Species & Races

Humans

“Public Education? what if the peasants start thinking they can make their own miracles?”

In the dog eats dog realms of humanity, few reach adulthood, and fewer live fulfilling lives. Medieval streets are crowded by the wretched, who dime what little income they have to the lord of flies; receiving petty boons in return.

Type: Humanoid.
Size: Medium.
Speed: 30ft.
Ability Scores: +2 to any.
Languages: Starts knowing Common; isn’t affected by intelligence modifier.
Flexible: Humans select one extra feat at 1st level.
Short Lived, and Ambitious: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Servant of Flies: Once per day, as a spell like ability, summon a Lemure as if using summon monster 2.

Demihumans

“The missing ears? Parents thought they could prevent me from becoming a bunny if they cut them.”

Fey-touched humans, demihumans are shunned by the lord of flies, and their birth into human families is viewed as an ill omen. Some, in an attempt to please the fly lord, dedicate themselves to his service; while others work against the church, founding their own communities and using their sylvan heritage to communicate with forest beings.

Type: Fey
Size: Small.
Speed: 30ft, 20ft burrow.
Ability Scores: +2 STR, +2 WIS, -2 INT.
Languages: Starts knowing Sylvan; knows additional languages equal to their INT modifier.
Devil Resistances: DR/5 Silver.
Animal Claws: Members of this race have 2 claws that deal 1d4 damage.
Keen Sight: Low Light Vision.

Tallmen

“Cleric, you should mind your tongue, your god is one and ours are many.”

In the Highlands lives a race of relatively short giants; while the elevated terrain kept them sovereign, they enslaved humans and so became familiar with them. They no longer raid human kingdoms, preferring to go on sagas to far-off lands.

Type: Humanoid.
Size: Large; Reach 10ft.
Speed: 20ft.
Ability Scores: +4 CON, -2 INT, -2 WIS, -2 CHA.
Languages: Starts knowing Giant; isn’t affected by intelligence modifier.
Stable: +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Wood Elves

“War is the tool of the infantile races; a destructive force they cannot truly comprehend with their short lives.”

The word Elf means to be part of nature, and none of the Elven races embody it more than the Wood Elves. Their senses are tuned to subtle changes, and their steps are silent. While elves are sexless and genderless, they often choose a gender to facilitate communication.

Type: Humanoid.
Size: Medium.
Speed: 35ft.
Ability Scores: +2 DEX, +2 WIS, -2 STR.
Languages: Starts knowing Elven; isn’t affected by intelligence modifier.
Agile Defence: +2 dodge bonus.
Sneaky: +4 racial bonus to stealth.

High Elves

“Forget about the purity of the soul for a moment and consider how convenient it is to have a calculator in your head; and all the other problems being synthetic solved.”

Urbanites whose entire civilization is contained in one mega-city. High Elves are queer humans who fled persecution and settled in the frozen wastes of the Pale. Their city, Kedem, is the world's trade center and a beacon of inclusivity and equality.

Type: Humanoid, Half Construct.
Size: Medium.
Speed: 30ft.
Ability Scores: +2 INT, +2 CON.
Languages: Starts knowing Draconic; isn’t affected by intelligence modifier.
Sensor Suite: High Elves can see all around them, making them immune to flanking and granting them +4 perception.
Magitech Synapses: High Elves have blindsense to a range of 30 feet; they usually don't need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that they cannot see still has total concealment against individuals with blindsense, and High Elves still have the normal miss chance when attacking creatures that have concealment. Visibility still affects their movement. High Elves are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.

Dark Elves

“All Elves know they are superior to the lesser races; Wood Elves will lecture you, and High Elves mark you as their own; we simply state it as it is.”

Led by the great matron, a goddess in human form, Dark Elves respect rank above anything in their matriarchal society. They admire spiders, using them as mounts and pets. Much like spiders, Dark Elf women are bigger than men.

Type: Humanoid.
Size: Medium.
Speed: 30ft.
Ability Scores: +2 STR, +2 CHA.
Languages: Starts knowing Undercommon; isn’t affected by intelligence modifier.
Boons of Gray Blood: Members of this race are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Martial Prowess: Once per day. as a spell like ability, cast blur.
Infravision: 60ft darkvision.

Dwarves

“Dark? Maybe for you infravision seeing folks; Don’t worry, enjoy the feast, I will warn you if you put anything inedible in your mouth.”

Once robotic servants of a cosmic empire, these living machines were abandoned by their makers for unknown reasons. They were crafted to mine worlds for valuable resources, and hold out underground against invading forces – They also developed a love for alcohol and extremely spicy food!

Type: Humanoid, Half Construct.
Size: Medium.
Speed: 20ft, 20ft burrow.
Ability Scores: +2 CON, +2 INT, -2 WIS.
Languages: Starts knowing Dwarven; knows additional languages equal to their INT modifier.
Steel Belly: +4 FORT against disease and poisons.
Lightless Dwelling: Members of this race can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Gnomes

“Comeon, it was one ghost pepper, how should I’ve known it would be that bad?”

Are fey that fell in love with the natural world. Gnomes live in cave systems close to the surface, where they carry out experiments. Gnomes like to play tricks on their smallfolk neighbors, and serve as a bridge between halfling and dwarf traders.

Type: Fey.
Size: Small.
Speed: 30ft.
Ability Scores: +2 CON, +2 CHA.
Languages: Starts knowing Gnome; knows additional languages equal to their INT modifier.
Tinkerers: Members of this race gain a +1 bonus on Disable Device and Knowledge engineering checks.
Gnome Magic: Once per day, as a spell like ability, cast minor image.
Cave Born: 120ft darkvision.

Halflings

“I’m warning you, if you keep acting up, I’ll have to sit you down and feed you beans and turnips.”

Dedicated farmers, who build their homes into the side of hills. Halfling would be happy if they could live a quiet life, full of sausages and farm gazing. Sadly, adventure calls; many Halflings are forced out of their home to defend it, or to seek profitable ventures.

Type: Humanoid.
Size: Small.
Speed: 20ft.
Ability Scores: +2 to any.
Languages: Starts knowing Halfling; isn’t affected by intelligence modifier. Lucky: +2 racial bonus on all saving throws.
Mouselike: +4 racial bonus on Stealth checks.
Burrow Dwellers: 60ft darkvision.

Orcs

“The shaman said you’re nice magic, so you can stay.”

Nomadic raiders; Orcish society is one of martial prowess, as magical combat poses little threat to an Orc. They govern cities by vassals, letting existing rulers be in exchange for tribute.

Type: Humanoid.
Size: Medium.
Speed: 35ft.
Ability Scores: +4 STR, -2 DEX, -2 INT.
Languages: Starts knowing Orc; isn’t affected by intelligence modifier.
Leather Skin: Natural armor +1.
Bad Wuju: Spell Resistance 11 + Level.
Tusks: Bite attack, 1d4.

Gnolls

“They call us thieves, but we prefer artisans; a better product means more pay.”

Criminals exist in all races, but Gnolls are the only race which view crime as an economic policy. Gnoll clans, connect to existing crime networks and sponsor them, straining the local militia. When a city falls into turmoil, they mobilize and assault it.

Type: Outsider.
Size: Small.
Speed: 30ft.
Ability Scores: +2 DEX, +2 INT.
Languages: Starts knowing Goble; knows additional languages equal to their INT modifier.
Speckled: Attacks made against members of this race while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the chance. This is an EX ability.
Rogue Trader: +2 Appraise, +2 Bluff.
Shadow Caster: Twice per day, as a spell like ability, cast obscuring mist.

Centaurs

“Dwarves? Elves? Bah! Filthy train makers.”

Most Centaurs find jobs as caravan protectors or raiders, making a mobile home out of trade routes. Famously, black knights, Centaurs of nobility serve tyrants as heavy cavalry.

Type: Humanoid.
Size: Large; Reach 5ft (Use weapons and armor as if you were medium).
Speed: 45ft.
Ability Scores: +2 CON, +2 WIS, -4 INT.
Languages: Starts knowing Chat; isn’t affected by intelligence modifier.
Hooved: Centaurs can use their hooves as a secondary natural attack, 1d4 damage.
Quadropad: CMD +4. Members of this race use weapons and armor as if they were Medium.

Draugr

“Ah, a fresh undead… You should seek a necropolis to stay at; find the flying cities and enjoy your eternal unlife.”

Heroes captured by foul forces. Necromancers raise heroes on the verge of death to make a Draugr. The great deeds tied to these individuals result in a half-undead creature of legendary abilities. To prevent the Draugr from going on its own way, the necromancer strips away their memory. As the necromancer weakens, due to age or a foe, the Draugr breaks away from their control, never to be chained again.

Type: Humanoid, Half Undead.
Size: Medium.
Speed: 20ft.
Ability Scores: +2 STR, +2 CHA.
Languages: Speaks Necril; knows additional languages equal to their INT modifier.
Legendary: DR/10 Magic.
Necrophage: Draugrs are healed by negative energy and harmed by positive energy. Moreover, Once per day, as a spell like ability, they can cast inflict light wounds.
Darksight: 60ft darkvision.

Naga

“The great serpent will devour you petty fly, and show you the errors of your arrogance.”

Deep in the oceans, where light dwindles dim, live the Naga. While preferring to remain out of surface politics, the usefulness of relations with other races had forced them to venture out.

Type: Humanoid.
Size: Medium.
Speed: 30ft, 30ft swim.
Ability Scores: +2 DEX, +2 WIS, -2 STR.
Languages: Speaks Serpentine; knows additional languages equal to their INT modifier.
Sirens’ Song: Once per day, as a supernatural ability, cast hypnotism.
Deepsight: 120ft darkvision while underwater.
Amphibious: Can breathe both water and air.

Trolls

“Making fun of the way I talk? You’re the one who’s miss pronouncing my language.”

Remnants of an ancient empire, much of Troll culture is lost to time. Awoken after millennia of stony hibernation, Trolls intend to reclaim their ruined cities, setting on expeditions to find what happened to their empire.

Type: Humanoid.
Size: Medium.
Speed: 30ft.
Ability Scores: +2 CON, +2 INT.
Languages: Speaks Troll; knows additional languages equal to their INT modifier.
Troll’s Regeneration: Has fast healing; regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. A Troll’s fast healing does not restore hit points lost from starvation, thirst, fire damage, acid damage, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until the Troll dies, at which point the effects of fast healing immediately end.
Researchers: Once per day, as a spell like ability, cast comprehend languages.