Many races call the Bloodwind Isles their home. Among the most populous races of the Nine Kingdoms region are the humans, dwarves, elves, halflings, gnomes and orcs, but many other races live among them. Characters may choose from any of the following options as characters, assuming that they possess enough experience to play a character of the appropriate ECL.
NOTE: Moreso than other character concepts, any race with an ECL adjustment requires DM approval. Many of these are fairly specialized, and may not work with the current party or storyline.
From the Player's Handbook:
- Human
- Dwarf
- Elf
- Gnome
- Halfling
- Half-elf
- Half-orc
From the Forgotten Realms Campaign Setting:
- Planetouched: Aasimar (ECL+1)
- Planetouched: Genasi (ECL+1)
- Planetouched: Tiefling (ECL+1)
From Oriental Adventures:
- Hengeyokai (ECL+1)
- Korobokuru
- Nezumi
- Spirit Folk
- Vanara
From Fantasy Flight Games's Mythic Races:
- Artathi (ECL+1)
- Coivald
- Illonis (ECL+1)
- Niomus (ECL+2)
- Ooloi
- Pevishan (ECL+2)
- Rezurbek (ECL+1)
- Siarran
From the Monster Manual:
- Centaur (ECL+7)
- Goblin
- Half-dragon (ECL +3)
- Half-celestial (ECL +3)
- Half-fiend (ECL +3)
- Hobgoblin (ECL +1)
- Kobold
- Lizardfolk (ECL+4)
- Ogre (ECL+8)
- Orc
From the DM's Collection of Arnian Monsters:
Racial Descriptions
A brief description and specific game-mechanic information for each race is provided below, for clarification. Where racial game mechanics are not considered Open Gaming Content, the player is directed to the appropriate text for relevant information on building a character of that race.
Aasimar
- See racial write-up in WOTC's Forgotten Realms Campaign Setting.
Artathi: This proud race of felinids control the jungles of the island of Vher, protecting their homes and their sacred Cat Temples from invaders. Most remain on Vher, but those of mixed blood (called the Casteless Ones, or letathen) sometimes leave their island home in hopes of finding a better place. Rarely, travellers might encounter exiled pure bloods of the Seven True Tribes.
Letathen/Mongrel Artathi:
- +2 Dexterity, -2 Constitution
- Medium size
- Artathi base speed is 30 feet.
- Low-light Vision: Artathi can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- +2 racial bonus on Hide and Move Silently checks. In areas of tall grass or heavy undergrowth, the Hide bonus increases to +6.
- +6 racial bonus on Balance checks.
- +2 dodge bonus, representing the artathi's uncanny natural instincts for danger. Any time the character is deprived of his Dex bonus to AC, such as when he is caught flatfooted, he loses this dodge bonus as well.
- Natural attacks: Whenever an artathi attacks unarmed with his claws extended, his unarmed strikes inflict 1d6 points of normal damage. With his claws retracted, his unarmed strikes inflict the standard 1d3 points of subdual damage.
- Automatic Language: Common and Artathi.
- Bonus Languages: Elven, Draconic, Giant, Goblin and Sylvan.
- Favored Class: Barbarian.
- Effective Character Level: +1.
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Il'artathi (Lion): As Letathen above, with the following exceptions:
- +2 Strength, -2 Dexterity
- Favored Class: Paladin.
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Tal'artathi (Tiger): As Letathen above, with the following exceptions:
Ahl'artathi (Puma): As Letathen above, with the following exceptions:
- +2 Intelligence, +2 Charisma, -2 Constitution
- Favored Class: Sorcerer.
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Htak'artathi (Lynx): As Letathen above, with the following exceptions:
Sal'artathi (Cheetah): As Letathen above, with the following exceptions:
- +4 Dexterity, -2 Strength, -2 Constitution
- Sal'artathi base speed is 40 feet.
- Favored Class: Monk.
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Dal'artathi (Leopard): As Letathen above, with the following exceptions:
Vyk'artathi (Jaguar): As Letathen above, with the following exceptions:
- +2 Strength, -2 Intelligence, -2 Charisma
- Favored Class: Fighter.
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Centaur
- Racial write-up coming soon.
Coivald
- See racial write-up in Fantasy Flight Games' Mythic Races.
Dwarf
- +2 Constitution, -2 Charisma.
- Medium size.
- Dwarven base speed is 20 feet.
- Darkvision: Dwarves can see in the dark up to 60 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: Stonecunning grants dwarves a +2 racial bonus on 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 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
- +2 racial bonus on saving throws against poison.
- +2 racial bonus on saving throws against spells and spell-like effects.
- +1 racial bonus to attack rolls against orcs and goblinoids.
- +4 dodge bonus against giants.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Common and Dwarven.
- Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
- Favored Class: Fighter.
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Elf
- +2 Dexterity, -2 Constitution.
- Medium size.
- Elven base speed is 30 feet.
- Immunity to magic sleep spells and effects.
- +2 racial saving throw bonus against Enchantment spells or effects.
- Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- Proficient with either longsword or rapier; proficient with shortbow, longbow, composite longbow, and composite shortbow.
- +2 racial bonus on Listen, 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 the door.
- Automatic Languages: Common and Elven.
- Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Wizard.
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Genasi
- See racial write-up in WOTC's Forgotten Realms Campaign Setting.
Gnome
- +2 Constitution, -2 Strength.
- Small size.
- Gnome base speed is 20 feet.
- Low-light Vision: Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. *
- +2 racial bonus on saving throws against illusions.
- +1 racial bonus to attack rolls against kobolds and goblinoids (goblins, hobgoblins, and bugbears): Gnomes battle these creatures frequently and practice special techniques for fighting them.
- +4 dodge bonus against giants.
- +2 racial bonus on Listen checks.
- +2 racial bonus on Alchemy checks.
- Automatic Languages: Common and Gnome.
- Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
- Once per day a gnome can use "Speak with Animals" [per the spell] as a spell-like ability to speak with a burrowing mammal (a badger, fox, rabbit, etc.). This ability is innate to gnomes. It has a duration of 1 minute (the gnome is considered a 1st-level caster when he uses this ability, regardless of his actual level).
- Gnomes with Intelligence scores of 10 or higher may cast the 0-level spells (cantrips) dancing lights, ghost sound, and prestidigitation, each once per day. These are arcane spells. Treat the gnome as a 1st-level caster for all spell effects dependent on level (range for all three spells and duration for ghost sound).
- Favored Class: Illusionist, which is a wizard who specializes in casting illusion spells.
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Goblin
- -2 Strength, +2 Dexterity, -2 Charisma
- Small size.
- Goblin base speed is 30 feet.
- Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function just fine with no light at all.
- +4 racial bonus to Move Silently.
- Automatic Languages: Common and Goblin.
- Bonus Languages: Draconic, Giant, Gnoll, Orc, and Abyssal.
- Favored Class: Rogue.
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Half-Celestial(Scion)
- Racial write-up coming soon.
Half-Dragon
- Racial write-up coming soon.
Half-Fiend(Half-Demon)
- Racial write-up coming soon.
Half-Elf
- Medium size.
- Half-elven base speed is 30 feet.
- Immunity to sleep spells and similar magical effects.
- +2 racial saving throw bonus against Enchantment spells or effects.
- Low-light Vision: Half-elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
- +1 racial bonus on Listen, Search, and Spot checks.
- Elven Blood: For all special abilities and effects, a half-elf is considered an elf.
- Automatic Languages: Common and Elven.
- Bonus Languages: Any.
- Favored Class: Any.
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Half-Orc
- +2 Strength, -2 Intelligence, -2 Charisma
- Medium size.
- Half-orc base speed is 30 feet.
- Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
- Orc Blood: For all special abilities and effects, a half-orc is considered an orc.
- Automatic Languages: Common and Orc.
- Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
- Favored Class: Barbarian.
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Halfling
- +2 Dexterity, -2 Strength.
- Small size.
- Halfling base speed is 20 feet.
- +2 racial bonus on Climb, Jump, and Move Silently checks.
- +1 racial bonus on all saving throws.
- +2 morale bonus on saving throws against fear.
- +1 racial attack bonus with a thrown weapon.
- +2 racial bonus on Listen checks.
- Automatic Languages: Common and Halfling.
- Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
- Favored Class: Rogue.
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Hengeyokai
- See racial write-up in WOTC's Oriental Adventures.
Hobgoblins
- +2 Dexterity, +2 Constitution
- Medium size.
- Hobgoblin base speed is 30 feet.
- Darkvision: Hobgoblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hobgoblins can function just fine with no light at all.
- +4 racial bonus to Move Silently.
- Automatic Languages: Common and Goblin.
- Bonus Languages: Draconic, Giant, Gnoll, Orc, and Abyssal.
- Favored Class: Fighter.
- Effective Character Level: +1.
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Human
- Medium size
- Human base speed is 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Language: Common.
- Bonus Languages: Any.
- Favored Class: Any.
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Illonis
- See racial write-up in Fantasy Flight Games' Mythic Races.
Kobold
- -4 Strength, +2 Dexterity
- Small size.
- Kobold base speed is 30 feet.
- Natural armor bonus of +1.
- Darkvision: Kobolds can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and kobolds can function just fine with no light at all.
- Light Sensitivity (Ex): Orcs suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
- +2 racial bonus to Craft (trapmaking), Profession (mining), and Search checks.
- Automatic Languages: Common and Draconic.
- Bonus Languages: Giant, Gnoll, Orc, and Abyssal.
- Favored Class: Sorcerer.
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Kerathi: These felinoid giant-kin travel the High Seas, striking terror in the hearts of good and fair sea captains everywhere.
- +8 Strength, +4 Dexterity, +6 Constitution, -2 Wisdom
- Large Size.
- Darkvision: Kerathi can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and kerathi can function just fine with no light at all.
- Scent.
- Kerathi base speed is 40 ft.
- Natural Armor +3.
- Natural Weapons: Two claws 1d6 and bite 1d8.
- Natural Reach of 10 ft.
- Proficient with Greatsword and Heavy Crossbow.
- Treated as Monstrous Humanoids.
- Racial Hitdice: Kerathi gain 4d8 as racial hitdice. These racial hitdice grant the following benefits: +4 Base Attack Bonus; Base saving throws of Fort +1, Ref +4, Will +4; one feat (typically Improved Initiative); and a number of skill points equal to (2xInt)+4, which can be spent on the following as class skills: Hide, Jump, Knowledge(seamanship), Listen, Move Silently, Spot, and Wilderness Lore.
- Automatic Languages: Common and Kerathi.
- Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
- Favored Class: Fighter.
- Effective Character Level: +6.
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Korobokuru
- See racial write-up in WOTC's Oriental Adventures.
Nezumi
- See racial write-up in WOTC's Oriental Adventures.
Lizardfolk
- Ability Scores: +2 Str, +2 Con, -2 Int.
- Lizardfolk have a base speed of 30ft.
- Lizardfolk are humanoids (aquatic, reptilian).
- Racial Hitdice: Lizardfolk receive 2d8 as racial hitdice. In
addition to the hitdice, Lizardfolk also receive +1 BAB; base saving
throw bonuses of Fort +0, Ref +3, Will +0; one feat (typically Multi-
attack); and (7+Int Bonus) skillpoints to spend on racial skills,
with the following being considered class skills, based on racial
description: Balance, Jump, Swim.
- Natural Armor: Lizardfolk have +5 natural armor.
- Natural Attacks: Lizardfolk have two claw attacks (1d4) and one
bite attack (1d4) as natural attacks.
- Skill Bonuses: Thanks to their tails, lizardfolk receive a +4
racial bonus to Jump, Swim, and Balance checks.
- Favored Class: Druid.
- Languages: Lizardfolk speak Draconic and Common.
- Effective Character Level: +4
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Niomus
- See racial write-up in Fantasy Flight Games' Mythic Races.
Ooloi
- See racial write-up in Fantasy Flight Games' Mythic Races.
Orc
- +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma
- Medium size.
- Orc base speed is 30 feet.
- Darkvision: Orcs can see in the dark up to 60 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.
- Light Sensitivity (Ex): Orcs suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
- Automatic Languages: Common and Orc.
- Bonus Languages: Draconic, Giant, Gnoll, Goblin and Abyssal.
- Favored Class: Barbarian.
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Ogre
- +8 Strength, +4 Dexterity, +6 Constitution, -2 Wisdom
- Large Size.
- Ogre base speed is 30 ft.
- Natural Armor +5.
- Natural Reach of 10 ft.
- Proficient with Greatclub and Longspear.
- Treated as Giants.
- Racial Hit Dice: Ogres, as a race, recieve 4d8 Hit Dice. These hit
dice grant the character a BAB of +3; 8+Int mod skill points (which
can be spent on the following skills as class skills: Climb, Listen,
and Spot); Saves: +4 Fort, +1 Ref, +1 Will; and one feat.
- Automatic Languages: Common and Giant.
- Bonus Languages: Draconic, Gnoll and Goblin.
- Favored Class: Barbarian.
- Effective Character Level: +8.
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Rezurbek
- See racial write-up in Fantasy Flight Games' Mythic Races.
Pevishan
- See racial write-up in Fantasy Flight Games' Mythic Races.
Siarran
- See racial write-up in Fantasy Flight Games' Mythic Races.
Spirit Folk
- See racial write-up in WOTC's Oriental Adventures.
Tiefling
- See racial write-up in WOTC's Forgotten Realms Campaign Setting.
Vanara
- See racial write-up in WOTC's Oriental Adventures.
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