there is a 30% chance the Taman will automatically change forms as an uncontrolled free action (this doesn't count against the daily use). Otherwise, the mechanics are the same as a Druid's Wild Shape ability.
Troglodyte (Troglodytes) - Monster Manual page 246
Odorous reptilian people with malicious and foul natures.
Location: No lands of their own, instead taking over unwanted parts of others' cities.
-2 DEX, +4 CON, -2 INT
Medium Size
Humanoid (Reptilian)
30' Base Speed
Natural Weapons: 2 claws(1d4) and bite(1d4).
Chameleon Skin(Ex): A troglodyte can alter the pigmentation of its skin somewhat, gaining a +4 bonus on Hide checks. In rocky or underground settings this bonus improves to +8.
Darkvision 90'(In)
Automatic Languages: Trade, Troglish
Bonus Languages: Kob Draconic, Giant, Goblin, Orcish
Favored Class: Cleric
Adulthood Easy Class Normal Class Hard Class
13 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
30 45 60 +2d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'7" +2d8" 125lb. x(2d4)lb.
female 4'5" +2d8" 100lb. x(2d4)lb.
Troglodyte Racial Levels Hit Die: d8
Level |
Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
---|---|---|---|---|---|
1st |
+0 |
+0 |
+2 |
+0 |
Multiattack, stench |
2nd |
+1 |
+0 |
+3 |
+0 |
Tough hide +3 |
3rd |
+2 |
+1 |
+3 |
+1 |
Tough hide +6 |
Class Skills (2 + Int modifier): Balance, Jump, Survival, Swim
Weapon and Armor Proficiency: Troglodytes are proficient with all simple weapons.
Multiattack(Ex): Troglodytes gain Multiattack as a bonus feat.
Stench(Ex): Troglodytes produce as stench when angry or frightened. All living creatures, except troglodytes, within 30 feet must succeed on a Fortitude save (DC 10 + ½ the troglodyte's character level + Con modifier) or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the same troglodyte's stench for 24 hours. A delay poisonor neutralize poisonspell removes the effect from the sickened creature. This sickness counts as poison for purposes of resistances and immunities.
Tough Hide(In): A troglodyte gains a natural armor bonus as he increases in troglodyte racial levels.
Underfolk (Underfolk) - Races of Destiny page 109
Cave-dwelling xenophobic folk.
Location: Tribes in towns built in caves roughly a mile below the surface world.
Medium Size
Humanoid (Human)
30' Base Speed
Camouflage(Ex): Underfolk can change their skin coloration at will to mimic the surrounding terrain, giving them a +4 racial bonus on Hide checks. In rocky terrain, this bonus increases to +10. This ability works even if an underfolk is viewed with darkvision, although true seeingnegates this bonus.
Darkvision 60'(In)
Keen Senses(Ex): Underfolk gain a +2 racial bonus on Listen checks.
Light Sensitivity(Ex): Underfolk are dazzled in bright sunlight or within the radius of a daylightspell.
Skilled(Ex): Underfolk receive 4 extra skill points at 1st level and 1 extra skill point at each additional level.
Weapon Familiarity(Ex): light picks and heavy picks are treated as simple weapons.
Automatic Languages: Underworld Trade
Bonus Languages: Draconic, Dwarven, Fomoria Giant, Minotaur, Orcish
Favored Class: Any
Adulthood Easy Class Normal Class Hard Class
15 +1d4 +1d6 +2d6
Middle Age Old Venerable Max Age
35 53 70 +2d20
Gender Base Height Height Modifier Base Weight Weight Modifier
male 4'5" +2d6" 85lb. x(1d6)lb.
female 4'4" +2d6" 80lb. x(1d6)lb.
Widdershin (Widdershins) - Original Race
Slow and long-lived people of nature.
Location: Small villages on high mountain cliffs.
Appearance: Widdershins are lanky creatures with pin-prick pupils and irises that make up most of the area the pupil would normally take up on a humanoid's eyes. They are completely hairless, having small ears, no lips, very pronounced cheek bones, and skin that is glossy black with gray-to-white highlights.
-2 DEX, +2 WIS
Medium Size
Humanoid (Widdershin)
30' Base Speed
Hatred of Unnatural(Ex): Widdershins gain a +1 racial bonus on attack rolls against aberrations, magical beasts, constructs, fey, outsiders, and undead.
Sense Unnatural(Su): If an aberration, magical beast, construct, fey, outsider, or undead comes within 60' line of sight or 20' proximity, the Widdershin will get chills. By concentrating on a specific target for a full round, the Widdershin can determine the target's type (as long as it is an aberration, magical beast, construct, fey, outsider, or undead).
Unswayed(Ex): +2 racial bonus on rolls to defend against Bluff, Diplomacy, and Intimidate checks. In addition a Widdershin receives +2 racial bonus on saving throws against enchantment spells and effects.
Automatic Languages: Trade, Widder
Bonus Languages: Dirmu, White Draconic, Et Giant, Og Giant, Haflish
Favored Class: Druid and Monk
Adulthood Easy Class Normal Class Hard Class
105 +4d6 +8d6 +12d6
Middle Age Old Venerable Max Age
500 750 1000 +4d100
Gender Base Height Height Modifier Base Weight Weight Modifier
neutral 4'6" +2d10" 110lb. x(1d6)lb.