Halflings:
Halflings are small, stout humanoids, standing between 3 to 4 feet tall. Cheerful and friendly, they tend to take an unassuming position in whatever society they live in, freely mingling all across the lands. When young, Halflings tend to be adventurous and curious, but as they grow older, most settle, have families and live quiet, peaceful lives. A rare few retain their desire for adventure, and go on to be great heroes.
To make Halfling characters use the standard template in the PHB

Gnomes:
Standing between 3 to 3 1/2 feet tall, Gnomes look very similar to halflings to most Humans, though they are often thinner and have more prominent noses. Most Gnomes hail from Urdlen, birth realm of the race, though a few have migrated to other lands. Excellent craftsmen by nature and temperament, they are known all over for their fine jewelery and exquisitely cut gems.
To make Gnome characters use the standard template in the PHB but gain +2 racial bonus to all Craft Checks. Replace +1 attack Bonus Against Kobolds and Godlinoids with Trogs. Lose spell-like abilities and the +1 to Illusion DCs.

Half-elfs:
Half-elf is a bit of a misnomer. It is a name given to those with human and humanoid blood lines, such as half gnome, half elf, even half halfling. They don't even need to be fully half blooded; you can just have a strong blood line. Though not shunned or pushed out of society, they do often feel a little out of place. One thing of note: with the elven lands closed no Half-elfs come from there.
To make Half-elf characters use the standard template in the PHB

Half-trogs:
Vary rare, Half -trogs are said to combine the best of Trog and the worst of human. Short tempered and sullen, they would rather act then ponder and would rather fight than argue. They still carry with them the stigma of their Trog ancestry and often wander, trying to find purpose in life.
To make Half-trog characters use the Half-orc template in the PHB

Humans:
Humans have spread all across the world, from the nomadic tribes of the Great Planes down to the Knights of Ordrin. Looks, style and culture vary greatly from location to location, but overall there is three major countries. The Basteen Empire, very much like the Roman Empire, encourages decadence, slaves and culture. The Kingdom of Ordrin is a feudal system, strong with knights, royalty and small petty wars with itself. Jav is where most of the PCs will be from. Jav is primarily controlled by its merchant class. Large cities are gathering places of goods from across the world, while the countryside is vastly agricultural and undeveloped.
To make Human characters use the standard template in the PHB

Dwarves:Dwarves are an exceptionally rare sight. Living in a large city you might feel lucky to see one or two in your life time. Most keep to themselves and little is known about them.
Dwarves stand between 4' to 4 1/2' tall and are very rugged and stout. Hair and eye color tend towards earth shades. Adult male dwarves almost always have long beards and take pride in decorating and braiding them. Often using family heirlooms. Females have no facial hair.
Dwarves are a restricted PC race.
To make Dwarf characters, get permission from the DM, then use the standard template in the PHB

Elves:
The elven lands have been closed and barred. Very few have see an elf. Those that are wondering the human lands are likely to be orphans raised by humans or exiles from there own lands.
What elves that have been seen have been described as tall and lean. with long thin ears that stick out almost to the top of there heads. hair color is almost always fair as well as their eyes.
Elves are a restricted PC race.
To make Elf characters, get permission from the DM, then use the standard template in the PHB

Goblins:
Standing about 5'5" (6' being extremely tall and 4'6" being very short)and weighing about 125 lb., Goblins reach adulthood at 16 years and live up to about 60. Their skin is green (ranging from pale green in nobility, and darkening to olive drab). Eye colors vary from orange-yellow to red in the iris, with the occasional full violet. Hair tends to be black, straight and long. With it starting just around the crown line, it gives them a slight balding look. Males tend to keep it pulled back with a decorative set of braids and ties. Males will occasionally get wispy facial hair. When they do, it is grown out long and neatly twisted. The ears of both sexes are slightly elongated and pointed. 
A Young Goblin Mage
Goblins enjoy a civilized society made up of complex webs of industry, commerce, crime, politics, and religion. A common saying about goblins is, "when you shake on a deal, count your fingers to make sure you still have them all". Goblins are exemplary craftsmen and traders that are almost always ready to make a deal.
Racial traits:
* +2 dex, -2 con
*medium size
*base speed 30
*low-light vision
*proficient with rapier
*+2 racial bonus on saving throws against poison
*+2 racial bonus on listen and gather information
*favored class: Rogue
*A Goblin who merely passes within 5 feet of a mechanical trap is entitled to a Search check to notice it as if he were actively looking for it. They are just that paranoid.

Adaracks (fox folk):
Adaracks are 3-4 foot tall
anthropomorphic foxes or dogs. They come from the far south. Read more here.
Racial traits:
*+2 dex, -2 str
*small size
*base speed 20
*low-light vision
*+2 Climb, Jump, Move Silently
*+2 morale bonus to saves against fear effects
*+2 to Listen checks
*free Weapon Finesse feat
*sent
*favored class: Fighter
*War Dog
Every Adarack starts the game with a War Dog. Use a Riding Dog as the base creature and treat it just like a Druid's Animal Companion from the PHB page 36.

Bastia (cat folk):
Anthropomorphic cats standing about 5 feet tall, Bastia hail from the jungles across the Sea of Stars. A wild and dangerous land. They are vaguely human with cat-like heads, tails, and fur all over. They appear to come in a staggering number of varieties, both physically and in coloration. Common as slaves in most places, they appear to lack any civilities and come across as a bit barbaric. But baring that, they do make excellent hunters and trackers, and have a certain affinity with nature.
Racial traits:
*+2 con or +2 dex or +1 con and +1 dex, -2 wis
*medium size
*base speed 30
*low-light vision
*+2 racial bonus to Handle Animal and Survival checks
*+2 racial bonus to Crafts related to wood
*+2 Climb, Jump, Move Silently
*Natural weapon: Claws 1d4-3
*favored class: Ranger

Kreet
Hailing from the many island in the Sea of Stars, Kreet are small humanoid avians standing at about 4 feet tall. Looking almost like a cross between halflings and finches. Sporting a pair of wings plus arms and legs that end in small grasping claws, they are naturally ambidextrous. Their feathers come in an astounding variety of colors from bright reds and greens to muted browns. Often this coloring is how one tribe distinguishes its self from the another.
Tho not naturally aggressive the do have a warrior based culture. Often having many small ritualistic wars between different clans on different island. Other races are often seen as invaders from other islands and attacked. This has lead to a rather skewed view of the Kreet as savages. This is not helped by there religious views. Often very shamanistic or nature oriented, praying to the wind for good flying, praying to the volcano to keep it appeased, and so on.
Racial traits:
*+2 dex, -2 con
*small size
*base speed 20', fly 40' but needs a minimum of 10' to fly in
*+2 to spot, craft nets, profession fishing
*+1 bonus langauge
*Free Two-weapon fighting
*Free Exotic Weapon Proficiency: Net
*Light Boned: Kreet can only fly if wearing light armor or less and are only carrying a light load. need a minimum of 10 feet to fly in.
*favored class: Rogue

Pecora
Tall graceful hominids with antelope or deer like features. Digitigraded legs that end in light hooves, hands with fingers tipped with hard hoof like caps and antelope or deer like heads with occasional small horns. Sanding about 6' tall.
The vast majority of Pecora chose to live a nomadic life. Roaming the vast plains of  Devonshon and Anking. They take great offence at any one they see as trying to hem them in. They have a great respect for the natural ways and believe that one must live with the land and not against it. Much of the time the Pecora live in peace with there neighbors but if threaten or denied there freedom of passage they can gather together in large war bands and make life difficult for all. Pecora are notoriously stubborn
Racial traits:
*+2 con, -2 Int
*medium size
*base speed 40'
*Hardy: Pecora are able to eat and derive sustenance from nearly any organic substance.
*+2 to all saving throws vs. poison or disease.
*+2 Survival and Knowledge nature
*Free Run Feat
*+1 Racial bonus to will saves
*favored class: Barbarian
*proficient with Long Bow

Soulforged
Legends says they were created by Oskar, God of the forge, to serve as his army in the divine war, the constructs are actually the eldritch fusion of metal, stone and spirit. After he forged the bodies he required, Oskar called upon the souls of warriors who had venerated him before, or those whom the dark one had spurned in life and who thus sought revenge against him. These spirits manned the god's bodies and strode forth to war once more.
As a reward for there services to Oskar, he rewarded them by returning there spirits back the the world they had saved. But before they could clam there reward Hectate found and defiled there bodies thus trapping them in the lifeless form they have now.
The many many years since the god wars have not been kind to the Soulforged. Today it is a rare site to see one let alone one that is active, for many are found inactive, dug up by farmers working there fields, hidden in long forgotten tombs or maybe just as someone unusual art collection. For many do not know the full story of the Soulforged or even less so how to fix them.
Soulforged are a restricted PC race.
Racial traits:

* +2con, -2wis, -2cha
*medium size
*base speed 30
*a soulforged cannot heal damage naturally.
*Immunity to poison, sleep effects, paralysism disease, nausea, effects that are caused by a sickened condition.
*Unlike other constructs, soulforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
*As living constructs, soulforged can be affects by spells that target living creatures as well as by those that target constructs. Damage dealt to a soulforged can be healed by a cure light woulds spell or a repair light damage spell, for example, and a soulforged is venerable to a disable construct spell and harm. However, spells from the healing, sunschool and supernatural abilities that cure hit point damage provide only half their normal effect to a soulforged.
*The unusual physical constructions of soulforged makes them venerable to certain spell and effects that normally don't affect living creatures. A soulforged is affected by repel metal and chill metal as if he were wearing metal armor. Likewise, a soulforged is affected by a repel metal or stone as if he were wearing metal armor. A soulforged is repelled by repel wood. The iron in the body of a soulforges makes him venerable to rusting grasp. The creatures takes 2d6 points of damage from the spell (Reflex half; save DC 14+ caster's ability modifier). A soulforged takes the same damage from a rust monster's touch. (Reflex 17 DC half). Spells such as a soulforged cannot heal damage naturally.stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a soulforged.
*A soulforged responds slightly differently from other living creatures when reduced to 0 hit points. A soulforged with 0 hit points is disable, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a soulforged is inert. he is unconscious and helpless, and he cannot perform any actions. However, an inert soulforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. If a soulforged ever reaches -150 HP it is considered killed.
*Soul Stone: all soulforged have there soul anchored to a Soul Stone deep within their body. if a soulforged is inert, unconscious or some how other wised incapacitated a Coup de Grace with a magical weapon can shatter the stone and Kill the soulforged
*As a living construct, a soulforged can not be raised of resurrected.
*A soulforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
*Light Fortification (EX): When a critical hit or sneak attack is scored on a soulforged, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
*A soulforged has a natural weapon in the form on a slam attack that deals 1d4 points of damage.
*Composite Plating: The plating used to build a soulforges provides a +2 armor bonus, This plating is not natural armor and doesn't to stack with the other effects that give an armor bonus ( other than natural armor). They also suffer a natural -4 Armor Check Penalty.
*favored class: Fighter
*Restricted Classes: May not play any arcane spell casters.
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