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Approved Races

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    This is a l ist of available races. I t is in alphabetical order.It will include all stats for playing them, however Aquatic Subtypes are restricted unless there is DM approval or weare in a completely Aquatic setting. All Races are subject to DM Approval as the campaign may not be allowing all races.

    Racial abi l i t ies: + 2 Wisdom, + 2 Charisma Medium size; speed 30 feet Acid, Cold, & Electr ical Resistance 5 Light {sp}: Aasimar can use l ight once per day as cast by a sorcerer of thei r

    character level . + 2 racial bonus to l is ten and Spot checks. Darkvision up to 60 feet . Outsider: Aasimar are nat ive Outsiders . Automatic Languages: Common, home region. Bonus Languages: any (except

    Secret languages such as Druidic) Favored Class: Paladin

    Racial abi l i t ies Shapechanger Subtype: Changelings are humanoids with the shapechang er

    subtype. Medium: As Medium creatures, changelings have no special bonuses or

    penal t ies due to their s ize. Changeling base land speed is 30 feet . + 2 racial bonus on saving throws against s leep and charm effects:

    Changelings have sl ippery minds. + 2 racial bonus on Bluff , Int imidate, and Sense Motive checks: Changelings

    are inherent ly ski l led in deception and int imidat ion, and though theycannot actual ly detect thoughts as doppelgangers can, they can intui t ivelyread body language and at t i tude with surpris ing accuracy.

    Natural Linguist : Changelings add Speak Language to their l is t of class ski l lsfor any class they adopt .

    Minor Change Shape (Su): Changelings have the supernatural abi l i ty to al ter

    their appearance as though using a disguise self spel l that affects their bodies but not their possessions. This abi l i ty is not an i l lusory effect , but aminor physical a l terat ion of a changeling 's facial features, skin color andtexture, and size, within the l imits described for the spel l . A changeling canuse this abi l i ty at wil l , and the al terat ion lasts unt i l she changes shapeagain. A changeling reverts to her natural form when ki l led. A true seeingspel l reveals her natural form. When using this abi l i ty to create a disguise, a

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    Racial abi l i t ies + 2 Dexteri ty, + 2 Intel l igence, + 2 Charisma, - 2 Const i tut ion Medium Size, Speed 30 feet Darkvision 120 Feet . Proficient with Rapier or Short Sword, Proficient with ei ther Light or hand

    crossbow. Spell Resistance 11 + character level Light Blindness (Ex.) : Abrupt exposure to bright l ight (such as sunlight or a

    daylight spel l) bl inds a drow for 1 round. In addit ion drow suffer a -1circumstance penal ty on al l a t tack rol ls , saves, and checks while in brightl ight .

    +2 racial bonus on wil l saves against spel ls and spel l- l ike abi l i t ies . Immuneto magic s leep spel ls and effects . +2 Racial bonus to save againstEnchantment spel ls or effects .

    +2 racial bonus to Listen, Search, and spot checks. Merely passing within 5feet of a secret or concealed door is ent i t led to a search check to not ice as i f

    she were act ively seeking i t . Automatic Languages: Elven, Undercommon, Drow, Home r egion. Bonus

    Languages: Abyssal , Common, Draconic, Drow Sign, Goblin, I l luskan Spell- l ike abi l i t ies 1/day Dancing Lights , Darkness , & Faerie f i re . These

    abil i t ies are as the spel ls cast by a sorcerer of the character s level . Favored Class: Cler ic or Wizard

    SUBTYPE: AQUATIC Racial abi l i t ies

    + 4 Dexteri ty, - 2 Intel l igence, Darkvision 120 Feet . Proficient with Trident , Short spear, or Net Swim Speed 40 Feet . An aquat ic drow gains a +8 racial bonus on al l swim

    checks. They can always c hoose to take ten on swim checks, even if rushedor threatened. She may use a run act ion while swimming assuming sheswims in a s traight l ine.

    Spell Resistance 11+ character level Light Blindness (Ex.) : Abrupt exposure to bright l ight (such as sunlight or a

    daylight spel l) bl inds a winged drow for 1 round. In addit ion winged drowsuffer a - 1 cir cumstance penal ty on al l a t tack rol ls , saves, and checks while

    in bright l ight . Gills : (Ex) Deep drow can breathe sal t water with ease. They can alsobreathe fresh water but f ind i t uncomfortable. They are t reated as fat iguedin fresh water and for ten minutes af terward. Deep Drow can survive out of water for one hour per point of const i tut ion. After that they are t reated assuffocat ing.

    Pressure Sensi t ivi ty (Ex): Deep drow are highly adapted to l i fe in thedeepest parts of the ocean. If they ascend to within 200 feet of the su rface,

    Level Adjustment: + 1

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    they must make a Fort i tude save (DC 15) every 15 minutes or take ld6 pointsof pressure damage.

    +2 racial bonus on wil l saves against spel ls and spel l- l ike abi l i t ies . Immuneto magic s leep spel ls and effects . +2 racial bonus to save againstEnchantment spel ls or effects .

    +2 racial bonus to Listen, Search, and spot checks. Merely passing within 5feet of a secret or concealed door is ent i t led to a search check to not ice as i f she were act ively seeking i t .

    Automatic Languages: Elven, Drow, Home region. Bonus Languages:Aquan, Common, Draconic, Drow Sign, Giant

    Spell- l ike abi l i t ies 1/day Dancing Lights , Darkness, & Faerie f i re . Theseabil i t ies are as the spel ls cast by a sorcerer of the character s level .

    Favored Class: Cler ic , Wizard

    Racial abi l i t ies(Wings are leathery such as a Bat or dragons)

    + 4 Dexteri ty, + 2 Intel l igence, + 2 Charisma, - 2 Const i tut ion Medium Size, Speed 30 feet +2 Racial bonus to All spot checks Darkvision 60 Feet . Proficient with Rapier or Short Sword, Proficient with ei ther Bola or hand

    crossbow. Flight (Ex): Winged Drow Have a f l ight speed of 50 feet with fair

    maneuverabi l i ty as long as they carr y no more than medium load, are notwearing heavy armor, and are not fat igued or exhausted. A winged drowmay make a dive at tack. I t is a ch arge from at least 20 feet up and at tackusing a piercing weapon. If she hi ts , she deals double damage. She may use arun act ion while f lying assuming she f l ies in a s traight l ine.

    Spell Resistance 11+ character level Light Blindness (Ex.) : Abrupt exposure to bright l ight (such as sunlight or a

    daylight spel l) bl inds a winged drow for 1 round. In addit ion winged drowsuffer a -1 circumstance penal ty on al l a t tack rol ls , saves, and checks whilein bright l ight .

    +2 racial bonus on wil l saves against spel ls and spel l- l ike abi l i t ies . Immuneto magic s leep spel ls and effects . +2 racial bonus to save againstEnchantment spel ls or effects .

    +2 racial bonus to Listen, Search, and spot checks. Merely passing within 5

    feet of a secret or concealed door is ent i t led to a search check to not ice as i f she were act ively seeking i t . Automatic Languages: Elven, Undercommon, Drow, Home r egion. Bonus

    Languages: Abyssal , Common, Draconic, Drow Sign, Goblin, I l luskan Spell- l ike abi l i t ies 1/day Dancing Lig hts , Darkness, & Faerie f i re . These

    abil i t ies are as the spel ls cast by a sorcerer of the character s level . Favored Class: Cler ic

    Level Adjustment: + 1

    Level Adjustment: + 3

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    Racial abi l i t ies + 4 Strength, - 2 Dexteri ty, + 2 Const i tut ion, -2 Charisma Small s ize speed 20 feet Gains + 1 s ize bonus to ac because of s ize. Immune to cold Darkvision 60 Feet Stonecunning : Stonecunning grants dwarves a + 2 raci al bonus on checks to

    notice unusual s tonework. (I .e . s l iding walls , s tonework traps, e tc .) A dwarf who merely passes within 10 feet of unusual s tonework gets to make asearch check as i f she were act ively seeking i t . A dwarf can also intui tdepth.

    + 2 racial bonus on saving throws against poison + 2 racial bonus on saving throws against spel ls and spel l- l ike effects + 1 racial bonus to at tack rol ls against orcs and goblinoids + 4 dodge bonus against giants

    + 2 racial bonus to appraise checks that are related to i tems that are rare andexotic . + 2 racial bonus to craf t checks that are related to s tone or metal work Automatic Languages: Dwarven, common, and home region. Bonus

    Languages: By Region Favored Class: Ranger

    Racial abi l i t ies + 2 Const i tut ion, - 2 Dexteri ty Small s ize speed 20 feet Gain s + 1 s ize bonus to ac because of s ize. Darkvision 60 Feet Stonecunning: Stonecunning grants dwarves a + 2 raci al bonus on checks to

    notice unusual s tonework. (I .e . s l iding walls , s tonework traps, e tc .) A dwarf who merely passes within 10 feet of unusual s tonework gets to make asearch check as i f she were act ively seeking i t . A dwarf can also intui tdepth.

    + 2 racial bonus on saving throws against poison + 2 racial bonus on saving throws against spel ls and spel l- l ike effects + 1 racial bonus to at tack rol ls against Aberrat ions

    + 4 dodge bonus against giants + 2 racial bonus to appraise checks that are related to i tems that are rare andexotic .

    + 2 racial bonus to craf t checks that are related to s tone or metal work Automatic Languages: Dwarven, common, and home region. Bonus

    Languages: Giant , Gnome, Goblin, Orc, Draconic Favored Class: Fighter

    Level Adjustment: + 1

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    Racial abi l i t ies + 2 Const i tut ion, - 4 Charisma Small s ize speed 20 feet Gain s + 1 s ize bonus to ac because of s ize. Darkvision 120 Feet Stonecunning: Stonecunning grants dwarves a + 2 raci al bonus on checks to

    notice unusual s tonework. (I .e . s l iding walls , s tonework traps, e tc .) A dwarf who merely passes within 10 feet of unusual s tonework gets to make asearch check as i f she were act ively seeking i t . A dwarf can also intui tdepth.

    Immune to paralysis , Phantasms, and magic or alche mical poisons(but notnormal poisons)

    + 4 racial bonus to move si lent ly checks + 1 racial bonus to l is ten and spot checks Light Blindness (Ex.) : Abrupt exposure to bright l ight (such as sunlight or a

    daylight spel l) bl inds a Duergar for 1 round. In addit ion Duergar suffer a - 2circumstance penal ty on al l a t tack rol ls , saves, and checks while in bright

    l ight . Spell l ike abi l i t ies: 1/day enlarge & invisibi l i ty as a wizard twice the

    duergar s level (minimum 3rd level) . These affect only the Duergar andwhatever i t carr ies .

    + 2 racial bonus on saving throws against poison + 2 racial bonus on saving throws against spel ls and spel l- l ike effects + 1 racial bonus to at tack rol ls against orcs and goblinoids + 4 dodge bonus against giants + 2 racial bonus to appraise checks that are related to i tems that are rare and

    exotic . + 2 racial bonus to craf t checks that are related to s tone or metal work Automatic Languages: Dwarven, Undercommon, and home region. Bonus

    Languages: Giant , Gnome, Goblin, Orc, Draconic, Common Favored Class: Fighter

    Racial abi l i t ies + 2 Const i tut ion, - 2 Charisma Small s ize speed 20 feet Gain s + 1 s ize bonus to ac because of s ize. Darkvision 60 Feet

    Stonecunning: Stonecunning grants dwarves a + 2 raci al bonus on checks tonotice unusual s tonework. (I .e . s l iding walls , s tonework traps, e tc .) A dwarf who merely passes within 10 feet of unusual s tonework gets to make asearch check as i f she were act ively seeking i t . A dwarf can also intui tdepth.

    + 2 racial bonus on saving throws against poison + 2 racial bonus on saving throws against spel ls and spel l- l ike effects + 1 racial bonus to at tack rol ls against orcs and goblinoids + 4 dodge bonus against giants

    Level Adjustment: + 1

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    + 4 Racial bonus on saving throws against disease. + 2 racial bonus on saving throws against spel ls and spel l- l ike effects + 1 racial bonus to at tack rol ls against orcs and goblinoids + 4 dodge bonus against giants Automatic Languages: Dwarven, common, and home region. Bonus

    Languages: Yuan-t i , Goblin, Draconic Favored Class: Barbarian

    SUBTYPE: AQUATIC Racial Abil i t ies

    + 4 Dexteri ty, - 2 Intel l igence, . Proficient with Trident , Short spear, or Net

    Swim Speed 40 Feet . An aquat ic Elf gains a +8 racial bonus on al l swimchecks. They can always c hoose to take ten on swim checks, even if rushedor threatened. She may use a run act ion while swimming assuming sheswims in a s traight l ine.

    Improved Low Light Vision: An aquat ic elf can see four t imes normal inmoonlight or s tar l ight , torchl ight or s imilar condit ions of poor i l luminat ion.

    Pressure Sensi t ivi ty (Ex): Deep drow are highly adapted to l i fe in thedeepest parts of the ocean. If they ascend to within 200 feet of the su rface,they must make a Fort i tude save (DC 15) every 15 minutes or take ld6 pointsof pressure damage.

    Gills : (Ex) an aquat ic elf can breathe sal t water with ease. They can alsobreathe fresh water but f ind i t uncomfortable. They are t reated as fat iguedin fresh water and for ten minutes af terward. Aquatic elves can survive outof water for one hour per point of const i tut ion. After that they are t reatedas suffocat ing.

    +2 racial bonus on wil l saves against spel ls and spel l- l ike abi l i t ies . Immuneto magic s leep spel ls and effects . +2 Racial bonus to save againstEnchantment spel ls or effects .

    +2 racial bonus to Listen, Search, and spot checks. Merely passing within 5feet of a secret or concealed door is ent i t led to a search check to not ice as i f she were act ively seeking i t .

    Automatic Languages: Elven, Home region. Bonus Languages: Aquan,Common, Draconic, Giant

    Favored Class: Fighter

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    Racial Abil i t ies +4 Dexteri ty, -4 Const i tut ion: Avariel are extremely l ight and graceful but

    their hol low bones make them painful ly frai l . Medium-size: As Medium-size creatures, Avariel have no special bonuses or

    penal t ies due to their s ize. Avariel base speed is 25 feet . They can f ly at a speed of 45 feet (average) .

    Avariel cannot f ly when wearing Medium or Heavy armor. Custom fi t t ingfor armor purchased outside of Avariel set t lements has a cost equal to half the value of the armor i tself .

    Low-light Vision: Avariel can see twice as far as a human in s tar l ight ,moonlight , torchl ight , and similar condit ions of poor i l luminat ion. Theyretain the abi l i ty to dis t inguish c olor and detai l under these condit ions.

    Proficient with ei ther Longsword or rapier ; proficient with bolas and lasso.Avariel f ind that the muscles they use to f ly, oppose those used to f i reordinary bows.

    +4 racial bonus to Spot checks; +2 racial bonus to Listen and Search checks.

    An Avariel ' s vis ion is akin to that of a giant eagle, able to discern de tai ls onobjects up to a mile away.

    Avariel may take the Flyby Attack feat (see page 11 of the Monster Manual)as a General feat ; this is not a free bonus feat .

    Claustrophobia : whenever an Avariel f inds herself enclosed in a small areafor any signif icant length of t ime, she must make a Wil l save (DC 13) or become panicked (-2 morale penal ty on al l act ions; can become aggressive) .Saves are made every day. The panic subsides when the character is broughtout into the open air.

    Avariel f ind their wings an impediment to motion when on the ground,suffer ing a -2 at tack penal ty and -2 AC penal ty as a resul t . These penal t iescan be negated i f the Avari el takes the Ground Combat feat .

    Automatic Languages: Common and elven. Bonus Lang uages: Auran, AvarielSign, Draconic, Dwarven, Giant , Goblin, Orc. Avariel commonly know thelanguages of their enemies and al l ies , as well as Draconic, the languagecommonly found in ancient tomes of secret knowle dge. They have developeda form of s i lent communicat ion somewhat s imilar to the drow sign language.

    Favored Class: Avariel of the warr iors ' way have Fighter as their favoredclass . Avariel of the aesthetes ' way have Wiz ard as their favored class . Amult iclass avariel ' s f ighter /wizard class does not count when determiningwhether she suffers an XP penal ty for mult iclassing .

    Racial Abil i t ies + 2 Dexteri ty, - 2 Const i tut ion Medium size speed 30 feet Low-light Vision: Elves can see twice as far as a human in s tar l ight ,

    moonlight , torchl ight , and similar condit ions of poor i l luminat ion. Theyretain the abi l i ty to dis t inguish c olor and detai l under these condit ions.

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    Proficient with ei ther Longsword or rapier ; proficient with Shortbow,longbow, composi te longbow, and composi te shortbow

    + 2 racial bonus to Spot , Listen and Search checks. Merely passing within 5feet of a secret or concealed door is ent i t led to a search check to not ice as i f she were act ively seeking i t .

    Automatic Languages: Common and elven. Bonus Languages: Draconic,Gnoll , gnome, Goblin, Orc, Sylvan. Moon Elves commonly know thelanguages of their enemies and al l ies , as well as Draconic, the languagecommonly found in ancient tomes of secret knowledg e.

    Favored Class: Wizard

    Racial Abil i t ies -2 Strength, +2 Dexteri ty, -2 Const i tut ion, +4 Intel l igence, +2 Wisdom, -2

    Charisma. Medium size. A Rockseeker elf ' s base land speed is 30 feet .

    Immunity to petr i f icat ion. Immunity to s leep spel ls and effects and a +2 racial saving throw bonus

    against enchantment spel ls or effects . +1 racial bonus on saving throws against a l l ear th spel ls and effects . This

    bonus increases by +1 for e very f ive class levels the Rockseeker at ta ins. -1 racial penal ty on saves against spel l s with the air descriptor. Darkvision out to 240 feet . Rockseeker elves are automatical ly proficient with the Longsword and

    Rapier. S t o n e Wa l k (Sp): A Rockseeker elf with 3 or more character levels can stone

    walk for a total dis tance of 30 0 feet once per day; this dis tance in creases by300 feet for each addit ional level gained. This al lows the Rockseeker tomove through stone at her normal l and speed. Rockseekers intui t ively sensedistances between passages and caverns separated by walls , so that theyalways know whether a s tone walk can take them to a safe place or whether they might be t rapped in sol id s tone at the end of the walk. Her burrowingleaves behind no tunnel or hole, nor does she create any r ipple or other s igns of her presence. A move earth spel l cast on an area containing a s tonewalking Rockseeker f l ings the elf back 30 feet , s tunning her for 1 roundunless she succeeds on a DC 15 Fort i tude save. A Rockseeker of 9th levelcan take one addit ional Medium creature with her on such a s tone walk; thisnumber increases at the rate of one passenger per level beyond 9th ( thus at10th level the Rockseeker could take two companions) . Companions must al l

    remain in physical contact with the Rockseeker while s tone walking. +2 racial bonus on Appraise and Craft (gemcutt ing) checks. +2 racial bonus on Listen, Search , and Spot checks. An elf who merely passes

    within 5 feet of a secret or concealed door is ent i t led to a Search check tonotice i t as i f she were act ively looking for i t .

    Automatic Languages: Elven, Undercommon. Bonus Languages: Common,Draconic, Drow Sign Language, Terran.

    Favored Class: Wizard. Level Adjustment: + 2

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    Racial Abil i t ies

    + 2 Intel l igence, - 2 Const i tut ion Medium size speed 30 feet Low-light Vision: Elves can see twice as far as a human in s tar l ight ,

    moonlight , torchl ight , and similar condit ions of poor i l luminat ion. Theyretain the abi l i ty to dis t inguish color and detai l under these condit ions.

    Proficient with ei ther Longsword or rapier ; proficient with Shortbow,longbow, composi te longbow, and composi te shortbow

    + 2 racial bonus to Spot , Listen and Search checks. Merely passing within 5feet of a secret or concealed door is ent i t led to a search check to not ice as i f she were act ively seeking i t .

    Automatic Languages: Common and elven. Bonus Languages: Draconic,Gnoll , gnome, Goblin, Orc, Sylvan. Sun Elves commonly know the languagesof their enemies and al l ies , as well as Draconic, the language commonlyfound in ancient tomes of secret knowledge.

    Favored Class: Wizard

    Racial Abil i t ies + 2 Dexteri ty, - 2 Intel l igence Medium size speed 30 feet Low-light Vision : Elves can see twice as far as a human in s tar l ight ,

    moonlight , torchl ight , and similar condit ions of poor i l luminat ion. Theyretain the abi l i ty to dis t inguish color and detai l under these condit ions.

    Proficient with ei ther Longsword or rapier ; proficient with Shortbow,longbow, composi te longbow, and composi te shortbow

    + 2 racial bonus to Spot , Listen and Search checks. Merely passing within 5feet of a secret or concealed door is ent i t led to a search check to not ice as i f she were act ively seeking i t .

    Automatic Languages: Common and elven. Bonus Languages: Draconic,Gnoll , gnome, Goblin, Orc, Sylvan. Wild Elves commonly know thelanguages of their enemies and al l ies , as well as Draconic, the languagecommonly found in ancient tomes of se cret knowledge.

    Favored Class: Sorcerer

    Racial Abil i t ies + 2 Strength, + 2 Dexteri ty, - 2 Const i tut ion, - 2 Charisma Medium size speed 30 feet Low-light Vision: Elves can see twice as far as a human in s tar l ight ,

    moonlight , torchl ight , and similar condit ions of poor i l luminat ion. Theyretain the abi l i ty to dis t inguish color and detai l under these condit ions.

    Proficient with ei ther Longsword or rapier ; proficient with Shortbow,longbow, composi te longbow, and composi te shortbow

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    + 2 racial bonus to Spot , Listen and Search checks. Merely passing within 5feet of a secret or concealed door is ent i t led to a search check to not ice as i f she were act ively seeking i t .

    Automatic Languages: Common and elven. Bonus Languages: Draconic,Gnoll , gnome, Goblin, Orc, Sylvan. Wood Elves commonly know thelanguages of their enemies and al l ies , as well as Draconic, the languagecommonly found in ancient tomes of secret knowledg e.

    Favored Class: Ranger

    Racial abi l i t ies + 2 Dexteri ty, + 2 Intel l igence, - 2 Wisdom, - 2 Charisma Medium size speed 30 feet Darkvision 60 feet

    L e v i t a t e (Sp): Air Gensai can use l e v i t a t e once per day as cast by a 5th levelsorcerer C l e r i c a l F o c u s : An air Gensai cler ic must choose a dei ty who grants access to

    the air domain and select Ai r as one of her two domains. + 1 racial bonus on saving throws against a l l a ir spel ls and effects . This

    bonus increases + 1 for every f ive class levels the Gensai at ta ins. B r e a t h l e s s : Air Gensai do not breathe, so they are immune to drowning,

    suffocat ion, and at tacks which require inhalat ion ( such as some types of poison.)

    Outsider: Air Gensai are nat ive outsiders . Automatic Languages: Common and home region. Bonus Languages: Any

    (except for secret languages such as Druidic .) Favored Class: Fighter

    Racial abi l i t ies + 2 Strength, + 2 Const i tut ion, - 2 Wisdom, - 2 Charisma Medium size speed 30 feet Darkvision 60 feet P a s s Wi t h o u t Tr a c e (Sp): Earth Gensai can use P a s s w i t h o u t t r a c e 1/day as

    cast by a 5th level Druid C l e r i c a l F o c u s

    : An Earth Gensai cler ic must choose a dei ty who grants accessto the Earth domain and sele ct Earth as one of her two domains. + 1 racial bonus on saving throws against a l l Earth spel ls and effects . This

    bonus increases + 1 for every f ive class levels the Gensai at ta ins. Outsider: Earth Gensai are nat ive outsiders . Automatic Languages: Common and home region. Bonus Languages: Any

    (except for secret languages such as Druidic .) Favored Class: Fighter

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    Racial abi l i t ies

    + 2 Intel l igence, - 2 Charisma Medium size speed 30 feet Darkvision 60 feet Clerical Focus : An Fire Gensai cler ic must choose a dei ty w ho grants access

    to the Fire domain and select Fire as one of her two domains. + 1 racial bonus on saving throws against a l l Fire spel ls and effects . This

    bonus increases + 1 for every f ive class levels the Gensai at ta ins. Control Flame : (Sp) Fire Gensai can cause a non magical f lame to diminish

    to the level of coals or f lare to the brightness of daylight and double thenormal radius of i t s i l luminat ion. This a bi l i ty does not change heat outputor fuel consumption of the f i re sour ce, lasts 5 minutes, and may be done1/day. They use this abi l i ty as 5th level sorcerers .

    Outsider: Fire Gensai are nat ive outsiders . Automatic Languages: Common and home region. Bonus Languages: Any

    (except for secret languages such as Druidic .)

    Favored Class: Fighter

    Racial abi l i t ies

    + 2 Const i tut ion, - 2 Charisma Medium size speed 30 feet Swim speed 30 Feet Darkvision 60 feet Create Water (Sp): Water Gensai can use Create Water 1/day as cast by a

    5th level Druid Clerical Focus : An Water Gensai cler ic must choose a dei ty who g rants

    access to the Water domain and select Water as one of her two domains. + 1 racial bonus on saving throws against a l l Water spel ls and effects . This

    bonus increases + 1 for every f ive class levels the Gensai at ta ins. Water Gensai breathe water as an extraordinary abi l i ty. Outsider: Water Gensai are nat ive outsiders . Automatic Languages: Common and home region. Bonus Languages: Any

    (except for secret languages such as Druidic .) Favored Class: Fighter

    Racial Abil i t ies - 2 Strength, + 2 Dexteri ty, - Wisdom, + 2 Charisma Small s ize Gains + 1 s ize bonus to ac because of s ize land speed 20 feet f ly speed of 40 f t with average maneuverabi l i ty Light Blindness (Ex.) : Abrupt exposure to bright l ight (such as sunlight or a

    daylight spel l) bl inds a Gloaming for 1 round. In addit ion Gloaming suffer a

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    -1 circumstance penal ty on al l a t tack rol ls , saves, and checks while in brightl ight .

    Shadow spel ls : Gloamings have a ra cial predi lect ion for shadow-based spel ls .They cast i l lusion (shadow) spel ls a t + 1 caster level

    Racial bonuses: A gloaming has a + 2 racial bonus on saves against I l lusion(shadow) spel ls or effects and a + 4 racial bonus on saves against psionicabil i t ies , such as those possessed by mind f layers or yuan-t i . Also gains a + 4racial bonus to move si lent ly checks.

    Low-light Vision: Gloamings can see twice as far as a human in s tar l ight ,moonlight , torchl ight , and similar condit ions of poor i l luminat ion. Theyretain the abi l i ty to dis t inguish c olor and detai l under these condit ions.

    Luminescence: (Ex) As a s tandard act ion, a gloaming can make her skinprovide i l luminat ion equal to that produced by and l ight source up to andincluding a torch, or she can mute the glow al together. A gloamingsluminescence lasts unt i l she chooses to change i t . When a gloaming dies , her luminescence fades to nothing over the course of 10 minutes.

    A gloaming has Portal Sensi t ive as a bonus feat

    Outsider: Gloamings are nat ive outsiders . Automatic Languages: Undercommon. Bonus Languages: By character regi on Favored Class: Sorcerer

    Racial abi l i t ies + 2 Dexteri ty, - 2 Strength, + 2 Wisdom, - 4 Charisma Small s ize speed 20 feet Gains + 1 s ize bonus to ac because of s ize. Darkvision 120 Spell Resistance 11+ character level + 2 Racial bonus to saves against i l l usions, because gnomes are innately

    famil iar with i l lusions of al l kinds. Stonecunning: Stonecunning grants Deep Gnomes a + 2 racial bonus on

    checks to not ice unusual s tonework. (I .e . s l iding walls , s tonework traps,etc .) A Deep Gnome who merely passes within 10 feet of unusual s toneworkgets to make a search check as i f she were act ively seeking i t . A DeepGnome can also intui t depth.

    + 1 racial bonus to at tack rol ls against kobolds and goblinoids + 4 Dodge bonus against a l l creatures

    + 2 Racial bonus to al l saves + 2 Racial bonus to hide checks, this increases to + 4 in darkened areasunderground.

    Nondetect ion (Su): a Deep Gnome has continuous Nondetect ionsupernatural abi l i ty as the spel l cast by a wizard of their character level .

    Spell Like abi l i t ies 1/ day Blindness, Blur, & Change Self Automatic Languages: Gnome and Undercommon. Bonus Languages:

    Draconic, Dwarven, Elf , Giant , Orc, and Goblin Favored Class: I l lusionist

    Level Adjustment: + 1

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    Racial abi l i t ies + 2 Const i tut ion, - 2 Strength Small s ize speed 20 feet Gains + 1 s ize bonus to ac because of s ize. Low-light Vision: Gnomes can see twice as far as a human in s tar l ight ,

    moonlight , torchl ight , and similar condit ions of poor i l luminat ion. Theyretain the abi l i ty to dis t inguish color and detai l under these condit ions.

    + 2 Racial bonus to saves against i l lusions, be cause gnomes are innatelyfamil iar with i l lusions of al l kinds.

    + 1 racial bonus to at tack rol ls against kobolds and goblinoids + 4 Dodge bonus against giants . Gnomes with an intel l igence of 10 or higher can use the spel ls Dancing

    l ights , Ghost sound, And prest idigi tat ion 1/day as spel l l ike abi l i t ies . Automatic Languages: Common and Gnome. Bonus Languages: Draconic,

    Dwarven, Elf , Giant , Orc, and Goblin

    Favored Class: I l lusionist

    Racial abi l i t ies + 2 Dexteri ty, - 2 Strength, -2 Charisma Small s ize speed 30 feet Gains + 1 s ize bonus to ac because of s ize. + 4 Racial bonus to Move si lent ly and r ide checks Darkvision 60 feet Automatic Languages: Common and Goblin. Bonus Languages: Draconic,

    Dwarven, Elf , Giant , Orc, and Gnome Favored Class: Rogue

    Racial abi l i t ies + 2 Strength, + 4 Dexteri ty, + 4 Const i tut ion, + 4 Wisdom, + 6 Charisma Medium size speed 40 f t + 2 Natural Armor Bonus to AC

    Low Light Vision and Darkvision 60 Ft + 1 racial bonus to Listen, Search, and spot checks. Merely passing within 5feet of a secret or concealed door is ent i t led to a search check to not ice as i f she were act ively seeking i t .

    Alicorns may make a natural s lam at tack instead of wielding a weapon. Thisdeals 1d6 points of damage.

    Alicorns can Detect Magic at wil l as a free act ion An Alicorn spel lcaster of any class may sacrif ice a spel l of 1st level or

    higher to cast cure l ight wounds.

    Level adjustment: + 1

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    + 4 racial bonus on al l saves made against poisons and Enchantment spel lsand abi l i t ies .

    Favored Class: Paladin Automatic Languages: Common, Elven, home region.

    Racial Abil i t ies + 10 Strength, - 2 Dexteri ty, + 2 Const i tut ion, - 2 Intel l igence, + 2

    Charisma Large, As a Large crea ture Jovians have a 1 penal ty to at tacks and AC,

    They also have a -4 penal ty to hide checks. Lif t ing and carrying capaci ty istwice that of a medium sized creature. They also have a 10 foot reach.

    Hill Jovians have a base speed of 40 feet

    + 4 natural armor bonus to AC Darkvision 60 Feet . Due to massive s ize hi l l Jovians have a carrying capaci ty of 4 t imes a human

    with the same strength. Rock Throwing (EX) Hil l Jovians can throw rocks weighing up to 30lbs

    with a 40 f t range increment . This at tack does 2d4 points of bludgeoningdamage plus the Jovians s trength modif ier.

    Deflect Rocks (EX) Hil l Jovians can knock aside rocks and similar objectsof small , medium, or large s ize. This works l ike the Deflect Arrows Feat ,only against much larger objects such as hurled boulders , or catapult s tones.

    Favored Class: Barbarian

    Racial Abil i t ies + 14 Strength, - 2 Dexteri ty, + 2 Const i tut ion, + 2 Charisma Large, As a Large crea ture Jovians have a 1 penal ty to at tacks and AC,

    They also have a -4 penal ty to hide checks. Lif t ing and carrying capaci ty istwice that of a medium sized creature. They also have a 10 foot reach.

    Fire Jovians have a base speed of 40 feet + 4 natural armor bonus to AC

    Darkvision 60 Feet . Fire subtype : Fire Jovians are Immune to heat and Fire but take doubledamage from cold at tacks except on a su ccessful save.

    Due to massive s ize Fire Jovians have a carrying capaci ty of 4 t imes a humanwith the same strength.

    Rock Throwing (EX) Fire Jovians can throw rocks weighing up to 50 lbswith a 50 f t range increment . This at tack does 2d4 points of bludgeoningdamage plus the Jovians s trength modif ier.

    Level Adjustment: + 3

    Level Adjustment: + 4

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    Deflect Rocks (EX) Fire Jovians can knock aside rocks and similar objectsof small , medium, or large s ize. This works l ike the Deflect Arrows Feat ,only against much larger objects such as hurled boulders , or catapult s tones.

    Favored Class: Fighter

    Racial Abil i t ies + 12 Strength, - 2 Dexteri ty, + 2 Const i tut ion Large, As a Large crea ture Jovians have a 1 penal ty to at tacks and AC,

    They also have a -4 penal ty to hide checks. Lif t ing and carrying capaci ty istwice that of a medium sized creature. They also have a 10 foot reach.

    Frost Jovians have a base speed of 40 feet + 4 natural armor bonus to AC Darkvision 60 Feet .

    Cold subtype : Frost Jovians are Immune to cold but take double damagefrom heat and Fire at tacks except on a su ccessful save. Due to massive s ize Frost Jovians have a carr ying capaci ty of 4 t imes a

    human with the same strength. Rock Throwing (EX) Frost Jovians can throw rocks weighing up to 30 lbs

    with a 40 f t range increment . This at tack does 2d4 points of bludgeoningdamage plus the Jovians s trength modif ier.

    Deflect Rocks (EX) Frost Jovians can knock aside rocks and similar objectsof small , medium, or large s ize. This works l ike the Deflect Arrows Feat ,only against much larger objects such as hurled boulders , or catapult s tones.

    Favored Class: Ranger

    Black Line* of acid 6d4 (17) AcidBlue Line of l ightning 6d8 (18) Electr ici tyBrass Cone** of gas 3d6 (17) Fire

    Bronze Line of l ightning 6d6 (18) Electr ici tyCopper Line of acid 6d4 (17) Acid

    Deep Cone of gas 6d6 (18) Earth

    Gold Cone of f i re 6d10 (20) FireGreen Cone of gas 6d6 (17) Acid

    Red Cone of f i re 6d10 (19) FireSilver Cone of cold 6d8 (18) ColdWhite Cone of cold 3d6 (16) ColdSteel Line of acid 3d6 (17) SonicSong Cone of gas 6d6 (17) Sonic

    Amber Cone of Sap (f i re) 3d8 (16) Earth

    Level Adjustment: + 6

    Level Adjustment: + 5

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    * A l i n e i s a l w a y s 5 f t . h i g h , 5 f t . w i d e a n d 6 0 F t . l o n g

    * * A C o n e i s a l w a y s 3 0 F t . L o n g

    Racial abi l i t ies + 8 Strength, + 2 Const i tut ion, + 2 Wisdom, + 2 Charisma Medium Size, Speed 30 feet Darkvision 60 Feet . Immune to s leep & paralysis spel ls and effects . See above chart for other

    immunity. Low-light Vision: Half-Dragons can see twice as far as a human in s tar l ight ,

    moonlight , torchl ight , and similar condit ions of poor i l luminat ion. Theyretain the abi l i ty to dis t inguish color and detai l under these condit ions.

    Breath weapon - Usable 3/day see above chart . + 4 natural armor bonus to AC Bite at tack damage 1d6 2 Claw at tacks damage per 1d4 Dragon Blood - for al l special abi l i t ies and effects , a half-dragon is

    considered a dragon. Automatic Languages: Common, Draconic, and Home reg ion. Bonus

    Languages: Any (except secret languages such as druid) Favored Class: Sorcerer

    Racial Abil i t ies + 1 Dexteri ty, + 1 Intel l igence, + 1 Charisma, - 2 Const i tut ion Medium Size, Speed 30 feet Darkvision 60 Feet . Proficient with Rapier or Short Sword, Proficient with ei ther Light or hand

    crossbow. Spell Resistance 5 + character level Light Blindness (Ex.) : Abrupt exposure to bright l ight (such as sunlight or a

    daylight spel l) bl inds a Half drow for 1 round. In addit ion Half drow suffer a -1 circumstance penal ty on al l a t tack rol ls , saves, and checks while inbright l ight .

    +1 racial bonus on wil l saves against spel ls and spel l- l ike abi l i t ies . Immuneto magic s leep spel ls and effects . +1 Racial bonus to save againstEnchantment spel ls or effects .

    +1 racial bonus to Listen, Search, and spot checks. Merely passing within 5feet of a secret or concealed door is ent i t led to a search check to not ice as i f she were act ively seeking i t .

    Half drow are not welcomed by the drow and are usual ly hunted by thedrow. So in deal ing with ANY drow or drow fr iendly races, Half Drowsuffers a 5 penal ty to any charisma based check.

    Drow Blood- for al l special abi l i t ies and effects , a half-drow is consideredan drow.

    Level Adjustment: + 1

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    Low-light Vision: Houri can see twice as far as a human i n s tar l ight ,moonlight , torchl ight , and similar condit ions of poor i l luminat ion. Theyretain the abi l i ty to dis t inguish color and detai l under these condit ions.

    Immune to mundane disease. + 4 Racial bonus on al l saves against magicaldiseases.

    Dazzling Beauty : (Su) An Houri can summon some of the unearthly beautyof her mother once per day as a ful l round act ion. All creatures within 30 f tof the Houri who look at he r must make wil l save (DC = 10 + Hourischaracter level + Houris charisma Modif ier) Those who fai l are dazed for 1ful l round.

    Spells : Houri can cast spel ls as a 2 n d level druid. A Houri adds her druidlevels to her innate Spel lcast ing l evel for the purposes of spel ls per day,saving throw and other level dependent effects .

    Houris always have the fol lowing as class ski l ls , regardless of chosen class:Animal Empathy, Diplomacy, Handle Animal , Innuendo, Knowledge(nature) , Perform, and Wilderness Lore.

    Automatic Languages: Common and elven. Bonus Languages: Draconic,

    Gnoll , gnome, Goblin, Orc, Sylvan. Favored Class: Druid

    Racial Abil i t ies - 2 Strength, + 2 Dexteri ty, + 2 Wisdom, + 4 Charisma Medium size speed 30 feet Spring Children ad d + 2 to the save DC of any mind affect ing spel l they cast Low-light Vision: Spring Children can see twice as far as a human in

    star l ight , moonlight , torchl ight , and simi lar condit ions of poor i l luminat ion.They retain the abi l i ty to dis t inguish color and detai l under thesecondit ions.

    Speak With Plants: (Sp) As a free act ion a numbe r of t imes a day equal tothe Spring chi lds Charisma bonus (minimum 1). This is as the spel l cast by adruid of the same level as the spring chi ld.

    Ageless : A spring chi ld gains nei ther benefi ts nor penal t ies for advancedage.

    Automatic Languages: Common and Sylvan. Bonus Languages: Draconic,Gnoll , gnome, Goblin, Orc, Elven.

    Favored Class: Enchanter

    Level Adjustment: + 4

    Level Adjustment: + 1

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    Racial Abil i t ies + 2 Strength, + 2 Dexteri ty, + 2 Const i tut ion, + 4 Charisma Large, As a Large crea ture Stheins have a 1 penal ty to at tacks and AC,

    They also have a -4 penal ty to hide checks. Lif t ing and carrying capaci ty istwice that of a medium sized creature. They also have a 10 foot reach.

    Stheins have a base speed of 40 feet + 1 natural armor bonus to AC Darkvision 60 Feet . Sthein may make a natural bi te at tack instead of wielding a weapon. This

    at tack does 1d8 points of damage and d el ivers a poison. Poison (EX): Bite 1/ hour fort save (DC 10+ Stheins level + Stheins

    const i tut ion modif ier) Primary + Secondary damage stun for 1 d4 rounds Immune to s leep spel ls and effects . + 4 r acial bonus to save against

    Enchantment spel ls or effects . + 1 racial bonus to Spot , Listen and Search checks. Merely passing within 5

    feet of a secret or concealed door is ent i t led to a search check to not ice as i f

    she were act ively seeking i t . Alternate form: as a ful l round act ion, a Sthein may switch between her

    serpent form and a ful ly humanoid form. She retains her same appearanceexcept for legs in place of the serpentine body. A humanoid Sthein ismedium size and has a base speed of 30 feet . She retains al l her normalabi l i t ies in this form except cannot make her bi te at tack.

    Spel l l ike abi l i t ies : Sthein al l have some innate sorcerous abi l i ty. Abeginning Sthein character picks three 0 -level am one 1 s t level from thesorcerer/wizard l is t . She can cast these spel ls 1/day as a sorcerer of theStheins character level .

    Sthein always have the fol lowing as class ski l ls , regardless of chosen class:Craft , Knowledge (al l , each taken separately) , Profession, Spel lcraf t and Usemagic Device.

    Favored Class: sorcerer

    Racial Abil i t ies

    +2 Dexteri ty, -2 Strength. Small s ize Gains + 1 s ize bonus to ac because of s ize. Halfl ing base speed is 20 feet . +2 racial bonus on Climb, Jump, and Move Silent ly checks. +2 morale bonus on saving throws against fear. +1 racial a t tack bonus with a thrown weapon. +2 racial bonus on Listen checks. Speak without sound:(Su) a Ghostwise half l ing unlike other Half l ings can

    communicate te lepathical ly with any creature within 20 feet , just as i f

    Level Adjustment: + 3

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    Racial Abil i t ies + 2 Strength, + 2 Const i tut ion, - 2 Intel l igence Medium size speed 30 feet Darkvision 60 Feet . + 5 natural armor bonus Proficient with al l s imple we apons, shields, and barbed darts . Lizardfolk

    usual ly s t ick to weapons they can fashion out of avai lable materials . +4 racial bonus on Balance, Jump, and Swim checks Humanoid hi t dice: Lizardfolk have a racial hi t dice of 2D8. A Lizardfolk

    character receives the maximum hit points for his f i rs t Humanoid hi t diceand rol ls a l l his other Humanoid hi t dice normally. He rol ls a l l hi t dice fromclass levels and does not automatical ly get maximum h it points from his f i rs tclass level hi t die . A Lizardfolks Racial Hit Dice also provide a + 1 baseat tack bonus and saving throws of Fort + 0, Ref + 3, and Will + 0. Lizardfolk

    with class levels add their c lass at tack bonus and save bonus to their r acialat tack and save bonuses.

    Humanoid ski l ls : A Lizardfolks Humanoid hi t di ce grant him ski l l pointsequal to (2 + Int Modif ier, minimum 1) x 5. Class ski l ls for these ski l l pointsare balance, Jump, And Swim. A Liz ardfolk does not get the x 4 mul t ipl ier for ski l l points acquired from his f i rs t c lass level .

    Humanoid Feats: A Lizardfolks humanoid hi t dice g rant him one feat . Atypical Lizardfolk chooses Mult iat tack. A Lizardfolk character with classlevels gains feats based on his total hi t dice.

    Natural Attacks: A Lizardfolk may make two claw at tacks and a bi te at tack,each claw deal ing 1d4 points of damage. The Bite at tack is a secondaryat tack which deals 1d4 points of damage.

    Hold Breath: a Lizardfolk can hold his breath for a number of rounds equalto 4 x const i tut ion score before he is a t r isk of drowning.

    Automatic Languages: Draconic and home region. Bonus languages :Common, by region

    Favored Class: Druid

    Racial Abil i t ies

    + 2 Strength, - 2 Intel l igence, + 2 Wisdom, - 2 Charisma Medium size speed 40 feet Proficient with greataxe and longbow Light Sensi t iv i ty : Orc suffer 1 penalty on at tack rolls in bright sunlight or

    within the radius of a dayl ight spell . Automatic Languages: Orc, common, and home regi on. Bonus languages :

    any Favored Class: Cler ic

    Level Adjustment: + 2

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    Racial Abil i t ies + 2 Dexteri ty, + 2 const i tut ion Medium size speed 40 feet Low-light Vision: Spring Children can see twice as far as a human in

    star l ight , moonlight , torchl ight , and simi lar condit ions of poor i l luminat ion.They retain the abi l i ty to dis t inguish color and detai l under thesecondit ions.

    + 4 racial bonus to l is ten and spot checks Automatic Language: Common and Sylvan Favored Class: Bard

    Racial abi l i t ies - 2 Strength, +2 Dexteri ty, + 2 Wisdom Medium size Land speed 30 feet Slythss amorphous form has a swim speed

    of 30 f t

    Alternate form (Su): as a s tandard act ion, a Slyth can change shape,assuming an amorphous form. Any equipment the Slyth is we aring or carrying transforms to become part of this new form. Material armor ( including natural armor) becomes worthless , though the Slyths dexter i tybonus, deflect ion bonus, and any armor bonus from force effects (and feats)(for example from mage armor spel l or unarmored defense feats) s t i l l apply.In her amorphous form she cannot be f lanked or s tunned and she is immuneto cr i t ical hi ts , but she cannot cast sp el ls with a v, s , m, or f components .(This does not rule out spel ls the Slyth may have prepared using themetamagic feats eschew materials , s i lent spel l , and st i l l spel l . ) The Slythloses al l other supernatural abi l i t ies while in amorphous form and her magici tems cease funct ioning. Her amorphous form is nearly f luid and bonelessenabling her to pass through holes or narrow openings as small as 2 in. indiameter. Resuming her natural form is a ful l round act ion that does notprovoke an at tack of opportuni ty. A Slyth can remain in amorphous form for up to 10 minutes per class level , but af ter resuming her normal form shecannot change again for as long as she spent in amorphous form.

    Water Breathing: (Ex) a Slyth can breathe underwater indefini tely Immunit ies (Ex) because of their shape changing abi l i t ies Slyths are immune

    to polymorphing and poison Resistances (Ex) A Slyth has sonic resis t 5 Racial bonuses: a Slyth has a + 4 racial bonus on disguise, Escape Art is t and

    survival checks

    Weapon Famil iar i ty a Slyth may treat f lut ter blades as mart ial weaponsrather than exotic weapons. Automatic Languages: Common and Undercommon Bonus Languages: Aquan,

    Elven, Gnome, and Terran Favored Class: Druid Level Adjustment: + 1

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    Racial Abil i t ies

    + 2 Dexteri ty, + 2 Intel l igence, - 2 Charisma Medium size speed 30 feet Cold, Fire and Electr ici ty Resistance 5 Darkness (Sp) Tief l ings can use darkness once per day as cast by a sorcerer

    of their character level Darkvision 60 Feet . + 2 racial bonus on Bluff and Hide checks Outsider: Tief l ings are nat ive outsiders Automatic Languages: Common, Home region. Bonus Languages: Any (except

    secret languages such as druid.) Favored Class: Rogue

    Racial Abil i t ies Living Construct Subtype (Ex): Warforged are constructs with the l iving

    construct subtype. A l iving construct is a created being given sent ience andfree wil l through powerful and complex cr eat ion enchantments . Warforgedare l iving constructs that combine aspects of both constructs and l ivingcreatures, as detai led.

    Features: As a l iving construct , a Warforged has the fol lowing features.A Warforged derives i ts Hit Dice, base at tack bonus progression,

    Saving throws and ski l l poin ts from the class i t selects .Trai ts : A Warforged possesses the fol lowing trai ts .

    Unlike other constructs , a Warforged has a Const i tut ion score.Unlike other constructs , a Warforged does not have low-l ight vis ion

    or Darkvision.Unlike other constructs , a Warforged is not immune to mind-

    affect ing spel ls and abi l i t ies .Immunity to poison, s leep effects , paralysis , disease, nausea, fat igue,

    exhaust ion, effects that cause the s ickened condit ion and energy drain.A Warforged cannot heal damage natural ly.Unlike other constructs , Warforged are subject to cr i t ical hi ts ,

    nonlethal damage, s tunning, abi l i ty damage, abi l i ty drain, and death effectsor necromancy effects .

    As l iving constructs , Warforged can be affected by spel ls thattarget l iving creatures as well as by those that target constructs . Damagedeal t to a Warforged can be healed by a cure l ight wounds spel l or a repair l ight damage spel l , for example, and a Warforged is vulnerable to disable construct and harm. However, spel ls f rom the heal ing subschool andsupernatural abi l i t ies that cure hi t point damage or abi l i ty damage provideonly half their normal effect to a Warforged.

    The unusual physical construct ion of Warforged makes themvulnerable to certain spel ls and effects that normally don' t affect l iving

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    creatures. A Warforged takes damage from heat metal and chil l metal as i f he were wearing metal armor. Likewise, a Warforged is affected by repel metal or s tone as i f he were wearing metal armor. A Warforged is repel ledby repel wood. The iron in the body of a Warforged makes him vulnerableto rust ing grasp. The creature takes 2d6 points of damage from the spel l(Reflex half ; save DC 14 + caster 's abi l i ty modif ier) . A Warforged takes thesame damage from a rust monster 's touch ( Reflex DC 17 half) . Spel ls such asstone to f lesh, s tone shape, warp wood, and wood shape affect objects onlyand thus cannot be used on the s ton e and wood parts of a Warforged.

    A Warforged responds s l ight ly different ly from other l ivingcreatures when reduced to 0 hi t points . A Warforged with 0 hi t points isdisabled, just l ike a l iving creature. He can only take a s ingle move act ionor s tandard act ion in each rou nd, but s t renuous act ivi ty does not r iskfurther injury. When his hi t points are less than 0 and greater than -10, aWarforged is inert . He is unconscious and helpless , and he cannot performany act ions. However, an inert Warforged does not l ose addit ional hi t pointsunless more damage is deal t to him, as with a l iving creature that is s table .

    As a l iving construct , a Warforged can be raised or resurrected.A Warforged does not need to eat , s leep, or breathe, but he canst i l l benefi t f rom the effects of consumable spel ls and magic i temssuch as heroes ' feast and potions.Although l iving constructs do not need to s leep, a Warforged

    wizard must rest for 8 hours before preparing spel ls . +2 Const i tut ion, -2 Wisdom, -2 Charisma: Warforged are resi l ient and

    powerful , but their diff icul ty in relat ing to other creatures makes themseem aloof or even host i le .

    Medium: As Medium constructs , Warforged have no special bonuses or penal t ies due to their s ize.

    Warforged base land speed is 30 feet . Composite Plat ing: The plat ing used to bui ld a Warforged provides a +2

    armor bonus. This plat ing is not natural armor and does not s tack with other effects that give an armor bonus (other than natural armor) . This composi teplat ing occupies the same space on the body as a sui t of armor or a robe, andthus a Warforged cannot wear armor or magic robes. Warforged can beenchanted just as armor can be. The character must be present for the ent iret ime i t takes to enchant him. Composi te plat ing al so provides a Warforgedwith a 5% arcane spel l fai lure chance, s imilar to the penal ty for wearingl ight armor. Any class abi l i ty that a l lows a Warforged to ignore the arcanespel l fai lure chance for l ight armor lets him ignore this penal ty as well .

    Light Fort i f icat ion (Ex): When a cr i t ical hi t or sneak at tack is scored on a

    Warforged, there is a 25% chance that the cr i t ical hi t or sneak at tack isnegated and damage is instead rol led normally. A Warforged has a natural weapon in the form of a s lam at tack that deals

    Id4 points of damage. Automatic Languages: Common. Bonus Languages: None. Favored Glass: Fighter. A mult iclass Warforged's f igh ter class does not count

    when determining whether he takes an experience point penal ty for mult iclassing.

    Level Adjustment: + 3


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