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Black Plauge
9th of October, 2005, 11:39
Races that need to be written up:
Dromite (XPH)
Duskling (MoI)
Gnoll (MM)
Goblin (MM)
Goliath (RoS)
Hobgoblin (MM)
Kuo-toa (MM)
Locathah (MM)
Manead (XPH)
Merfolk (MM)
Rilkan (MoI)
Sahuagin (MM)
Sea Kin (RoD)
Skarn (MoI)
Troglodyte (MM)
Xeph (XPH)
Yuan-ti (MM & XPH)Japanese names


Mechanically each race should weigh-in at ECL 3 or 4 without any class levels. In the case of some races, I've used the racial levels published by Monte Cook and in Unerthed Arcana to set most of the mechanics in place for this. Those races have entries below which show these mechanics, but lack a cultural entry. Other races will need to have such modifications made to them.

I don't like half-races (like half-elves and half-orcs) or sub-races. As such, I'm not going to include them. This means that at least the halflings below needs to be modified or redone (as I didn't express this wish to the original author, and he created halfling sub-races). Also, for a similar reason, Aasimars, Azurins, and Teiflings are banned.

Banned Races:
Aasimar (MM)
Azurin (MoI)
Chaos Gnome (RoS)
Dream Dwarf (RoS)
Drow (MM)
Duregar (MM & XPH)
Elan (XPH)
Feral Gargun (RoS)
Half-Elf (PHB)
Half-Giant (XPH)
Half-Orc (PHB)
Half-Ogre (RoD)
Illumian (RoD)
Mongrelfolk (RoD)
Sharakim (RoD)
Skulk (RoD)
Stonechild (RoS)
Teifling (MM)
Underfolk (RoD)
Whisper Gnome (RoS)

Black Plauge
9th of October, 2005, 11:41
Bugbear

+4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
Medium size.
A bugbear’s base land speed is 30 feet.
Low-light vision
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
Racial Skills: A bugbear’s humanoid levels give it skill points equal to 3 x (2 + Int modifier). Its class skills are Climb, Handle Animal, Hide, Listen, Move Silently, Ride, Search, and Spot.
Racial Feats: A bugbear’s humanoid levels give it two feats.
+3 natural armor bonus.
+4 racial bonus on Ride checks.
+2 racial bonus on survival checks when in their homeland.
Automatic Languages: Goblin. Bonus Languages: Draconic, Dwarven, Dromite, Human.
Favored Class: Rogue.
Level adjustment +1.

Black Plauge
9th of October, 2005, 11:43
Centaur

+4 Strength, +4 Constitution, –2 Intelligence, +2 Wisdom.
Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks (to resist or escape a grapple only), and carrying limits double those of Medium characters.
Undersized Torso (Ex): The vast majority of a centaur's bulk comes from its horse-like lower body. Its upper torso, is more akin in size to that of a smaller creature. Because of this, a centaur is treated as one size category smaller than it actually is for the purpose of determining weapon sizes, grapple check size bonuses (except those made to escape or resist a grapple), and lifting capacity.
Space/Reach: 10 feet/5 feet.
A centaur’s base land speed is 50 feet.
Low-light Vision
Racial Hit Dice: A centaur begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 2x (2 + Int modifier). Its class skills are Craft, Listen, Move Silently, Profession, Spot, and Survival.
Racial Feats: A centaur’s monstrous humanoid levels give it one feat.
Natural Attacks: A centaur has two hoof attacks as natural weapons (1d6/x2). These are always considered secondary weapons (-5 penalty to attack and only ½ Str to damage). The centaur may take Multiattack to reduce the penalty to these attacks to -2.
Improved Overrun: A centaur gets Improved Overrun as a racial bonus feat and, upon a successful overrun, may make one hoof attack upon the felled opponent.
+3 natural armor bonus.
+3 racial bonus to all Survival checks.
Automatic Languages: Centaur. Bonus Languages: Human, Elven.
Favored Class: Barbarian.
Level adjustment +1

Black Plauge
9th of October, 2005, 11:48
Dwarf

+4 Constitution, –2 Charisma.
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
Dwarf base land speed is 20 feet. 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).
A dwarf begins play with 3 levels of humanoid. This grants them 3d8 hp (and rp), +2 BAB, +3 Fort save, +1 Ref save, and +1 Will save.
A dwarf’s racial levels grant them two feats.
A dwarf’s racial levels grant them (2 + Int modifier) x 3 skill points. A dwarf’s racial class skills are Appraise, Climb, Craft, Intimidate, Jump, Knowledge (Dungeoneering), Profession, Sense Motive, and Survival.
Darkvision: Dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning: This ability grants a dwarf a +4 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 20 feet of unusual stonework can make a Search check as if he were actively searching. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up, and which way is north underground (as if he had 5 ranks in Survival).
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than exotic weapons.
Stability: 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).
+3 racial bonus on saving throws against poison.
+3 racial bonus on saving throws against magical effects
+1 racial bonus on attack rolls against orcs and goblinoids.
+5 racial bonus on Appraise checks that are related to stone or metal items.
+5 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Dwarven and Human. Bonus Languages: Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

Dwarven names follow are taken from Hungarian

Black Plauge
9th of October, 2005, 11:48
Elf

+2 Dexterity, +2 Intelligence, –2 Constitution.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
An elf begins play with three levels of humanoid. This grants them 3 HD, 3d8 hp (and rp), +2 BAB, +1 Fort save, +3 Ref save, and +1 Will save.
An elf’s racial levels grant them two feats.
An elf’s racial levels grant them (2 + Int Modifier) x 3 skill points. An elf’s racial class skills are Climb, Craft, Diplomacy, Hide, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Spellcraft, Spot, Survival, and Swim.
Immunity to magic sleep effects, and a +4 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: An elf can see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Wizarding Tradition (Ex): This ability is out. Does it need to be replaced?
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
Weapon Focus: Elves may choose any one of the above weapons to receive the Weapon Focus feat in as a bonus feat.
+2 racial bonus on Listen checks
+4 racial bonus on Search and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Elven. Bonus Languages: Draconic, Gnome, Human, and Sylvan.
Favored Class:

Black Plauge
9th of October, 2005, 11:50
Giant

+4 Str, +2 Con, -2 Dex
Large Size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A giant's base speed is 40ft.
Oversize Weapons (Ex): A giant can use a spear, longspear, shortspear, greatspear, javelin, dart, and atlatl one size category larger than normal without penalty.
Giants are automatically proficient with and gain a +1 to attack when using a spear, longspear, shortspear, javelin, or dart. This bonus to attack also apply when using an atlatl (a thrower that increases range and damage when used with a javelin or dart), though they do not automatically gain proficiency.
Weapon Familiarity: A giant treats a greatspear as a martial weapon, rather than exotic for the purposes of proficiency.
Low-Light Vision
Racial Hit Dice: Giants begin play with two levels of giant. This grants them 2d8 HD, +1 BAB, +3 Fort, +0 Ref, and +0 Will.
Racial Feats: A giant’s racial hit dice grant it 1 feat.
Racial Skills: A giant’s racial hit dice grant it 2x (2 + Int modifier) skill points. A giant’s class skills are Climb, Craft, Diplomacy, Intimidate, Jump, Listen, Perform, Profession, Sense Motive, and Spot.
Elemental Affinity (Su): A giant's heritage gives it a connection to one of the elemental planes (chosen at character creation). This grants them a +2 bonus to saving throws against effects from that particular element (for energy based attacks, acid is considered earth, cold is considered water, fire is considered fire, and electricity is considered air). Exposure to the element in its pure form (such as on a trip to the appropriate elemental plane) also temporarily grants the giant the appropriate elemental subtype. The giant retains the subtype (and the appropriate abilities that go with it) for as long as they are exposed to the pure element and for half as long again (to a maximum of one hour). Under normal conditions, pure elements cannot be found on the material plane.
Automatic Language: Giant; Bonus Languages: Xeph, Kuo-Toa
Favored Class: Ranger
LA: +2

Giant names are taken from Dutch.

Black Plauge
9th of October, 2005, 11:51
Gnome

+2 Constitution, +2 Charisma, –2 Strength.
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
A gnome begins play with 3 levels of humanoid. This grants them 3 HD, 3d8 hp (and rp), +2 BAB, +3 Fort save, +1 Ref save, and +3 Will save.
A gnome’s racial levels grant them two feats.
A gnome’s racial levels grant them (4 + Int Modifier) x 3 skill points. A gnome’s racial class skills are Bluff, Climb, Craft, Diplomacy, Hide, Jump, Knowledge (all skills, taken individually) Listen, Move Silently, Perform, Profession, and Swim.
Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
Bardic Tradition: A gnome who takes bard as his first class level stacks his racial hit dice with his bard levels for determining the power of bardic music effects based on bard level. He also gains access to 1 song (his choice) of 1 level higher than his bard level entitles him to (assuming he meets the necessary Perform rank requirements).
+2 racial bonus on saving throws against magical effects which are designed to deceive
Add +2 to the Difficulty Class for all saving throws against magical effects which are designed to deceive
Shape Soulmeld (Soulspeaker Circlet) - Gnomes with a Con of at least 10 gain Shape Soulmeld as a bonus feat, but only for the Soulspeaker Circlet soulmeld. When simply occupying a chakra (not bound to it) this soulmeld has no visual appearence.
Psi-like abilities - Cloud Mind 1/day, manifester level 1 (yes, this is lower than the normal minimum manifester level for a psion for this power), the save DC is charisma based
+4 racial bonus on Listen checks.
+4 racial bonus on Craft (alchemy) checks.
Automatic Languages: Elven. Bonus Languages: Centaur, Gnome, Halfling, and Human.
Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.

Black Plauge
9th of October, 2005, 11:56
Halfling

+4 Dex, -2 str
Small: As a small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a medium creature.
A halfling begins play with 3 levels of humanoid. This grants them 3d8 hp (and rp), +2 BAB, +1 Fort save, +3 Ref save, and +1 Will save.
A halfling's racial levels grant them two feats.
A halfling’s racial levels grant them (2 + Int modifier) x 3 skill points. A halfling’s racial class skills are Climb, Craft, Jump, Hide, Move Silently, Listen, and Profession
Halfling base land speed is 20 ft.
+3 racial bonus on climb, jump, and move silently checks. Halflings are agile, surefooted, and athletic.
+2 racial bonus on all saving throws. Halflings are suprisingly capable of avoiding mishaps.
+3 morale bonus on saving throws against fear.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on damage rolls with thrown weapons and slings.
+3 racial bonus on listen chcks
Automatic Languages: Halfling
Bonus Languages: Human, Elven, Gnome, Sylvan.
Favored Class: Rogue

Black Plauge
10th of October, 2005, 12:09
Human

+2 to any ability score. This ability score must be chosen at character creation and cannot be changed later.
Medium: as Medium creatures, humans have no special bonuses or penalties due to size.
Human base land speed is 30 feet.
A human begins play with three levels of humanoid. This grants them 3 HD, 3d8 hp (and rp), +2 BAB, +1 Fort save, +1 Ref save, and +3 Will save.
A human’s racial levels grant them two feats. They also get two bonus feats because humans are adaptive and quick to learn. They may select these two bonus feats from any they qualify for.
4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable.
A human’s racial levels grant them (4 + Int Modifier) x 3 skill points (does not include the extra skill point humans get at every level). A human can choose any 10 skills as racial skills on which to spend these skill points.
Adaptive Learning (Ex): A human can designate any one of his selected human class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that character takes. For example, a human who chooses Spot as an adaptive skill can treat Spot as a class skill for all future class levels, even if it is not normally a class skill for those classes.
Apprentice Spellcaster (Ex): Humans who take a spellcasting class as their first class treat their caster level as two higher than normal. This ability does not affect their spells per day or spells known. It increases their caster level only, which would help them penetrate spell resistance and increase the duration and other effects of their spells that are dependant on caster level. This ability stacks with the Practiced Spellcaster feat (CAr), but the two bonuses together cannot raise the human’s caster level beyond their hit dice (i.e. a Human Wiz 1, 4 HD, who takes Practiced Spellcaster has a caster level of 4, not 6). If the character does not take a spellcasting class as their first class this ability has no effect. I could just make this ability apply to manifester level, soulshaper level, and initiator level instead of spellcaster level.
Automatic Language: Human. Bonus Languages: Any (barring secret languages), Humans mingle with all the other races, and thus can learn their languages.
Favored Class: Any

Human names are taken from Turkish.

Black Plauge
12th of October, 2005, 04:51
Kobold

–4 Strength, +2 Dexterity, –2 Constitution, +2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
A kobold’s base land speed is 30 feet.
A kobold begins play with three levels of humanoid. This grants them 3 HD, 3d8 hp (and rp), +2 BAB, +1 Fort Save, +3 Ref save, and +3 Will save.
Racial Skill Bonuses: A kobold character has a +2 racial bonus on Appraise checks. They also get a +5 bonus on Craft (trapmaking), Profession (miner), and Search checks.
Racial Skills: A kobold's humanoid levels grant it 3 x (4 + Int Modifier) skill points. A kobold's class skills are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Spellcraft (Int), Spot (Wis), and Swim (Str).
Racial Feats: A kobold's humanoid levels grant it two feats.
Tunnel Defense (Ex): At 1st level, a kobold uses confined spaces to their advantage in melee combat. A kobold is treated as a Medium opponent when using or resisting any special attack (for example, bull rush, disarm, grapple) but only when fighting in a location no wider than their combat space (5-ft. wide). In addition, a paragon retains their Dexterity bonus to AC even if caught flat-footed or struck by an invisible attacker in these confined conditions.

If a kobold has uncanny dodge from a different class, the character automatically gains the benefits of improved uncanny dodge, but only when fighting in confined conditions (as above).
A kobold has darkvision out to 90 ft.
+1 natural armor bonus.
Sorcerous Tradition: Ability needs to go, does it need to be replaced?
Automatic Languages: Draconic. Bonus Languages: Any.
Favored Class:
Level adjustment +0.

Kobold names are taken from Italian.

Black Plauge
12th of October, 2005, 04:54
Lizardfolk

+2 Strength, +2 Constitution, -2 Intelligence.
Medium size.
A lizardfolk’s base land speed is 30 feet.
Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 2 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
Racial Feats: A lizardfolk’s humanoid levels give it one feat.
Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
+5 natural armor bonus.
Natural Weapons: 2 claws (1d4) and bite (1d4).
Special Qualities (see above): Hold breath.
Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
Favored Class:
Level adjustment +1.

Black Plauge
12th of October, 2005, 04:57
Minotaur

+4 Strength, -2 Dexterity +2 Constitution, -2 Charisma.
Medium size.
A minotaur’s base speed is 30 feet.
Racial Hit Dice: A minotaur begins with one level of monstrous humanoid, which provides 1d8 Hit Dice, a base attack bonus of 1, and base saving throw bonuses of Fort +2, Ref +0, and Will +2.
Racial Skills: A minotaur’s humanoid level give it skill points equal to 4 x (2 + Int modifier). Its class skills are Intimidate, Listen, Search, Spot, and Survival.
Racial Feats: A minotaur’s monstrous humanoid level gives it one feat.
+3 natural armor bonus.
Natural Weapon: Gore (1d6) [Unfit lose the benefit of this natural weapon after their horns are cut off.]
Automatic Languages: Abyssal. Bonus Languages: Xeph, Giant, Manead, any language of the place the minotaur is staying.
Minotaurs get +2 to all Intimidate checks.
Favored Class: Monk (Academy) or Fighter (Unfit).
Level adjustment +2.

Minotaur names are taken from Greek.

Black Plauge
12th of October, 2005, 05:00
Thri-kreen

+2 STR, +4 DEX, -2 INT, +2 WIS, -4 CHA. Thri-kreen are strong and quick, but they think differently from most humanoids and have a hard time relating to folk of other races.
Monstrous Humanoid: Thri-kreen are not subject to spells that affect humanoids only, such as charm person or dominate person.
Medium: As Medium creatures, Thri-kreen have no special bonuses or penalties due to their size.
Thri-kreen base land speed is 40ft.
Darkvision out to 60ft.
Immunity to magic sleep effects.
+3 natural armor; a Thri-kreen's exoskeleton is tough and resistant to blows.
Multiple Limbs: Thri-kreen have four arms, and thus can take the Multiweapon Fighting Feat (pg 304 of MM) instead of Two-Weapon Fighting Feat. Thri-kreen can also have the Multiattack Feat (these are not bonus feats).
Natural Attacks: Thri-kreen can attack with four claws and a bite. The claws deal 1d4 points of damage, and the bite is a secondary attack that also deals 1d4 points of damage. A Thri-kreen can attack with a weapon (or multiple weapons) at its normal attack bonus, and make either a bite or claw attack as a secondary attack.
Poison(EX): Bite, initial damage 1d6 DEX, secondary damage paralysis, DC 11+CON modifier. A female Thri-kreen produces sufficient poison for only one poisonous bite per day.
Leap(EX): Thri-kreen are natural jumpers. They have a +30 racial bonus on Jump checks.
Weapon Familiarity: Thri-kreen can treat Gythkas and chatkchas as martial weapons rather than exotic weapons.
Racial Hit Dice: A Thri-kreen character begins with two levels of monstrous humanoid, which provides 2d8 Hit Dice, a base attack of +2, and a base saving throw bonuses of Fort +0, Ref +3, Will +3.
Racial Skills: A Thri-kreen's monstrous humanoid levels give her skill points equal to 2x (2+INT modifier). Her class skills are Balance, Climb, Hide, Jump, Listen, and Spot.
Racial Feats: a Thri-kreen character has Deflect Arrows as a bonus feat. In addition, his monstrous humanoid levels provide a feat.
Warrior Tradition: To reflect their training in the combat arts, a Thri-kreen character gets a bonus feat at character creation. This feat must be from the Fighter list, Multiweapon Fighting, or Multiattack.
Automatic Languages: Kreen. Bonus Languages: Dromite
Favored Class: Fighter
Level Adjustment: +2

Black Plauge
19th of January, 2006, 01:37
Ogre

+4 Str, +2 Con, -2 Int, -2 Wis. Ogres are big and strong, but their sense of entitlement tends to blind their thinking.
Medium: As Medium creatures, Ogres have no special bonuses or penalties due to their size.
Powerful Build: The physical stature of ogres lets them function in many ways as if they were one size category larger.
Whenever an ogre is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the ogre is treated as one size larger if doing so is advantageous to him.
An ogre is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. An ogre can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Ogre base land speed is 30ft.
An ogre's skin is thicker than other races, granting them a +1 Natural Armor bonus to AC.
Low-light Vision: An ogre can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
Racial Hit Dice: An ogre begins play with two levels in humanoid, which provides it with 2d8 humanoid HD, a base attack bonus of +1, and base save bonuses of Fort +3, Ref +0, and Will +0.
Racial Skills: An ogre's humanoid levels give it 2x(2+Int mod) skill points. An ogre's class skills are Climb, Craft (any, taken individually), Intimidate, Listen, Profession (any, taken individually), and Spot.
Racial Feats: An ogre's humanoid levels grant it one feat.
Favored Class:
Level Adjustment: +1

Black Plauge
19th of January, 2006, 01:50
Orc

+6 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma. The enslavement of the orcs by the ogres has made them stronger, but discourages independant thinking.
An orc’s base land speed is 30 feet.
Darkvision: Orcs can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
Racial Hit Dice: An orc begins play with three levels of humanoid. This grants them 3d8 hit dice, a +2 base attack bonus, and base save bonuses of Fort +3, Ref +1, and Will +1.
Racial Skills: An orc's humanoid levels grant it 3x(2+Int Mod) skill points. An orc's class skills are Climb, Craft (any, taken individually), Jump, Listen, Profession (any, taken individually), Spot, Survival, and Swim.
Racial Feats: An orc's humanoid levels grant it 2 feats.
Favored Class: Barbarian.

Black Plauge
19th of January, 2006, 02:07
Grimlocks

+4 Strength, +2 Constitution, –2 Wisdom, –4 Charisma for warriors; +2 Constitution , -2 Wisdom for sages. Grimlock Warriors are formidable in battle, but rely on the sages for leadership and guidance.
Medium: As medium creatures a grimlock gains no bonuses or penalties for size.
A grimlock’s base land speed is 30 feet.
Racial Hit Dice: A grimlock begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
Racial Skills: A grimlock’s monstrous humanoid levels give it skill points equal to 2 x (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, and Spot. Grimlocks gain a +10 racial bonus on Hide checks in mountain or underground settings.
Racial Feats: A grimlock’s monstrous humanoid levels give it one feat.
Weapon Proficiency: A grimlock is automatically proficient with the battleaxe.
+2 natural armor bonus.
Blindsight: Grimlocks are blind, but their exceptional senses of smell and hearing allow them to notice foes nearby. Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Scent
Automatic Languages: Grimlock. Bonus Languages: Draconic, Dwarven, Gnome, Terran, Undercommon.
Favored Class: Barbarian (for warriors) or Expert (for Sages)
Level adjustment +1.

Black Plauge
24th of January, 2008, 05:56
Githzerai

+6 dexterity, -2 intelligence, +4 wisdom
Medium size
Base land speed 30 ft.
darkvision 60 ft.
A githzerai begins play with 3 levels of humanoid which grants him 3d8 hp (and rp), +2 BAB, +3 fort save, +1 ref save, and a +1 will save.
A githzerai's racial levels grant him 2 feats.
A githzerai's racial levels grant him (2+int)x3 skill points. A githzerai's racial class skills are: autohypnosis, concentration, craft, knowledge (the planes), and profession
naturally psionic: githzerai gain 2 bonus power points at first level.
Psi-like abilities: 3/day- inertial armor, psionic daze, catfall, concussion. Githzerai of 11th level also gain plane shift 1/day. Manifester level is 1/2 hit dice. The save DC's are charisma based.
Power resistance: a githzerai has power resistance of 5+ hit dice.
Automatic languages: gith.
Bonus languages: abyssal, celestial, draconic, slaad, undercommon.
Favored Class: psychic warrior

Black Plauge
24th of January, 2008, 06:42
Githyanki

+2 Dexterity, +2 constitution, +2 intelligence, -2 wisdom
Medium
Base land speed 30 ft.
Darkvision 60 ft.
Naturally Psionic: A githyanki begins play with 3 additional power points.
A githyanki begins play with 3 levels of humanoid, which grant it 3d8 hp (and rp), +2 BAB, +3 fort save, +1 ref save, and +1 will save
A githyanki's racial hit dice grant it 2 feats
A githyanki's racial hit dice grant it (2+int)x5 skill points. A githyanki's racial class skills are: concentration, craft, knowledge (the planes), and profession
Psi-Like Abilities:
level psi-like abilities
1st 3/day far hand, psionic daze
3rd 3/day concealing amorpha
6th 3/day psionic dimension door
9th 3/day telekinetic thrust, 1/day psionic plane shift
Power Resistance (Ex): a githyanki has power resistance = to 5+hit dice
Automatic languages: gith
Bonus Languages: abyssal, celestial, draconic, infernal, undercommon
Favored Class: Psion