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| Character Races | |
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Admin Admin
Posts : 30 Join date : 2010-02-06
Character sheet Name: Please enter your character's name HP: (5/5) AC: (10/10)
| Subject: Character Races Sun Feb 07, 2010 3:39 pm | |
| 1 - Dwarves 2 - Elves 3 - Gnomes 4- Half-Elves 5 - Half-Orcs & Orcs 6 - Halflings 7 - Humans 8 - Planetouched 9 - Minor Races NOTE: If you want to a race that is listed here and not on the Character Sheet, please contact the DM. For more info and race information please check out the link provided in that section. I could not put all in info here in this forum or it would be too much without web formating. I re-uploaded my old Forgotten Shadows site so you can find all the information there about Classes, Races, Deities, Places. http://forgottenshadows.sixserve.com/While looking for a list of feats I found this really good link. You would want to just stay with the "Core Rules" section. http://www.d20srd.org/index.htm
Last edited by Admin on Sun Feb 07, 2010 7:54 pm; edited 3 times in total (Reason for editing : Added more info) | |
| | | Admin Admin
Posts : 30 Join date : 2010-02-06
Character sheet Name: Please enter your character's name HP: (5/5) AC: (10/10)
| Subject: Re: Character Races Sun Feb 07, 2010 3:45 pm | |
| Dwarves
Sub-races: Arctic | Gold | Gray | Shield | Urdunnir | Wild As enduring as the earth from which they were shaped, the Stout Folk once ruled vast empires that sprawled on and beneath the surface of Faerûn. After centuries of decline, most dwarven kingdoms are gone, but the fruits of their labors survive, unbowed by the passage of time. In recent years, the Thunder Blessing has sparked a dwarven renaissance that might one day restore the Stout Folk to their former glory. * +2 Constitution, -2 Charisma. * Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size. * Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). * Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all. * Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. * Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. * Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). * +2 racial bonus on saving throws against poison. * +2 racial bonus on saving throws against spells and spell-like effects. * +1 racial bonus on attack rolls against orcs and goblinoids. * +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. * +2 racial bonus on Appraise checks that are related to stone or metal items. * +2 racial bonus on Craft checks that are related to stone or metal. * Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. * Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing More About Dwarves | |
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Posts : 30 Join date : 2010-02-06
Character sheet Name: Please enter your character's name HP: (5/5) AC: (10/10)
| Subject: Re: Character Races Sun Feb 07, 2010 7:38 pm | |
| Elves
Sub-races: Aquatic | Avariel | Drow | Moon | Sun | Wild| Wood Originally hailing from another realm far removed from Faerûn in the distant past, the elves have proved to be one of the most successful and diverse races to appear on Abeir_Toril. They have taken to the lands, the seas, and even the skies of Faerûn, colonizing and expanding through the ages. Today, the great elven realms may have retreated from the encroachment of humans and humanoids, but the elven influerice in the world is unmistakable and pervasive. * +2 Dexterity, -2 Constitution. * Medium: As Medium creatures, elves have no special bonuses or penalties due to their size. * Elf base land speed is 30 feet. * Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. * Low-Light Vision: An 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. * 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. * +2 racial bonus on 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. * Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. * Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing. More About Elves | |
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Posts : 30 Join date : 2010-02-06
Character sheet Name: Please enter your character's name HP: (5/5) AC: (10/10)
| Subject: Re: Character Races Sun Feb 07, 2010 7:42 pm | |
| Gnomes
Sub-races: Deep | Forest | Rock Industrious, intelligent, and good-natured, gnomes have few enemies. They are not a numerous race, and for many centuries, gnomes have survived and thrived by keeping a low profile. Avoiding the notice of larger folk obsessed with empires and might maagic, the gnomes have guietly spread across Faerûn in timy settlements and hidden villages that often go completely unnoticed by their neighbors. * +2 Constitution, -2 Strength. * 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 than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character. * Gnome base land speed is 20 feet. * Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions. * Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. * +2 racial bonus on saving throws against illusions. * Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects. * +1 racial bonus on attack rolls against kobolds and goblinoids. * +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too. * +2 racial bonus on Listen checks. * +2 racial bonus on Craft (alchemy) checks. * Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description. * Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. * Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty. More About Gnomes | |
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Posts : 30 Join date : 2010-02-06
Character sheet Name: Please enter your character's name HP: (5/5) AC: (10/10)
| Subject: Re: Character Races Sun Feb 07, 2010 7:44 pm | |
| Half-ElvesSub-races: Common | Aquatic | Drow The most prominent of the races of mixed heritage, half-elves can be found throughout Faerûn, but have few lands to call their own. They feel at home both in the sprawling human empires and the secretive elven retreats, standing between elf and human culture but truly belonging to neither. They are a handsome and even-tempered race who handle the challenges of their mixed heritage with grace and reserve. * 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. * Elven Blood: For all effects related to race, a half-elf is considered an elf. * 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. More About Half-Elves | |
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Posts : 30 Join date : 2010-02-06
Character sheet Name: Please enter your character's name HP: (5/5) AC: (10/10)
| Subject: Re: Character Races Sun Feb 07, 2010 7:47 pm | |
| Half-Orcs and OrcsSub-races: Gray | Half| Mountain | Orog Four subraces of orcs are known to roam Faerûn. The first of these subraces are the gray orcs of the East, nomadic orcs who are fanatic in their worship of their deities. The second are the warlike mountain orcs of the North, quite similar in physical abilities to those orcs presented the Monster Manual but with quite dfferent societies and outlooks on life. The third are the half-orcs, one of the "homeless" races of Faerûn, a mixed people with a history to call their own. The fourth subrace comprises the orogs of the deep Underdark, mighty weaponsmiths and warleaders long forgotten by the surface peoples. * +2 Strength, -2 Intelligence, -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. * Darkvision: Half-orcs (and orcs) can see in the dark up to 60 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. * Orc Blood: For all effects related to race, a half-orc is considered an orc. * Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal. * Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty. More About Orcs | |
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Posts : 30 Join date : 2010-02-06
Character sheet Name: Please enter your character's name HP: (5/5) AC: (10/10)
| Subject: Re: Character Races Sun Feb 07, 2010 7:51 pm | |
| Halflings Sub-races: Ghostwise | Lightfoot| Strongheart Halflings fit into dwarven, gnome, elven, and human societies wherever they can, often leaving little or no impression on their neighbors. The halflings prefer it this way, so they can live their lives as they want without interference. Most nonhalflings forget about far-away Luiren and its population of militant and territorial halflings. * +2 Dexterity, -2 Strength. * Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character. * Halfling base land speed is 20 feet. * +2 racial bonus on Climb, Jump, Listen, and Move Silently checks. * +1 racial bonus on all saving throws. * +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general. * +1 racial bonus on attack rolls with thrown weapons and slings. * Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. * Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing. More About Halflings | |
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Posts : 30 Join date : 2010-02-06
Character sheet Name: Please enter your character's name HP: (5/5) AC: (10/10)
| Subject: Re: Character Races Sun Feb 07, 2010 7:53 pm | |
| HumanRaces: Calishite | Chondathan | Damaran | Illuskan | Mulan | Rashemi| Tethyrian With lifespans that flash in the blink of an elven eye, humans must make the most of their lives in the limited number of years given to them. Their energy and passion allows them to accomplish great things, yet their relative lack of historical perspective ensures that many of their greatest accomplishments will fall to dust, worn down by the sands of time. There are details of the seven major human ethnic groups of northern and central Faerûn, whose cultural, linguistic, physical, and religious traits predominated in that region of Toril. Five of the major groups are descended from ancient tribes, including the Calishites, Chondathans, Illuskans, Mulan, and Tashemi. Two more groups, the Damarans and Tethyrians, have arisen in recent centuries from melting pot cultures. A number of other human ethnic groups are touched on briefly as well, giving a flavor of humanity’s incredible diversity. Some have vanished or all but vanished from the face of Abeir-Toril and are mentioned only to give a historical context for modern societies, while others are numerous but rarely seen in the heartlands of Faerûn. (Due to the amount of typing involved and the lack of detail in the other cultures, if some chooses a land with one of the less popular human cultures, they will be provided with a write-up about any cultures that pertain to that area so they can decide which one they would like to be.) Unlike other humanoid races, humans are not segregated into easily identifiable subraces with distinct racial traits. However, humans do vary greatly in appearance and are divided into innumerable competing nations, states, sects, religions, bandit kingdoms, and tribes. * Medium: As Medium creatures, humans have no special bonuses or penalties due to their size. * Human base land speed is 30 feet. * 1 extra feat at 1st level. * 4 extra skill points at 1st level and 1 extra skill point at each additional level. * 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. More About Humans | |
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