Races

This campaign setting keeps all of the base races and elevates some minor races to a more important status. The campaign leaves all existing playable races with thier original stats unless mentioned and thier backstories may have changed. It also makes a couple of lesser known races playable and creates a few new races specific to this campaign setting.
Race Template

Playable Races

Race Size Sats Where it is From
Dwarf Medium +2 Con +2 Wis -2 Cha Core Rulebook
Elf Medium +2 Dex +2 Int -2 Con Core Rulebook
Gnome Small +2 Con +2 Cha -2 Str Core Rulebook
Half-elf Medium +2 any stat Core Rulebook
Half-orc Medium +2 any stat Core Rulebook
Halfling Small +2 Dex +2 Cha -2 Str Core Rulebook
Humans Medium +2 any stat Core Rulebook
Drow Medium +2 Dex +2 Charisma -2 Con Bestiary 1
Grippli Small +2 Dex +2 Wis -2 Str Bestiary 2
Locathah Medium +2 Str +2 Wis - 2 Int Bestiary 2*
Fathier Small +2 Dex +2 Int -2 Str Campaign specific
Avallo Medium +2 Str + 2 Cha -2 Wis Campaign specific
Kaulakor Medium? +2 Con +2 Int -2 Dex Campaign specific
Half-Serpent Medium? +2 to any stat Campaign specific

*Was not originally playable

How Common a Race is in the World
This is subject to change, VERY subject to change

Common Dwarf, Human, Halfling
Less Common Gnome, Grippli?, Avallo
Uncommon Drow, Fathier,
Rare Half-Orc, Elf, Locathah, (half Somethings)
Very Rare Half-elf, Merfolk, Kaulakor
Ultra Rare Sylphs, Undine

Statistic Layout of the number of Races with a stat bonus or penalty
There are 4 Races with a +2 bonus to any Stat

Stat # with Bonus # with Penalty
Strength 2 4
Dexterity 5 1
Constitution 3 2
Intelligence 3 1
Wisdom 3 1
Charisma 4 1

Locathah:
+2 Strength +2 Wisdom -2 Intelligence: Locathah are physically strong and wise but lead simple lives.
Medium: Locathah are Medium creatures and have no bonuses or penalties due to their size.
Aquatic: Locathah are aquatic and can breath water. Their land speed is 20 feet, but their swim speed is 40 ft. they are amphibious and do not mind spending large periods of time above water.
Low-Light Vision: Locathah can see twice as far as humans in conditions of dim light. See Chapter 2 of the Players Handbook.
Locathahn Crafter: Locathah gain a +4 racial bonus to any one craft skill of their choosing.
Scaled Skin: Locathahs skin is covered with protective fish scales and they receive a +1 to natural armor bonus.
Survivalist: Locathahs are good at living in aquatic environments and receive a +2 bonus to survival checks underwater.
Natural swimmer: Locathahs gain a +8 to swim checks.
Weapon Familiarity: Locathah treat any weapon with the word “Locathah” in its name as a martial weapon.
Languages: Locathah begin play speaking Common and Aquan. Locathah with high intelligence scores can choose from the following: Draconic, Dwarven, Orc, Sylvan.

Avallo:
+2 Strength +2 Charisma -2 Wisdom: The Avallo have a powerful build and charming personalities but are prone to acting before they think.
Medium: Avallo are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Avallo have a base speed of 30 feet.
Avallo Magic: Feather fall 1/day(caster level equals the Avallo's Hit Dice.)]
Expert Glider: Avallo have mastered the use of their wings and gain a + 4 to fly checks.
Keen Senses: Avallo receive a +2 racial bonus to all perception checks.
Weapon Familiarity: Avallo treat any weapon with the word “Avallo” in its name as a martial weapon.
Languages: Avallo begin play speaking Common and Avallan. Avallo with high intelligence scores can choose from the following: Auran, Aquan, Draconic, Dwarven, Sylvan.

Kaulakor:
+2 Con +2 Int -2 Dex: Kualakor are hardy and intelligent but less nimble.
Medium: Kualakor are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Kualakor have a base speed of 20 feet.
Scaled Skin: Kualakor's skin is covered with hard reptilian scales and they receive a +2 to natural armor bonus.
Studious: Kualakor gain a +2 to any one knowledge check of their choice.
Hold Breath: When underwater a Kualakor can hold their breath longer than most races. As a result Kualakors can stay underwater for a number of rounds equal to four times their Constitution Score.
Kualakor Transmutation: Kualakors have an affinity for the school of Transmutation. When a Kualakor casts a Transmutation spell, either expending a spell slot, scroll, or the like, treat their level as being 1 higher to determine the Duration of the Transmutation spell.
Languages: Kaulakor being play speaking Common and Kaulakor. Kaulakor with high intelligence scores can choose from the following: Avallo, Auran, Draconic, Dwarven, Elven, Gnomish, Halfling, Orcish.

Half-Serpents:
+2 to One Ability Score: Half-Serpents characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium:Half-Serpents are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-Serpents have a base speed of 30 feet.
Darkvision: Half-Serpents can see in the dark up to 60 ft.
Adaptable Disguise: Half-Serpents receive a +2 to all disguise checks.
Poison Resistance: Half-Serpents receive +2 bonus on all saving throws against poison.
Shielded Mind: Half-Serpent receive +2 bonus on Will Saves against mind affecting spells.
Languages: Half-Serpents being play speaking Common and Draconic. A Half-Serpent with a high intelligence score can choose from the following: Aquan, Dwarven, Undercommon.

Fathelir:
+2 Dex +2 Int -2 Str
Senses: Fathelir have Low-Light Vision and Darkvision up to 60’.
Negative Energy Affinity: Fathelir are healed by negative energy and harmed by positive energy, as an undead.
Light Sensitivity: Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Small: Fathelir are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: A Fathelir’s base land speed is 30’.
Keen Senses: Fathelir receive a +2 racial bonus on perception skill checks.
Halfling Blood: Fathelir count as both halfings and Fathelir for any effect related to race.
Fathelir Magic: Fathelir add +1 to the DC of any saving throws against Necromancy spells they cast. Int 11 or higher: Add inflict spells to spells learn-able (They must still be learned through normal means for the Fathelir’s class).
Undead Resistances: Fathelir gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Languages: Common, Halfling. Fathelir with high Intelligence scores can choose from the following: Dwarven, elven Gnome, Aquan, Undercommon

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