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Human Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at
creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain
a level.
Resist: Humans are hard lived and hard to kill as such they gain a +1 Racial bonus on all saving throws
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose
any languages they want (except secret languages, such as Druidic).

Halfling Racial Traits


+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small
stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack
rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size
bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with
the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word
“halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence
scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Cat Folk
+4 Dexterity: Cat Folk are more nimble than any other race and take pleasure in showing this off.
Normal Speed: A catfolk’s base land speed is 40 feet.
Low-Light Vision: Cat Folk can see twice as far as humans in conditions of dim light. .
Catlike Nature: Catfolk have a +2 racial bonus on Perception and Stealth checks.
+1 natural armor
Languages: Common, Feline. Bonus Languages: Draconic, Gnoll, Halfling, Sylvan.
Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at
creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw
bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill
point whenever they take a level in either one of those classes.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence
scores can choose any languages they want (except secret languages, such as Druidic).

CHANGLING RACIAL TRAITS


Shapechanger Subtype: Changelings are humanoids with the shapechanger subtype.
Medium: As Medium creatures, changelings have no special bonuses or penalties due to their size.
Normal Speed: Changeling base land speed is 30 feet.
Slippery Mind: +2 racial bonus on saving throws against sleep and charm effects.
Deceptive: +2 racial bonus on Bluff, Intimidate, and Sense Motive checks: Changelings are inherently
skilled in deception and intimidation, and though they cannot actually detect thoughts as doppelgangers
can, they can intuitively read body language and attitude with surprising accuracy.
Natural Linguist: Changelings add Linguistics to their list of class skills for any class they adopt.
Minor Change Shape (Su): Changelings have the super natural ability to alter their appearance as
though using a disguise self spell that affects their bodies but not their possessions. This ability is not
an illusory effect, but a minor physical alteration of a changeling’s facial features, skin color and
texture, and size, within the limits described for the spell. A changeling can use this ability at will, and
the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed.
A true seeing spell reveals her natural form. When using this ability to create a disguise, a changeling
receives a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
Multi-Talented: Changling choose two favored classes at first level and gain +1 hit point or +1 skill
point whenever they take a level in either one of those classes.
Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Giant, Gnome, Halfling,
and Terran.
Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their
form is frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus
against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell
resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the
properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows),
longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the
word “elven” in its name as a martial weapon.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the
purpose of effects that relate to creature origin.
Cold Iron Anathema (Su): Elves have a difficult time wielding weapons made of cold iron. Elves take
a –2 penalty on any attack roll they make with a cold iron weapon or a weapon made only partially out
of cold iron, such as a cold iron spear or a bow firing cold iron arrows.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can
choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Eladrin Racial Traits


+2 Dexterity, +2 Intelligence Eladrin are nimble, both in body and mind, but not as frail as they elves
descended from them.
Medium: Eladrin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Improved Low-Light Vision: Eladrin can see four times as far as humans in conditions of dim light.
Keen Senses: Eladrin receive a +2 racial bonus on Perception skill checks.
Eladrin Education: Eladrin are all well learned from birth and begin play with one knowledge skill of
their choice as a class skill.
Classically Trained: + 2 on Knowledge Arcana and History
Eladrin Weapon Proficiency: All Eladrin are proficient with long swords.
Eladrin Will: Eladrins gain a +1 racial bonus on all will saves and a +4 vs all Charm Effects.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the
purpose of effects that relate to creature origin.
Cold Iron Anathema (Su): Eladrin have a difficult time wielding weapons made of cold iron. Eladrin
take a –2 penalty on any attack roll they make with a cold iron weapon or a weapon made only partially
out of cold iron, such as a cold iron spear or a bow firing cold iron arrows.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours
in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a
trance, you are fully aware of your surroundings and notice approaching enemies and other events as
normal.
Languages: Eladrin begin play speaking Common and Elven. Eladrin with high Intelligence scores can
choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Gnome Racial Traits
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and
their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack
rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size
bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast.
Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing
lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal
to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma
modifier.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and
goblinoid subtypes due to special training against these hated foes.
Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial
weapon.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the
purpose of effects that relate to creature origin.
Cold Iron Anathema (Su): Gnomes have a difficult time wielding weapons made of cold iron.
Gnomes take a –2 penalty on any attack roll they make with a cold iron weapon or a weapon made only
partially out of cold iron, such as a cold iron spear or a bow firing cold iron arrows.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high
Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Satyr Racial Traits (Fey)


Fey: Satyr are of the fey type and are therefore not affected by spells such as charm person and hold
person.
+2 Str, +2 Dex, +2 Cha, -2 Int: Satyr are physically Strong and Fast but surprisingly dim witted, but
their attitude makes them naturally agreeable.
Medium: Satyr's are Medium creatures and have no bonuses or penalties due to their size.
Natural Armor +5
Fast Speed: Satyr have a base speed of 40 feet.
Low-Light Vision: Saytr can see twice as far as humans in conditions of dim light.
Naturally Skilled: Saytr get a +4 racial bonus on perception, perform, stealth.
Saytr Magic: Saytr get ghost sound, dancing lights, sleep as spell like abilities at will.
Saytr Pipes: Saytr bards get a +2 racial bonus added to their spell DC's when using pan pipes to help
play their music, this is also added to the DC's of their bardic musics.
Damage Reduction 5/Cold Iron
Weapon Familiarity: Satyr's automatically gain proficiency with Long Bows and Short Bows
(including the composite version).
Languages: Saytr begin play speaking Common, and Sylvan. Gnomes with high Intelligence scores
can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Exp Scale: Slow
Killoren Racial Triats
Fey: Killoren are of the fey type and are therefore not affected by spells such as charm person and hold
person.
Normal Speed: A killoren’s base land speed is 30 feet.
Low-Light Vision: Killoren can see twice as far as a human in dim lighting.
Natural Immunities: Immunity to magic sleep effects and a +2 racial bonus on saves against
enchantment spells or effects.
Nature Based: Killoren have a +2 racial bonus on Handle Animal and Survival checks.
Cold Iron Anathema (Su): Killoren have a difficult time wielding weapons made of cold iron.
Killoren take a –2 penalty on any attack roll they make with a cold iron weapon or a weapon made only
partially out of cold iron, such as a cold iron spear or a bow firing cold iron arrows.

Manifest Nature’s Might (Su): Killoren are forever bound to the raw forces of nature itself,
manifesting this bond even in their physical form. A killoren can only manifest one aspect of nature’s
might at a time. Each morning as the sun rises, a killoren spends 10 minutes in quiet meditation, filling
her spirit with the aspect of nature that is most needed for her current tasks. Once a killoren chooses an
aspect, she manifests that aspect until the next morning, when she chooses again which aspect to
manifest. Many killoren favor one aspect over the others and rarely choose to manifest one of the other
two aspects.

Aspect of the Ancient: While manifesting the aspect of the ancient, a killoren embodies the deep and
ancient secrets of nature itself. With this bond to nature’s secret lore, a killoren gains a racial bonus on
Knowledge (nature) checks equal to her Hit Dice and gains an additional +2 bonus on saving throws
against enchantment effects. This bonus stacks with the killoren’s normal racial bonus on saving throws
against enchantment effects. While a killoren manifests the aspect of the ancient, her hair turns white
and her eyes turn to the color of a blue summer sky.

Aspect of the Destroyer: Many races revere nature for its power to destroy, but none more so than a
killoren manifesting the aspect of the destroyer. Once per hour (up to a maximum number of times per
day equal to the character’s Charisma bonus, minimum 1), a killoren manifesting the aspect of the
destroyer can make a special smite attack that deals extra damage to the foes of nature. When making
this smite attack, a killoren adds her Charisma bonus to her attack roll and deals an extra 1 point of
damage per Hit Die. This smite attack works only against aberrations, constructs, humanoids, oozes,
outsiders, and undead. If a killoren accidentally smites a creature that is not one of the creature types
listed above, the smite has no effect, but the ability is still used up for that hour and counts against the
total uses per day. While a killoren manifests the aspect of the destroyer, her hair and eyes turn a deep,
lusterless black; many find the gaze of a killoren destroyer’s coal-black eyes to be unnerving.

Aspect of the Hunter: The hunt affects nearly every aspect of nature and claims a place of great
prominence and importance in the cycle of life. A killoren manifesting the aspect of the hunt is bound
to nature’s ancient tradition of the hunt, and her senses sharpen to an amazing degree. While
manifesting the aspect of the hunt, a killoren gains a +2 racial bonus on Hide, Listen, Move Silently,
and Spot checks, and a +2 racial bonus on initiative checks. While a killoren manifests the aspect of the
hunter, her hair and eyes turn a deep forest green, and her skin tone becomes a deeper brown than when
manifesting one of the other aspects.

Automatic Languages: Common, Sylvan. Bonus Languages: Aquan, Auran, Elven, Gnome, Ignan,
Terran.
Irda Racial Traits
-2 Constitution, +2 Intelligence, +2 Charisma Irda are physically frail, but are strong in both mind
and presance.
Medium: Irda are Medium creatures and have no bonuses or penalties due to their size.
Humanoid (Shape changer): Irda are humanoids with the shape changer subtype.
Normal Speed: Irda have a base speed of 30 feet.
Low-Light Vision: Eladrin can see twice times as far as humans in conditions of dim light.
Change Shape: An Irda can alter themselves 3/day as if using the polymorph spell but can only take on
forms ranging from small to large. While in a form other than their own they get a +10 on disguise
checks. The Irda reverts to their normal form when they die, and a true sight spell reveals their true
form.
Spell Like Abilities: 1/day dancing lights, detect magic, flare, ghost sound, light, and mage hand. Cast
as a sorcerer of the Irda's hit dice.
Languages: Eladrin begin play speaking Common and Sylvan. Irda with high Intelligence scores can
choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc.
XP Scale: Medium.

Dwarf Racial Traits


+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor
or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price
of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and
goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and
spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a
bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual
stonework, such as traps and hidden doors located in stone walls or floors. They receive a
check to notice such features whenever they pass within 10 feet of them, whether or not they are
actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat
any weapon with the word “dwarven” in its name as a martial weapon.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence
scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Drow Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and manipulative.
Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against
enchantment spells.
Keen Senses: Drow receive a +2 racial bonus on Perception checks.
Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire each once per day, using
his total character level as his caster level.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they
are dazzled as long as they remain in the affected area.
Poison Use (Ex) Drow are skilled in the use of poison and never risk accidentally poisoning
themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness— this
poison allows drow to capture their enemies alive with great ease.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence can
choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign
Language, Gnome, or Goblin.

Minotaur Racial Traits


+4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma. Minotaurs are strong and hardy but lack
in the brains department as well as have an ill sense of humor.
Medium: Minotaur are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Minotaur have a base speed of 30 feet.
Darkvision: Minotaur can see in the dark up to 60 feet.
Natural Cunning (Ex) Although minotaurs are not especially intelligent, they possess innate cunning
and logical ability. This gives them immunity to maze spells and prevents them from ever becoming
lost. Further, they are never caught flat-footed.
Naturally Intimidating: Minotaurs are naturally intimidating and gain a +2 on Intimidate checks.
Natural Attack: A Minotaur's horns allow them to make a single gore attack as a secondary attack
which deals 1d6 damage plus their strength, in addition they can use this attack as a part of a charge
attack giving up the +2 to hit to instead deal 2d6 plus 1+1/2 times their strength modifier.
Cunning Senses: A minotaur gains a +4 to Perception checks as well as a +4 on Survival checks.
Languages: Giant and Common. A Minotaur with high Intelligence can choose bonus languages from
the following: Draconic, Dwarven, Undercommon, and Goblin.
XP Scale: Medium
D'hin'ni Racial Traits: Outsider (native, hafling)
+2 Dexterity, +2 Charisma, -2 Wisdom
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack
rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size
bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Darkvision: Minotaur can see in the dark up to 60 feet.
Thrown Expertise: D'hin'ni receive a +2 Racial bonus on attacks with thrown weapons & slings
Unusual Luck: +1 Racial bonus on all saves
Skilled Traveler: The D'hin'ni are skilled travelers and get a +2 on Acrobatics, Climb, Perception, and
Stealth Checks.
Air Mastery – airborne creatures receive a –1 penalty on attack & damage rolls against a D’hin’ni
Spell Like Abilities: Prestidigitation at will, Gust of Wind –or– Whispering Wind –or– Wind Wall,
1/day at Character level. DC is Charisma-based.
Languages: Common, Halfling, Auran. A D'hin'ni with a high intelligence may choose Dwarven, Elven,
Gnome, Goblin, and Orc.

Imaskari Racial Traits


+4 Intelligence, -2 Dexterity. Imaskari are bright and quick to learn arcane lore, but they lack the
balance and agility of most other humanoid races.
Medium: Imaskari have no bonuses or penalties due to their size.
Normal Speed: Imaskari's have a base speed of 30.
Low-Light Vision: An Imaskari can see twice as far as a human in Dim Lighting.
Spell Clutch: Because the Imaskari have studied magic for ages on end, a certain facility with magic
has seeped into their blood. Once per day, an Imaskari can cast any spell available to them without
using a spell slot, this spell must be at least one level lower than the highest level spell they have access
to Minimum a 1st-level spell.
Languages: Common. Bonus Languages: Aquan, Dwarven, Elven, Terran, and Undercommon.
Dragon Born
+2 Constitution, +2 Charasma, –2 Dexterity. Dragonborn are hearty and healthy, but they are
awkward.
Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype. For all effects
related to race, a dragonborn is considered a dragon and a member of her original race.
Medium: A Dragonborn gets no bonus's or penalties due to size.
Normal Speed: A dragonborn has a 30 speed.
Draconic Fury: When below half of a Dragonborn's hit points they gain a +1 racial bonus on attack
and damage rolls. This increases by 1 every 5 Hit Dice.
• +2 dodge bonus to Armor Class against creatures of the dragon type. The dragonborn have an innate
sense of how best to defend themselves against their potential enemies.
• Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons,
just as if they were dragons.
• Draconic Aspect: Bahamut has blessed the dragonborn with aspects combining some of the best
attributes of good dragons. Once the choice is made, it cannot be changed.
Heart (Su): A dragonborn who chooses heart as her draconic aspect gains a breath weapon. The breath
weapon is a bright, shining line that coruscates with every metallic color. The line’s length is 5 feet per
Hit Die the dragonborn has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8
points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8
at 6 HD, and so on). The damage can be acid, cold, electricity, or fire, changing on each use as the
dragonborn chooses. A successful Reflex save (DC 10 + 1/2 the dragonborn’s HD + her Con modifier)
halves the damage. A dragonborn can use her breath weapon once every 1d4 rounds.
Mind (Ex): A dragonborn who selects the mind aspect sharpens her senses, gaining immunity to
paralysis and magic sleep effects. She gains darkvision out to 30 feet and low-light vision, plus a +2
racial bonus on Perception.
At 6 HD, the dragonborn’s darkvision extends to 60 feet.
At 9 HD, the dragonborn’s darkvision extends to 90 feet, and her low-light vision allows her to see
three times as far as a human in shadowy illumination.
At 12 HD, the dragonborn’s darkvision extends to 120 feet, and her low-light vision allows her to see
four times as far as a human in shadowy illumination.
At 15 HD, the dragonborn gains blindsense out to 30 feet.
Wings (Ex): A dragonborn with this aspect aspect hatches sporting fully formed wings. Dragonborn
can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide.
Those with 6 HD or more can use their wings to fly.
Gliding: A dragonborn can use her wings to glide, negating damage from a fall from any height and
allowing 20 feet of forward travel for every 5 feet of descent. Dragonborn glide at a speed of 30 feet
with average maneuverability. Even if a dragonborn’s maneuverability improves, she can’t hover while
gliding. A dragonborn can’t glide while carrying a medium or heavy load. If a dragonborn becomes
unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen
them. The dragonborn descends slowly in a tight corkscrew and takes only 1d6 points of falling
damage, no matter the actual distance of the fall.
Flight: When a dragonborn who selected the wings aspect reaches 6 HD, she gains a fly speed of 30
feet with average maneuverability. A dragonborn can’t fly while carrying a medium or heavy load or
while fatigued or exhausted. A dragonborn can safely fly for a number of consecutive rounds equal to
her Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued by
such exertion. The dragonborn is likewise fatigued after spending a total of more than 10 minutes per
day flying. Because a dragonborn can glide before, after, and between rounds of actual flight, she can
remain aloft for extended periods, even if she can only use flight for 1 round at a time without
becoming fatigued.
When she reaches 12 HD, a dragonborn has enough stamina and prowess to fly without tiring. She can
fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running.
A dragonborn with flight can make a dive attack. A dive attack works like a charge, but the dragonborn
must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack
only when wielding a piercing weapon. If the dive attack hits, it deals double damage. A dragonborn
with flight can use the run action while flying, provided she flies in a straight line.
Languages: Common, Draconic. Bonus Languages: Any

SPELLSCALE RACIAL TRAITS


+4 Charisma, –2 Constitution. Spellscales are charming creatures who often neglect their physical
bodies while pursuing intellectual or social interests.
Medium: As Medium creatures, spellscales have no special bonuses or penalties due to their size.
Normal Speed: Spellscale base land speed is 30 feet.
Low-Light Vision: A spellscale can see twice as far as a human in Dim lighting
Humanoid (dragonblood): Spellscales are humanoids with the dragonblood subtype. For all effects
related to race, a spellscale is considered a dragon.
Blood Quickening: Due to the nature of their birth a Spellscale naturally has the dragonblood sorcery
bloodline even if they do not take a sorcerer as their class. They do not benefit from the bonus spells if
they are not in a spell casting class, though they do get the benefits of the abilities and the bloodline
feats. If a Spellscale takes sorcerer they treat their sorcerer level as 2 higher but must take the draconic
bloodline.
Languages: Common and Draconic. Bonus Languages: Dwarven, Elven, Gnome, and Halfling.

Kobold (Dragon)
–2 Strength, +2 Dexterity, –2 Constitution +4 Charisma: Kobolds are fast but weak, but take great
pride in their natural magical might.
Small: Kobolds are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls,
a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet.
Low Light Vision: A Kolbold can see twice as far as a human in dim lights.
Darkvision: Kobolds can see in the dark up to 60 feet.
Draconic Immunities: Immune to magical sleep, and paralysis effects.
Armor: Kobolds have a +1 natural armor bonus.
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, Profession (miner), and
Spellcraft checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Languages: Kobolds begin play speaking only Draconic. Kobolds who have high Intelligence scores
can choose any of the following bonus languages: Common, Dwarven, Gnome, and Undercommon.

WARFORGED
RACIAL TRAITS
Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living
construct is a created being given sentience and free will through powerful and complex creation
enchantments. Warforged are living constructs who combine aspects of both constructs and living
creatures, as detailed below.

Features: As a living construct, a warforged has the following features.


A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from
the class it selects.
Traits: A warforged possesses the following traits.
-Unlike other constructs, a warforged has a Constitution score.
-Unlike other constructs, a warforged does not have low-light vision or darkvision.
-Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion,effects that cause the
sickened condition, and energy drain.
-A warforged cannot heal lethal damage naturally.
-Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability
damage, ability drain, death effects, and necromancy effects.
As living constructs, warforged can be affected by spells that target living creatures as well as by those
that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a
repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm.
However, spells from the healing subschool and supernatural abilities that cure hit point damage or
ability damage provide only half their normal effects to a warforged.
-The unusual physical construction of warforged makes them vulnerable to certain spells and effects
that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal
as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he
were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged
makes him vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save
DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch
(Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect
objects only and thus cannot be used on a warforged.
- A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A
warforged with 0 hit points is disabled, as with a living creature. He can take only a single move action
or standard action in each round, but strenuous activity does not risk further injury. When his hit points
are less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and cannot
perform any actions. An inert warforged does not lose additional hit points unless more damage is
dealt to him, however, as with a living creature that has become stable.
- As a living construct, a warforged can be raised or resurrected.
- A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of
consumable spells and magic items such as heroes’ feast and potions.
- Although living constructs do not need to sleep, a warforged spell caster must rest for 8 hours before
preparing spells.
+2 Constitution, +2 Intelligence, –2 Charisma: Warforged are resilient and powerful, but their
difficulty in relating to other creatures makes them seem aloof or even hostile.
Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.
Normal Speed: Warforged base land speed is 30 feet.
Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating is
not natural armor and does not stack with other effects that give an armor bonus (other than natural
armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and
thus a warforged cannot benefit from the effects of magic armor or magic robes. Composite plating can
gain a magic enhancement bonus and magic armor properties as armor can, using the Craft Magic
Arms and Armor feat. The character must be present for the entire time it takes to add this
enhancement. In addition, spells and infusions that normally target armor, such as magic vestment and
armor enhancement, can be cast with the composite plating of a warforged character as the target.
Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the
penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell
failure chance for light armor lets him ignore this penalty as well.
Languages: Common. Bonus Languages: Any
WARFORGED SCOUT
RACIAL TRAITS
Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living
construct is a created being given sentience and free will through powerful and complex creation
enchantments. Warforged are living constructs who combine aspects of both constructs and living
creatures, as detailed below.

Features: As a living construct, a warforged has the following features.


- A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from
the class it selects.

Traits: A warforged possesses the following traits.


- Unlike other constructs, a warforged has a Constitution score.
- Unlike other constructs, a warforged does not have low-light vision or darkvision.
- Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion,effects that cause the
sickened condition, and energy drain.
- A warforged cannot heal lethal damage naturally.
- Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability
damage, ability drain, death effects, and necromancy effects.
- As living constructs, warforged can be affected by spells that target living creatures as well as by
those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or
a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm.
However, spells from the healing subschool and supernatural abilities that cure hit point damage or
ability damage provide only half their normal effects to a warforged.
- The unusual physical construction of warforged makes them vulnerable to certain spells and effects
that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal
as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he
were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged
makes him vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save
DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch
(Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect
objects only and thus cannot be used on a warforged.
- A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A
warforged with 0 hit points is disabled, as with a living creature. He can take only a single move action
or standard action in each round, but strenuous activity does not risk further injury. When his hit points
are less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and cannot
perform any actions. An inert warforged does not lose additional hit points unless more damage is
dealt to him, however, as with a living creature that has become stable.
- As a living construct, a warforged can be raised or resurrected.
- A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of
consumable spells and magic items such as heroes’ feast and potions.
- Although living constructs do not need to sleep, a warforged spell caster must rest for 8 hours before
preparing spells.
- +2 Constitution, +2 Intelligence, –2 Charisma: Warforged Scouts are resilient and powerful, but
their difficulty in relating to other creatures makes them seem aloof or even hostile.
- Small: Warforged Scouts are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack
rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
- Warforged Scout base land speed is 20 feet.
- Incredible Runner: When running a Warforged Scout may put away his weapons and run on all 4's,
if he chooses to do so he is treated as if he has a 40 speed as well as the run feat.
- Composite Plating: The plating used to build a Warforged provides a +2 armor bonus. This plating is
not natural armor and does not stack with other effects that give an armor bonus (other than natural
armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and
thus a warforged cannot benefit from the effects of magic armor or magic robes. Composite plating can
gain a magic enhancement bonus and magic armor properties as armor can, using the Craft Magic
Arms and Armor feat. The character must be present for the entire time it takes to add this
enhancement. In addition, spells and infusions that normally target armor, such as magic vestment and
armor enhancement, can be cast with the composite plating of a warforged character as the target.
Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the
penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell
failure chance for light armor lets him ignore this penalty as well.
Languages: Common. Bonus Languages: Any.

War-Torn Racial Traits (Humanoid, Elven)


+4 Strength +4 Dexterity, -2 Charisma War-Torn are nimble and strong and mostly bread for war as
such they are not often liked in more civilized lands.
Medium: War-Torn are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: War-Torn have a base speed of 40 feet.
Natural Armor: +3 Natural Armor
Low-Light Vision: War-Torn can see twice as far as humans in conditions of dim light. .
Natural Attacks: 2 Claws (1d6)
Elven Immunities: Due to their elven blood War-Torn are immune to magic sleep effects and get a +2
racial saving throw bonus against enchantment spells and effects.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Energy Discharge (Su): The War-Torn most powerful attack is a spell-like effect similar to a fireball.
The War-Torn can open up twin dorsal plates on its chest, exposing two highly charged membranes.
This takes a standard action, and causes 2d4 points of damage to the War-Torn. These membranes
release a 30ft cone-shaped discharge of bio-energy, which causes 6d6 points of damage to all within
range. A Reflex save against this attack (DC 10 + 1/2 the War-Torns' hit dice + War-Torn Con modifier)
reduces this damage to half. Those immune to either fire or electricity take half damage, and can save
for none (those immune to both energy forms are immune to this attack). Fire and electricity resistances
are only half as effective in terms of damage negation (i.e. fire resistance 10 only reduces damage from
this attack by 5). The damage to the War-Torn means this attack is a last resort. The warrior must rest
for a full day after such a discharge before using it again.
Augmented Criticals: A War-Torn claws are in fact a bone like blade on their arms which are razor
sharp granting them a critical range of 19-20 with their claw.
Weapon Familiarity: War-Torn are proficient with Long Swords, Rapiers, and Short Sword and treat
any bladed weapon with the word “elven” in its name as a martial weapon.
Languages: War-Torn begin play speaking Common and Elven. War-Torn with high Intelligence scores
can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Aasimar Racial Traits
+2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.
Medium: Tieflings get no special penalties or benefits due to size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals
the aasimar’s class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence
scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling,
and Sylvan.

Tiefling Characters
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently
strange.
Normal Speed: Tieflings have a base speed of 30 feet.
Medium: Tieflings get no special penalties or benefits due to size.
Darkvision: Tieflings see in the dark up to 60 feet.
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for
this ability equals the tiefling’s class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score
as 2 points higher for all sorcerer class abilities.
Languages Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high
Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome,
Goblin, Halfling, Infernal, and Orc.

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