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{{BreadCrumbs| > [[Character Creation]]}}__NOTOC__
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{{BreadCrumbs|[[Character Creation]]}}
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{{TOC}}{{#gmsection:5 RP}}
  
{{ColCard|[[Human]]|3|W|The descendants of the Third Empire have rebounded from that old catastrophe, and their lands stretch from the shores of the Dragon Sea to the World's Spine.
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= Basic Race =
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{{ColCard|[[Human]]|3|W|
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Masters of the Capacian Empire
  
 
'''Ability Score Racial Traits:''' +2 to One Ability Score<br>
 
'''Ability Score Racial Traits:''' +2 to One Ability Score<br>
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* '''Bonus Feat:''' Humans select one extra feat at 1st level.}}
 
* '''Bonus Feat:''' Humans select one extra feat at 1st level.}}
  
{{#gmsection:
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= Advanced Races =
== Hidden Races ==
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{{ColCard|[[Aasimar]]|3|W|Some of the paladin families of Kalisa are descended from angels, giving them an air of charisma and supernatural powers.
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{{ColCard|[[Dark-touched]]|3|W|Touched by the power of the dark god Kartas.
  
'''Ability Score Racial Traits:''' +2 Wisdom and +2 Charisma<br>
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'''Ability Score Racial Traits:''' +2 Dexterity, +2 Wisdom, -2 Constitution<br>
'''Type:''' Humanoid (celestial, native outsider)<br>
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'''Type:''' Humanoid (dark)<br>
 
'''Size:''' Medium<br>
 
'''Size:''' Medium<br>
'''Base Speed:''' 30 feet<br>
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'''Base Speed:''' 30 feet
* '''Celestial Resistance:''' Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
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* '''Shifty:''' Dark-touched gain a +2 racial bonus on Bluff and Stealth checks..
* '''Light Wielder:''' Aasimars gain the Light sphere for free.
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* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.
* Gain one random variant Aasimar ability and one random physical feature from [https://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar/#Variant_Abilities_and_Physical_Features here]}}
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* Gain one random alternate Tiefling ability and one random physical feature from [https://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling/#Variant_Abilities_and_Physical_Features here]}}
  
{{ColCard|[[Dverg]]|3|W|Descended from mountain spirits of earth, usually found in isolated mountain villages, they are hardy with an affinity for stone and metal.
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{{ColCard|[[Dwarf]]|3|W|One of the first races, children of the Earth Titan.
  
 
'''Ability Score Racial Traits:''' +2 Constitution, +2 Wisdom, -2 Dexterity<br>
 
'''Ability Score Racial Traits:''' +2 Constitution, +2 Wisdom, -2 Dexterity<br>
'''Type:''' Humanoid (earth, native outsider)<br>
+
'''Type:''' Humanoid (dwarf)<br>
 
'''Size:''' Medium<br>
 
'''Size:''' Medium<br>
 
'''Base Speed:''' 20 feet, but never modified by armor or encumbrance.
 
'''Base Speed:''' 20 feet, but never modified by armor or encumbrance.
* '''Craftsman:''' +2 racial bonus on all Craft and Profession checks on stone and metal items.
 
 
* '''Hardy:''' +4 racial bonus on Fortitude saving throws against disease and poison.
 
* '''Hardy:''' +4 racial bonus on Fortitude saving throws against disease and poison.
* '''Stability:''' +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
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* '''Heart of Stone:''' Spell resistance equal to 6 + their character level.
* '''Stonecunning:''' +2 racial bonus on active Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
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* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.
* '''Tremorsense 20 ft.:''' Is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground (including walls, trees, furniture, etc).}}
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* '''Stability:''' +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.}}
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{{ColCard|[[Elf]]|3|W|One of the first races, children of the Radiant Titan.
 +
 
 +
'''Ability Score Racial Traits:''' +2 Dexterity, +2 Intelligence, -2 Constitution<br>
 +
'''Type:''' Humanoid (elf)<br>
 +
'''Size:''' Medium<br>
 +
'''Base Speed:''' 30 feet, but never modified by armor or encumbrance.
 +
* '''Elven Immunities:''' Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
 +
* '''Keen Senses:''' +2 racial bonus on Perception checks.
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* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.}}
  
{{ColCard|[[Fetchling]]|3|W|Driven by the blood of the fey folk, usually from villages on the edges of civilization, they are lithe and graceful, at home in nature and resistant to the traditional magics of the fey.
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{{ColCard|[[Feytouched]]|3|W|Child of Fey and Man
  
 
'''Ability Score Racial Traits:''' +2 Dexterity, +2 Charisma, -2 Constitution<br>
 
'''Ability Score Racial Traits:''' +2 Dexterity, +2 Charisma, -2 Constitution<br>
 
'''Type:''' Humanoid (fey, native outsider)<br>
 
'''Type:''' Humanoid (fey, native outsider)<br>
 
'''Size:''' Medium<br>
 
'''Size:''' Medium<br>
'''Base Speed:''' 30 feet
+
'''Base Speed:''' 30 feet<br>
 
* '''Fey Resistance:''' Gains a +2 racial saving throw bonus against enchantment and illusion spells and effects.
 
* '''Fey Resistance:''' Gains a +2 racial saving throw bonus against enchantment and illusion spells and effects.
 +
* '''Keen Senses:''' +2 racial bonus on Perception checks.
 
* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.
 
* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.
* '''Keen Senses:''' +2 racial bonus on Perception checks.
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* '''Veil of Nature:''' Gains a +4 racial bonus on Stealth checks in wild terrain, when not moving.}}
* '''Veil of Nature:''' Gains a +4 racial bonus on Stealth checks in wild terrain, when not moving. }}
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 +
{{ColCard|[[Halfling]]|3|W|Natives of the Shiel highlands.
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 +
'''Ability Score Racial Traits:''' +2 Dexterity, +2 Charisma, -2 Strength<br>
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'''Type:''' Humanoid (halfling)<br>
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'''Size:''' Small<br>
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'''Base Speed:''' 20 feet
 +
* '''Halfling Luck:''' Halflings receive a +1 racial bonus on all saving throws.
 +
* '''Keen Senses:''' Halflings receive a +2 racial bonus on Perception checks.
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* '''Sure-Footed:''' Halflings receive a +2 racial bonus on Acrobatics and Climb checks.}}
  
{{ColCard|[[Ifrit]]|3|W|
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{{ColCard|[[Ratfolk]]|3|W|Living in the gutters of society
  
'''Ability Score Racial Traits:''' +2 Dexterity, +2 Charisma, -2 Wisdom<br>
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'''Ability Score Racial Traits:''' +2 Dexterity, +2 Intelligence, -2 Strength<br>
'''Type:''' Humanoid (fire, native outsider)<br>
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'''Type:''' Humanoid (ratfolk)<br>
 
'''Size:''' Small<br>
 
'''Size:''' Small<br>
'''Base Speed:''' 30 feet
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'''Base Speed:''' 20 feet<br>
* '''Fire Resistance:''' Ifrits have fire resistance 5.
 
* '''Inner Fire:''' Ifrits gain the Destruction sphere (with the Fire Blast Energy Focus drawback) for free.
 
* '''Outer Fire:''' Ifrits can sheath their bodies in fire, casting bright light in 20 feet radius and dealing 1d3 fire damage with unarmed attacks. This fire can light things on fire, including equipment carried or worn by an ifrit.}}
 
  
{{ColCard|[[Shade]]|3|W|From the mysterious shadow families of Tsamrist, they are blessed with an innate ability for stealth, as well as powers over shadows.
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* '''Keen Senses:''' Ratfolk receive a +2 racial bonus on Perception checks.
 +
* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.
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* '''Rodent Empathy:''' Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents (if the ratfolk possesses an ability to use other skills to influence rodents this bonus also apply to those skills).
 +
* '''Social:''' Ratfolk gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.}}
  
'''Ability Score Racial Traits:''' +2 Dexterity, +2 Charisma, -2 Constitution<br>
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{{#gmsection:
'''Type:''' Humanoid (shadow, native outsider)<br>
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= Hidden Races =
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{{ColCard|[[Aasimar]]|3|W|'''Ability Score Racial Traits:''' +2 Wisdom and +2 Charisma<br>
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'''Type:''' Humanoid (celestial, native outsider)<br>
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'''Size:''' Medium<br>
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'''Base Speed:''' 30 feet<br>
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* '''Celestial Resistance:''' Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
 +
* '''Light Wielder:''' Aasimars gain the Light sphere for free.
 +
* Gain one random variant Aasimar ability and one random physical feature from [https://www.d20pfsrd.com/races/other-races/featured-races/arg-aasimar/#Variant_Abilities_and_Physical_Features here]}}
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{{ColCard|[[Dragonborn]]|3|W|'''Ability Score Racial Traits:''' +2 Strength, +2 Charisma, -2 Dexterity<br>
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'''Type:''' Humanoid (saurian)<br>
 
'''Size:''' Medium<br>
 
'''Size:''' Medium<br>
 
'''Base Speed:''' 30 feet
 
'''Base Speed:''' 30 feet
* '''Blindsight 5 ft.:''' In areas of darkness shades have blindsight out to 5 feet.
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* '''Dragon Immunities:''' Dragonborn are immune to paralysis, sleep, and one of acid, cold, electricity or fire.
* '''Shadow Blending(Su):''' Attacks against a shade in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
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* '''Natural Armor:''' A dragonborn’s thick hide grants it a +2 natural bonus to Armor Class.
* '''Shadow Resistance:''' Shades have cold resistance 5 and electricity resistance 5.
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* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.}}
* '''Stealthy:''' +4 racial bonus on Stealth checks in area of dim light or darkness.}}
 
 
 
{{ColCard|[[Sylph]]|3|W|
 
  
'''Ability Score Racial Traits:''' +2 Dexterity, +2 Intelligence, -2 Strength<br>
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{{ColCard|[[Saurian]]|3|W|'''Ability Score Racial Traits:''' +2 Strength, +2 Con, -2 Wisdom<br>
'''Type:''' Humanoid (air, native outsider)<br>
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'''Type:''' Humanoid (draconic)<br>
 
'''Size:''' Medium<br>
 
'''Size:''' Medium<br>
 
'''Base Speed:''' 30 feet
 
'''Base Speed:''' 30 feet
* '''Gust:''' Sylphs gain the Destruction sphere (with the Air Blast Energy Focus drawback) for free.
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* '''Bite:''' Saurians can make a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
* '''Stormborn:''' Sylphs have electricity resistance 5.
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* '''Friendly:''' Diplomacy and Sense Motive are always class skills for Saurians.
* '''Swift as the Wind:''' Sylphs gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. They also receive [[Run]] as a bonus feat and a +2 racial bonus on initiative checks.}}
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* '''Scaly Hide:''' Saurians gain a +1 natural armor bonus to their Armor Class.}}
 
 
{{ColCard|[[Sunborn]]|3|W|
 
  
'''Ability Score Racial Traits:''' +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom<br>
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{{ColCard|[[Silverguard]]|3|W|'''Ability Score Racial Traits:''' +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom<br>
 
'''Type:''' Humanoid (human)<br>
 
'''Type:''' Humanoid (human)<br>
 
'''Size:''' Medium<br>
 
'''Size:''' Medium<br>
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* '''Ageless:''' Sunborn do not age from magic or natural effects.
 
* '''Ageless:''' Sunborn do not age from magic or natural effects.
 
* '''Ancient:''' Sunborn gain a +4 racial bonus to Knowledge(history) checks.
 
* '''Ancient:''' Sunborn gain a +4 racial bonus to Knowledge(history) checks.
* '''Deathless Spirit:''' Sunborn gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
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* '''Elven Immunities:''' Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
 
* '''Fearless:''' Sunborn have fear resistance 5.
 
* '''Fearless:''' Sunborn have fear resistance 5.
 +
* '''Keen Senses:''' +2 racial bonus on Perception checks.
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* '''Low-Light Vision:''' Can see twice as far as a race with normal vision in conditions of dim light.
 
* '''Old Acquaintances:''' When a sunborn encounters a person of importance whom they believe they might have had dealings with in the past, they may roll a d10. On a 1 the person is hostile towards the sunborn, on 2-4 the person is unfriendly, on 5-7 they have in fact not met, and on 8-10 the person is friendly. Keep in mind that the sunborn is unlikely to have had many dealings with anyone younger than 50, and even people of 100 years of age are kinda young to the sunborn.}}
 
* '''Old Acquaintances:''' When a sunborn encounters a person of importance whom they believe they might have had dealings with in the past, they may roll a d10. On a 1 the person is hostile towards the sunborn, on 2-4 the person is unfriendly, on 5-7 they have in fact not met, and on 8-10 the person is friendly. Keep in mind that the sunborn is unlikely to have had many dealings with anyone younger than 50, and even people of 100 years of age are kinda young to the sunborn.}}
  
{{ColCard|[[Tiefling]]|3|W|The result of interactions with demons, though distrusted and hunted in most places, they are blessed with strength, cunning and supernatural powers.
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{{ColCard|[[Tauran]]|3|W|'''Ability Score Racial Traits:''' +4 Strength, +2 Con, -2 Wisdom, -2 Charisma<br>
 +
'''Type:''' Monstrous Humanoid<br>
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'''Size:''' Large<br>
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'''Base Speed:''' 40 feet
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* '''Centaur:''' Taurans  possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, members of this race use weapons as if they were Medium (instead of Large).
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* '''Horns:''' Taurans can make a natural gore attack, dealing 1d8 damage. The gore is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
 +
* '''Thick Hide:''' Taurans gain a +1 natural armor bonus to their Armor Class.}}
  
'''Ability Score Racial Traits:''' +2 Strength, +2 Dexterity, +2 Intelligence, -2 Wisdom<br>
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{{ColCard|[[Tiefling]]|3|W|'''Ability Score Racial Traits:''' +2 Strength, +2 Dexterity, +2 Intelligence, -2 Wisdom<br>
 
'''Type:''' Humanoid (demon, native outsider)<br>
 
'''Type:''' Humanoid (demon, native outsider)<br>
 
'''Size:''' Medium<br>
 
'''Size:''' Medium<br>
 
'''Base Speed:''' 30 feet
 
'''Base Speed:''' 30 feet
 
* '''Fiendish Resistance:''' Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
 
* '''Fiendish Resistance:''' Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
* '''Light Wielder:''' Aasimars gain the Light sphere for free.
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* '''Light Wielder:''' Tieflings gain the Dark sphere for free.
 
* Gain one random alternate Tiefling ability and one random physical feature from [https://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling/#Variant_Abilities_and_Physical_Features here]}}
 
* Gain one random alternate Tiefling ability and one random physical feature from [https://www.d20pfsrd.com/races/other-races/featured-races/arg-tiefling/#Variant_Abilities_and_Physical_Features here]}}
  
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* '''Tireless:''' Warforged are immune to the fatigued and exhausted conditions, and receive Endurance as a bonus feat.
 
* '''Tireless:''' Warforged are immune to the fatigued and exhausted conditions, and receive Endurance as a bonus feat.
 
http://pf-eberron.wikidot.com/races:warforged}}
 
http://pf-eberron.wikidot.com/races:warforged}}
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= Monstrous Races =
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{{ColCard|Dark Gnome|3|W|
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'''Ability Score Racial Traits:''' –2 Str, +2 Dex, +2 Wis, –4 Cha<br>
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'''Type:''' Humanoid (gnome)<br>
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'''Size:''' Small<br>
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'''Base Speed:''' 20 feet.
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* '''Darkvision 60 ft.'''
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* '''Light Sensitivity:''' Dark gnomes are dazzled as long as they remain in an area of bright light.
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* '''Defensive Training:''' Dark gnomes gain a +2 dodge bonus to Armor Class.
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* '''Skills:''' Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.
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}}
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{{#gmsection:
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== Origins ==
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=== First Races ===
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The original races created by the Titans.
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# [[Aboleth]]: Created by the Water Titan. Few in number they now hide in the dark places.
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# [[Angel]]: Created by the Radiant Titan. Now living in the [[Golden Isles]].
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# [[Changeling]]: Created by the Green Titan. Allied with Kartas and were reduced to a few hidden hives.
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# [[Djinn]]: Created by the Titan of Wind. Now living in the [[Golden Isles]].
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# Durhim ([[Troglodyte]]): Created by the Earth Titan. Suffered a number of corruption events and now live as underground barbarians.
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# [[Dwarf]]: Created by the Titan of Earth. Their [[Mordark Empire]] was largely destroyed by [[the God War]], though a remnant survives.
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# [[Elf]]: Created by the Radiant Titan. Their [[Leysol Empire]] was largely destroyed by [[the God War]], though a remnant survives.
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# [[Rakshasa]]: Created by the Titan of Fire. Now living in the [[Golden Isles]].
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# [[Serpentfolk]]: Created by the Titan of Fire. Became vassals of the Leysol Empire, and was wiped out in the God War.
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# [[Sirpah]]: Created by the Titan of Wind. Suffered a steady decline. After the [[the God War]] only individuals remain.
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# [[Triton]]: Created by the Water Titan. Though they fought in [[the God War]], they still are the dominant power of the sea.
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# [[Umber Dragon]]: Created by the Umbral Titan. Rendered extinct at the end of the Age of Monsters, and earliest years of the Age of Magic.​
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# [[Umber Mage]]: Created by the Umbral Titan. Now living in [[The Shadow]], or devolved into Ogres and Ettins.
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=== Aboleth Descendants ===
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* Skum: Created by the Aboleth to serve as their soldiers. As the Aboleths have declined, so have they, and many have been released to form barbaric tribes.​
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=== Angel Descendants ===
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* Aasimar: Descendants of angels that stayed during the Age of Spirits.
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* Grimlock: The Grimlocks were originally created as a foot soldiers for the angels in the beginning of the Age of Magic. Back then they were big and strong, and had full sight. When the Angels fled the Age of Spirits, the Grimlock were left behind. They have now degenerated into underground barbarian tribes.
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* Sasori: Created by the Angels to maintain the library of Urm. When the Angels fled to The Golden Isles, the Sasori were left behind. They generally survive within the communities of other civilizations. Mostly no more than a single family in a single community.
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 +
=== Djinn  Descendants ===
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* Ratfolk: Created in the Age of Magic by the Djinn of Tsundar to serve as servants, messengers and spies. They quickly spread to all the Djinn cities, and some other empires (as gifts). They were highly respected back in the day. Many joined the Djinn in their exodus to the Golden Isles. In the Age of Man, they are looked down upon, though most avoid indentured servitude.
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** Snirfneblin: Ratfolk corrupted during the Age of Spirits, they created underground kingdoms, which they have since lost. They remnants having been reduced to hiding away, suspicious of strangers.
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* Sahta: Created as a warrior race in the Age of Magic. They were originally used as entranced automatons with no free will, but that spell was broken when the Djinn left for the Golden Isles (where they still use Sahta as house guards). Those that survived the Age of Spirits were taken under the wing of the Sirpah. Through coincidence a large force of Sahta was not involved in the final battle against [[Kartas]] and thus survived, going on to settle the Mahrdom of Dairin.
 +
 +
=== Dwarves Descendants ===
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* Nkosi: Created from clay in the age of magic. Few in numbers but naturally inclined to benevolently rule others.
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* Ravan: Created from dwarves exposed to Umber Dragon blood at the start of the Age of Magic. But they died out during the Age of the Ancients, due to persecution.​
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** Tauran: Created towards the end of the Age of Magic to work as footsoldiers. Enslaved in the Age of the Ancients by Saurians who used them as their shock troops. In the Age of Man, they have settled the Iscaran Plains, and live as warrior nomads.
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* Warforged: The warforged were created by the Thurtarm Holds to serve as their soldiers in the Age of the Ancients. They were sent into battle in The God War, and most were destroyed.
 +
 +
=== Elven Descendants ===
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* Derro: created by the [[Leysol empire]] as assistants a Leysol researcher. Over the years they grew from a family to a clan to an entire race, serving as assistants and administrators. They were known for their intelligence, wisdom and level-headedness. However, in The God War, the entire race was cursed with insanity. This hit the Leysol Empire hard. The Derro that survived the following slaughter escaped underground, where they live to this day. The Derro live in small family groups, constantly fighting with each other, but much more dangerous and malicious towards outsiders.
 +
* Drider: Created by the [[Leysol Empire]] as an experiment, the drider were kept in captivity. A couple of times they were used for warfare. They escaped from their captivity, and disappeared into the dark places of the world.
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* Gazellan: Created by the [[Kingdom of Earltha]] around the year 740. Barbarians today.
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* Gnome: Created by the [[Kingdom of Earltha]] from earth and fire to serve as entertainers. Wiped out during [[the God War]].
 +
* Grael: Created by the elves late in the Age of Magic, to serve as research assistants. Grael naturally have few morals, and have done some pretty immoral things over the ages to survive. The have secured their independence, but still hate the elves and seek to have them wiped out entirely.
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* Human: Created as a servant species by  he [[Kingdom of Earltha]]. Only released by the collapse of the [[Leysol Empire]]
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* Saurians: The Saurians were created in the Age of Magic, possessing an innate sense of honor and command. Through their service, they were allowed to created self-governed kingdoms. By the time of the Age of the Ancients, they were fully independent, but still maintained friendly relations with the elves. They were almost wiped out during The God War.
 +
** Lizardfolk: Created by the Saurians during the Age of Magic to serve as common foot soldiers. Where almost wiped out, and survived only as barbarians.
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* Undine: Created when a group of elves were blessed by a deity of water. They remained part of the Kingdom of Earltha.
 +
 +
=== Rakshasa Descendants ===
 +
* Formian: Created by the [[Shazul Empire]] to function as builders. Originally they had no queens. A Rakshasa would take that spot. Then when the Age of Spirits arrived, the Rakshasa fled and left the Formians behind. During the Age of the Ancients the Formians thrived. Their queens built empires, enslaving other races, and putting them into the Formian hierarchy. They did not encroach on the largest empires, but remained at a remove from them, sometimes giving up ground to stay beyond their reach. The Formians still stay from areas close to other empires. But when you wander into the massive wastelands between the empires, there may be a Formian empire beneath your feet. And they still take slaves.
 +
* Harpies: Towards the end of the Age of Magic, the [[Shazul Empire]] captured some Angels and from them created the Harpies.
 +
* Prymidian: ​Created in the Age of Magic by the Shazul Empire as a warrior species with sorcerer powers. The species were abandoned at the Age of Spirits, and have since developed into a civilization of scholars and diplomats. Created their own small empire, remaining neutral in most matters. Hit hard in the God War only small fragments remain with many Prymidians having scattered across the world.​
 +
* Tengu: Created at the start of the Age of Spirits as a servitor species. During the centuries since then, a few have managed to escape from the Rakshasa, either to less cruel masters in The Golden Isles, or to the Titans' Shard.
 +
 +
=== Serpentfolk Descendants ===
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* Calviz: Created by the Chosur culture as servants and workers. Protected during the God War where they flourished. Now serving the Nkosi.
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* Nagaji: Created in the Age of Magic as a serpentfolk warrior species. Now barbarians.
 +
 +
=== Sirpah Descendants ===
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* Kasatha: Created by the Sirpah as scouts and messengers during the Age of Magic. They had gained full independence by the Age of the Ancients, and created the Siran Empire. They participated fully in The God War, and were almost eradicated in the process. They still despise darkspawn and any that would ally with the dark powers.​
 +
** Sogrant (Cave Giant): Created in the Age of the Ancients by the [[Siran Empire]] as a servitor species of workers and warriors. During The God War, they were corrupted by Kartas, losing their intellect and generally becoming evil. In the Age of Man they generally live in the deep places, shunning the light.
 +
* Wyvaran: Created by the Sirpah as servants during the Age of Magic. Most remain with their masters to this day.
 +
 +
=== Umber Mage Descendants ===
 +
Shadeborn (P'tan): The P'tan were created by the Umber Mages that fled to [[The Shadow]] to serve as their servants, and mostly only live there.
 +
 +
=== Other ===
 +
* Boggard: Created when Dwarves where cursed in the Age of the Ancients, to become servants to the evil goddess Ephion.
 +
* Catfolk: Jungle cats given humanoid form by a deity or other force.
 +
* Gnolls: The Gnolls were created by the deity Yxlous from ordinary hyena. They swept out of the steppes and fell upon the [[Siran Empire]]. The empire beat them back, but not without massive destruction and death. They live as raiders to this day.
 +
* Ratel: Created by a nature deity as guardians of the wild during the Age of Magic. By the Age of Man some have returned to their role as nature guardians, while others survive as nomad mercenaries.​
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* Vanara: Created by a god of Fire and Tropical heat, uplifted from regular monkeys. They created small kingdoms in the jungles. Their cities were hit hard during The God War, and most are in ruins in the Age of Man.
 
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Latest revision as of 15:57, 10 August 2021

Main > Character Creation > Races

Basic Race

Human

Masters of the Capacian Empire

Ability Score Racial Traits: +2 to One Ability Score
Type: Humanoid (human)
Size: Medium
Base Speed: 30 feet

  • Bonus Feat: Humans select one extra feat at 1st level.

Advanced Races

Dark-touched

Touched by the power of the dark god Kartas.

Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, -2 Constitution
Type: Humanoid (dark)
Size: Medium
Base Speed: 30 feet

  • Shifty: Dark-touched gain a +2 racial bonus on Bluff and Stealth checks..
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
  • Gain one random alternate Tiefling ability and one random physical feature from here

Dwarf

One of the first races, children of the Earth Titan.

Ability Score Racial Traits: +2 Constitution, +2 Wisdom, -2 Dexterity
Type: Humanoid (dwarf)
Size: Medium
Base Speed: 20 feet, but never modified by armor or encumbrance.

  • Hardy: +4 racial bonus on Fortitude saving throws against disease and poison.
  • Heart of Stone: Spell resistance equal to 6 + their character level.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
  • Stability: +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Elf

One of the first races, children of the Radiant Titan.

Ability Score Racial Traits: +2 Dexterity, +2 Intelligence, -2 Constitution
Type: Humanoid (elf)
Size: Medium
Base Speed: 30 feet, but never modified by armor or encumbrance.

  • Elven Immunities: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: +2 racial bonus on Perception checks.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.

Feytouched

Child of Fey and Man

Ability Score Racial Traits: +2 Dexterity, +2 Charisma, -2 Constitution
Type: Humanoid (fey, native outsider)
Size: Medium
Base Speed: 30 feet

  • Fey Resistance: Gains a +2 racial saving throw bonus against enchantment and illusion spells and effects.
  • Keen Senses: +2 racial bonus on Perception checks.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
  • Veil of Nature: Gains a +4 racial bonus on Stealth checks in wild terrain, when not moving.

Halfling

Natives of the Shiel highlands.

Ability Score Racial Traits: +2 Dexterity, +2 Charisma, -2 Strength
Type: Humanoid (halfling)
Size: Small
Base Speed: 20 feet

  • Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  • Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
  • Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Ratfolk

Living in the gutters of society

Ability Score Racial Traits: +2 Dexterity, +2 Intelligence, -2 Strength
Type: Humanoid (ratfolk)
Size: Small
Base Speed: 20 feet

  • Keen Senses: Ratfolk receive a +2 racial bonus on Perception checks.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
  • Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents (if the ratfolk possesses an ability to use other skills to influence rodents this bonus also apply to those skills).
  • Social: Ratfolk gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

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Hidden Races

Aasimar

Ability Score Racial Traits: +2 Wisdom and +2 Charisma
Type: Humanoid (celestial, native outsider)
Size: Medium
Base Speed: 30 feet

  • Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
  • Light Wielder: Aasimars gain the Light sphere for free.
  • Gain one random variant Aasimar ability and one random physical feature from here

Dragonborn

Ability Score Racial Traits: +2 Strength, +2 Charisma, -2 Dexterity
Type: Humanoid (saurian)
Size: Medium
Base Speed: 30 feet

  • Dragon Immunities: Dragonborn are immune to paralysis, sleep, and one of acid, cold, electricity or fire.
  • Natural Armor: A dragonborn’s thick hide grants it a +2 natural bonus to Armor Class.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.

Saurian

Ability Score Racial Traits: +2 Strength, +2 Con, -2 Wisdom
Type: Humanoid (draconic)
Size: Medium
Base Speed: 30 feet

  • Bite: Saurians can make a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
  • Friendly: Diplomacy and Sense Motive are always class skills for Saurians.
  • Scaly Hide: Saurians gain a +1 natural armor bonus to their Armor Class.

Silverguard

Ability Score Racial Traits: +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom
Type: Humanoid (human)
Size: Medium
Base Speed: 30 feet

  • Ageless: Sunborn do not age from magic or natural effects.
  • Ancient: Sunborn gain a +4 racial bonus to Knowledge(history) checks.
  • Elven Immunities: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Fearless: Sunborn have fear resistance 5.
  • Keen Senses: +2 racial bonus on Perception checks.
  • Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
  • Old Acquaintances: When a sunborn encounters a person of importance whom they believe they might have had dealings with in the past, they may roll a d10. On a 1 the person is hostile towards the sunborn, on 2-4 the person is unfriendly, on 5-7 they have in fact not met, and on 8-10 the person is friendly. Keep in mind that the sunborn is unlikely to have had many dealings with anyone younger than 50, and even people of 100 years of age are kinda young to the sunborn.

Tauran

Ability Score Racial Traits: +4 Strength, +2 Con, -2 Wisdom, -2 Charisma
Type: Monstrous Humanoid
Size: Large
Base Speed: 40 feet

  • Centaur: Taurans possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, members of this race use weapons as if they were Medium (instead of Large).
  • Horns: Taurans can make a natural gore attack, dealing 1d8 damage. The gore is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
  • Thick Hide: Taurans gain a +1 natural armor bonus to their Armor Class.

Tiefling

Ability Score Racial Traits: +2 Strength, +2 Dexterity, +2 Intelligence, -2 Wisdom
Type: Humanoid (demon, native outsider)
Size: Medium
Base Speed: 30 feet

  • Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
  • Light Wielder: Tieflings gain the Dark sphere for free.
  • Gain one random alternate Tiefling ability and one random physical feature from here

Undine

Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, -2 Strength
Type: Humanoid (native outsider, water)
Size: Medium
Base Speed: 30 feet. Also a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

  • Cold Resistance: Undines have cold resistance 5.
  • Water Blast: Undines gain the Nature sphere (with the Water package) for free.

Warforged

Ability Score Racial Traits: +2 Constitution, +2 Intelligence, -2 Wisdom, -2 Charisma
Type: Monstrous Humanoid (half-construct)
Size: Medium
Base Speed: 30 feet.

  • Composite Body: Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.
  • Construct: Warforged are immune to necromancy effects and regain only half the normal hit points from magical healing, unless they affect constructs (such as the make whole spell) or originate from the warforged itself. The warforged still gains full benefit from fast healing. They do not breathe, sleep or eat.
  • Focused Training: Warforged gain one skill of their choice as a class skill.
  • Natural Weapons: Warforged have a slam attack that deals 1d6 points of damage.
  • Plating: At 1st level a warforged receives a suit of masterwork light or medium armor for free, which cannot be sundered or removed. Due to its integration with the warforged's body, the plating's maximum Dex bonus is increased by 1 and its armor check penalties are reduced by 1. Plating is considered weightless for determining the warforged's encumbrance. Regardless of the type of armor it is based on, plating is constructed of the same materials as the rest of the warforged's body and thus may not be constructed of special materials (unless you select the Advanced Construction feat at 1st level). Plating may be enchanted as magic armor, though the warforged must be present at all times during the process.
  • Tireless: Warforged are immune to the fatigued and exhausted conditions, and receive Endurance as a bonus feat.

http://pf-eberron.wikidot.com/races:warforged

Monstrous Races

Dark Gnome

Ability Score Racial Traits: –2 Str, +2 Dex, +2 Wis, –4 Cha
Type: Humanoid (gnome)
Size: Small
Base Speed: 20 feet.

  • Darkvision 60 ft.
  • Light Sensitivity: Dark gnomes are dazzled as long as they remain in an area of bright light.
  • Defensive Training: Dark gnomes gain a +2 dodge bonus to Armor Class.
  • Skills: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.