Playable Races

Human: Racial Hit Die: d8 Ability Score Modifiers: +2 to PC’s best stat as well as two +1’s to be distributed at the digression of the player. (Cannot be further put onto the PC’s best stat) +1 to all Reflex, Fortitude or Will saves. 1 additional skill. Bonus feat every 5 levels.

Half-Elf: Racial Hit Die: d8 Ability Score Modifiers: +2 to PC’s best stat as well as a +1 to PC’s worst stat. +1 to Reflex saves. Slightly longer lifespan. Immune to sleep spells and similar magical effects. +1 to saves against the enchantment school. +1 racial bonus on Listen, Search and Spot checks. Affected by all things that negatively or positively affect Elves. Bonus feat every 6 levels.

Half-Orc: Racial hit Die: d10. Ability Score Modifiers: +2 to Con, +3 to Str, -2 to Int and a -1 to Cha. +1 to Fortitude Saves. Affected by all things that negatively or positively affect orcs. Immune to minor diseases. +2 to intimidate and Climb checks. Darkvision can see in dark up to 60 feet. Automatic Acid Resistance of 3.

Halfling: Racial Hit Die: d6. Ability Score Modifiers: 3 to Dex, +2 Wis, -1 Con -1 Str. Small (1 size bonus to AC, +2 to hide bonus, -2 to damage die of any weapon and a +1 to hit bonus). Base speed is slower than medium sized characters (20 feet). +2 bonus to Climb, Jump and Move Silently checks. +1 bonus to Reflex saves. +2 morale bonus on saving throws against fear. +1 racial attack bonus with a thrown weapon.

Gnomes: Racial Hit Die: d4. Ability Score Modifiers: 2 to Int, +2 to Cha, -2 Str. Small: (1 size bonus to AC, +2 to hide bonus, -2 to damage die of any weapon and a +1 to hit bonus). Base speed is slower than medium sized characters (20 feet). Low Light Vision: Can see normally in Low Light. +2 to saving throws against illusions. +2 to spell succession rolls for illusion spells. +1 damage and to hit bonus against Kobolds and Goblinoids, +4 dodge bonus against Giants, +2 to Listen Checks, +2 to Alchemy checks.

Dwarves: Racial hit Die: d10. Ability Score Modifiers: 2 to Con, +2 to Str, -2 to Dex. Medium-Size. Base Speed 20 ft. (Slower than most medium sized races). Darkvision (60 feet), Stonecunning (2 on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction and structural integrity. Immune to minor poisons and have a +2 to checks against poison. +1 racial bonus to attacks against orcs. +2 dodge bonus against giants. +1 to Appraisal checks. +1 to craft checks that are related to stone or metal. Longer life span than humans.

High Elves: Racial Hit Die: d8 Ability Score Modifiers: +3 to Int, +1 to Dex, -2 to Con. Medium-Size. Can be up to 8 feet tall. Base speed 30 feet. Immune to magic sleep spell effects and a +2 to saves against the enchantment school. Automatically proficient with the shortbow and longbow. +2 to Listen, Search and Spot checks. Far longer life span than humans. +1 to all magic rolls (saves, spellcasting, spell damage etc.). Immune to disease.

Wood Elves: Racial Hit Die: d6 Ability Score Modifiers: +2 to Dex, +1 to Int, +1 to Cha, -1 to Con, -1 to Str. A little shorter than humans. Base speed 40 feet. Immune to magic sleep spell effects and +2 to saves against the Conjuration School. Can talk to woodland creatures. Automatically proficient with the shortbow and longbow. +2 to Listen checks. A little longer life span than humans. +2 to Move Silently, Hide, Climb, Handle Animal and Bluff checks.

Drow (Dark) Elves: Racial Hit Die: d6. Ability Score Modifiers: +2 to Int, +1 to Dex, +1 to Con, -2 to Wis. A little shorter than humans. Base speed 30 feet. Immune to magic sleep spell effects and +2 to saves against the Necromancy school. Can talk to underground dwelling mammals. A little longer life span than humans. +2 to Move Silently, Hide, Climb and Bluff checks. Darkvision (90 feet).

Aquatic Elves: Racial Hit Die: d8. Ability Score Modifiers: +2 to Con, +1 to Dex, +1 to Str, -1 to Cha. A little taller than humans. Base speed 25 feet on land. 50 feet underwater. Can breathe underwater. +2 to attacks against aquatic beings or creatures. Can talk to intelligent enough sealife. Darkvision (60 feet). +5 to Swim checks. Immune to magic sleep spell effects and +2 to saves against the Transmutation school.

Ayri Elves: Racial Hit Die: d2. Ability Score Modifiers: +2 to Dex, +1 to Int, +3 to Cha, -1 to Str, -2 to Con. Ayri Elves are short, winged elves that live mostly in large forests. Even a little smaller than gnomes, they are the shortest race of the many sophisticated races. Base Land Speed 20 feet, Hover at 15 ft and can fly at a maximum speed of 50 ft. Hollow Boned: Ayri Elves suffer a lower dice roll regardless of class to their hp. (Ex. An Ayri Wizard only gains a d4 every level opposed to a d6). The Ayri are immune to magic sleep spell effects, mind influencing effects, and being blinded, Ayri elves can always attack air elementals as if attacking a normal enemy and do not suffer the 50% miss chance, Ayri Elves gain a +2 to saves against the Illusion and Evocation schools of magic, Ayri Elves always get a +3 to Will Saves, regardless of the situation. Ayri Elves can also gain the feat Flyby attack.

Tiefling: Racial Hit Die: d6. Ability Score Modifiers: +2 to Int, +1 to Dex, +1 to Cha, -1 to Wis. A little shorter than humans. Base speed 30 feet. Demon’s blood: affected by most things that negatively impact demons. +2 to Climb and Bluff checks. Immune to diseases. Immune to most poisons. Tail attack 1d2. +1 to attacks while charging. Can speak Demonic. Fire Resistance of 3.

Dragonborn: Racial Hit Die: d10. Ability Score Modifiers: +1 to Str, +1 to Con, +1 to Dex, -2 to Cha, -2 to Wis. A little taller than humans. Base speed 30 feet. Dragons blood: Can be affected by some negatively or positively impacting things that have to do with Dragons. Breath Weapon: Fire, Electricity, Acid, Poison Cloud or Cold. (Starts at 1d6 at level 1. 2d6 at level 4. 3d6 at level 8. 4d6 at level 12. 5d6 at level 16. 6d6 at level 20). Resistance to Elements (Dragonborn Color): (5 Resistance to chosen color element at level 1, 10 resistance at level 4, 15 resistance at level 8, 20 resistance at level 12, 25 resistance at level 16 and 30 resistance at level 20).

Gargoyle: Racial Hit Die: d12. Ability Score Modifiers: 2 to Con, +1 to Str, +1 to Wis, -2 to Cha, -1 to Dex, -1 to Int. A little taller than humans. Base Speed 30 feet. Wings (Glide 40 feet). Magical Creature (Physical Damage resistance 5/1 at level 5, 10/1 at level 10, 15/2 at level 15, 20/2 at level 20). Can only cast half the spells their class would normally be able to cast per day. +4 to all checks for casting spells (Damage, Spell Succession, Accuracy), Bite Attack 1d31 acid (2d3+2 acid at level 6, 3d3+3 acid at level 12, 4d3+4 acid at level 18). When knocked unconscious Gargoyles turn to stone and remain that way for a total of 8 hours when they have healed back to full HP. If the Gargoyles statue is smashed the Gargoyle instantly dies without a saving throw. +1 to all attacks against magical beasts. Unarmed Strikes are considered Slashing damage and always deal lethal damage as if the Gargoyle had Improved Unarmed Strike. A Gargoyles claws deal 1d3 (2d3 at level 6, 3d3 at level 12 and 4d3 at level 18). A gargoyle can also obtain the monster feat of Multiattack for their claws. (Roll a d100 when making a gargoyle. If you roll a 90 or above your character is a large gargoyle, which gives the character an added bonus of +2 to Str and another +1 to Con but, makes the large gargoyle suffer a further -1 to Dex and gives the large gargoyle a racial hit die of 2d8. If you roll a 10 or lower, the Gargoyle is considered small. A small Gargoyle no longer suffers the -1 to Dex and only suffers a -1 to Cha. On top of this the Gargoyle gains a +1 to Dex and further +1 to Wis, but, loses the Str bonus and only gains a +1 to Con and has a d8 for a racial health die).

 

Playable Races

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