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.
____________________________________________
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.
____________________________________________
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.
____________________________________________
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:
____________________________________________
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:
____________________________________________
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:
____________________________________________
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:
____________________________________________
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:
____________________________________________
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:
____________________________________________
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:
____________________________________________
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:
____________________________________________
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:
____________________________________________
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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