Player Races of Valesadonia

 

Notes:

  • Half elves do not exist.
  • Half-orcs are listed under human.  So are planet-touched and anything that is at least partially human.
  • Races with an ECL of +1 have a Race Level that adjust hit points, basic attack bonus, and saves.
  • Small races get a +1 size bonus to AC, +1 size bonus to attack, and +4 size bonus on hide checks.  They may only use smaller weapons than humans use and their carrying limits are ¾ that of a medium creature.

 

Subrace

Race

Frequency

Size

ECL

Favorite Class

Forbidden Class

Aasimar

Human

Rare

Med

+1

Paladin

None

Catfolk

Other

Uncommon

Med

+1

Ranger

None

Changeling

Shapeshifter

Very Rare

Med

0

Rogue

Barbarian
Druid
Paladin

Death-Touched

Human

Very Rare

Med

+1

Sorcerer

Barbarian
Druid
Paladin

Dwarf, Gold

Dwarf

Uncommon

Med

0

Fighter

Barbarian
Druid

Dwarf, Shield

Dwarf

Common

Med

0

Fighter

None

Elf, Moon

Elf

Common

Med

0

Wizard

None

Elf, Sun

Elf

Very Rare

Med

0

Wizard

Barbarian
Monk

Elf, Wild

Elf

Very Rare

Med

0

Sorcerer

Monk
Paladin
Wizard

Elf, Wood

Elf

Uncommon

Med

0

Ranger

Barbarian
Monk

Gnome, Chaos

Gnome

Rare

Small

+1

Sorcerer

Monk
Paladin
Wizard

Gnome, Forest

Gnome

Uncommon

Small

0

Bard

None

Gnome, Rock

Gnome

Common

Small

0

Bard

None

Gnome, Whisper

Gnome

Rare

Small

0

Rogue

None

Goatfolk

Monstrous

Uncommon

Med

+1

Barbarian

Druid
Monk
Paladin

Goliath

Monstrous

Rare

Med

+1

Barbarian

Druid
Monk
Paladin
Rogue

Hafling, Lightfoot

Halfling

Common

Small

0

Rogue

None

Halfling, Ghostwise

Halfling

Very Rare

Small

0

Barbarian

Monk
Paladin

Halfling, Strongheart

Halfling

Uncommon

Small

0

Rogue

None

Halfling, Tallfellow

Halfling

Rare

Small

0

Rogue

None

Half-Orc

Human

Common

Med

0

Barbarian

None

Human

Human

Common

Med

0

Any

None

Lizardfolk, Poison Dusk

Reptilian

Uncommon

Small

+1

Ranger

None

Lupin

Other

Rare

Med

0

Ranger

Barbarian
Druid

Tiefling

Human

Rare

Med

+1

Rogue

None


Humans

Subrace

ECL Adj

Ability Mods

Favorite Class

Forbidden Class

Features

Aasimar
(rare)

+1

+2 Wis
+2 Cha

Paladin

Barbarian

Med Size, Move 30, Darkvision Vision  60'
+2 Racial Bonus for Listen, Spot
Acid, Cold, Electricity Resistance 5
Cast Light 1/day as Character Lev
"Native Outsider"

Death-Touched (very rare)

+1

-2 Con
+2
Wis
+4 Cha

Sorcerer

Barbarian
Druid
Paladin

Med Size, Move 30, Darkvision Vision  60'
+2 Racial Bonus Intimidate, Move Silently
Cold, Electricity Resistance 5
Cast Chill Touch 1/day as Character Lev

Half-Orc
(common)

0

+2 Str
-2 Int
-2 Cha

Barbarian

None

Med Size, Move 30, Darkvision Vision  60'
Able to use "orc only magic items"

Human
(common)

0

None

Any

None

Med Size, Move 30, Standard Vision
1 xtra Feat at 1st Lev
4 xtra skillpts at 1st Lev, 1 xtra skillpt at every oth Lev

Tiefling
(rare)

+1

+2 Dex
+2 Int
-2 Cha

Rogue

Barbarian

Med Size, Move 30, Darkvision Vision  60'
+2 Racial Bonus Bluff, Hide
Cold, Electricity, Fire Resistance 5
Cast Darkness 1/day as Character Lev
"Native Outsider"

 

Description

AasimirCarrying the blood of a celestial, an aasimar is usually good-aligned.  Some have a minor physical trait suggesting their heritage (ie silver hair, golden eyes, and/or unaturually intense stare).  They often carry a birthmark suggestive of the deity their celestial ancestor served.  They are the only race of humans openly welcomed by all elf races.  Race level: hp 1d8, BAB +1, Fort +1.   Automatic languages: common.

 

Death-touched - Human with some type of undead in his/her ancestry.  Often pale with dark hair & some undead-like feature (ie sharp canine teeth, ghoul-like tongue, or smell of graveyard).  They are treated with suspicion and often with disdain by other races.  Death-touched are often loners.  When they do have associates, those associates are either outcasts themselves or very extraordinary in their acceptance of others.  Race level: hp 1d6,  Will +1.   Automatic languages:  common.

 

Half-orc - Per Player’s Handbook except whereas noted.  All non evil half-orcs were raised in human lands.  They are either the children of at least one half-orc parent or an orc father and an unwilling human mother.  Automatic languages:  common.

 

Human – Per Player’s Handbook except whereas noted.  Automatic languages: common.

 

TieflingBecause they are descended from evil outsiders, they are often considered evil an untrustworthy.  Not all tieflings are evil and untrustworthy, but enough are to perpetuate the prejudice.  Some have a minor physical trait suggesting their heritage (ie pointed teeth, red eyes, small horns, odor of brimstone, cloven feet, and/or unnatural aura of wrongness).  They often carry a birthmark suggestive of the deity their infernal ancestor served.  Race level: hp 1d8, BAB +1, Ref +1.   Automatic languages: common.

 

 


Dwarves

Subrace

ECL Adj

Ability Mods

Favorite Class

Forbidden Class

Features

Gold Dwarf
(uncommon)

0

+2 Con
-2 Dex

Fighter

Barbarian
Druid

Med Size, Move 20, Darkvision Vision  60'
+1 Racial Bonus attk Aberrations
+4 Dodge Bonus vs Giants
+2 Racial Bonus Metal & Stone
+2 Racial Bonus Saves vs Poison
+2 Racial Bonus Spells & Like Effects

Shield Dwarf
(common)

0

+2 Con
-2 Cha

Fighter

None

Med Size, Move 20, Darkvision Vision  60'
+1 Racial Bonus attk Goblinoids, Orcs
+4 Dodge Bonus vs Giants
+2 Racial Bonus Metal & Stone
+2 Racial Bonus Saves vs Poison
+2 Racial Bonus Spells & Like Effects

 

Notes – All dwarves have the following

  • Metal & Stone - +2 racial bonus on appraise and craft checks using stone and/or metal.
  • Stability - +4 bonus on checks to avoid being bull rushed or tripped while standing on the ground.
  • Stonecutting – +2 racial bonus to notice unusual stonework.  Automatic check if dwarf passes within 10’ of unusual stonework.  Can search for stone-based traps as a rogue.
  • Weapon Familiarity Dwarven only weapons are considered as martial weapons and not exotic.

 

Description

Shield Dwarf – Per Player’s Handbook except whereas follows.  There are a few shield dwarf towns but most have integrated with the human population.  They are generally mistrusting of elves except moon elves.  Automatic languages:  low dwarven and common.

 

Gold Dwarf – Gold dwarves live in their own kingdoms under the mountains.  They consider themselves superior to other races.  Those found wandering the human lands are either merchants trading goods, ambassadors, or the rare but bored gold dwarf in search of adventure.  Their skin is darker than shield dwarves but not as dark as duergars.  Automatic languages: high dwarven and two of the following – low dwarven, undercommon, gnome, or common.

 


Elves

Subrace

ECL Adj

Ability Mods

Favorite Class

Forbidden Class

Features

Moon Elf
(common)

0

+2 Dex
-2 Con

Wizard

None

Med Size, Move 30, Low-light Vision
+2 Racial Bonus Saves vs Enchanments
Immune to magic Sleep
+2 Racial Bonus Listen, Search, Spot

Sun Elf
(very rare)

0

+2 Int
-2 Con

Wizard

Barbarian
Monk

Med Size, Move 30, Low-light Vision
+2 Racial Bonus Saves vs Enchanments
Immune to magic Sleep
+2 Racial Bonus Listen, Search, Spot

Wild Elf
(very rare)

0

+2 Dex
-2 Int

Sorcerer

Monk
Paladin
Wizard

Med Size, Move 30, Low-light Vision
+2 Racial Bonus Saves vs Enchanments
Immune to magic Sleep
+2 Racial Bonus Listen, Search, Spot

Wood Elf
(uncommon)

0

+2 Str
+2 Dex
-2 Con
-2 Int
-2 Cha

Ranger

Barbarian
Monk

Med Size, Move 30, Low-light Vision
+2 Racial Bonus Saves vs Enchanments
Immune to magic Sleep
+2 Racial Bonus Listen, Search, Spot

 

Notes – All elves have the following

  • Secret doors – Automatic search check if an elf passes within 5’ of  a secret or concealed door.
  • Weapon Familiarity – Elves are proficient with all straight bows, longsword, and rapier.

 

Description

Moon Elf – Per Player’s Handbook except whereas follows.  There are a few moon elf communities (often part of a larger “human” city) but most have integrated with the human population.  They are generally mistrusting of gold dwarves.  Automatic languages: low elven and common.

 

Sun Elf – Sun elves live on Vingariku Isle.  Taller and grander in physical appearance than other elves, they have a reputation for being aloof and arrogant even by the other elven races. They consider themselves superior to other races and do not normally allow outsiders to set foot on their land. Those found wandering the human lands are either ambassadors or outcasts.  They view other elven races as impure.  They see wood elves as slightly impure.  They view moon elves as impure and corrupted by contact with other inferior races.  Wild elves in their opinion are nothing less than barbaric.  They admire art, music, nature, and beauty.  Most races consider sun elves to be annoying with their haughty attitude.  Sun elves have bronze skin.  They have golden blond, copper, or black hair.  They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.  Their eyes are either green or gold.  Automatic languages: high elven.

 

Wild Elf – Wild elves are barbaric and tribal.  They are rarely seen by others because they live in the heart of thick forests and they have incredible skill at keeping hidden.  Most wild elves are skiddish around other races.  They are by nature curious and on rare occasion a brave elf will venture beyond their forest.   Their skin tends to be dark brown and their hair ranges from black to light brown, lightening to silvery white with age.  They dress in simple clothing of animal skins and basic plant weaves.  Automatic languages: their particular tribal tongue.

 

Wood Elf – More muscular than other elves, wood elves are reclusive and private.  Whereas they believe elves are superior, their attitude is kept in check by a deep respect for all living creatures.    Moon elves are more human than elven in their opinion.  Wood elves consider themselves to be the chosen proctors of their wild cousins.  Wood elves have coppery skin tinged with green.  Their eyes are brown, green, or hazel.  Their hair is usually brown or black, with blond and coppery-red occasionally found.  Their clothing is in dark shades of green and earth tones to better bled in with their natural surroundings.  Automatic languages: wood elven, high elven, and two of the following – low elven, local tribal language of wild elves, common , or sylvan.


Gnomes

Subrace

ECL Adj

Ability Mods

Favorite Class

Forbidden Class

Features

Chaos Gnome
(rare)

+1

+2 Dex
+2 Con
+2 Cha
-2 Str

Sorcerer

Monk
Paladin
Wizard

Small Size, Move 20, Low-Light Vision
Spell Ability
+2 Racial Bonus on Listen
+4 Dodge Bonus to AC vs Giants
+1 Caster Level on chaos spells
Luck of Chaos - may reroll 1 roll/day
Immune to Confusion effects

Forest Gnome
(uncommon)

0

+2 Con
-2 Str

Bard

None

Small Size, Move 20, Low-Light Vision
Spell Ability
+2 Racial Bonus on Listen
+4 Racial Bonus on Hide (+8 in woods)
+4 Dodge Bonus to AC vs Giants
+1 Racial Bonus Attk Orcs & Reptillian Humanoids
+2 Racial Bonus Saves vs Illusions

Rock Gnome
(common)

0

+2 Con
-2 Str

Bard

None

Small Size, Move 20, Low-Light Vision
Spell Ability
+2 Racial Bonus on Craft (Alchemy), Listen
+4 Dodge Bonus to AC vs Giants
+1 Racial Bonus Attk Kobolds & Goblinoids
+2 Racial Bonus Saves vs Illusions
+1 DC to any Illusion Spell

Whisper Gnome
(rare)

0

+2 Dex
+2 Con
-2 Cha
-2 Str

Rogue

None

Small Size, Move 30, Darkvision 60'
Spell Ability
+2 Racial Bonus on Listen, Spot
+4 Dodge Bonus to AC vs Giants
+1 Racial Bonus Attk Kobolds & Goblinoids

 

Notes – All gnomes have the following

  • Weapon Familiarity – Gnome only weapons are considered as martial weapons and not exotic.

 

Description

Chaos Gnome   Chaos gnomes can be found amongst forest gnomes or humans.  They are always chaotic.  Spell Ability: Able to cast Dancing Lights, Daze, Flare, Entropic Shield, Prestidigitation as 1st level 1/day.  Race level: hp 1d6,  Will +1.  Automatic languages: gnome and common.

 

Forest Gnome   Forest gnomes are equally as happy in either their own forest communities or in human lands.  They are smaller than rock gnomes, averaging 2 to 2&1/2 feet in height.  Their skin is bark-colored or gray-green and their eyes are brown, green, or blue.  Spell Ability: Pass without trace (self only) always on .  Able to cast Dancing Lights, Ghost Sound, Prestidigitation, Speak with animals (burrowing mammals only) as 1st level  1/day.  Automatic languages: gnome and common.

 

Rock Gnome – Per Player’s Handbook except whereas follows.  Rock gnomes are equally as happy in either their own cities underground or in human lands.  Spell Ability: Able to cast Dancing Lights, Ghost Sound, Prestidigitation, Speak with animals (burrowing mammals only) as 1st level  1/day.  Automatic languages: gnome and common.

 

Whisper Gnome   Whisper gnome cities are deep underground.  Those that wonder the world above ground do so in search of adventure and riches.  They are physically indistinguishable from rock gnomes.  Spell Ability: Able to cast Ghost Sound, Mage Hand, Message, and Silence (self only) as 1st level 1/day.  Automatic languages: gnome, common and undercommon.

 


Halflings

Subrace

ECL Adj

Ability Mods

Favorite Class

Forbidden Class

Features

Ghostwise Halfling
(very rare)

0

+2 Dex
-2 Str

Barbarian

Monk
Paladin

Small Size, Move 20
+2 Racial Bonus Climb, Jump, Listen, Move Silently
+1 Racial Bonus Attck Sling & Thrown Weapons
+2 Morale Bonus Saves vs Fear
Speak without Sound

Lightfoot Halfling
(common)

0

+2 Dex
-2 Str

Rogue

None

Small Size, Move 20
+2 Racial Bonus Climb, Jump, Listen, Move Silently
+1 Racial Bonus Attck Sling & Thrown Weapons
+1 Racial Bonus ALL Saves
+2 Morale Bonus Saves vs Fear

Strongheart Halfling
(uncommon)

0

+2 Dex
-2 Str

Rogue

None

Small Size, Move 20
+2 Racial Bonus Climb, Jump, Listen, Move Silently
+1 Racial Bonus Attck Sling & Thrown Weapons
+2 Morale Bonus Saves vs Fear
Extra Feat at 1st Level

Tallfellow Halfling
(rare)

0

+2 Dex
-2 Str

Rogue

None

Small Size, Move 20
+2 Racial Bonus Listen, Search, Spot
+1 Racial Bonus Attck Sling & Thrown Weapons
+1 Racial Bonus ALL Saves
+2 Morale Bonus Saves vs Fear
Secret Doors

 

Description

Ghostwise Halfling – These wild, nearly feral halflings rarely leave the confines of the deep forests.  Strange and reclusive, they form close-knit communities and are uncomfortable with strangers.  Their culture is almost entirely cut off from the outside world and their awareness of other kinds of halflings is very low.  Speak without Sound: A ghostwise can communicate with any one creature within 20 feet as long as they share a common language.  Automatic languages: ghostwise.

 

Lightfoot Halfling – Per Player’s Handbook except whereas follows.  Lightfoots are equally as happy in either their own villages or in human towns.  All lightfoot villages are within human lands.  Automatic languages: common.

 

Stongheart Halfling – While lightfoots value the experience of travel and the sight of new lands and people, stronghearts are a more organized, orderly, and industrious race.  Thet build to last and fierclt defend their homelands.  Humans are often surprised to learn that some Halflings are capable of a warrior tradition and aren’t afraid to show a hint of arrogance or confidence.  Stronghearts enjoy athletic contests and value exceptional skills of all kinds.  Automatic languages: common and either low elven or wood elven.

 

Tallfellow Halfling Tallfellows can usually be found amongst the elves.  They have a few villages of their own, but these are usually found within elven lands.  They are about 4 feet tall and weigh between 30 and 35 pounds.  Secret doors: Automatic search check if a tallfellow passes within 5’ of  a secret or concealed door.  Automatic languages: common, wood elven, and either low elven or high elven.

 


Monstrous Humanoids

Subrace

ECL Adj

Ability Mods

Favorite Class

Forbidden Class

Features

Goatfolk
(uncommon)

+1

+4 Str
+2 Con
-2 Int
-2
Wis

Barbarian

Druid
Monk
Paladin

Med Size, Move 30, Darkvision 60'
Pack Fervor, Weapon Familiarity
Natural Weapons Head butt (1d6)
+4 Racial Bonus on Intimidate
+2 Natural Armor Bonus to AC

Goliath
(rare)

+1

+4 Str
-2 Dex
+2 Con

Barbarian

Druid
Monk
Paladin
Rogue

Med Size, Move 30
Powerful Build, Mountain Movement
Do not take penalities due to high altitude
+2 Racial Bonus on Sense Motive

 

Description

GoatfolkGoatfolk call themselves ibixians.  Most are warriors.  Their culture centers around combat, strength, family, and the honor of the ibixian race.  They choose their leaders by combat.  They stand between 6 and 6&1/2.  They weigh about 250 pounds.  It is common for them to hire themselves out to other races as mercenaries.  Race Level:  hp 1d12, BAB +1, Fort +1.  Weapon familiarity - All goatfolk are proficient with greataxe and simple weapons.   Pack Fervor: When fighting within 30’ of another goatfolk, gain +2 morale bonuse on attack rolls and +4 morale bonus on save vs fear.  Automatic languages: ibixian and common.

 

Goliath – Goliaths are barbaric and competitive in nature.  They are massive humanoids, unafraid of throwing their weight around in a fight. They are highly competitive nomads who can be powerful allies. They are known for an almost foolhardy daring. Goliaths have mottled gray skin, with dark and light patches. Goliaths tend to wander, tending flocks and not building large, agricultural supported settlements.  Race Level:  hp 1d10, BAB +1, Fort +1.  Powerful Build: Goliaths are treated as one size larger with regards to bull rush, trip, grapple, etc.  They may use weapons designed for creatures one size larger without penalty.  Mountain Movement: Goliaths treat standing long jumps and high jumps as if there was a running start.  They may make an accelerated climb without penalty.  Automatic languages: goliath, hill giant, and common.


Other Humanoids

Subrace

ECL Adj

Ability Mods

Favorite Class

Forbidden Class

Features

Catfolk
(uncommon)

+1

+4 Dex
+2 Cha

Ranger

Monk
Paladin

Med Size, Move 40, Low-light vision
+2 Racial Bonus on Listen and Move Silently
+1 Natural Armor Bonus to AC

Lupin
(rare)

0

 

Ranger

Barbarian
Druid

Med Size, Move 40, Darkvision 60'
Accute Sense of Smell
All Lupin have Tracking
+2 Racial Bonus on Listen and Ride
+1 Racial Bonus on attk and dam vs Werewolves

 

Description

Catfolk – Graceful and curious, catfolk occasionally leave their native lands and travel.  They are between 5 and 7 feet tall. With tails about 2/3 their height in length.  Race Level:  hp 1d8, BAB +1, Fort +1, Ref +1.  Automatic languages: feline, common, and wood elven.

 

Lupin - Lupins are canine humanoids. While a few sages believe the creatures descended from a cross between gnolls and humans, many others argue that they are an offshoot of true werewolves (although lupins abhor all types of lycanthropes).  Lupins look like furred humans with canine heads. Their short fur ranges from tan to black, with rare instances of white. An individual lupin's fur is usually one colour, perhaps with some small touches of another lighter colour around the muzzle, hands, and feet, but a few individuals have spots. Like humans, lupins have comparatively long hair on their heads. This is often a shade darker than the lupin's body fur, though it turns grey or white with age. Lupins usually wear their hair long and straight, though braids are not unusual.  Lupins are built much like humans, and their eyes resemble human eyes, with irises of blue, brown, or green. They also have short tails, about 2 feet long. A lupin's limbs are human in appearance, though the hands are furred on the back and have dark, leathery palms, and the feet are furred on top and have leathery soles.  Acute Sense of Smell: Lupin get the following: +2 bonus on survival checks to follow tracks, +5 racial bonus on spot checks that oppose disguise checks of a ‘known individual’ within 5’.  They can pinpoint an invisible or hidden creature within 5’ with a DC 20 wisdom check.  They can detect a lycanthrope within 30’ on a DC10 wisdom check (60’ downwind, 15’ upwind).  They get -2 penalty on saves vs odor-based attacks (ie stinking cloud).  Automatic languages: lupin and common.


Reptilian

Subrace

ECL Adj

Ability Mods

Favorite Class

Forbidden Class

Features

Poison Dusk Lizardfolk
(uncommon)

+1

+2 Dex
+2 Con
-2 Cha

Ranger

None

Small Size, Move 30, Low-light vision
Weapon Familiarity, Posion Use
Natural Weapons 2 claws (1d3) & 1 bite (1d3)
+4 Racial Bonus on Balance, Jump, Swim
+3 Natural Armor Bonus to AC
+5 Racial Bonus on Hide (if most of skin is exposed)

 

Description

Poison Dusk Lizardfolk – A poison dusk lizardfolk is between 3 and 4 feet tall and weighs between 42 and 52 pounds.  Its tail is between 2 and 3 feet long.  Its scales shift color with its mood.  The eyes of a poison dusk lizard folk are larger than those of other species.  Males have a crest running down the back of the head that can lie flat or extend based on mood.  They revere dragons, believing themselves to be descended from the large creatures.  They even worship dragon deities.  Posison dusk communities are found in marshes and swamps.  Race Level:  hp 1d8, BAB +1, Fort +1, Ref +1.  Posion Use: Poison dusks with this ability never accidently poison themselves.  Weapon Familiarity: All poison dusks are proficient with bolos and nets.  Automatic languages:  reptilian, common, and draconic.

 


Shapeshifters

Subrace

ECL Adj

Ability Mods

Favorite Class

Forbidden Class

Features

Changeling
(very rare)

0

 

Rogue

Barbarian
Druid
Paladin

Med Size, Move 30
Natural Linguist, Minor Shape Change
+2 Racial Bonus Saves vs Charm & Sleep effects
+2 Racial Bonus Bluff, Intimidate, Sense Motive

             

Description

Changeling – Evolved from the union of doppelgangers and humans, changelings eventually became their own race. Unlike true doppelgangers, changelings do havegender in their natural form, though they can adopt any form they want.  They do not possess the full shapechanging ability of dopplegangers, but they are effective disguise artists. This makes them consummate spies and criminals, a reputation that many changelings live up to.  In general they are prudent and cautious.  They do not have their own communities.  Instead they choose to blend into human society.  Many changelings revere the deity known as the Traveler.  Many others follow a personal philosophy of the perfect form, in which physical transformation is a spiritual practice symbolizing purification.  This philosophy is curiously amoral, and its practitioners include both assassins and saintly ascetics.  Natural Linguist: Add speak language to list of skills regardless of class.  Minor Shape Change: Supernatural ability to alter appearance as though using a disguise self spell.  This is a physical alteration and not an illusion.  It only affects the changeling’s body and not his/her possessions.  This can be used at will and is a full round action.  The alteration lasts until the changeling changes again.  The changeling returns to natural form when killed.  A true seeing spell reveals the changeling’s true form.  When using this ability the chageling gets a +10 circumstance bonus on disguise checks.  Automatic languages: common and one other of player’s choice.