Player Races of Valesadonia
Notes:
|
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 |
|
Death-Touched |
Human |
Very Rare |
Med |
+1 |
Sorcerer |
Barbarian |
|
Dwarf, Gold |
Dwarf |
Uncommon |
Med |
0 |
Fighter |
Barbarian |
|
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 |
|
Elf, Wild |
Elf |
Very Rare |
Med |
0 |
Sorcerer |
Monk |
|
Elf, Wood |
Elf |
Uncommon |
Med |
0 |
Ranger |
Barbarian |
|
Gnome,
Chaos |
Gnome |
Rare |
Small |
+1 |
Sorcerer |
Monk |
|
Gnome, |
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 |
|
Goliath |
Monstrous |
Rare |
Med |
+1 |
Barbarian |
Druid |
|
Hafling, Lightfoot |
Halfling |
Common |
Small |
0 |
Rogue |
None |
|
Halfling, Ghostwise |
Halfling |
Very Rare |
Small |
0 |
Barbarian |
Monk |
|
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 |
|
Tiefling |
Human |
Rare |
Med |
+1 |
Rogue |
None |
Humans
|
Subrace |
ECL Adj |
Ability
Mods |
Favorite
Class |
Forbidden
Class |
Features |
|
Aasimar |
+1 |
+2 |
Paladin |
Barbarian |
Med Size,
Move 30, Darkvision Vision 60' |
|
Death-Touched
(very rare) |
+1 |
-2 Con |
Sorcerer |
Barbarian |
Med Size,
Move 30, Darkvision Vision 60' |
|
Half-Orc |
0 |
+2 Str |
Barbarian |
None |
Med Size,
Move 30, Darkvision Vision 60' |
|
Human |
0 |
None |
Any |
None |
Med Size,
Move 30, Standard Vision |
|
Tiefling |
+1 |
+2 Dex |
Rogue |
Barbarian |
Med Size,
Move 30, Darkvision Vision 60' |
Description
Aasimir – Carrying 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.
Tiefling – Because 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 |
0 |
+2 Con |
Fighter |
Barbarian |
Med Size,
Move 20, Darkvision Vision 60' |
|
Shield
Dwarf |
0 |
+2 Con |
Fighter |
None |
Med Size,
Move 20, Darkvision Vision 60' |
Notes – All
dwarves have the following
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 |
0 |
+2 Dex |
Wizard |
None |
Med Size,
Move 30, Low-light Vision |
|
Sun Elf |
0 |
+2 Int |
Wizard |
Barbarian |
Med Size,
Move 30, Low-light Vision |
|
Wild Elf |
0 |
+2 Dex |
Sorcerer |
Monk |
Med Size,
Move 30, Low-light Vision |
|
Wood Elf |
0 |
+2 Str |
Ranger |
Barbarian |
Med Size,
Move 30, Low-light Vision |
Notes – All elves
have the following
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 |
+1 |
+2 Dex |
Sorcerer |
Monk |
Small
Size, Move 20, Low-Light Vision |
|
Forest
Gnome |
0 |
+2 Con |
Bard |
None |
Small
Size, Move 20, Low-Light Vision |
|
Rock Gnome |
0 |
+2 Con |
Bard |
None |
Small
Size, Move 20, Low-Light Vision |
|
Whisper
Gnome |
0 |
+2 Dex |
Rogue |
None |
Small
Size, Move 30, Darkvision 60' |
Notes – All gnomes
have the following
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
–
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 |
0 |
+2 Dex |
Barbarian |
Monk |
Small
Size, Move 20 |
|
Lightfoot
Halfling |
0 |
+2 Dex |
Rogue |
None |
Small
Size, Move 20 |
|
Strongheart Halfling |
0 |
+2 Dex |
Rogue |
None |
Small
Size, Move 20 |
|
Tallfellow Halfling |
0 |
+2 Dex |
Rogue |
None |
Small
Size, Move 20 |
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 |
+1 |
+4 Str |
Barbarian |
Druid |
Med Size,
Move 30, Darkvision 60' |
|
Goliath |
+1 |
+4 Str |
Barbarian |
Druid |
Med Size,
Move 30 |
Description
Goatfolk
– Goatfolk 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 |
+1 |
+4 Dex |
Ranger |
Monk |
Med Size,
Move 40, Low-light vision |
|
Lupin |
0 |
|
Ranger |
Barbarian |
Med Size,
Move 40, Darkvision 60' |
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 |
+1 |
+2 Dex |
Ranger |
None |
Small
Size, Move 30, Low-light vision |
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 |
0 |
|
Rogue |
Barbarian |
Med Size,
Move 30 |
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.