pecial Races
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special races, PrCs, and faction positions.
Aasimar
(Base Race- HUMAN, Sub Race- Aasimar) Aasimar (Base
Race- HUMAN, Sub Race- Aasimar)
Carrying the blood of a celestial, an Aasimar is usually
a good-aligned and fights against evil in the world. Some have a minor
trait suggesting their heritage, such as silver hair, golden eyes or an
unnaturally intense stare. Those descended from a celestial minion of a
Faerunian deity often carry a birthmark in the shape of the deity's
holy symbol or some other mark significant to that faith.
* Ability Adjustments: +2 Wisdom, +2 Charisma.
* Darkvision: Aasimar can see in the dark up to 60 feet.
* Celestial Resistance: Acid, cold and electricity
resistance 5.
* Spell-like abilities:
1/day - Light as sorcerer of equal level.
* Keen Senses: +2 racial bonus to Listen and Spot
checks.
* Favored Class: Paladin. A multiclass aasimar's paladin
class does not count when determining whether she takes an experience
point penalty for multiclassing.
* Level Adjustment +1: Aasimar are slightly more
powerful and gain levels more slowly than other races. It will take
more experience for an aasimar to reach level 2 then it would for
normal races, for example.
Tiefling
(Base Race- HUMAN, Sub Race- Tiefling)
Because they are descended from evil outsiders, those
who know of their ancestry immediately consider most tieflings evil and
untrustworthy. Not all tieflings are evil or untrustworthy, but enough
are that the prejudice tends to cling. Some tieflings have a minor
physical trait suggesting their heritage, such as pointed teeth, red
eyes, small horns, the odor of brimstone, cloven feet, or just an
unnatural aura of wrongness. Those descended from an infernal minion of
a Faerunian deity often carry a birthmark of the deity's holy symbol or
another trait related to that evil faith.
* Ability Adjustments: +2 Dexterity, +2 Intelligence, -2
Charisma.
* Darkvision: Tieflings can see in the dark up to 60
feet.
* Infernal Resistance: Cold, fire, and electricity
resistance 5.
* Spell-Like Abilities:
1/day - Darkness as a sorcerer of equal level.
* Skill Affinities: +2 racial bonus to Bluff and Hide
checks.
* Favored Class: Rogue. A multiclass tiefling's rogue
class does not count when determining whether she takes an experience
point penalty for multiclassing.
* Level Adjustment +1: Tieflings are slightly more
powerful and gain levels more slowly than other races. It will take
more experience for a tiefling to reach level 2 then it would for
normal races, for example.
Deep Gnomes
(Base Race- GNOME, Sub Race- Deep Gnome)
Hidden in the depths of the Underdark live the
svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of
intrusion into their cavern homes, the deep gnomes share little of the
humor or openness of their surface cousins. Where a rock gnome
community bursts with energy, excitement and laughter, a svirfneblin
city is a dull and colorless place of echoing silence and furtive
motion in the shadows. All hands are raised against the svirfneblin...
or so the deep gnomes believe, anyway.
The deep gnome may be the world's stealthiest and most
elusive folk. Centuries upon centuries of surviving the deadly perils
of the Underdark have bred in this race an amazing gift for avoiding
attention. In their cavern homes, they are nearly undetectable with
magic and even in the strange and threatening (to them) surface world,
the deep gnome's natural stealth makes them difficult to spot or catch.
Svirfneblin have gnarled physiques, brown or gray skin,
gray eyes, and gray hair (although males are bald). They tend to be
sullen, withdrawn and suspicious to a fault.
* Ability Adjustments: +2 Dexterity, +2 Wisdom, -2
Strength, -4 Charisma.
* Small: As a Small creature, a gnome gains a +1 size
bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size
bonus on Hide checks, but he uses smaller weapons then humans use, and
his lifting and carrying limits are three-quarters of those of a Medium
character.
* Darkvision: Deep gnomes can see in the dark up to 120
feet.
* Stonecunning: +2 bonus to Search checks when inside.
* Illusion Affinity: Add +1 to the Difficulty Class for
all saving throws against illusion spells cast by gnomes. This
adjustment stacks with those from similar effects, such as the Spell
Focus feat.
* Battle Training vs. Goblinoids: +1 racial bonus to
attack rolls against goblinoids (including goblins, hobgoblins, and
bugbears).
* Battle Training vs. Reptilians: +1 racial bonus on
attack rolls against kobolds.
* Slippery Defense: +4 dodge bonus to Armor Class
against all opponents.
* Durability: +2 racial bonus to all saving throws.
* Keen Hearing: +2 racial bonus to Listen checks.
* Keen Smell: +2 racial bonus to Craft Alchemy checks.
* Spell-Like Abilities:
1/day - Blindness as sorcerer of equal level.
1/day - Entropic Shield as sorcerer of equal level.
1/day - Invisibility as sorcerer of equal level.
* Spell Resistant: Spell resistance of 11+ character
level.
* Favored Class: Rogue. A multiclass deep gnome's rogue
class does not count when determining whether he takes an experience
point penalty.
* Level Adjustment +3: Deep gnomes are more powerful and
gain levels more slowly than other races. It will take much more
experience for a deep gnome to reach level 2 then it would for normal
races, for example.
Gray Dwarves
(Base Race- Dwarf, Sub Race- Gray Dwarf or Duergar)
Long ago, mind flayers conquered the
strongholds of clan Duergar of the dwarven kingdom of Shanatar. After
generations of enslavement and cruel experimentation at the hands of
the illithids, the duergar rose against their masters and regained
their freedom. They emerged as a new subrace of dwarf with limited
mental powers.
The gray dwarves are an evil and bitter race, but retain
the superior skill and workmanship of dwarvenkind. They have found a
niche for themselves in the Underdark, creating armor and weapons to
trade with the warring races of that realm. They seem to have been
denied the Thunder Blessing.
Duergar on the whole are evil, but some turn their backs
on their fellows and seek a different sort of life. For some, this
means abandoning the evil gods of the duergar and embracing the
traditional pantheon, while for others it is a more practical betrayal,
using involving stealing from other gray dwarves. When discovered, an
outcast is typically stripped of his possessions, tattooed on the face
and arms to mark him as a criminal and cast out under penalty of death.
Some clans secretly aid their outcasts or encourage them to leave
before they are found out. To return is to die.
This grim fate drives most outcasts to the surface,
where they struggle to survive in an unwelcoming world. The surface
dwarves hate the duergar because they turned to evil, and no other
surface race holds much love for the gray dwarves. Most of the gray
dwarves met by surface dwellers are tattooed exiles, although a small
number were lucky or smart enough to leave before being discovered.
Male and female duergar are bald, and women do not grow
beards. They are much thinner than other dwarves, with severe facial
expressions, gray hair and gray skin.
* Ability Adjustments: +2 Constitution, -4 Charisma.
* Darkvision: Duergar can see in the dark up to 120
feet.
* Weapon Familiarity: Dwarven waraxes are treated as
martial weapons rather than exotic weapons.
* Stonecunning: +2 bonus to Search checks when inside.
* Immunity to Poison: Immunity to all poisons.
* Immunity to Phantasms: Immune to the spells phantasmal
killer and wierd.
* Immunity to Paralysis: Duergar cannot be paralyzed.
* Hardiness vs. Spells: +2 racial bonus to saving throws
against spells and spell-like effects.
* Battle Training vs. Giants: +4 dodge bonus to Armor
Class against monsters of the giant type (such as ogres, trolls and
hill giants).
* Battle Training vs. Orcs and Goblinoids: +1 racial
bonus on attack rolls against orcs (including half-orcs) and goblinoids
(including goblins, hobgoblins, and bugbears).
* Stealthy: +4 racial bonus to Move Silently checks.
* Keen Senses: +1 racial bonus to Listen and Spot
checks.
* Spell-Like Abilities:
1/day - Enlarge as a wizard twice the duergar's level (minimum 3rd
level).
1/day - Invisibility as a wizard twice the duergar's level (minimum 3rd
level).
* Light Sensitivity: -2 circumstance penalty to attack
rolls, saves and checks in bright sunlight.
* Favored Class: Fighter. A multiclass duergar's fighter
class does not count when determining whether he takes and experience
point penalty for multiclassing. Dwarven culture extols the virtues of
battle, and the vocation comes easily to dwarves.
* Level Adjustment +2: Duergar are more powerful and
gain levels more slowly than other races. It will take much more
experience for a duergar to reach level 2 then it would for normal
races, for example.
Drow
Race: ELF Subrace: Drow
Drow Descended from the original dark-skinned elven
subrace called the Illythiiri, the drow are cursed into their present
appearance by the good elven deities for following the goddess Lolth
down the path to evil and corruption. Also called dark elves, the drow
have black skin that resembles polished obsidian and stark white or
pale yellow hair.. They commonly have very pale eyes (so pale as to be
often mistaken for white) in shades of pale lilac, silver, pink and
blue. They also tend to be smaller and thinner than most elves. Most
drow on the surface are evil and worship Vhaeraun, but some outcasts
and renegades have a more neutral attitude.
* Ability Adjustments: +2 Dexterity, +2 Intelligence, +2
Charisma, -2 Constitution.
* Hardiness vs. Enchantments: Immunity to magical sleep
effects, +2 racial bonus to saving throws against enchantment spells or
effects.
* Weapon Proficiency: Elves receive the Martial Weapon
Proficiency feats for the longsword, rapier, longbow (including
composite longbow), and shortbow (including composite shortbow) as
bonus feats.
* Keen Senses: +2 racial bonus to Listen, Search, and
Spot checks. An elf who merely passes within 5 feet of a secret or
concealed door is entitled to a Search check to notice it as if she
were actively looking for it.
* Spell-Like Abilities:
1/day - Darkness as sorcerer of equal level.
1/day - See invisibility as sorcerer of equal level.
* Darkvision: Drow can see in the dark up to 120 feet.
This replaces the low-light vision ability most elves receive.
* Spell Resistant: Spell resistance of 11+ character
level.
* Strong Will: +2 racial bonus to Will saves against
spells and spell-like abilities.
* Light Sensitivity: Drow suffer -2 circumstance penalty
to attack rolls, saves, and checks in bright sunlight.
* Favored Class: Wizard. A multiclass drow's wizard
class does not count when determining whether she take an experience
point penalty for multiclassing.
* Level Adjustment +2: Drow are more powerful and gain
levels more slowly than other races. It will take more experience for a
drow to reach level 2 then it would for normal races, for example.
Lycanthropes (currently NOT supported)
Wererat
They tend to be thin, wiry individuals of shorter than
average height. The eyes constantly dart around and the nose and mouth
may twitch. Males often have thin ragged moustaches.
Werecat
Werecats in humanoid form tend to be sleekly muscular, taller than
average, and very agile. Their features are quite attractive, but often
angular.
Werewolf
Werewolves tend to have no traits that distinguish them
from regular humans.
All Lycanthropes--darkvision, +2 AC, +2 BAB, +4
Hide, +4 Move Silently, +4 Animal Empathy, +2 Wisdom, hybrid form.
Werebat - Neutral Evil
Wererat - Chaotic Evil
Weretiger - Neutral
Werewolf - Chaotic Evil

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