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Races of Tarrastra

Most races have a Level Adjustment (LA) of +0. For those with a larger LA, we'll use the Savage Progressions: Level-Adjusted Races method for starting at LA +0 and adding successive ranks of LA.

Aging Table
Race Adulthood Middle Age Old Age Venerable Variance Maximum Age
Aasimar 15 40 60 80 +2d20 120
Dwarf 40 125 188 250 +2d100 450
Elf 110 175 263 350 +4d100 750
Feytouched 15 40 60 80 +2d20 120
Gnome 40 100 150 200 +3d100 500
Halfling 20 50 75 100 +5d20 200
Human 15 40 60 80 +2d20 120
Tiefling 15 40 60 80 +2d20 120

Humans

Dwarves

Elves

Gnomes

Halflings

Aasimar

Aasimars are creatures that have celestial blood in their ancestry. The union of a half-celestial with a human results in an aasimar, as does that of an aasimar with a human: the celestial bloodline lasts forever. Sometimes it will lie dormant, skipping several generations, only to emerge again in a child of exceptional purity.

Aasimars have most of the physical characteristics of their human race, although their hair is always fair, usually of a metallic color: gold, silver, or platinum. Their eyes are intense.

Almost all aasimars are noble hearted, good natured, and trustworthy. They are friendly and assume the best of others. They get along well with other races, although they are suspicious of tieflings.

An aasimar has a level adjustment of +1. Therefore, it has a set of base racial features which are present at level one, and one additional set of abilities which manifest after it has earned 1,000 XP.

Aasimar racial features at 0 XP

Ability Score Adjustment: +2 Charisma.

Outsider type: Aasimar are native outsiders. Therefore, they are vulnerable to spells and effects that work on creatures of outsider type, but immune to effects that target other types.

Size: Medium.

Speed: Base land speed is 30 feet.

Darkvision (Ex): An aasimar has darkvision to a 60-foot range.

Light (Sp): An aasimar may use light once per day with a caster level equal to the aasimar's character level.

Skill Bonuses (Ex): An aasimar has a +2 racial bonus on Listen and Spot checks.

Resistances (Ex): An aasimar starts play with resistance 2 to acid, cold, and electricity.

Automatic Languages: Celestial, Common. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.

Favored Class: Paladin. A multiclass aasimar's paladin class does not count when determining whether an experience point penalty applies.

Aasimar racial features at 1,000 XP

Ability Score Changes: An aasimar's Wisdom increases by +2.

Daylight (Sp): An aasimar may use daylight once per day with a caster level equal to the aasimar's character level. This ability replaces the base racial feature light

Resistances (Ex): The aasimar's acid, cold, and electricity resistances increase to 5 each.

Feytouched

The fey are intensely curious and often mischievous. Occasionally one takes a romantic interest in a human and a half-fey is the result. The fey blood stays forever in the bloodline of any offspring of such a union, and all such are the feytouched.

Feytouched vary widely in appearance. Some are wispy and beautiful, while others are ugly and brutish. Some might be mistaken for elves with almond eyes and pointed ears, whereas others are short and squat with green lumpy skin and deformed limbs. All have at least one wildly unusual feature, such as vibrantly colored hair, feathered eyebrows, or a propensity for speaking in rhyme. Regardless of their appearance, all feytouched are highly charismatic and draw attention wherever they go.

Feytouched characters are curious and capricious. Almost all are chaotic. They get along well with those who are not put off by their appearance and behavior and who can handle their rapidly changing moods and whims.

A feytouched has a level adjustment of +1. Therefore, it has a set of base racial features which are present at level one, and one additional set of abilities which manifest after it has earned 1,000 XP.

Feytouched racial features at 0 XP

Ability Score Adjustments: +2 Dexterity, -2 Constitution, +2 Charisma

Fey type: Feytouched are fey. Therefore, they are vulnerable to spells and effects that work on creatures of the fey type, but are immune to effects that target other types.

Size: Medium

Speed: Base land speed is 30 feet.

Low-Light Vision (Ex): A feytouched can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illuminations. She retains the ability to distinguish color and detail under these conditions.

Saving Throw Bonuses: A feytouched has a +4 racial bonus on saving throws against mind-affecting effects.

Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.

Favored Class: Bard or Rogue. A multiclass feytouched's bard and rogue classes does not count when determining whether an experience point penalty applies.

Feytouched racial features at 1,000 XP

Charm Person (Sp): A feytouched may use charm person once per day with a caster level equal to the feytouched's character level; save DC 11 + Cha modifier.

Immunities (Ex): The feytouched becomes immune to all mind-affecting effects. This replaces the saving throw bonuses against these effects included in the base racial features.

Skill Bonuses: A feytouched gains a +2 racial bonus on Hide and Move Silently checks.

Tieflings

Tieflings are to aasimars what fiends are to celestials. A tiefling bears the taint of fiendish blood in its ancestry. As with aasimars, once the family's bloodline is tainted, it produces all tieflings henceforth.

Tieflings resemble humans of the race from which they spring, but each one manifests some trait befitting its fiendish ancestry. Small horns, pointed teeth or fangs, cloven hooves, unusual skin color, or a tail are all possible.

Most tieflings are evil, but some wrestle with their heritage and overcome it, although very few could be called truly good. Tieflings are shrewd and cunning, quick of mind and hand, observant and wary. Intense emotions course through them and if they develop trust with someone, they are fiercely loyal companions.

A tiefling has a level adjustment of +1. Therefore, it has a set of base racial features which are present at level one, and one additional set of abilities which manifest after it has earned 1,000 XP.

Tiefling racial features at 0 XP

Ability Score Adjustment: +2 Dexterity, -2 Charisma

Outsider type: Tiefling are native outsiders. Therefore, they are vulnerable to spells and effects that work on creatures of outsider type, but immune to effects that target other types.

Size: Medium

Speed: Base land speed is 30 feet.

Darkvision (Ex): A tiefling has darkvision to a 60-foot range.

Lesser Darkness (Sp): A tiefling may use an effect similar to darkness, although the radius is only 5 feet, once per day with a caster level equal to the tiefling's character level.

Skill Bonuses: A tiefling has a +2 racial bonus on Bluff and Hide checks.

Resistances (Ex): A tiefling starts play with resistance 2 to cold, electricity, and fire.

Automatic Languages: Common and either Infernal or Abyssal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.

Favored Class: Rogue. A multiclass tiefling's rogue class does not count when determining whether an experience point penalty applies.

Tiefling racial features at 1,000 XP

Ability Score Changes: A tiefling's Intelligence increases by +2.

Darkness (Sp): A tiefling may use darkness once per day with a caster level equal to the tiefling's character level. This ability replaces the base racial feature lesser darkness.

Resistances (Ex): The tiefling's cold, electricity, and fire resistances increase to 5 each.

Dark Elves: Drow

A drow has a level adjustment of +2. Therefore, it has a set of base racial features which are present at level one, an additional set of abilities which manifest after it has earned 1,000 XP, and a final set of abilities which manifest after it has earned a total of 3,000 XP.

Drow racial features at 0 XP

Ability Score Adjustment: +2 Dexterity, -2 Constitution, +2 Intelligence.

Size: Medium

Speed: Base land speed is 30 feet.

Weapon Groups: Drow are proficient with light blades, crossbows, and the hand crossbow.

Dancing Lights (Sp): A drow may use dancing lights once per day with a caster level equal to the drow's character level.

Darkvision (Ex): A drow has darkvision to a 60-foot range.

Immunities (Ex): A drow is immune to magic sleep effects.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. On subsequent rounds, she is dazzled as long as she remains in the affected area.

Skill Bonuses: A drow has a +2 racial bonus on Listen, Search, and Spot checks. Furthermore, a drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.

Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.

Favored Class: Wizard (male) or cleric (female). A multiclass drow's wizard or cleric class (male or female respectively) does not count when determining whether an experience point penalty applies.

Drow racial features at 1,000 XP

Darkvision (Ex): The drow's darkvision range increases to 120 feet.

Faerie Fire (Sp): A drow may use faerie fire once per day with a caster level equal to the drow's character level.

Spell Resistance (Su): The drow gains spell resistance equal to 6.

Drow racial features at 3,000 XP

Ability Score Changes: The drow's Charisma increases by +2.

Saving Throw Bonuses (Ex): The drow gains a +2 racial bonus on Will saves against spells and spell-like effects.

Spell Resistance (Su): The drow's spell resistance increases to 11 + character level.

Grey Dwarves: Duergar

A duergar has a level adjustment of +1. Therefore, it has a set of base racial features which are present at level one, and one additional set of abilities which manifest after it has earned 1,000 XP.

Duergar racial features at 0 XP

Ability Score Adjustment: +2 Constitution, -4 Charisma

Size: Medium

Speed: Base land speed is 20 feet. However, a duergar can move at this speed when wearing medium or heavy armor or when carrying a medium or heavy load (unlike others, whose speed is reduced in such circumstances).

Combat Bonuses: A duergar gains a +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too. A duergar gains a +1 racial bonus on attack rolls against orcs and goblinoids.

Darkvision (Ex): A duergar has darkvision to a 60-foot range.

Enlarge Person (Sp): A duergar may use enlarge person once per day with a caster level equal to twice the duergar's character level, minimum 3rd. This ability affects only the duergar and whatever he carries.

Light Sensitivity (Ex): Duergar are dazzled in bright sunlight or within the radius of a daylight spell.

Stonecunning: His ability grants a duergar a +2 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 duergar who merely comes within 10 feet of unusual stonework can make a Search check as if she were actively searching, and she can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing her approximate depth underground as naturally as a human can sense which way is up.

Saving Throw Bonuses (Ex): A duergar gains a +2 racial bonus on saving throws against paralysis, phantasms, poison, spells, and spell-like effects.

Skill Bonuses: A duergar gains a +2 racial bonus on Appraise checks that are related to stone or metal items and on Craft checks that are related to stone or metal.

Stability: A duergar 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).

Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.

Favored Class: Fighter. A multiclass duergar's fighter class does not count when determining whether an experience point penalty applies.

Duergar racial features at 1,000 XP

Darkvision (Ex): The duergar's darkvision range increases to 120 feet.

Immunities (Ex): The duergar becomes immune to paralysis, phantasms, and poison. This ability replaces the base saving throw bonuses against these effects included in the duergar's base racial features.

Invisibility (Sp): The duergar may use invisibility once per day with a caster level equal to twice the duergar's character level, minimum 3rd. This ability affects only the duergar and whatever he carries.

Skill Bonuses: The duergar gains a +1 racial bonus on Listen and Spot checks and a +4 racial bonus on Move Silently checks.

Deep Gnomes: Svirfneblin

A svirfneblin has a level adjustment of +3. Therefore, it has a set of base racial features which are present at level one, an additional set of abilities which manifest after it has earned 1,000 XP, another set of abilities which manifest after it has earned a total of 3,000 XP, and a final set of abilities which manifest after it has earned a total of 6,000 XP.

Svirfneblin racial features at 0 XP

Ability Score Adjustment: -2 Strength, +2 Constitution, +2 Dexterity, -2 Charisma

Size: Svirfneblin are Small size. As a Small creature, a svirfneblin 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.

Speed: Base land speed is 20 feet.

Combat Bonuses: A svirfneblin gains a +1 racial bonus on attack rolls against kobolds and goblinoids and a +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it's caught flat-footed, it loses its dodge bonus, too.

Darkvision (Ex): A svirfneblin has darkvision to a 60-foot range.

Illusion Affinity: Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects.

Low-Light Vision (Ex): A svirfneblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illuminations. She retains the ability to distinguish color and detail under these conditions.

Saving Throw Bonuses (Ex): A svirfneblin gains a +2 racial bonus on saving throws against illusions.

Weapon Groups: A svirfneblin who is proficient in Weapon Group(picks and hammers) is also proficient in the gnome hooked hammer.

Skill Bonuses: A svirfneblin gains a +2 racial bonus on Listen checks and a +2 racial bonus on Craft (alchemy) checks.

Automatic Languages: Common, Gnome, Undercommon. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran.

Favored Class: Rogue. A multiclass svirfneblin's rogue class does not count when determining whether an experience point penalty applies.

Svirfneblin racial features at 1,000 XP

Ability Score Changes: The svirfneblin's Wisdom increases by +2 and his Charisma decreases by -2.

Darkvision (Ex): The svirfneblin's darkvision range increases to 120 feet.

Disguise Self (Sp): A svirfneblin may use faerie fire once per day with a caster level equal to the svirfneblin's character level.

Hide Bonus +0/+2: The svirfneblin gains a +2 racial bonus on Hide checks when underground.

Stonecunning: His ability grants a svirfneblin a +2 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 svirfneblin who merely comes within 10 feet of unusual stonework can make a Search check as if she were actively searching, and she can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing her approximate depth underground as naturally as a human can sense which way is up.

Saving Throw Bonus +1: The svirfneblin gains a +1 racial bonus on all saving throws. This bonus overlaps (does not stack) with his normal +2 racial bonus on saves against illusions.

Svirfneblin racial features at 3,000 XP

Blur (Sp): A svirfneblin may use blur once per day with a caster level equal to the svirfneblin's character level.

Hide Bonus +2/+4: The svirfneblin gains a +2 racial bonus on Hide checks under all circumstances and his bonus while underground increases to +4.

Saving Throw Bonus +2: The svirfneblin's racial saving throw bonus increases to +2. This bonus overlaps (does not stack) with his normal +2 racial bonus on saves against illusions.

Spell Resistance (Su): The svirfneblin gains spell resistance equal to 6.

Svirfneblin racial features at 6,000 XP

Blindness/Deafness (Sp): A svirfneblin may use blindness/deafness once per day with a caster level equal to the svirfneblin's character level.

Nondetection (Su): The deep gnome gains a continuous nondetection ability (as the spell, caster level equals svirfneblin's class level).

Spell Resistance (Su): The svirfneblin's spell resistance increases to 11 + character level.

Svirfneblin Dodge: The deep gnome's +4 dodge bonus against giants becomes effective against all creatures.


Copyright © 2005 by Brianna Sollandry <brianna at hambo dot com> Ph'nglui mglw'nafh Cthulhu
R'lyeh wgah-nagl fhtagn.
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