Aasimar
Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
Most aasimars are decidedly
good-aligned. They fight against evil
causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful,
judgmental aspect of their celestial ancestor, but this is rare. Combat
Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.
Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Skills: An aasimar has a +2 racial bonus on Spot and Listen checks.
Aasimar as Characters
Aasimar characters possess the following racial traits.
• +2 Wisdom, +2 Charisma.
• Medium size.
• An aasimar’s base land speed is 30 feet.
• Darkvision: Aasimars can see in the dark up to 60 feet.
• Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
• Racial Feats: An aasimar gains feats according to its class levels.
• Special Attacks (see above): Daylight.
• Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
• Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
• Favored Class: Paladin.
• Level adjustment +1.
Half-Elves
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Mixed Blood: For all effects related to race, a half-elf is considered an elf and a human.
• Stereotypical Alignment: Good (any)
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
Half Human
Human are a wide and varied race, there is no predicting the entire people; thus, there is no predicting with whom they shall fall in love or lust. Humans are notorious among the other races for being overly sexual, and it is said that even the lowliest of any other race can find one among the humans whom they might “engage.” This is of course not true, but humans more than any other race do breed with members not of their race. While half humans are more common than any other half breeds, they are still incredibly rare numbering about 1 in 100,000.
This formula is for creating
a half human.
A half human has no racial HD of any kind. A half Human keeps the additional human Skill bonus and bonus feat at level one. They keep any racial feat for the base creature which you qualify for if the base creature does not need to qualify for a feat you gain that feat as well however you do not gain third tier or higher feats of any kind. You gain ½ the normal bonus to skills.
You lose if the creature has more than two legs divine the number of legs in half rounded down to a minimum of one pair. If the creature has no legs but arms you keep your legs, if creature has no arms or legs you do not gain the legs. You always have arms with hands and thumbs.
Size and Type. A human stays humanoid but gain the subtypes with the exception of chaotic, evil, good, and lawful which are lost, also if the creature is an outsider the human also gain native. Size normally remains the same however the parent was colossal or fine you become large or small; closer you may at dm’s option you will move in the direction of that base creature one step if the base creature is diminutive or gargantuan.
Age: to determine the life span of a half human you add the venerable mark for the two races add them together and divide by 2, for the max age you use which the base creature or the humans which ever is higher.
Speed: The base speed for a half human on land is 30ft. if the creature has a fly use that speed to a maximum of 90ft, and you have the base creature’s maneuverability or average which ever is better. If the creature has other movement speed for burrowing, swimming, etc reduce this by 10 ft to minimum of 30ft if the base creature’s is higher than 30 ft; if the base creature is less than 30ft use that exact speed.
Armor: Any Armor bonus is reduced by ½ unless the bonus is based on an ability in which case it is based of the new score.
Special Abilities (spell like, supernatural, etc): You keep a special attacks however you cut the no. of uses in by 1/3rd half and round down, if you have infinite uses these are reduce to 1/hour. DCs become 10+ ½ your HD+ cha or con mod as is appropriate. The range and Damage for all traits are cut in half.
You keep all special attacks, special qualities, and extraordinary abilities.
Spell resistance remains the same.
If the creature has energy immunity or weakness this remains the same.
Energy resistance and DR are divined in half and rounded down to the nearest multiple of 5.
Abilities and traits gained by HD are gained ¼ their normal speed.
If the base creature has a bonus you gain ½ those bonuses to saves, damage, attack and defense rounded down
If the base creature has an immunity to a kind of save you gain instead a +4 to that save.
Ability Scores: You divide the bonus or penalty in half and round down
Half-Orcs
• +2 Strength, +2 Constitution, –2 Wisdom, –2 Charisma.
A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet.
• Low-Light vision: Half-orcs (and orcs) can see twice as far in low light as normal.
• Darkvision: Half-orcs (and orcs) can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
• Gift of Music: the half orc gains a +4 racial bonus to perform (dance, oration, percussion instrument, string instrument, singing, and wind instrument) checks.
• +2 racial bonus on saving throws against death affect. The half orc fight to live as fiercely as their human for bearers.
• 1 extra feat at 1st level.
• Mix Blood: For all effects related to race, a half-orc is considered an orc and a human.
• Stereotypical Alignment: Chaotic Neutral
• Automatic Languages: Common and Orc. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-orc takes an experience point penalty, her highest-level class does not count.
Humans
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• Linguist: Languages come much quicker to humans. Speak Language is always a class skill for humans
• +2 racial bonus on saving throws against death affect. The human will to live is surprisingly strong for such a short lived race.
• +2 racial bonus on saving throws against Mind affects. Humans may be easily fooled with a silvery tongue but are quick to resist direct attempt to manipulate their mind.
• 1 extra feat at 1st level
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Stereotypical Alignment: None
• Automatic Language: Common. Bonus Languages: Any (other than secret
languages, such as Druidic). See the
Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Merfolk
This
being has the upper body, arms, and head of a fair-featured human. Instead of
legs, however, it has the scaled tail of a great fish.
The merfolk are playful, marine dwelling people. Although wary of surface dwellers, they are not usually hostile: They prefer sunning themselves on rocks to engaging in warfare. Both male and female merfolk decorate themselves with shells, coral, and other underwater adornments. Adventurers who encounter merfolk are often the victims of pranks and mischief. The sport of merfolk can be cruel, although they are not actually evil. Should surface dwellers do them harm, however, these creatures can be formidable enemies. A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds. Merfolk speak the local Common and Aquan.
Merfolk live in semi-permanent communities located near choice fishing and hunting areas. They often keep company with porpoises. Surface dwellers who come face to face with merfolk commonly encounter a scouting or hunting patrol.
• Amphibious (Ex): Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge. Skills: A merfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Amphibious (Ex): Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge.
• Skills: A merfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
• Merfolk base land speed is 5 feet and a swim speed of
• 1 extra feat at 1st level
• +2 Dexterity, +2 Constitution, +2 Charisma.
• Stereotypical Alignment: None
• Automatic Language: Common. Bonus Languages: Any (other than secret
languages, such as Druidic). See the
Speak Language skill.
• Favored Class: Any. When determining whether a multiclass merfolk takes an experience point penalty, his or her highest-level class does not count.
• Level adjustment +1.
Nephilim
Long ago the sons of the Light took wives among the daughters of Man, no one really knows what that means, but it is said that their descendants are the nephilim. Nephilim look like great winged humans standing like giants over their lesser kin. They sometimes mistaken for half celestials. Their wings are the usually black or brown and reminiscent of eagle wings.
• +4 Strength, +4 Dexterity, +4 Constitution, +4 Intelligence, +4 Wisdom, +4 Charisma.
• Medium: As Medium creatures, nephilims have no special bonuses or penalties due to their size.
• Nephilim base land speed is 40 feet. Flight speed 120ft average
• 1 extra feat at 1st level
• +2 to natural armor
• Spell resistance 13+HD
• Nephilim have two slam attacks (their fists) which deal 1d6 of damage. One in ten have two claw attacks which deal 1d6 each instead of slam attacks. Those with claws are Refaim
• Powerful Build: The physical stature of nephilims lets them function in many ways as if they were one size category larger.
Whenever a nephilim is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the nephilim is treated as one size larger if doing so is advantageous to him.
A nephilim is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A nephilim can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
• Stereotypical Alignment: Usually good Often chaotic
• Automatic Language: Common. Bonus Languages: Any (other than secret
languages, such as Druidic). See the
Speak Language skill.
• Favored Class: Any. When determining whether a multiclass nephilim takes an experience point penalty, his or her highest-level class does not count.
• Level adjustment +3.
Tiefling
Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.
Combat
Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.
Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).
Skills: A tiefling has a +2 racial bonus on Hide and Move Silently checks.
Tieflings as Characters
Tiefling characters possess the following racial traits.
• +2 Dexterity, +2 Intelligence.
• Medium size.
• A tiefling’s base land speed is 30 feet.
• Darkvision out to 60 feet.
• Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
• Special Attacks (see above): Darkness.
• Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.
• Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
• Favored Class: Rogue.
• Level adjustment +1.
|
Random Starting Ages |
||||
|
Race |
Adulthood |
Reaper Martialist Barbarian Villain |
Shinobi Arcane Acolyte Priest Slayer |
Witch Doctor Wizard Alchemist Ki Bushi |
|
Aasmir |
18 years |
+1d6 |
+1d8 |
+2d8 |
|
Half-elf |
20 years |
+1d6 |
+2d6 |
+3d6 |
|
Half-Human |
25 years |
+1d8 |
+2d6 |
+3d8 |
|
Half-orc |
14 years |
+1d4 |
+1d6 |
+2d6 |
|
Human |
15 years |
+1d4 |
+1d6 |
+2d6 |
|
Merfolk |
18 years |
+1d6 |
+1d8 |
+2d8 |
|
Nephilim |
21 years |
+1d12 |
+2d8 |
+3d10 |
|
Tiefling |
18 years |
+1d6 |
+1d8 |
+2d8 |
|
Aging Effects |
||||
|
Race |
Middle Age |
Old |
Venerable |
Maximum Age |
|
Aasmir |
45 years |
68 years |
90 years |
+3d20 years |
|
Half-elf |
62 years |
93 years |
125 years |
+3d20 years |
|
Half-orc |
30 years |
45 years |
60 years |
+2d10 years |
|
Half-Human |
70 years |
105 years |
140 years |
+3d20 years |
|
Human |
35 years |
58 years |
70 years |
+1d20 years |
|
Merfolk |
40 years |
60 years |
80 years |
+2d20 years |
|
Nephilim |
105 years |
158 years |
210 years |
+1d% years |
|
Tiefling |
45 years |
68 years |
90 years |
+3d20 years |
|
Height and Weight |
||||
|
Race (Gender) |
Base Height or length |
Height Modifier |
Base Weight |
Weight Modifier |
|
Aasmir (Male) |
4´ 10˝ |
+2d10 |
120 lb. |
× (2d4) lb. |
|
Aasmir (Female) |
4´ 5˝ |
+2d10 |
85 lb. |
× (2d4) lb. |
|
Half-elf (Male) |
4´ 7˝ |
+2d8 |
100 lb. |
× (2d4) lb. |
|
Half-elf (Female) |
4´ 5˝ |
+2d8 |
80 lb. |
× (2d4) lb. |
|
Half-human (Male) |
4´ 10˝ |
+2d10 |
120 lb. |
× (2d4) lb. |
|
Half-human (Female) |
4´ 5˝ |
+2d10 |
85 lb. |
× (2d4) lb. |
|
Half-orc
(Male) |
4´ 10˝ |
+2d12 |
150 lb. |
× (2d6) lb. |
|
Half-orc
(Female) |
4´ 5˝ |
+2d12 |
110 lb. |
× (2d6) lb. |
|
Human (Male) |
4´ 10˝ |
+2d10 |
120 lb. |
× (2d4) lb. |
|
Human (Female) |
4´ 5˝ |
+2d10 |
85 lb. |
× (2d4) lb. |
|
Merfolk (Male) |
5´ 6˝ |
+3d10 |
135 lb. |
× (2d4) lb. |
|
Merfolk (Female) |
5´ 1˝ |
+3d10 |
100 lb. |
× (2d4) lb. |
|
Nephilim (Male) |
5´ 4˝ |
+3d12 |
180 lb. |
× (2d6) lb. |
|
Nephilim (Female) |
4´ 11˝ |
+3d10 |
125 lb. |
× (2d4) lb. |
|
Tiefling (Male) |
4´ 10˝ |
+2d10 |
120 lb. |
× (2d4) lb. |
|
Tiefling (Female) |
4´ 5˝ |
+2d10 |
85 lb. |
× (2d4) lb. |