Revised Races

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(Planestouched Templates)
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=<font color="darkred">'''Core Races'''</font>=
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=<font color="darkred">'''Races'''</font>=
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==Human==
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;[[Revised_Core_Races|Core Races]]
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*[[Revised_Core_Races#Human|Human]]
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*[[Revised_Core_Races#Dwarf|Dwarf]]
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*[[Revised_Core_Races#Elf|Elf]]
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*[[Revised_Core_Races#Gnome|Gnome]]
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*[[Revised_Core_Races#Half-Elf|Half-Elf]]
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*[[Revised_Core_Races#Half-Orc|Half-Orc]]
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*[[Revised_Core_Races#Halfling|Halfling]]
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{|border="3" align="center" style="text-align:left;"
 
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|+http://www.wizards.com/dnd/images/rod_gallery/86280.jpg
 
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|-
 
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|'''Type:'''||Humanoid (human)
 
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|-
 
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|'''Size:'''||Medium
 
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|-
 
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|'''Speed:'''||30 ft land
 
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|-
 
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|'''Special Senses:'''||None
 
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|-
 
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|'''Ability Adjustments:'''||+2 to the ability score of your choice
 
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|-
 
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|'''Primary Features:'''||<u>Quick to Learn:</u> At 1st level, a human may select an additional feat that they qualify for and take it as a bonus feat.
 
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|-
 
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|'''Secondary Features:'''||<u>Able Learner:</u> A human need only spend a single skill point to increase his ranks in a cross-class skill (rather than two).<br><u>Skillful:</u> At 7th level, a human may select any Skill Focus feat and gain it as a bonus feat. He gains another bonus Skill Focus at level 14.
 
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|-
 
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|'''Automatic Languages:'''||Common and any one of your choice
 
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|-
 
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|'''Favored Classes:'''||Any one of your choice
 
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|}
 
 +
;[[Revised_Monstrous_Races|Monstrous Races]]
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*[[Revised_Monstrous_Races#Azure_Template|Azure Creature]]
 +
*[[Revised_Monstrous_Races#Bugbear|Bugbear]] (Unfinished)
 +
*[[Revised_Monstrous_Races#Centaur|Centaur]] (Unfinished)
 +
*[[Revised_Monstrous_Races#Drow|Drow]]
 +
*[[Revised_Monstrous_Races#Gnoll|Gnoll]] (Unfinished)
 +
*[[Revised_Monstrous_Races#Goblin|Goblin]]
 +
*[[Revised_Monstrous_Races#Hobgoblin|Hobgoblin]]
 +
*[[Revised_Monstrous_Races#Minotaur|Minotaur]]
 +
:*[[Revised_Monstrous_Races#The_Minotaur_Racial_Class|Minotaur Racial Class]]
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*[[Revised_Monstrous_Races#Orc|Orc]]
 +
*[[Revised_Monstrous_Races#Raptorian|Raptorian]]
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*[[Revised_Monstrous_Races#Svirfneblin|Svirfneblin]]
 +
*[[Revised_Monstrous_Races#Werebeast_Template|Werebeast]] (Unfinished)
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==Dwarf==
 
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{|border="3" align="center" style="text-align:left;"
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;[[Revised_Planestouched|Planestouched Templates]]
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|+http://www.wizards.com/dnd/images/ros_gallery/83257.jpg
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*[[Revised_Planestouched#Aasimar|Aasimar]]
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|-
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:*[[Revised_Planestouched#The_Aasimar_Racial_Class|Aasimar Racial Class]]
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|'''Type:'''||Humanoid (dwarf)
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*[[Revised_Planestouched#Flamekin|Flamekin]]
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|-
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:*[[Revised_Planestouched#The_Flamekin_Racial_Class|Flamekin Racial Class]]
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|'''Size:'''||Medium
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*[[Revised_Planestouched#Frostborn|Frostborn]]
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|-
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:*[[Revised_Planestouched#The_Frostborn_Racial_Class|Frostborn Racial Class]]
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|'''Speed:'''||20 ft land. 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).
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*[[Revised_Planestouched#Riverbred|Riverbred]] (Unfinished)
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|-
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:*[[Revised_Planestouched#The_Riverbred_Racial_Class|Riverbred Racial Class]] (Unfinished)
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|'''Special Senses:'''||Darkvision 60 ft
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*[[Revised_Planestouched#Stonehewn|Stonehewn]] (Unfinished)
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|-
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:*[[Revised_Planestouched#The_Stonehewn_Racial_Class|Stonehewn Racial Class]] (Unfinished)
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|'''Ability Adjustments:'''||+2 Constitution, +2 Wisdom, -2 Charisma
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*[[Revised_Planestouched#Tiefling|Tiefling]]
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|-
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:*[[Revised_Planestouched#The_Tiefling_Racial_Class|Tiefling Racial Class]]
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|'''Primary Features:'''||<u>Dwarven Stamina:</u> Dwarves gain Endurance as a bonus feat at 1st level.<br><u>Dwarven Determination:</u> At 5th level, dwarves gain Diehard as a bonus feat. In addition, a 5th level or higher dwarf no longer dies when he reaches -10 hp; instead, he dies when his HP reaches negative (5 + Constitution score + character level). If he has the Diehard feat from another source (such as the crusader class), this becomes negative (5 + Constitution score + 2*character level) instead. (So an 8th level dwarf with 17 Con dies only when he reaches -30. If he has Diehard from another source, he only dies if he reaches -38 hp instead.)
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*[[Revised_Planestouched#Wildsoul|Wildsoul]] (Unfinished)
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|-
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:*[[Revised_Planestouched#The_Wildsoul_Racial_Class|Wildsoul Racial Class]] (Unfinished)
-
|'''Secondary Features:'''||<u>Iron Stomach:</u> At 1st level, dwarves have a +2 racial bonus on saves against poison. This increases to +4 at 4th level and +6 at 7th level. At 10th level, dwarves become completely immune to poison.<br><u>Stability:</u> 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).
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*[[Revised_Planestouched#Windwrought|Windwrought]] (Unfinished)
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|-
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:*[[Revised_Planestouched#The_Windwrought_Racial_Class|Windwrought Racial Class]] (Unfinished)
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|'''Automatic Languages:'''||Common and Dwarven
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-
|-
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|'''Favored Classes:'''||Cleric, crusader, knight
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-
|}
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==Elf==
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;[[Revised_Draconic_Races|Draconic Races]]
 +
*[[Revised_Draconic_Races#Dragonborn Template|Dragonborn]] (Unfinished)
 +
*[[Revised_Draconic_Races#Dragontouched Template|Dragontouched]]
 +
*[[Revised_Draconic_Races#Half-Dragon_Template|Half-Dragon]]
 +
:*[[Revised_Draconic_Races#The_Half-Dragon_Racial_Class|Half-Dragon Racial Class]]
 +
*[[Revised_Draconic_Races#Kobold|Kobold]]
 +
*[[Revised_Draconic_Races#Spellscale|Spellscale]]
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{|border="3" align="center" style="text-align:left;"
 
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|+http://www.wizards.com/dnd/images/row_gallery/86613.jpg
 
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|-
 
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|'''Type:'''||Humanoid (elf)
 
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|-
 
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|'''Size:'''||Medium
 
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|-
 
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|'''Speed:'''||35 ft land speed. Elves are light and lithe, allowing them to move a bit faster than a human.
 
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|-
 
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|'''Special Senses:'''||Low-light Vision
 
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|-
 
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|'''Ability Adjustments:'''||+2 Dexterity, +2 Intelligence, -2 Constitution
 
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|-
 
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|'''Primary Features:'''||<u>Elven Training:</u> Due to their exceptional life span, elves have plenty of time to attend to specialized training. At 1st level, each elf chooses Exotic Weapon Proficiency (any one), Point Blank Shot, Spell Focus (any one), or Weapon Finesse and gains it as a bonus feat, regardless of whether or not that elf qualifies for the feat.<br><u>Weapon Proficiencies:</u> Elves automatically have martial weapon proficiency with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow).
 
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|-
 
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|'''Secondary Features:'''||<u>Elven Composure:</u> Elves are naturally immune to sleep effects and gain +2 to saves vs enchantment spells and effects. This increases to +4 at 7th level and +6 at 13th level. At 19th level, elves become completely immune to enchantment effects.<br><u>Superior Senses:</u> Elves get a +2 racial bonus to Listen and Spot checks. This increases to a +4 bonus at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th level.
 
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|-
 
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|'''Automatic Languages:'''||Common and Elven
 
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|-
 
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|'''Favored Classes:'''||Duskblade, warblade, wizard
 
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|}
 
 +
;[[Revised_Races_of_Eberron|Races of Eberron]]
 +
*[[Revised_Races_of_Eberron#Changeling|Changeling]]
 +
*[[Revised_Races_of_Eberron#Kalashtar|Kalashtar]]
 +
*[[Revised_Races_of_Eberron#Shifter|Shifter]]
 +
*[[Revised_Races_of_Eberron#Warforged|Warforged]]
 +
*[[Revised_Races_of_Eberron#Warforged_Scout|Warforged Scout]]
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==Gnome==
 
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{|border="3" align="center" style="text-align:left;"
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;[[Revised_Psionic_Races|Psionic Races]] (Unfinished)
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|+http://www.wizards.com/dnd/images/ros_gallery/83273.jpg
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*[[Revised_Psionic_Races#Duergar|Duergar]]
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|-
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*[[Revised_Psionic_Races#Elan|Elan]]
-
|'''Type:'''||Humanoid (gnome)
+
-
|-
+
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|'''Size:'''||Small
+
-
|-
+
-
|'''Speed:'''||20 ft land speed
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-
|-
+
-
|'''Special Senses:'''||Low-light Vision
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-
|-
+
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|'''Ability Adjustments:'''||+2 Constitution, +2 Charisma, -2 Strength
+
-
|-
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-
|'''Primary Features:'''||<u>Fight Underfoot:</u> Due to specialized training, gnomes gain Dodge as a bonus feat at 1st level. A gnome of 4th level or higher gets an additional +2 dodge bonus to AC against attacks made by his dodge target if that creature is of a larger size category than he is. This increases to +3 at 8th level, +4 at 12th level, +5 at 16th level, and +6 at 20th level.
+
-
|-
+
-
|'''Secondary Features:'''||<u>Magical Talent (Sp):</u> At 1st level, a gnome chooses ''dancing lights'', ''ghost sound'', ''prestidigitation'', or ''summon instrument'' to have as a spell-like ability that they may use at will. The caster level is equal to character level, and the save DC (if any) is based on Charisma. If Summon Instrument is chosen, only one instance of the spell-like ability may be active at one time (so summoning a second instrument dispels the first).<br><u>Illusion Sense:</u> Whenever gnomes see an illusionary image effect (such as from Silent Image, Minor Image, etc), they automatically get a save to disbelieve that image without having to interact with it. They receive a +4 racial bonus to such saves.
+
-
|-
+
-
|'''Automatic Languages:'''||Common and Gnome
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-
|-
+
-
|'''Favored Classes:'''||Bard, beguiler, swashbuckler
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-
|}
+
-
==Half-Elf==
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=<font color="darkred">'''Ungrouped Races'''</font>=
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{|border="3" align="center" style="text-align:left;"
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==Duergar==
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|+http://www.wizards.com/dnd/images/rod_gallery/86290.jpg
+
-
|-
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|'''Type:'''||Humanoid (elf, half-elf, human)
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-
|-
+
-
|'''Size:'''||Medium
+
-
|-
+
-
|'''Speed:'''||30 ft land speed
+
-
|-
+
-
|'''Special Senses:'''||Low-light Vision
+
-
|-
+
-
|'''Ability Adjustments:'''||+2 to the ability score of your choice
+
-
|-
+
-
|'''Primary Features:'''||<u>Varied Ancestry:</u> Due to his mixed blood, a half elf often has quite a number of interesting entries on his family tree. At 1st level, he may select any heritage feat he qualifies for and take it as a bonus feat. He gains a second bonus heritage feat at 9th level.<br><u>Adaptable:</u> At 1st level, a half-elf chooses to take after his human heritage or his elven heritage. He gains either the Able Learner ability of the human (allowing him to only spend one skill point on cross-class skills rather than two) or the Weapon Proficiencies of the elf (granting him proficiency in rapier, longbow, shortbow, and their composite equivalents).
+
-
|-
+
-
|'''Secondary Features:'''||<u>Persuasive:</u> Half-elves gain a +2 racial bonus to Bluff and Diplomacy checks. This increases to a +4 bonus at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th level.<br><u>Superior Senses:</u> Half-elves get a +2 racial bonus to Listen and Spot checks. This increases to a +3 bonus at 4th level, +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level.
+
-
|-
+
-
|'''Automatic Languages:'''||Common and any one of your choice
+
-
|-
+
-
|'''Favored Classes:'''||Paladin, ranger, sorcerer
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-
|}
+
-
 
+
-
 
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-
==Half-Orc==
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{|border="3" align="center" style="text-align:left;"
{|border="3" align="center" style="text-align:left;"
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|+http://www.wizards.com/dnd/images/roe_gallery/88221.jpg
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|+http://i56.tinypic.com/v7rwoy.jpg
|-
|-
-
|'''Type:'''||Humanoid (half-orc, human, orc)
+
|'''Type:'''||Humanoid (duergar, dwarf, psionic)
|-
|-
|'''Size:'''||Medium
|'''Size:'''||Medium
|-
|-
-
|'''Speed:'''||30 ft land speed
+
|'''Speed:'''||20 ft land. However, gray 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).
|-
|-
-
|'''Special Senses:'''||Darkvision 60 ft
+
|'''Special Senses:'''||Darkvision 120 ft
|-
|-
-
|'''Ability Adjustments:'''||+2 Strength, -2 Charisma
+
|'''Ability Adjustments:'''||+2 Constitution, -2 Charisma
|-
|-
-
|'''Primary Features:'''||<u>Powerful Build:</u> The physical stature of half-orcs lets them function in many ways as if they were one size category larger. Whenever it is advantageous for him, a half-orc is considered one size category larger for the purposes of special abilities and combat maneuvers that depend on size (like Swallow Whole and determining who he can grapple) as well as checks that are subject to a size modifier (like grapple checks, bull rush attempts, and trip attempts). In addition, he may use weapons designed for creatures of a size category larger without penalty, though his size and reach remain that of his actual size. This trait stacks with effects that would change his size category.
+
|'''Primary Features:'''||<u>Naturally Psionic:</u> Duegar are naturally psionic, gaining 1 bonus power point per character level.<br><u>Psionic Gift:</u> At 1st level, a duergar gains ''conceal thoughts'' as a bonus power, which he can manifest using his character level as his manifester level, though it can only target himself. He must spend power points and may augment that power as usual. At 6th level, he similarly gains ''expansion'' as a bonus power, and at 11th level he gains ''strength of my enemy'' as well. All save DCs are based on his highest mental ability score.  
|-
|-
-
|'''Secondary Features:'''||<u>Menacing:</u> Half-orcs may use Strength in place of Charisma to determine their ability modifier to Intimidate checks. In addition, they gain a +2 racial bonus to Intimidate checks, which increases to a +4 bonus at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th level.
+
|'''Secondary Features:'''||<u>Deep Constitution:</u> At 1st level, duergar have a +2 racial bonus on saves against paralysis and poison. This increases to +3 at 4th level, +4 at 8th, +5 at 12th, +6 at 16th, and +7 at 20th.<br><u>Stability:</u> A gray 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).
|-
|-
-
|'''Automatic Languages:'''||Common and any one of your choice
+
|'''Automatic Languages:'''||Undercommon and Dwarven
|-
|-
-
|'''Favored Classes:'''||Barbarian, fighter, spirit shaman
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|'''Favored Classes:'''||Divine mind, monk, psychic warrior
|}
|}
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==Halfling==
 
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{|border="3" align="center" style="text-align:left;"
 
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|+http://www.wizards.com/dnd/images/row_gallery/86619.jpg
 
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|-
 
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|'''Type:'''||Humanoid (halfling)
 
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|-
 
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|'''Size:'''||Small
 
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|-
 
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|'''Speed:'''||30 ft land speed. Though halflings are Small, they are swift of foot and can move as quickly as a Medium character.
 
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|-
 
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|'''Special Senses:'''||Low-light Vision
 
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|-
 
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|'''Ability Adjustments:'''||+2 Dexterity, +2 Intelligence, -2 Strength
 
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|-
 
-
|'''Primary Features:'''||<u>Lucky:</u> Halflings tend to be luckier than most other races. At 1st level, a halfling selects any luck feat he qualifies for and receives it as a bonus feat. He receives another bonus luck feat at 9th level and a third one at 16th level.
 
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|-
 
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|'''Secondary Features:'''||<u>Courageous:</u> At 1st level, halflings have a +2 racial bonus on saves against fear. This increases to +4 at 4th level and +6 at 7th level. At 10th level, halflings become completely immune to fear.<br><u>Athletic:</u> Halflings gain a +2 racial bonus to Climb, Jump, and Swim checks. This increases to a +4 bonus at 5th level, +6 at 10th level, +8 at 15th level, and +10 at 20th level.
 
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|-
 
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|'''Automatic Languages:'''||Common and Halfling
 
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|-
 
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|'''Favored Classes:'''||Factotum, rogue, swordsage
 
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|}
 
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=<font color="darkred">'''Monstrous Races'''</font>=
 
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==Azure Template==
 
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{|border="3" align="center" style="text-align:left;"
 
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|+http://www.wizards.com/dnd/images/moi_gallery/91246.jpg
 
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|-
 
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|'''Description:'''||An azure creature is a creature that has a supernaturally strong bond with incarnum.
 
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|-
 
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|'''Restrictions:'''||Azure is an inherited template that can be applied to any living, corporeal creature with an Intelligence of 3 or higher that doesn't already have the incarnum subtype.
 
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|-
 
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|'''Type:'''||The base creature's type remains the same, but it gains the incarnum subtype.
 
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|-
 
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|'''Size:'''||The base creature's size remains the same.
 
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|-
 
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|'''Speed:'''||The base creature's speeds remain the same.
 
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|-
 
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|'''Special Senses:'''||The base creature does not gain or lose any special senses.
 
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|-
 
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|'''Ability Adjustments:'''||The base creature's ability scores are unchanged.
 
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|-
 
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|'''Primary Features:'''||The base creature retains all of its primary features.
 
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|-
 
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|'''Secondary Features:'''||The base creature loses its secondary features, and gains abilities as follows:
 
-
 
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<u>Essentia Pool:</u> At 1st level, an azure creature's essentia pool is permanently increased by 1. If he doesn't have an essentia pool, this trait grants him one with a single point of essentia.
 
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<u>Smite (Su):</u> Azure creatures are infused with certainty, granting them the ability to strike hard when their convictions are strongest. Once per day, an azure creature can declare an attack as a smite attack, granting him an insight bonus to attack equal to his Constitution modifier and an insight bonus to damage equal to his character level. He must declare the smite before he rolls attack; if it misses, this use of the ability is wasted. This may be used an additional time per day for every level he has divisible by 5 (so 2/day at 5th, 3/day at 10th, etc).
 
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|-
 
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|'''Automatic Languages:'''||The base creature neither gains nor loses any automatic languages.
 
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|-
 
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|'''Favored Classes:'''||The base creature retains its favored classes, and gains incarnate as a favored class.
 
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|}
 
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==Centaur==
 
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http://www.wizards.com/dnd/images/row_gallery/86633.jpg
 
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==Changeling==
 
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{|border="3" align="center" style="text-align:left;"
 
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|+http://www.wizards.com/dnd/images/roe_gallery/88212.jpg
 
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|-
 
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|'''Type:'''||Humanoid (changeling, human, shapechanger)
 
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|-
 
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|'''Size:'''||Medium
 
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|-
 
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|'''Speed:'''||30 ft land speed
 
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|-
 
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|'''Special Senses:'''||None
 
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|-
 
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|'''Ability Adjustments:'''||+2 Intelligence, +2 Charisma, -2 Wisdom
 
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|-
 
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|'''Primary Features:'''||<u>Minor Shapechange (Su):</u> Changelings can alter their appearance at will as a full-round action, allowing them to change their physical characteristics as if using ''disguise self''. However, the changes are actual minor alterations to the changeling's body, allowing no saves for the effect, and they cannot alter the appearance of their possessions this way. The ability is permanent and lasts until the changeling changes shape again or dies, and True Seeing sees through the disguise. By default, this grants a +10 circumstance bonus to Disguise, which improves to +15 at level 7 and +20 at level 14.<br><u>Slippery Mind:</u> Whenever a changeling is affected by an enchantment spell or ability with a saving throw and a duration (like a ''charm person'' spell) and fail the save, he gets a second attempt 1 round later at the same DC. This works as the rogue special ability. In addition, he gains a +2 racial bonus to saves vs mind-affecting effects, which increases to +3 at level 6, +4 at level 12, and +5 at level 18.
 
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|-
 
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|'''Secondary Features:'''||<u>Fencer's Feint:</u> Changelings can feint as a move action (rather than a standard action). If a changeling has the Improved Feint feat, that becomes a swift action instead of a move action.<br><u>Natural Linguist:</u> Changelings are masters of languages, making learning new languages easy for them. A changeling always has Speak Languages as a class skill.<br><u>Social Intuitition:</u> Changelings get a +2 racial bonus to Bluff, Diplomacy, and Sense Motive checks. This increases to a +3 bonus at 4th level, +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level.
 
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|-
 
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|'''Automatic Languages:'''||Common and any two other
 
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|-
 
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|'''Favored Classes:'''||Beguiler, lurk, rogue
 
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|}
 
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==Drow==
 
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{|border="3" align="center" style="text-align:left;"
 
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|+http://www.wizards.com/dnd/images/roe_gallery/88226.jpg
 
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|-
 
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|'''Type:'''||Humanoid (drow, elf)
 
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|-
 
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|'''Size:'''||Medium
 
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|-
 
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|'''Speed:'''||30 ft land speed
 
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|-
 
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|'''Special Senses:'''||Low-light Vision, Darkvision 120 ft
 
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|-
 
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|'''Ability Adjustments:'''||+2 Dexterity, +2 Charisma, -2 Constitution
 
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|-
 
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|'''Primary Features:'''||<u>Spell Resistance:</u> Drow are inherently resistant against spells. They have spell resistance equal to 10 + character level.<br><u>Poison Use:</u> All drow can apply poison to their weapons without risk of poisoning themselves. This works as the assassin class feature.<br><u>Weapon Proficiencies:</u> Drow automatically have weapon proficiency with hand crossbow, rapier, and whip.
 
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|-
 
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|'''Secondary Features:'''||<u>Dark Talent (Sp):</u> All drow gain access to a pool of magic each day through which they may access spell-like abilities. At 1st level, a drow has 2 magic charges per day, which increases by one every level divisible by 3 (so 3/day at 3rd, 4/day at 6th, etc). He may spend a charge to use ''ghost sound'', ''darkness'', or ''faerie fire'' as a spell-like ability, with caster level equal to character level and save DCs (if any) based off of Charisma.<br><u>Superior Senses:</u> Drow get a +2 racial bonus to Listen and Spot checks. This increases to a +3 bonus at 4th level, +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level.
 
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|-
 
-
|'''Automatic Languages:'''||Undercommon and Elven
 
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|-
 
-
|'''Favored Classes:'''||Dread necromancer, favored soul, warlock
 
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|}
 
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==Gnoll==
 
-
+Str, +Con, -Int, -Cha
 
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+NA
 
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Withstand Pain
 
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Fast Movement
 
-
FC: Dragon shaman, druid, ranger
 
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http://www.wizards.com/dnd/images/row_gallery/86634.jpg
 
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==Goblin==
 
-
+Dex, +Con, -Str
 
-
FC: Binder, rogue, spellthief
 
-
http://www.wizards.com/dnd/images/rhod_gallery/95661.jpg
 
-
==Hellbred Template==
 
-
(like dragonborn)
 
-
FC: +Paladin
 
-
==Hobgoblin==
 
-
+Dex, +Con, -Wis
 
-
FC: Dragon shaman, knight, duskblade
 
-
==Karsite==
 
-
+2 Con, +2 Cha, -4 Wis
 
-
Magic Draining Attack (Mage Slayer line?)
 
-
Spell resistance, spell healing
 
-
Spellcasting inability - can't cast spells
 
-
racial class 1 level for better SR and mage slayer feats
 
-
FC: Binder, marshal, warlock
 
-
==Minotaur==
 
-
Starts with powerful build, racial class provides Large size
 
-
==Orc==
 
-
+4 Str, +Con, -Int, -Wis, -Cha
 
-
Light sensitivity
 
-
FC: Barbarian, fighter, warblade
 
-
http://www.wizards.com/dnd/images/rof_gallery/49736.jpg
 
-
==Raptorian==
 
-
+Dex, +Wis, -Str
 
-
FC: Druid, scout, spirit shaman
 
-
http://www.wizards.com/dnd/images/row_gallery/86656.jpg
 
-
==Shifter==
 
-
+Wis, -Int
 
-
FC: Barbarian, monk, totemist
 
-
http://www.wizards.com/dnd/images/roe_gallery/88207.jpg
 
-
==Svirfneblin==
 
-
+Dex, +Cha, -Str
 
-
FC: Binder, hexblade, shadowcaster
 
-
: Undercommon and Gnome
 
-
==Warforged==
 
-
+Con, +Int, -Wis, -Cha
 
-
FC: Archivist, artificer, warblade
 
-
http://i52.tinypic.com/20jiakg.png
 
-
==Warforged Scout==
 
-
+Dex, +Int, -Wis, -Cha
 
-
FC: Artificer, factotum, scout
 
-
http://i53.tinypic.com/2nb82tg.jpg
 
-
==Werebeast Template==
 
-
http://www.wizards.com/dnd/images/rof_gallery/49743.jpg
 
-
 
-
 
-
=<font color="darkred">'''Planestouched Templates'''</font>=
 
-
 
-
==Aasimar==
 
-
 
-
{|border="3" align="center" style="text-align:left;"
 
-
|+http://i52.tinypic.com/2w5ukcz.jpg
 
-
|-
 
-
|'''Description:'''||An aasimar is a creature with celestial blood somewhere in its bloodline.
 
-
|-
 
-
|'''Restrictions:'''||Aasimar is an inherited template that can be applied to any living, corporeal creature.
 
-
|-
 
-
|'''Type:'''||The base creature changes its type to outsider (aasimar, native), though it doesn't automatically gain the vision abilities or the armor/weapon proficiencies associated with that type.
 
-
|-
 
-
|'''Size:'''||The base creature's size remains the same.
 
-
|-
 
-
|'''Speed:'''||The base creature's speeds remain the same.
 
-
|-
 
-
|'''Special Senses:'''||The base creature gains low light vision in addition to its previous senses.
 
-
|-
 
-
|'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Wisdom, +2 Charisma, -2 Intelligence.
 
-
|-
 
-
|'''Primary Features:'''||The base creature retains its primary features.
 
-
|-
 
-
|'''Secondary Features:'''||The base creature loses its secondary features, and gains the following:
 
-
 
-
<u>Celestial Resistances:</u> At 1st level, each aasimar gains resistance 5 against acid and cold. This increases to energy resistance 10 at level 6, energy resistance 15 at level 12, and energy resistance 20 at level 18.
 
-
 
-
<u>Holy Blessing (Sp):</u> Aasimars gain access to a pool of sanctity points equal to half their character level (min 1), which replenishes at midnight each day. Aasimars may spend a single sanctity point to cast ''protection from evil'' as a spell-like ability, spend two points to cast ''zone of truth'' as a spell-like ability, or spend three points to cast ''daylight'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the aasimar's character level, and the save DC is based on Charisma.
 
-
|-
 
-
|'''Automatic Languages:'''||The base creature gains Celestial as an additional automatic language.
 
-
|-
 
-
|'''Favored Classes:'''||The base creature retains its favored classes, and gains crusader as a favored class.
 
-
|}
 
-
 
-
 
-
===The Aasimar Racial Class===
 
-
 
-
'''Hit Die:''' d10
 
-
 
-
'''Skill Points:''' 4 per level (x4 at 1st level)
 
-
 
-
'''Class Skills:''' Climb, Concentration, Craft, Diplomacy, Gather Information, Heal, Jump, Knowledge (Nature), Knowledge (Nobility and Royalty), Knowledge (Religion), Knowledge (the Planes), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Spellcraft, Spot, and Swim.
 
-
 
-
{|border="3" align="center" style="text-align:center;"
 
-
|+'''Aasimar Racial Class Progression'''
 
-
|-
 
-
!Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special||Spellcasting or Initiating
 
-
|-
 
-
|1st||2nd||+1||+2||+0||+2||Abilities (+2 Str, +2 Int), Greater Blessing (''consecrate''), Healing Touch, Sacred Smite||None
 
-
|-
 
-
|2nd||4th||+2||+3||+0||+3||Abilities (+2 Con, +2 Wis), Greater Blessing (''summon monster''), Celestial Immunities, Tongues||+1 level of divine spellcasting or initiating class
 
-
|-
 
-
|3rd||7th||+3||+3||+1||+3||Abilities (+2 Dex, +2 Cha), Greater Blessing (''flame strike''), Holy Skin, Wings||None
 
-
|-
 
-
|4th||11th||+4||+4||+1||+4||Abilities (+2 Str, +2 Con), Greater Blessing (''holy aura''), Spell Resistance, Fast Healing||+1 level of divine spellcasting or initiating class
 
-
|}
 
-
 
-
 
-
'''Proficiencies:''' Aasimars gain proficiency with all simple and martial weapons as well as all armors and shields (besides tower shields).
 
-
 
-
'''Abilities (Ex):''' Each time you take a level in aasimar, your ability scores increase as indicated on the table.
 
-
 
-
'''Greater Blessing (Sp):''' Each time you take a level in aasimar, you gain an extra 2 sanctity points per day for your Greater Blessing racial feature, which can be used to cast spell-like abilities as usual (so a level 6 aasimar with two levels in its racial class has a total of 7 sanctity points per day). In addition, as you take levels in aasimar, you gain new spell-like abilities to use with Holy Blessing, as follows: (CL is still equal to character level and saves are still based on Charisma)
 
-
 
-
:<u>''Consecrate''</u>: If you have at least one level in aasimar, you may spend two sanctity points to cast ''consecrate'' as a spell-like ability. You do not need to spend material components to cast ''consecrate'' this way.
 
-
:<u>''Summon Monster''</u>: If you have at least two levels in aasimar, you may spend sanctity points to cast a ''summon monster'' spell as a spell-like ability. You must summon a good creature with the ''summon monster'' SLA. The number of sanctity points required to use a particular ''summon monster'' is equal to its spell level and you may only use a ''summon monster'' SLA if your character level is greater than or equal to twice that ''summon monster'''s spell level (so ''summon monster ix'' requires expending 9 sanctity points to use and can only be cast by a aasimar of level 18 or higher).
 
-
:<u>''Flame Strike''</u>: If you have at least three levels in aasimar, you may spend five sanctity points to cast ''flame strike'' as a spell-like ability.
 
-
:<u>''Holy Aura''</u>: If you have at least four levels in aasimar, you may spend eight sanctity points to cast ''holy aura'' as a spell-like ability.
 
-
 
-
'''Healing Touch (Su):''' At 1st level, you gain the ability to heal yourself or others with a touch. As a move action, you may touch a willing creature to heal it for 2d8 hit points. This healing increases by an additional 1d8 per three character levels (3d8 at level 3, 4d8 at level 6, etc). You may use this ability a total number of times per day equal to 3 + your Charisma modifier (min 1).
 
-
 
-
'''Sacred Smite (Su):''' At 1st level, whenever you make an attack, you may spend a sanctity point to declare that attack a smite attack, gaining you a sacred bonus to attack equal to your Charisma modifier and a sacred bonus to damage equal to your character level. A nongood creature struck this way must make a Will save (DC = damage dealt) or become frightened for 1d4 rounds. The use of this ability must be declared before making an attack, and a failed attack means that the smite attempt is wasted. This ability may not be used twice on the same round.
 
-
 
-
'''Celestial Immunities (Ex):''' At 2nd level, you become more and more like a true celestial. Choose acid or cold. You gain immunity to the chosen energy type. In addition, you become immune to petrification.
 
-
 
-
'''Tongues (Su):''' At 2nd level, you gain the ability to speak with any creature that has a language, as though using a ''tongues'' spell (caster level equal to character level). This ability is always active.
 
-
 
-
'''Spellcasting or Initiating:''' At 2nd and 4th levels, you may select a divine spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, you may gain an increase in initiator level, maneuvers known, maneuvers readied, and stances known as if you had gained a level in an initiator class you possess. If you don't possess any spellcasting or initiating classes, you may instead gain an effective level of cleric casting, which stacks with any other sources of cleric casting you may have or gain. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/initiating (such as domains or steely resolve).
 
-
 
-
'''Holy Skin (Ex):''' At 3rd level, you gain damage reduction 5/evil. This improves to damage reduction 10/magic and evil at character level 14 and damage reduction 15/epic and evil at character level 20.
 
-
 
-
'''Wings (Ex):''' At 3rd level, you grow a pair of feathered wings, gaining a fly speed of 60 ft with average maneuverability. You can still fly at 40 ft (average) while wearing medium/heavy armor or carrying a medium/heavy load.
 
-
 
-
'''Spell Resistance (Ex):''' At 4th level, you gain spell resistance equal to 10 + character level.
 
-
 
-
'''Fast Healing (Ex):''' At 4th level, you gain fast healing 3, allowing you to regain 3 hit points every round.
 
-
 
-
 
-
==Aquatic==
 
-
+Wis, -Cha
 
-
FC: +Monk
 
-
L: +Aquan
 
-
http://www.wizards.com/dnd/images/rof_gallery/49749.jpg
 
-
==Flamekin==
 
-
+Cha, -Wis
 
-
FC: +Wilder
 
-
L: +Ignan
 
-
http://www.wizards.com/dnd/images/ros_gallery/83297.jpg
 
-
==Stonebred==
 
-
+Con, -Dex
 
-
FC: +Soulborn
 
-
L: +Terran
 
-
http://www.wizards.com/dnd/images/rof_gallery/49755.jpg
 
-
==Tiefling==
 
-
 
-
{|border="3" align="center" style="text-align:left;"
 
-
|+http://i52.tinypic.com/dgjxus.jpg
 
-
|-
 
-
|'''Description:'''||A tiefling is a creature with fiendish blood somewhere in its bloodline.
 
-
|-
 
-
|'''Restrictions:'''||Tiefling is an inherited template that can be applied to any living, corporeal creature.
 
-
|-
 
-
|'''Type:'''||The base creature changes its type to outsider (native, tiefling), though it doesn't automatically gain the vision abilities or the armor/weapon proficiencies associated with that type.
 
-
|-
 
-
|'''Size:'''||The base creature's size remains the same.
 
-
|-
 
-
|'''Speed:'''||The base creature's speeds remain the same.
 
-
|-
 
-
|'''Special Senses:'''||The base creature gains darkvision 60 in addition to its previous senses.
 
-
|-
 
-
|'''Ability Adjustments:'''||The base creature loses its previous ability score adjustments and gains +2 Dexterity, +2 Intelligence, -2 Wisdom.
 
-
|-
 
-
|'''Primary Features:'''||The base creature retains its primary features.
 
-
|-
 
-
|'''Secondary Features:'''||The base creature loses its secondary features, and gains the following:
 
-
 
-
<u>Fiendish Resistances:</u> At 1st level, each tiefling gains resistance 5 against fire and electricity. This increases to energy resistance 10 at level 6, energy resistance 15 at level 12, and energy resistance 20 at level 18.
 
-
 
-
<u>Dark Blessing (Sp):</u> Tieflings gain access to a pool of corruption points equal to half their character level (min 1), which replenishes at midnight each day. Tieflings may spend a single corruption point to cast ''protection from good'' as a spell-like ability, spend two points to cast ''darkness'' as a spell-like ability, or spend three points to cast ''bestow curse'' as a spell-like ability. For all SLAs cast this way, the caster level is equal to a the tiefling's character level, and the save DC is based on Charisma.
 
-
|-
 
-
|'''Automatic Languages:'''||The base creature gains either Abyssal or Infernal as an additional automatic language.
 
-
|-
 
-
|'''Favored Classes:'''||The base creature retains its favored classes, and gains warlock as a favored class.
 
-
|}
 
-
 
-
 
-
===The Tiefling Racial Class===
 
-
 
-
'''Hit Die:''' d8
 
-
 
-
'''Skill Points:''' 6 per level (x4 at 1st level)
 
-
 
-
'''Class Skills:''' Bluff, Concentration, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Knowledge (Arcana), Knowledge (Religion), Knowledge (the Planes), Listen, Move Silently, Open Lock, Perform, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, and Spot.
 
-
 
-
{|border="3" align="center" style="text-align:center;"
 
-
|+'''Tiefling Racial Class Progression'''
 
-
|-
 
-
!Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special||Spellcasting or Invoking
 
-
|-
 
-
|1st||2nd||+1||+0||+2||+2||Abilities (+2 Str, +2 Int), Darker Blessing (''desecrate''), Natural Weapons, Profane Smite||None
 
-
|-
 
-
|2nd||4th||+2||+0||+3||+3||Abilities (+2 Dex, +2 Cha), Darker Blessing (''summon monster''), Blacksight, Fiendish Immunities||+1 level of spellcasting or invoking class
 
-
|-
 
-
|3rd||7th||+3||+1||+3||+3||Abilities (+2 Con, +2 Wis), Darker Blessing (''slay living''), Fiendish Hide, Wings||None
 
-
|-
 
-
|4th||11th||+4||+1||+4||+4||Abilities (+2 Str, +2 Cha), Darker Blessing (''unholy aura''), Spell Resistance, Telepathy||+1 level of spellcasting or invoking class
 
-
|}
 
-
 
-
 
-
'''Proficiencies:''' Tieflings gain proficiency with all simple and martial weapons as well as all light and medium armors.
 
-
 
-
'''Abilities (Ex):''' Each time you take a level in tiefling, your ability scores increase as indicated on the table.
 
-
 
-
'''Darker Blessing (Sp):''' Each time you take a level in tiefling, you gain an extra 2 corruption points per day for your Dark Blessing racial feature, which can be used to cast spell-like abilities as usual (so a level 6 tiefling with two levels in its racial class has a total of 7 corruption points per day). In addition, as you take levels in tiefling, you gain new spell-like abilities to use with Dark Blessing, as follows: (CL is still equal to character level and saves are still based on Charisma)
 
-
 
-
:<u>''Desecrate''</u>: If you have at least one level in tiefling, you may spend two corruption points to cast ''desecrate'' as a spell-like ability. You do not need to spend material components to cast ''desecrate'' this way.
 
-
:<u>''Summon Monster''</u>: If you have at least two levels in tiefling, you may spend corruption points to cast a ''summon monster'' spell as a spell-like ability. You must summon a evil creature with the ''summon monster'' SLA. The number of corruption points required to use a particular ''summon monster'' is equal to its spell level and you may only use a ''summon monster'' SLA if your character level is greater than or equal to twice that ''summon monster'''s spell level (so ''summon monster ix'' requires expending 9 corruption points to use and can only be cast by a tiefling of level 18 or higher).
 
-
:<u>''Slay Living''</u>: If you have at least three levels in tiefling, you may spend five corruption points to cast ''slay living'' as a spell-like ability.
 
-
:<u>''Unholy Aura''</u>: If you have at least four levels in tiefling, you may spend eight corruption points to cast ''unholy aura'' as a spell-like ability.
 
-
 
-
'''Natural Weapons (Ex):''' At 1st level, you gain use of some natural weapons, gaining a pair of primary claw attacks (1d4 + Strength for a Medium creature) as well as a secondary bite attack (1d6 + 1/2 Strength for a Medium creature). These weapons are automatically considered magic and evil (for purposes such as penetrating damage reduction and attacking incorporeal creatures). At character level 8, the critical range of your natural weapons expand to 19-20/x2, and at character level 17 they expand again to 18-20/x2. Both of these changes stack with effects like Improved Critical and Keen.
 
-
 
-
'''Profane Smite (Su):''' At 1st level, whenever you make an attack, you may spend a corruption point to declare that attack a smite attack, gaining you a profane bonus to attack equal to your Charisma modifier and a profane bonus to damage equal to your character level. A nonevil creature struck this way must make a Will save (DC = damage dealt) or become frightened for 1d4 rounds. The use of this ability must be declared before making an attack, and a failed attack means that the smite attempt is wasted. This ability may not be used twice on the same round.
 
-
 
-
'''Blacksight (Su):''' Just like a devil, a tiefling who embraces his fiendish origins gains power over darkness. At 2nd level, you are able to see through magical darkness just as well as you can see in regular darkness, and your darkvision extends to 120 ft.
 
-
 
-
'''Fiendish Immunities (Ex):''' At 2nd level, you become more and more like a true fiend. Choose fire or electricity. You gain immunity to the chosen energy type. In addition, you become immune to poison.
 
-
 
-
'''Spellcasting or Invoking:''' At 2nd and 4th levels, you may select a spellcasting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, if you already have a level in warlock or if you don't possess any spellcasting classes, you may gain an increase in caster level, new invocations, and eldritch blast damage as if you had gained a level in warlock. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/invoking (such as familiar progression or fiendish resilience).
 
-
 
-
'''Fiendish Hide (Ex):''' At 3rd level, you gain damage reduction 5/good. This improves to damage reduction 10/magic and good at character level 14 and damage reduction 15/epic and good at character level 20.
 
-
 
-
'''Wings (Ex):''' At 3rd level, you grow a pair of bat-like wings, gaining a fly speed of 60 ft with average maneuverability. You can still fly at 40 ft (average) while wearing medium/heavy armor or carrying a medium/heavy load.
 
-
 
-
'''Spell Resistance (Ex):''' At 4th level, you gain spell resistance equal to 10 + character level.
 
-
 
-
'''Telepathy (Su):''' At 4th level, you gain telepathy, allowing you to mentally communicate with any intelligent being you are aware of within 100 ft.
 
-
 
-
 
-
==Wildborn==
 
-
(affected by nature plane)
 
-
http://www.wizards.com/dnd/images/row_gallery/86635.jpg
 
-
==Windwrought==
 
-
+Dex, -Con
 
-
FC: +Spellthief
 
-
L: +Auran
 
-
http://www.wizards.com/dnd/images/rof_gallery/49754.jpg
 
-
 
-
=<font color="darkred">'''Draconic Races'''</font>=
 
-
 
-
==Dragontouched Template==
 
-
 
-
{|border="3" align="center" style="text-align:left;"
 
-
|+http://www.wizards.com/dnd/images/dmag_gallery/100211.jpg
 
-
|-
 
-
|'''Description:'''||A dragontouched creature is a creature with a hint of dragon blood in its ancestry. Dragontouched races often have names based on the type of true dragon that they descended from.
 
-
|-
 
-
|'''Restrictions:'''||Dragontouched is an inherited template that can be applied to any living, corporeal creature that isn't already a dragon.
 
-
|-
 
-
|'''Type:'''||The base creature's type remains the same, but it gains the dragonblood subtype.
 
-
|-
 
-
|'''Size:'''||The base creature's size remains the same.
 
-
|-
 
-
|'''Speed:'''||The base creature's speeds remain the same.
 
-
|-
 
-
|'''Special Senses:'''||The base creature does not gain or lose any special senses.
 
-
|-
 
-
|'''Ability Adjustments:'''||The base creature's ability scores are unchanged.
 
-
|-
 
-
|'''Primary Features:'''||The base creature retains all of its primary features.
 
-
|-
 
-
|'''Secondary Features:'''||The base creature loses its secondary features, and gains abilities based on the type of the true dragon that it descended from:
 
-
 
-
:''Black Dragon (Viletooth)'':
 
-
::<u>Acid Resistance:</u> A viletooth creature gains acid resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
 
-
::<u>Stealthy:</u> Viletooth creatures get +1 to Hide and Move Silently checks. This improves to +2 at 4th level, +3 at 8th level, +4 at 12th level, +5 at 16th level, and +6 at 20th level.
 
-
:''Blue Dragon (Sunscorch)'':
 
-
::<u>Electricity Resistance:</u> A sunscorch creature gains electricity resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
 
-
::<u>Ventriloquist (Sp):</u> A sunscorch creature gains ''ventriloquism'' as an at will spell-like ability at 1st level. The caster level is equal to character level and the save DC is based on Charisma.
 
-
:''Brass Dragon (Sandscale)'':
 
-
::<u>Fire Resistance:</u> A sandscale creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
 
-
::<u>Convincing:</u> Sandscale creatures get +1 to Bluff and Diplomacy checks. This improves to +2 at 4th level, +3 at 8th level, +4 at 12th level, +5 at 16th level, and +6 at 20th level.
 
-
:''Bronze Dragon (Wavewrought)'':
 
-
::<u>Electricity Resistance:</u> A wavewrought creature gains electricity resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
 
-
::<u>Water Breathing:</u> A wavewrought creature can always breathe in water.
 
-
:''Copper Dragon (Stonehunter)'':
 
-
::<u>Acid Resistance:</u> A stonehunter creature gains acid resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
 
-
::<u>Adept Climber:</u> A stonehunger creature always acts as if under the effects of the ''spider climb'' spell
 
-
:''Deep Dragon (Deepwyrm)'':
 
-
::<u>Charm Resistance:</u> A deepwyrm creature gains +2 on saves vs charm effects. This improved to +4 at level 6, +6 at level 12, and +8 at level 18.
 
-
::<u>True Sight (Sp):</u> A deepwyrm creature can improve its vision. It gains ''detect magic'' as a 3/day SLA at 1st level. It gains ''see invisibility'' as a 3/day SLA at 7th level. ''Detect magic'' becomes an at will SLA at 14th level. All caster levels are equal to character level and save DCs are based on Charisma.
 
-
:''Gold Dragon (Glimmerskin)'':
 
-
::<u>Fire Resistance:</u> A glimmerskin creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
 
-
::<u>Fortunate (Su):</u> Once per day, when rolling a saving throw, a glimmerskin creature can choose to get a +5 luck bonus to that save. This improves to 2/day at 7th level and 3/day at 13th level, and 4/day at 19th level.
 
-
:''Green Dragon (Forestlord)'':
 
-
::<u>Acid Resistance:</u> A forestlord creature gains acid resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
 
-
::<u>Persuasive (Sp):</u> A forestlord creature gains ''suggestion'' as a 1/day spell-like ability at 3rd level. The caster level is equal to character level and the save DC is based on Charisma. This becomes 2/day at 7th level, 3/day at 13th level, and 4/day at 19th level.
 
-
:''Red Dragon (Fireblood)'':
 
-
::<u>Fire Resistance:</u> A fireblood creature gains fire resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
 
-
::<u>Wreath in Flame (Su):</u> Once per encounter, as a swift action, a fireblood creature can set its weapon aflame, causing it to deal 1d6 extra fire damage on melee attacks for 1 round. This improves to 2d6 damage at 4th level, 3d6 at 12th level, and 4d6 at 20th level. The duration increases to 2 rounds at 8th level and 3 rounds at 16th level.
 
-
:''Silver Dragon (Silverbrow)'':
 
-
::<u>Cold Resistance:</u> A silverbrow creature gains cold resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
 
-
::<u>Wind Mastery (Sp):</u> A silverbrow creature has limited control over the wind. It gains ''feather fall'' as a 3/day SLA at 1st level. It gains ''fog cloud'' as a 2/day SLA at 7th level. It gains ''fly'' as a 1/day SLA at 14th level. All caster levels are equal to character level and save DCs are based on Charisma.
 
-
:''White Dragon (Frostblood)'':
 
-
::<u>Cold Resistance:</u> A frostblood creature gains cold resistance 5. This improved to resistance 10 at level 6, resistance 15 at level 12, and resistance 20 at level 18.
 
-
::<u>Wreath in Frost (Su):</u> Once per encounter, as a swift action, a frostblood creature can set its weapon aflame, causing it to deal 1d6 extra cold damage on melee attacks for 1 round. This improves to 2d6 damage at 4th level, 3d6 at 12th level, and 4d6 at 20th level. The duration increases to 2 rounds at 8th level and 3 rounds at 16th level.
 
-
|-
 
-
|'''Automatic Languages:'''||The base creature neither gains nor loses any automatic languages.
 
-
|-
 
-
|'''Favored Classes:'''||The base creature retains its favored classes, and gains sorcerer as a favored class.
 
-
|}
 
-
 
-
 
-
==Half-Dragon Template==
 
-
 
-
{|border="3" align="center" style="text-align:left;"
 
-
|+http://www.wizards.com/dnd/images/dmag_gallery/100224.jpg
 
-
|-
 
-
|'''Description:'''||A half-dragon is a creature with a dragon forebear very recent in its bloodline (typically within one or two generations).
 
-
|-
 
-
|'''Restrictions:'''||Half-dragon is an inherited template that can be applied to any living, corporeal creature.
 
-
|-
 
-
|'''Type:'''||The base creature changes its type to dragon (half-dragon), though it doesn't automatically gain the vision abilities, the immunities, and the proficiencies associated with that type (besides natural weapon proficiencies).
 
-
|-
 
-
|'''Size:'''||The base creature's size remains the same.
 
-
|-
 
-
|'''Speed:'''||The base creature's speeds remain the same.
 
-
|-
 
-
|'''Special Senses:'''||The base creature gains low-light vision and darkvision 60 in addition to its previous senses.
 
-
|-
 
-
|'''Ability Adjustments:'''||The base creature retains its previous ability score adjustments and also gets +2 Strength, -2 Dexterity.
 
-
|-
 
-
|'''Primary Features:'''||The base creature loses its primary features, and gains the following:
 
-
 
-
<u>Natural Weapons:</u> Half-dragons have a primary bite attack (1d6 + Strength for a Medium creature) and a pair of secondary natural claw attacks (1d4 + 1/2 Strength for a Medium creature). The damage of their bite and claw attacks increase by one effective size category at 8th level, and again at 16th level.
 
-
 
-
<u>Tough Scales:</u> Half-dragons get a +1 natural armor bonus to AC. This bonus increases to +2 at level 5, +3 at level 10, +4 at level 15, and +5 at level 20.
 
-
 
-
<u>Dragonheart:</u> A half-dragon is immune to the frightful presence of dragons.
 
-
|-
 
-
|'''Secondary Features:'''||The base creature loses its secondary features, and gains the following:
 
-
 
-
<u>Energy Resistance:</u> At 1st level, a half-dragon choose fire, cold, electricity, or acid. It gains energy resistance 10 of the chosen energy type. At 7th level, this improves to energy resistance 20, and at 13th level it becomes energy resistance 30. At 19th level, it becomes completely immune to its chosen energy type.
 
-
 
-
<u>Draconic Resistances:</u> Half-dragons have a +3 racial bonus on saves vs magical sleep and paralysis effects. This improves to +5 at level 6, +7 at level 12, and total immunity to those effects at level 18.
 
-
|-
 
-
|'''Automatic Languages:'''||The base creature gains Draconic as an additional automatic language.
 
-
|-
 
-
|'''Favored Classes:'''||The base creature retains its favored classes, and gains sorcerer as a favored class.
 
-
|}
 
-
 
-
 
-
===The Half-Dragon Racial Class===
 
-
 
-
'''Hit Die:''' d12
 
-
 
-
'''Skill Points:''' 4 per level (x4 at 1st level)
 
-
 
-
'''Class Skills:''' Appraise, Bluff, Concentration, Diplomacy, Intimidate, Knowledge (all skills; taken individually), Listen, Perform, Search, Spellcraft, and Spot.
 
-
 
-
{|border="3" align="center" style="text-align:center;"
 
-
|+'''Half-Dragon Racial Class Progression'''
 
-
|-
 
-
!Class<br>Level||Minimum<br>Character Level||BAB||Fort||Ref||Will||Special||Spellcasting or Invoking
 
-
|-
 
-
|1st||1st||+1||+2||+0||+2||Abilities (+2 Str, +2 Int), Multiattack, Breath Weapon||None
 
-
|-
 
-
|2nd||3rd||+2||+3||+0||+3||Abilities (+2 Str, +2 Cha), Blindsense, Tail Slap||None
 
-
|-
 
-
|3rd||5th||+3||+3||+1||+3||Abilities (+2 Str, +2 Con), Wings, Flyby Attack||+1 level of spontaneous arcane spellcasting or invoking class
 
-
|}
 
-
 
-
 
-
'''Proficiencies:''' Half-dragons gain proficiency with all simple weapons.
 
-
 
-
'''Abilities (Ex):''' Each time you take a level in half-dragon, your ability scores increase as indicated on the table.
 
-
 
-
'''Multiattack:''' At 1st level, you gain Multiattack as a bonus feat.
 
-
 
-
'''Breath Weapon (Su):''' As soon as you take a level in half-dragon, you gain the ability to make breath weapon attacks. The energy type of your breath weapon is that of your chosen energy resistance for half-dragon. If you chose fire, cold, or acid, your breath weapon comes as a 15 ft cone. If you chose electricity, your breath weapon comes as a 30 ft line. At character level 9, the area of your breath weapon doubles, making it a 30 ft cone or a 60 ft line.
 
-
 
-
The damage of your breath weapon starts at 1d8. At each even character level, the damage increases by an additional 1d8 (so it's 2d8 at 2nd, 3d8 at 4th, and so on). It allows a Reflex save for half damage at DC 10 + 1/2 character level + Constitution modifier, and it requires 1d4 rounds to recharge after each use. You are always immune to your own breath weapon.
 
-
 
-
'''Blindsense (Ex):''' At 2nd level, you gain some of the pinpoint senses of a true dragon, gaining blindsense to 15 ft. At character level 8, this improves to blindsense 30 ft, and it extends even further to 60 ft at character level 15.
 
-
 
-
'''Tail Slap (Ex):''' You dig deeper into your draconic heritage. At 2nd level, you grow a draconic tail and gain a secondary tail slap attack (1d8 + 3/2 Strength for a Medium character). The damage of this tail advances by one effective size category at 8th and 16th character levels.
 
-
 
-
'''Spellcasting or Invoking:''' At 3rd level, you may select a spontaneous arcane casting class you possess and gain an increase in caster level, new spells per day, and new spells known (if applicable) as if you had gained a level in that class. Alternatively, you may gain an increase in caster level, new invocations, and breath weapon damage as if you had gained a level in dragonfire adept, as long as you already have at least one level in the class. If you don't possess any spontaneous arcane spellcasting classes or levels in dragonfire adept, you instead gain an effective level of sorcerer spellcasting, which stacks with any other sources of sorcerer casting you may have or gain. This feature does not advance or grant you any class features of whatever class it is you advance beyond spellcasting/invoking (such as familiar progression or breath effects).
 
-
 
-
'''Wings (Ex):''' At 3rd level, you grow a pair of wings, gaining a fly speed of 60 ft with average maneuverability. You can still fly at 40 ft (average) while wearing medium armor or carrying a medium load, but you cannot fly at all with heavy armor/a heavy load. This also grants you a pair of secondary wing attacks (1d4 + 1/2 Strength for a Medium character) that you may use even while flying. The damage of your wings advance by one effective size category at 8th and 16th character levels.
 
-
 
-
'''Flyby Attack:''' At level 3, you gain Flyby Attack as a bonus feat.
 
-
 
-
==Kobold==
 
-
 
-
{|border="3" align="center" style="text-align:left;"
 
-
|+http://www.wizards.com/dnd/images/rodragon_gallery/94135.jpg
 
-
|-
 
-
|'''Type:'''||Humanoid (dragonblood, kobold, reptilian)
 
-
|-
 
-
|'''Size:'''||Small
 
-
|-
 
-
|'''Speed:'''||30 ft land speed. Though kobolds are Small, they can scurry about just as quickly as a Medium character.
 
-
|-
 
-
|'''Special Senses:'''||Darkvision 60 ft
 
-
|-
 
-
|'''Ability Adjustments:'''||+2 Dexterity, +2 Charisma, -2 Strength
 
-
|-
 
-
|'''Primary Features:'''||<u>Sleight Build:</u> The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever it is advantageous for him, a kobold is considered one size category smaller for the purposes of special abilities and combat maneuvers that depend on size (like the ''mighty throw'' maneuver) as well as checks that are subject to a size modifier (like Hide checks). In addition, a kobold can also count as one size category smaller when "squeezing" through tight spaces. Finally, he may use weapons designed for creatures of a size category smaller without penalty, though his size and reach remain that of his actual size. This trait stacks with effects that would change his size category.<br><u>Natural Weapons:</u> Kobolds have a pair of primary natural claw attacks (1d4 + Strength) as well as a secondary natural bite attack (1d3 + 1/2 Strength). At 6th level, he gains Multiattack as a bonus feat, allowing him to attack with his bite with only a -2 attack penalty. He gains Improved Multiattack at level 11, removing the penalty altogether. If he already has a feat from another source before he would gain that feat here, he instead gains a bonus feat of his choice. <br><u>Scaly Hide:</u> Kobolds have tough scales fortifying their skin, giving them a +1 natural armor bonus to AC. This bonus increases to +2 at level 6, +3 at level 12, and +4 at level 18.
 
-
|-
 
-
|'''Secondary Features:'''||<u>Draconic Resistances:</u> Kobolds are indeed descended from dragons, so thus they gain some of the same resistances that dragons do. At 1st level, a kobold gains a +2 racial bonus on saves vs magical sleep and paralysis effects. This improves to +4 at level 7, +6 at level 13, and total immunity to those effects at level 19.<br><u>Mining Tools:</u> Kobolds automatically have Martial Weapon Proficiency with the light pick and the heavy pick.<br><u>Trapsmith:</u> Kobolds get a +2 racial bonus to Craft (Trapmaking), Disable Device, and Search. This increases to +3 at 4th level, +4 at 8th level, +5 at 12th level, +6 at 16th level, and +7 at 20th level.
 
-
|-
 
-
|'''Automatic Languages:'''||Undercommon and Draconic
 
-
|-
 
-
|'''Favored Classes:'''||Artificer, sorcerer, warmage
 
-
|}
 
-
 
-
 
-
==Spellscale==
 
-
+Cha, -Con
 
-
FC: Favored soul, dragonfire adept, sorcerer
 
-
 
-
 
-
=<font color="darkred">'''Psionic Races'''</font>=
 
-
 
-
==Duergar==
 
-
+Str, +Con, -4 Cha
 
-
FC: Ardent, divine mind, psychic warrior
 
-
http://www.wizards.com/dnd/images/rof_gallery/49762.jpg
 
-
==Elan==
 
-
+Int, -Cha
 
-
FC: Archivist, psion, truenamer
 
-
==Half-Giant==
 
-
+Str, +Con, -Dex, -Cha
 
-
FC: Ardent, psychic warrior, totemist
 
-
==Kalashtar==
 
-
+Int
 
-
FC: Artificer, duskblade, psion
 
-
==Synad Template==
 
-
FC: +Psion
 
-
==Thri-Kreen==
 
-
+Dex, -Wis, -Cha
 
-
FC: Lurk, ranger, warblade
 
-
==Xeph==
 
-
+Dex, +Cha, -Str
 
-
FC: Bard, soulknife, wilder
 

Current revision as of 05:45, 9 April 2011

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