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+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).
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).
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.
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.
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.