Skip to content

Race options

Race/Species is one of the root choices for a character build and can, in some cases, be one of the most important to how a character is built. With that in mind there are several dozen ways to go about it. It can be purely cosmetic where there are no differences in race/species, it could be mild balanced statistical redistribution, or there could be level adjustments applied and imbalanced statistical distribution applied. With that said it boils down to what the DM would think is most applicable to the world they are building. Whether they go with an entirely constructionist view--where all race/species are balanced, complete essentialist--where the differences are sharp and clearly measurable, or go somewhere in the middle. It is important that the DM be consistent in the choice here though. The examples below will be separated into Mixed, or Essentialist categories. Constructionist will be explained as a rule that applies to all race/species.

Terms

Hit Dice - Another name for level.

Level Gap Increase - This is a rule that applies when a race/species has imbalanced stats/abilities. It will increase the experience required by the equivalent level total. For example — It normally takes 1,000 experience to go from level 1 to level 2. If a race/species has a gap of +1 it will add the required experience to go from level 2 to level 3 to the gap between level 1 and level 2. So in total it would take 3,000 experience to go from level 1 to level 2 instead of 1,000.

Effective Hit Dice - This is the level gap + the character’s Hit Die. This is what is used to determine challenge, experience, rewards, and so on. Always use the effective hit dice of the character.

Constructionist - This rule set will only apply the most extreme race/specie differences. Such as size category, number of limbs, and other plainly obvious things. Otherwise anything under this system gets +4 skill points at first level and +1 skill point every level thereafter, and a bonus feat.

Mixed - This is a rule set where the physical aspects of the race is inherent, but there are no natural inclinations for behavior, skills, feats, or abilities. There will be attribute balances and uneven ones. Level Gaps do exist in this category but, tend to be low.

Essentialist - This rule set is where there are sharp and obvious strength and power differences between races/species. Here you will see strongly suggested alignments. Skill Bonuses, abilities, and often more extreme imbalances in attributes. Often time Level Gaps are higher here than their Mixed example counterparts.

Size - the size category of the creature. Small sized are weaker and will off set imbalanced attribute distributions. Large size creatures would inherently gain a level gap due to the benefits of being large. See Size Categories for what this effects.

Examples

Goblin

A short species with a reputation for being unorganized, dirty, and violent. Their skin tones range from dark brown, orange, grey, or green. While the reputation can be unfounded among some tribes, it isn’t among others. Goblins have broad pointy ears, they are a cousin species to elves, though notably shorter. Highly tribal, they divide themselves among clans. Their societal structure tends to be based on who is the strongest/most violent and can hold power over the weaker members of the tribe. Others are more political and organized with a clear system of power, class, and all the whistles and bells of a functioning society. It is no mystery which of these two types live among other sapient species and which doesn’t.

Small Sized

Heights range from 3’ to 3'8" examples beyond either threshold are very rare

Weight varies a bit more depending on body build. This can range from 30-80 lbs

Mixed

Attribute Modifications: -2 Strength, +2 Dex, and +2 Intelligence.

Goblin Guile: Pick two skills and add a +2 species bonus to them, these will increase for every 3 HD.

Essentialist

Level Gap: +1

Attribute Modifications: -2 Strength, +2 Dex, and +4 Intelligence.

Gain Mechanist Familiar as an ability.

+2 to Investigate, +2 to Sabotage Device, these will increase by +1 every for every 3 hit dice.

Alignment: Neutral Any, they have a semi-lax view on law. Morality is determined by tribe.

Human

A ubiquitous species known for their charisma and leadership skills. Strong warriors within the species aren’t unheard of, they tend to focus more on strategy, politics, and fame rather than being a warrior species. Like Leonal, due to their shorter lifespan they breed more often. This is why they have large numbers and are so common compared to longer lived species, such as elves and dwarves.

Medium size

Heights are sexually dimorphic

Females range from 4’11’’ to 5’10’’’ examples beyond either threshold are very rare

Males range from 5’2’’ to 6’8’’ examples beyond either threshold are very rare.

Weight is rather variable and dependent on height. A healthy average female will weigh around 117-137 lbs. A healthy average male will weigh around 130-180 lbs.

Mixed

Attribute Modifications: -2 Wisdom, +2 Intelligence, +2 Charisma

Pick an extra bonus feat and gain 4 extra skill points at first level, and one extra ever level thereafter.

Essentialist

Attribute Modification: -2 Wisdom, +2 Intelligence, +4 Charisma

Gain Leadership as an ability

+2 to Bluff, +2 to diplomacy, these will increase by 1 for every 3 hit dice.

Alignment: Any

Elf

Graceful, lithe, and horribly racist. Elves are a species that see themselves as the most worthy species and as such have a lot of strain with all the other species in the world. They are known for their excellent craftsmanship, marksmanship, and generally agility. They are a long lived species and can live for hundreds of years, they mature about half the speed humans do.

Medium Sized

Heights are sexually dimorphic

Females range from 4’3’’ to 5’4’’’ examples beyond either threshold are very rare

Males range from 4’8’’ to 5’9’’ examples beyond either threshold are very rare.

Weight is rather variable and dependant on height. A healthy average female will weight around 70-120 lbs. A healthy average male will weigh around 90-140 lbs.

**Mixed **

Attribute Modifications: +4 Dex, -2 Constitution

Gain an extra feat

Gain low light vision

Essentialist

Attribute: +4 Dex, -2 Constitution, +2 Intelligence, -2 Charisma

Gain the Far Seeing ability

Gain the Graceful Fighting Feat and Close Range Aiming Feat

Alignment: Typically any chaotic as they seldom principally apply their own rules.

Half-Elf/Human

Born to a human and elf parents.

Medium sized

Heights are sexually dimorphic

Females range from 4’7’’ to 5’6’’’ examples beyond either threshold are very rare

Males range from 5’ to 5’11’’ examples beyond either threshold are very rare

Mixed

Attribute Modifications: +2 Dex, -2 Con, +2 Charisma

Gain low light vision

Pick an extra bonus feat and gain 4 extra skill points at first level, and one extra ever level thereafter.

Dwarf

Stocky and short for a medium sized species, they are renowned for their excellent stonework throughout the world. With the love for combat, good hears, and a strong love for history, Dwarves find themselves welcomed in every city in the world.

Medium Sized

Heights are sexually dimorphic

Females range from 4’ to 4’9’’ examples beyond either threshold are very rare

Males range from 4’2’’ to 5 examples beyond either threshold are very rare.

Weight is rather variable and dependent on height. A healthy average female will weight around 85-150 lbs. A healthy average male will weigh around 100-165 lbs.

Mixed

Attribute Modifications: +2 Strength, -2 Dexterity, +2 Constitution

Movement Speed Base: 20

Unhindered movement from medium and heavy armor

Gain Darkvision out to 60 ft.

Essentialist

Attribute Modifications: +2 Strength, -2 Dexterity, +4 Constitution

Movement Speed Base: 20

Unhindered movement from medium and heavy armor

Gain Darkvision out to 60 ft.

Gain Proficiency with Axe Group and the feat Arms Focus with Axe Group

Alignment: Any Lawful

Leonal

A species that looks like a humanoid Lion these are strong proud warriors known for their martial prowess. Associated strongly with mercenary groups and sellswords it is assumed on site that they are likely a mercenary. While not wholly true, it does have elements of truth to it. Sometimes individuals sometimes entire tribes of them can act as mercenaries. Outside of this they are a nomadic cautious people.

Medium Sized

Heights are sexually dimorphic

Females range from 5’8'' to 6’5’’ examples beyond either threshold are very rare

Males range from 6’ to 7'2'' examples beyond either threshold are very rare.

Weight is rather variable and dependant on height. A healthy average female will weight around 145-230 lbs. A healthy average male will weigh around 220-300 lbs.

Mixed

Attribute Modifications: +4 Strength, +2 Wisdom, -2 Intelligence

Gain a +2 speceis bonus on a skill, this bonus increases by +1 for every 3 HD

Gain Scent, the ability to track by smell.

Essentialist

Level Gap +1

Attribute Modifications: +4 Strength, +2 Constitution, +2 Wisdom, -2 Intelligence

Natural Armor: +2

Gain +2 to Listen and +2 to Bushcraft, these increases by +1 per 3 HD.

Gain Scent, the ability to track by smell.

Gain Leonal Vigor: When using a two handed weapon, the strength modifier to damage is 2.0x instead of 1.5x

Kobold

A small reptilian species that often compete with dwarves for territory. Crafty, persistent, and brave to a fault kobolds often find themselves in situations where they will likely not survive. Their boldness does lead them to be a rather enterprising species and will take risks where others will not.

Small sized

Species lacks sexual dimorphism

Members of the species lack obvious primary sex characteristics and secondary are too subtle to see, primarily scents.

They average 2''9'' to 3'7'' in height and weight between 40-70 lbs.

Mixed

Attribute Modifications: +2 Dex, +2 Con, -2 Wisdom

Natural Armor: +2

Darkvision 120 ft

Gain a secondary definition at first level

Essentialist

Attribute Modifications: +2 Dex, +2 Con, -2 Wisdom, -2 intelligence

Natural Armor: +2

Darkvision 120 ft

Gain Apothecary definition by default

Gain a +3 to Alchemy, this bonus increases by +1 per 3 HD

Lizardfolk - Crocodilian

Medium sized

Heights and weights are uniform there is little sexual dimorphism in this species.

They stand in ranges of 5'8'- 7' tall and can weight between 190-400 lbs

Mixed

Attribute Modifications: +2 Strength, +2 Constitution, -2 Charisma

Swim Speed 30 ft

Natural Armor +2

Rodentia

Small sized

Heights and weights are uniform there is little sexual dimorphism in this species.

They stand in ranges of 3' - 4' tall and can weight between 35-50 lbs

Mixed

Attribute Modifications: -2 Strength, +2 Dex, +2 Constitution

Movement Speed 30

Gain extra secondary definition

Can track via scent

Harpy

Small lithe creatures with six limbs, two wings, two arms, and two legs. They have human like faces but a large set of fangs for eating meat. They are primarily known for praying on isolated sapiens and animals. They have a loose culture though like a lot of birds avoid being around each other.

Medium Sized

Heights are sexually dimorphic

Females range from 4’1’’ to 5’ examples beyond either threshold are very rare

Males range from 4’5’’ to 5’3’’ examples beyond either threshold are very rare.

Weight is rather variable and dependant on height. A healthy average female will weight around 60-95 lbs. A healthy average male will weigh around 70-115 lbs.

Mixed

Attribute Modifications: +2 Dex, -2 Con, +2 Charisma

Fly Speed: 60 (Average) - can only fly in light armor, light load, or no armor.

Gain an extra ability at first level

Dragon Info:

All dragons being played are Young in age category and follow these following rules.

HD: Dragons always have d12 hit die no matter what progression they have

Natural Armor: +8

Abilities: +4 Strength, +4 Con, +2 mental attribute fitting the dragon archetype

Breath Weapon: Energy type is dependent on dragon type and does 2d8 damage for every 3 Hit Dice. DC is 10 + 1/2 HD + Constitution Mod

Base Attack: Base attack is always based on their total Hit Dice with their natural weapons. If they use weapons they have to default to their progression charts.