Races of Thandoria

"If the races of the world all cried for an age,
would the taint of all evil be washed away?"

Sasharukin, Ryukenese Sage


The major and minor races listed below are allowed in any World of Thandoria fantasy campaign.  Note that each race has 5 unique cultural levels that together compose a Cultural Class.  These levels can be attained as a character goes up on a one for one basis.  More information on Cultural Classes is presented below. 


Cultural Classes

In order to further characterize a hero in Thandoria, characters gain a cultural rank each time they gain a class level and make a successful  training check. Cultural Class ranks can come from a variety of sources: Race, Region, Guild, Social Class, Martial Arts Style, Astrological Influences, etc. As a character gains cultural levels he also receives bonus skill points, bonus feats, and even special features. For example, a 3rd level elf fighter has gained three cultural ranks. He could be a 1st rank Commoner of Meldran, a 1st rank wood elf paragon, and a 1st rank member of a craft guild, in addition to his three class levels.

For more info on Training Checks and Cultural Classes click here.


The Thirteen Races

Major Races

Humans
Dwarves
Elves
Gnomes
Half-Elves
 

Minor Races
Permission must be obtained from your Gamemaster to play a minor race.

Half-Orcs
Halfling
Orc
Kalenite
Keshzakran
Saurian
Centaur
Hawklin

 

 


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Humans

There are five different sub-races within the human group, including Korwynican (light-skinned), Zebulese (dark-skinned), Aklesoran (red-skinned), Ishtaran (brown-skinned), and Ryukenese (yellow-skinned). A typical Human stands between five feet to a little over 6 feet tall and weighs from 125 to 250 pounds.

Korwynican humans are the dominant race of southern Magishar and throughout the western Sarthaelyn Isles. The center for their ancient eastern culture, which migrated from the west isles near Aklesora, lies at the capital city Kormere. The capital of their former eastern empire is Aesendel, where Charn Orlianik the Unifier brought the twelve misty islands under one banner during the middle centuries of the Age of Returning Light. Korwynicans gain a +2 racial bonus to skill checks in either Ride or Profession (Sailor).  The men from the Sarthaelyn Isles are often called Kormerians to differentiate them from their western brothers in Magishar.  They are also called Island Folk.

Zebulese humans are the dominant race of southern Aklesora. They have colonies throughout the southeastern seas. Zebulese are dark-skinned humans with black, naturally oily hair. They are quicker and more agile than their light-skinmned brothers, but lack intelligence. Their world population is but a fifth of the Korwynican population. They make excellent seafarers and gain a +2 racial bonus to skill checks in either Profession (sailor) or Tumble.

Aklesoran humans are originally from central Aklesora where they lived in a primitive state as slaves under the Ancient Crystal Elves along with the Zebulese, Ishtarans, and Korwynicans. They were the favored race, and that memory has created a natural tension among the other humans. They are red-skinned with dark hair. They excel in masonry craft and gain a +2 racial bonus to skill checks in either Craft (masonry) or Knowledge (engineering).

Ishtarans are the inhabitants of northern Aklesora and the northeastern Sarthaelyn Isles. They are brown-skinned, dark-haired humans used to dwelling in the massive Ishtari Desert where they watch the skies from their great ziggurats. As a result every Ishtaran gains a +2 racial bonus to skill checks in either Survival or Knowledge (astrology). Their northern tribes have always been more barbaric.

Ryukenese humans are a race of short warriors with yellow skin and slanted eyes, inhabiting the largest continent in the world, the Land of Ryuken. In every age there is a great Dragon Mage Dynasty that arises to lead Ryuken to new heights of greatness. The dragons orinated in the land of Ryuken. Unlike the other human races, who were magically created by the Ancients, the Ryukenese migrated from another world after a slave revolt against their evil draconic masters, finding refuge on Thandoria. Due to a string of great dynasties that kept fantastic records, a Ryukenese character gains a +2 racial bonus in any one Knowledge skill.

Human Racial Traits

Medium Sized.
Base Speed 30 feet (6 squares).
One Bonus Feat at 1st Level.
4 Bonus Skill Points at 1st level and +1 at each level
Automatic Languages: Common, Human Sub-Language. (Ryukenese speak Draconic too.)
Bonus Languages: Any.
Favored Class: Any.

Alternate Human Subraces

The Korwynican Human represents the average human, with no racial ability modifiers. The other four are given below.

Zebulese (+2 Dexterity, -2 Intelligence)
Aklesoran (+2 Wisdom, -2 Intelligence)
Ishtaran (+2 Intelligence, -2 Charisma)
Ryukenese (+2 Wisdom, +2 Dexterity, -2 Strength)

 

Human Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 - Adaptive Learning
2 +1 1st Adaptive Learning
3 +2 - Skill Expertise
4 +2 2nd Training Devotion
5 +3 - Spirit of Exploration


Racial Skills: Humans can choose any five skills as cultural class skills.

Racial Feats: Due to the adaptable nature of humans, the bonus feats may be any of the feats listed on the Cultural Feats Table.

Special Features:

Adaptive Learning: A human advancing one rank into cultural training can designate any one of his five cultural class skills as an adaptive skill. This skill is treated a a class skill for all classes that the character has levels in, both current and future.

Skill Expertise: One adaptive skill gains a +2 bonus on all checks involving the skill.

Training Devotion: The human has become obsessed with training in a particular ability, gaining a +2 bonus to the ability that relates to the previously selected expertise skill.

Spirit of Exploration: When attempting a great work of any kind, whether a work of art, an epic voyage, or bequeathing to humanity a new invention, once per year, the character gains a +10 circumstance bonus to all skill checks used to complete the endeavor.

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Dwarves

Dwarves define the extreme of heavy, stocky, and slow, but they are durable and strong. They are known for their skill in battle and for dealing out and withstanding physical punishment. They stand only 4 to 4-1/2 feet tall and weigh from 125 to 250 pounds. The primary dwarves of Thandoria are Hearthstone Dwarves (Cold Mountain Dwarves). The others are Artanian (Hill Dwarves) and Korinev dwarves (Temperate Mountain Dwarves).

Hearthstone dwarves are traditional mountain dwelling dwarves. Their hair is either black or grey. They have mastered the crafts of weaponmaking after centuries of battles. They gain an additional +2 racial bonus to all craft checks involving metal.

Artanian dwarves are the low mountain dwellers, often called hill dwarves. They have light brown skin and their hair color can range from balck and grey to brown or red. They enjoy braiding and combing their intricate beards more than the other dwarves. After centuries of defending against Grey Elf invasions, they became masters of stonecraft and gain a +2 racial bonus to all craft checks involving stone.

Korinev dwarves hail from the southwest Korinev Peaks and are known to have integrated their societies with other races like the gnomes, elves, and halflings of the region. As a result of their warmer climate, they have deeply tanned skin, sometimes with traces of golden or silver freckles if gnome ancestry exists in the bloodline. They usually have brown or red hair worn shorter than other dwarves. As a result of their cultural sharing with the Gnomes of Zadine they gain a +2 racial bonus to craft skill checks involving gems or jewelry.

Dwarf Racial Traits

Medium Sized
+2 Constitution, -2 Charisma.
Base Speed 20 feet (4 squares).
Darkvision out to 60 feet.
Stonecutting: +2 racial bonus on Search checks to notice unusual stonework.
Weapon Familiarity: Dwarven Waraxes and Urgoshes.
Stability: Dwarves are exceptionally stable on their feet, gaining a +4 bonus to withstand being bull rushed or tripped.
+2 to fort saves to resist poison and +2 on saves vs spells and spell-like effects.
Dwarves are +1 on all rolls vs. Goblinoids.
Dwarves are +4 AC vs. all Giant types (Giants. Ogres, and Trolls.)
+2 racial bonus on Appraise checks.
+2 racial bonus on crafts checks related to stone or metal.
Automatic Languages: Dwarven, Common.
Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter

Dwarven Subraces

Substitute the regular Dwarven ability modifiers for the ones listed below under the sub-race.

Artanian (+2 Constitution, +2 Strength, -2 Charisma, -2 Intelligence, -2 Dexterity)
Korinev (+2 Strength, -2 Charisma, -2 Intelligence)

 

Dwarven Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 - Craft Expertise,
Poison Save Bonus
2 +1 1st Stone Attunement
3 +2 - Improved Darkvision,
Save Bonus
4 +2 2nd Craft Mastery
5 +3 - Hardy Soul


Racial Skills: Appraise (Int), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), profession (Wis), Survival (Wis).

Racial Feats:

Special Features:

Craft Expertise (Ex):  The dwarf may add his class level as a racial bonus on all craft checks related to stone or metal.

Poison Save Bonus (Ex):  The dwarf gains a +1 racial save bonus against poison.

Stone Mastery (Ex): The dwarf's bonus to Search checks to notice unusual stonework increases by +4.  In addition the range at which he receives a free Search check for unusual stonework is increased by 20 feet.  He can intuit where true north is by touching the stone as if he had 5 ranks in Survival whenever underground.

Improved Darkvision (Ex):  The dwarf's darkvision range is increased by 30 feet.

Save Bonus (Ex): the dwarf gains an additional +1 racial bonus against poison and a +1 racial bonus for saves vs. spells or spell-like effects or abilities.

Craft Mastery (Ex):   When attempting to craft a great work of any kind, once per year, the dwarf character gains a +10 circumstance bonus to all skill checks used to complete the endeavor.  This applies to mage craft feats as well.

Hardy Soul:  The dwarf gains a permanent +2 improvement to his Constitution score.
 

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Elves

Elves are generally light and fast with excellent agility and alertness. Thandorian Elves are tall and slender, standing between 5-1/2 and 6-1/2 feet tall and weighing 100 to 175 pounds. They are graceful and sleek. The primary elves of Thandoria are star elves (high elves). They were the first inhabitants of Magishar along with the Ancients (crystal elves). The crystal elves disappeared for ages, but have recently reappeared, migrating from the mysterious north pole continent of Zephyrica. The elves produced the first druids and invented the magical arts. Moon elves (wood elves), descended from star elves merging with fey, and originated in the Mystralah Forest of western Magishar. Grey Elves are the most advanced race in terms of arcane understanding and research. The elder of the crystal elves, Zarkyma, upon his death, produced the first grey elves in the Greyrock Mountains. The crystal shards of his body were infused with living essence and transformed into the first twelve grey elves. The grey elves are feared across Magishar for their dark history. Wild elves are simply star elves that migrated to the tropical regions in ancient times to carve out civilizations in the jungles of Thandoria.

Star Elves (High Elves): Star elves exist throughout Magishar, primarily forming kingdoms on Starmist Isle (Celestielon), the original birthplace of all elves, and central Magishar (Krindor) around the Goldshimmer Sea. Natural magicians, star elves gain a +2 racial bonus to all Knowledge (arcana) and Spellcraft skill checks.

Moon Elves (Wood Elves): Sylvan elves populate the western forests of Magishar. Their main kingdom is Meldran, named for the legendary heroic archer turned zodiac constellation, Meldranus. They are masters at shaping the enchanted brazenwood and gain a +2 racial bonus at all craft (woodworking) and craft (bowyer) skill checks.

Grey Elves (Mountain Elves): Grey elves hail from western Magishar as well, but are found in the mountainous regions. There once continent-spanning empire has long been vanquished, and their kind are treated with suspicion. Grey elves gain a +4 racial bonus to all Knowledge (arcana) and Spellcraft skill checks.

Vothani Wild Elves (Jungle Elves): The Vothani Wild elves primarily inhabit the rainforests of southwest Magishar, and the distant, lost continent of Lyromist. Some isolated clans are found living amongst the cat beast folk of Keshzakra. Wild elves gain a +2 racial bonus to all Jump and Climb skill checks. They are also +2 to Survive skill checks in tropical forests.

Crystal Elves (Ancients): The crystal elves are the last descendants of the Ancients, a race of crystal beings who brought life to the world of Thandoria. They have an extremely xenophobic realm located on the north polar continent of Zephyrica. You must ask permission from your gamemaster to play a crystal elf. Crystal elves gain a +2 racial bonus to all Knowledge (history) checks and Spellcraft checks. Crystal elves gain double the normal primary ability bonus added to the DC of their spells, as they are extremely magical creatures. They do not require spell crystals to cast spells and gain a +1 To Cast for every 4 levels of experience gained.  Permission must be gained from your Gamemaster to play a crystal elf!

Elf Racial Traits

+2 Dexterity, -2 Constitution.
Medium Sized.
Base Speed 30 feet (6 squares)
Immunity to magic sleep effects, and +2 racial bonus against enchantment spells or effects.
Low-Light Vision
Weapon Proficiency: Elves receive the Martial Weapon proficiency feats for the longsword, rapier, longbow,, and shortbow as bonus feats.
+2 racial bonus to Listen, Search, and Spot checks.
Automatic Languages: Common, Elven.
Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Wizard

Elven Subraces

Substitute the regular elf ability modifiers for the ones listed below under the subrace.

Wood Elf (+2 Strength, -2 Intelligence)
Gray Elf (+2 Intelligence, -2 Strength)
Wild Elf (+2 Dexterity, -2 Intelligence)
Crystal Elf (-2 Strength, +2 Wisdom, +2 Intelligence, +2 Charisma)

 

Elven Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 - Elfsight
2 +1 1st Resist Illusions & Enchantments
3 +2 - Craft Expertise
4 +2 2nd  
5 +3 - Inquisitive Soul


Racial Skills: Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge (All Skills) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Racial Feats: Weapon Focus (rapier, longsword, shortsowrd, shortbow, longbow, composite shortbow or composite longbow).

Special Features:

Elfsight (Ex): An elf's visual acuity increases giving her a +4 racial bonus to Search and Spot checks.  In addition, the elf's lowlight vision increases in range, allowing her to see three times as far in starlight, moonlight, torchlight, and similar lighting conditions.

Resist Illusions & Enchantments (Ex): An elf gains a +2 racial bonus to saves against enchantment or illusion spells.

Craft Expertise (Ex):  The elf may add his class level as a racial bonus on all craft checks related to wood.

Inquisitive Soul:  The elf gains a permanent +2 improvement to his Intelligence score.

 

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Gnomes

Gnomes are short, but tough. They are quite inventive, masters of innovation and cunning. Physically, they stand between 3 to 4 feet tall and weigh from 40 to 60 pounds. There ar two kinds of gnomes in the world, Goldfellow Gnomes (standard ability modifiers) and Silvarene Gnomes. Goldfellows have deeply tanned skin that almost looks golden while Silvarenes have silvery hued skin that sparkles in the sunlight.

Goldfellow Gnomes: Goldfellows prefer tropicalwoodlands. They have bronze/golden skin and colorful blue eyes. They dwell in the kingdom of Zadine, which borders the Korinev Mountains and the Brilzanthia Rainforests. These sylvan gnomes enjoy making their homes inside the hollowed trunks of great trees, crafting their cities to flow with the natural setting. The Goldfellows are known for their mastery of herbalism, gaining a +2 racial bonus to Knowledge (nature) and Heal skill checks.

Silvarene Gnomes: Silvarenes prefer the hills and mountains, enjoying the colder depths. They love to craft cities beneath the earth flowing with plenty of rivers, waterfalls, and fountains. They are also adept at the magical arts and gain a +2 racial bonus to Spellcraft and Craft (Alchemy) skill checks.

Gnome Racial Traits

+2 Constitution, -2 Strength.
Small Sized. +1 bonus to AC, and +4 bonus to Hide Checks.
Base Speed 20 feet (4 squares)
Gnomes are +1 racial bonus vs. Goblins
Gnomes are +4 AC vs all Giants, Ogres, and Trolls.

Gnomish Subrace

Silvarene (+2 Intelligence, +2 Charisma, -2 Strength, -2 Wisdom)


 

Gnome Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 -  
2 +1 1st  
3 +2 -  
4 +2 2nd  
5 +3 -  


Racial Skills:

Racial Feats:

Special Features:

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Half-Elves

Half-elves combine the strength of humans with the quickness and magical nature of elves. They are the dominant race in both the central realm of Krindor and the eastland realm of Adenglade due to ages of inbreeding between elves and humans. The central half-elves of Magishar are called Krindorians. The half-elves of the eastland are called Gladefolk. Another race of half-elves originated on the continent of Zemura, blending wild elves with Ryukenese humans. They are one of the most charismatic races to have ever walked the planet.

Krindorians: Krindorians are masters of trade. They developed an extensive trade empire after the collapse of the Dragon Mage Emporer throughout central Krindor that served to connect the United Realms of Magishar. As such they gain a +2 racial bonus to all Bluff and Diplomacy skill checks.

Gladefolk: The Gladfolk of eastern Magishar dwell in the Keltmyr Forest, and are masters of craftsmanship and performance arts. As such they gain a +2 racial bonus to any one Perform and Craft skill check.

Zemurans: Some say that the Zemurans are the world’s master diplomats. Others argue that they are masters of the high seas. As such they gain a +2 racial bonus to Profession (sailor) and Diplomacy skill checks.

Half-elf Racial Traits

Krindorians +2 Charisma, -2 Wisdom
Gladefolk +2 Charisma, -2 Intelligence
Zemurans +2 Charisma, +2 Dexterity, -2 Strength, -2 Constitution
Medium Sized.
Base Speed 30 feet (6 squares).
One Bonus Feat at 1st Level.
+1 Racial bonus on Spot checks.

 

Half-Elf Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 -  
2 +1 1st  
3 +2 -  
4 +2 2nd  
5 +3 -  


Racial Skills:

Racial Feats:

Special Features:

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Half-Orcs

Half-orcs are mutant cross breeds between orcs and either humans or elves. They are short-tempered and love a good fight, which makes them excellent candidates for adventurers. They stand between 6 and 7 feet tall and weight between 200 and 300 pounds. They love scars, often tattooing their bodies with ritual cuts and designs. They love scars, often tattoing their bodies with ritual cuts and designs.

Half-Orc Racial Traits

+2 Strength, -2 Intelligence, -2 Charisma.
Medium Sized.
Base Speed 30 feet (6 squares).

 

Half-Orc Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 -  
2 +1 1st  
3 +2 -  
4 +2 2nd  
5 +3 -  


Racial Skills:

Racial Feats:

Special Features:

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Halfling

Halflings are called Jalloren throughout the land of Krindor.
Easterners call them wee-folk. They are clever and strategic, even if small and weak. Halflings love to throw and catch things, which makes them excellent Scouts and Archers.

Halfling Racial Traits

+2 Dexterity, -2 Strength.
Small Sized. +1 bonus to AC, and + 4 to hide checks
Base Speed 20 feet (4 strides).
+2 racial bonus to all Jump, Tumble, and Bluff checks.
+2 morale bonus vs. Intimidation attempts.
+1 racial bonus all attempts to throw things or weapons.

 

Halfling Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 -  
2 +1 1st  
3 +2 -  
4 +2 2nd  
5 +3 -  


Racial Skills:

Racial Feats:

Special Features:

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Orc

Orcs are crude, aggressive, and warlike. They are the leftover genetic mutants created by the Grey Elves in their corrupt arcane experiments ages ago. Not all of them are evil though. The ones who have learned the value of teamwork make excellent comrades.

Orc Racial Traits

+4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
Orcs can add their Strength modifier to Intimidate checks instead of Charisma.
Medium Sized.
Base Speed 30 feet (6 strides)

 

Orc Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 -  
2 +1 1st  
3 +2 -  
4 +2 2nd  
5 +3 -  


Racial Skills:

Racial Feats:

Special Features:

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Kalenite

In ancient times a race of red-skinned refugee psionics from the red moon Kalen were rescued from a devastating wizard war and brought down to the surface. Physically they look like alien elves with bald heads and pointed ears. Other races feared them calling them demonspawn. Due to their agility and speed, they make great scouts. Physically they are elf-sized.

Kalenite Racial Traits

+2 Dexterity, -4 Charisma.
Medium Size.
Base Speed 40 feet (8 squares)
+2 racial bonus to Concentration and Sense Motive checks.

 

Kalenite Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 -  
2 +1 1st  
3 +2 -  
4 +2 2nd  
5 +3 -  


Racial Skills:

Racial Feats: 

Special Features:

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Keshzakran

Keshzakrans are cat beastfolk from across the sea, favored as mercenaries. They are feline humanoids who thrive on competition and battle. They are human sized with thick furs. They love to fight unarmed using their unique style of martial arts called Nekokado. Keshzakrans are from one of the five main prides: Lion, Tiger, Panther, Leopard, or Cheetah. Their society is tightly structured around a system of castes featuring four social levels: Vramhinar (Spellcasters), Zakrani (Warriors), Purlashas (Merchants), and Urgani (commonfolk, laborers)

Keshzakran Racial Traits

+2 Dexterity, +2 Wisdom, -2 Intelligence, -2 Charisma.
Medium Size.
Base Speed 35 feet (7 squares).
+2 natural armor bonus.
+2 racial bonus for all Balance, Spot, Listen, Tumble, & Jump checks.
-2 racial penalty for all attacks with bows, craft skills, disguise, and Sleight of Hand attempts.
Natural Weapons: 2 Claws (1d4) and bite (1d4).
Automatic Languages: Keshzakran, Common.
Favored Class: Fighter
 

Keshzakran Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 -  
2 +1 1st  
3 +2 -  
4 +2 2nd  
5 +3 -  


Racial Skills:

Racial Feats: 

Special Features:

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Saurian

Saurians are lizardfolk, from the land of Keshzakra. Throughout history they have made war with the Keshzakran cat beast tribes.

Saurian Racial Traits

+2 Strength, +2 Constitution, -2 Intelligence
Medium Size.
Base Speed 30 feet (6 squares)
One bonus feat at 1st level.
Racial Hit Dice: 2 Levels of Humanoid (2D8 Hit Dice, Base Attack bonus of +1, and base saves of Fort +0, Ref +3, and Will +0)
Racial Skills: 5 times (2+Int modifier). Its class skills are Balance, Jump, Swim. Saurians have a +4 racial bonus on Balance, Jump, and Swim checks.
Racial Feats: One feat.
Weapons & Armor Proficiency: Simple Weapons, Shields.+5 natural armor bonus.
Natural Weapons: 2 Claws (1d4) and bite (1d4).
Special Qualities: Hold Breath (4 times Con)
Automatic Languages: Common, Saurian
Favored Class: Druid
Level Adjustment +1 (A Saurian character with a class is actually a 2nd level character.) It is suggested for game balance that they start with no actual character levels. In this case a Saurian would begin with 0 Expereince Points.


 

Saurian Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 -  
2 +1 1st  
3 +2 -  
4 +2 2nd  
5 +3 -  


Racial Skills:

Racial Feats: 

Special Features:

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Centaur

Centaurs were once the elite cavalry created by the Gray Elves using their genetic magic. They escaped their creators and started their own society in the Eastland called Shadow Vale. They are natural archers, credited with inventing the crossbow. As half-horse and half-sylvan elf they are born with great strength and agility.

Centaur Racial Traits

+8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom.
Large Size. -1 penalty to AC and attacks rolls, -4 penalty to Hide checks, +4 bonus to grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/5 feet
Base Speed 50 feet (10 squares)
Darkvision out to 60 feet.
4 Levels of Monstrous Humanoid (4D8 Hit Dice, Base Attack bonus of +4, and base saves of Fort +1, Ref +4, and Will +4)
Racial Skills: 7 times (2+Int modifier). Its racial class skills are Listen, Move Silently, Spot, and Survival.
Racial Feats: Two bonus feats at 1st level.
+3 natural armor bonus.
Natural Weapons: 2 Hooves (1d6)
Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
Favored Class: Ranger
Level Adjustment +2 (A centaur character with a class is actually a 3rd level character.) It is suggested for game balance that they start with no actual character levels. In this case their actual starting XP would be 1000.

 

Centaur Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 -  
2 +1 1st  
3 +2 -  
4 +2 2nd  
5 +3 -  


Racial Skills: 

Racial Feats: 

Special Features:

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Hawklin

Hawklin are winged elves created from the genetic fusion of star elves and giant hawks in ancient times. With hollow bones and light agile bodies, Hawklin are very agile and the only race capable of natural flight. Their great wings are attached along the shoulder blades in the back and stretch up past their heads and down to their calves. They prefer colder climates and high mountains.

Hawklin Racial Traits

+4 Dexterity, +2 Wisdom, -2 Strength
Medium Size monstrous humanoid.
Base Speed 30 feet (Flying 50 feet)
Flying maneuverability depends on Dexterity as follows:

Maneuverability Minimum Dexterity

Perfect 17
Good 15
Average 11
Poor 7
Clumsy 6 or lower


2 Levels of Monstrous Humanoid (2d8 Hit Dice, Base Attack bonus of +1, and base saves of Fort+1, Ref+2, and Will+1)
Racial Skills: 6 times (2+Int modifier). Their racial class skills are Balance, Jump, Listen, Spot, and Survival.
Racial Feats: Two Bonus Feats at 1st level.
Natural Resist Elements (Cold)
Automatic Languages: Common, Auran. Bonus Languages: Elven.
Favored Class: Scout
Level Adjustment: +2 (A Hawklin character with a class is actually a 3rd level character.) It is suggested for game balance that they start with no actual character levels. In this case their starting XP would be 1000.

 

Hawklin Cultural Class
Rank Skill Bonus Cultural Feat Special Feature
1 +1 -  
2 +1 1st  
3 +2 -  
4 +2 2nd  
5 +3 -  


Racial Skills: 

Racial Feats: 

Special Features:


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