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| Human | Elves | Dwarves | Gnome | Halflings | Centaurs | ||||||
| Gold | Mountain | Sylvan | Sylvan | Sylvan | |||||||
| Silver | Dark | Deep | Mountain(Rural) | Savannah | |||||||
| Sea | Deep | Desert | |||||||||
| Dark | |||||||||||
| Minotaur | Wemic | Half-Orc | Lizard Man | Rakashan | |||||||
| Desert | Lionoid | ||||||||||
| Savannah | Pantherian | ||||||||||
| Cheetaran | |||||||||||
Racial Descriptions
Humans
Humans start at 5' 6" and gain 1D10 inches height. Skin tones , eye color , and hair color all vary . They can be single or dual classed. They are the only race able to achieve 20th level . Humans are unable to become Druids and Rangers. They have no ability bonuses . Human populations are in almost every part of the world.
Elves
Elves come in four different sub races . All sub races have a general height of 6' and gain 2D6 inches . All elves can be single or multiclass . All elf sub races are 90% resistant to sleep and charm . Also, all elf sub races feel that the elf is the highest form of life and look down on other races . Silver elves are the most tolerant of the elves . Elf sub races may come into conflict with each other but only on a individual level . Elves don't hold grudges against other elves and no elf will go to war against other elves .All elves are honorable and give the utmost respect to a fellow elf when they deal with each other . Because of this there are no half breed elves, an Elf will only bear children with another Elf.
GOLD ELVES have tan colored skin , eye color ranges from light blue to green with gold flecks . Hair color is light to dark blonde with a gold sheen . Gold elves have a aptitude for priestly magic and nature . They have a initial ability bonus of +1 to wisdom . Gold elf populations are generally located around and on the Isle of Gisoreux . Gold elves are somewhat of an elitist, believing all elven races descended from them. They other elves as cousins and frown on the lack of morals exhibited by Dark Elves.
SILVER ELVES have pale , cream colored skin , eye color ranges from royal blue to gray with silver flecks . Hair color is black with blue highlights . Silver elves have a aptitude for being magic users and rogues . They have a initial ability bonus of +1 to intelligence . Silver elf populations are generally located around and in Estalia . Silver elves while more tolerant, believe that in the beginning there were two races of elves(Gold and Silver), and from them came Aquatic and Dark elves. They also do not view the Dark Elves with actions favor, though they quickly except good aligned Dark elves as brothers.
AQUATIC ELVES have white skin with a pale sky blue tint , eye color ranges from deep green to aqua . Hair color is dark emerald green with aqua highlights . Aquatic elves are fierce fighters , some elves come to the surface to adventure but must return to a large source of naturally occurring salt water within two days for every point of constitution the elf has . Aquatic elves can be druids and assume the shapes of sea creatures . Aquatic elf populations are generally located around and on the Coralithium Isles . Aquatic elves generally do not pass judgement on other elves instead they just wish everyone would just except the differences and leave it at that.
DARK OR DEEP ELVES have ebony skin , eye color ranges from violet to deep purple . Hair color is white . Deep elves are good rogues and have a aptitude for necromancy . They have a initial ability bonus of +1 to dexterity . Deep elf populations are generally located in and under the Frozen Wasteland . While the race leans toward evil as a majority, the race has several good and neutral aligned cities. Dark elves like to live above ground as well as below. They gain no special abilities and are not hampered by sunlight. By far the most tolerant of elves. The Dark Elves welcome anyone and are willing to treat everyone as brothers. Though shifty in where they place allies, they never side with anyone over another elf of any race.
Dwarves
Dwarves come in three sub races though all have a general height of 3' 6" and gain 2D6 inches . In all other aspects these dwarves are the same as those found in the PHB
MOUNTAIN DWARVES have tanned skin , eye color is different shades of brown . Hair color is generally brown-blonde to dark brown . Mountain dwarves are good fighters and clerics . They have a initial ability bonus of +1 to constitution . Mountain dwarf populations are found in or on hills and mountains .
DARK DWARVES have skin that is brown with a grayish tint , eye color ranges from gray to , on rare occasions violet . Hair color is black .Dark dwarves have the best ability for magic use out of all dwarves . They have a initial ability bonus of +1 to intelligence . Dark dwarves are often found in vast underground populations .
DEEP DWARVES have gray skin , eye color ranges from light to dark pupils and violets . Hair color is generally white though some have gray . Deep dwarves make good fighters and clerics . They have a initial ability bonus of +1 to constitution and infravision with a range of 90' , though above ground they have a vision restriction in sunlight as per the dwarves handbook . Deep dwarf populations are found far underground in most parts of the world .
Gnomes
There are two types of gnome . Both are generally 3' 6" plus 1D6 inches . In all other aspects both types have all the given abilities found in the PHB
SYLVAN GNOMES are the forest dwellers . They have tan skin , eye color is generally green or blue . Hair color is white . Sylvan gnomes are excellent magic users .They have a initial ability bonus of +1 to intelligence . Sylvan gnome populations are generally found deep in remote forests .
DEEP GNOMES live deep underground and are very similar to deep dwarves . They have gray skin with eyes ranging from blue gray to violet . Their hair is always white . Deep gnomes are excellent clerics . They have a initial ability bonus of +1 to wisdom . Deep gnome infravision has a range of 90' , though above ground they have the same disadvantages as deep dwarves . Deep gnome populations are found only in deep caverns in most parts of the world .
Halflings
The halfling is the same as described in the PHB. All Halflings receive abilities out of the PHB as if they are all pure blood Stouts .All Halflings are about 3'+ 1D6 inches .
SYLVAN HALFLINGS have tan skin with blue eyes . Hair is curly and can be red or brown . Sylvan Halflings are good rangers . They have a initial ability bonus of +1 to dexterity . Their populations can be found in remote forests , especially those near lakes .
RURAL HALFLINGS (Mountain) are those that live with other races , mainly humans . They have as wide a variation in hair and eye color as humans but have tan skin only . Rural Halflings are excellent rogues and magic users . They have a initial ability bonus of +1 to dexterity . Rural Halflings can be found in almost any human settlement or any major city .
DESERT HALFLINGS have dark brown skin with curly sand colored hair . Eye color ranges from blue to green . Desert Halflings are the best rogues . They receive a initial ability bonus of +1 to constitution and +1 to dexterity but also have a -1 to strength and -1 to wisdom . Desert Halflings are generally found in desert environments though some become explorers and adventurers and can be encountered in small groups in colder climates .
Centaurs
CENTAURS are a cross between a horse and a human . Centaurs are , on average , 6 plus 3d6 inches tall . There are two types of centaurs , Sylvan and Savannah .
SYLVAN CENTAURS generally live in forests or near large bodies of water . They are friendly to most non centaur races . Sylvan centaurs are the most likely to be encountered due to there fondness to travel . They are very well mannered and are welcome in most cities . Sylvan centaurs receive +1 to STR and CON but lose one point on CHR and INT.
SAVANNAH CENTAURS are far wilder then their cousins . They are nomadic and travel large grass plain never stopping in one place for too long . They are very cautious around non centaurs and are even reserved in manner towards their cousins . Due to their abrasive personalities and excessive drinking habits savannah centaurs are not as welcome in cities as their cousins . Hair and eye color varies widely but are generally the same as the horses found around their place of birth. Savannah centaurs receive +1 to STR and CON but lose one point of CHR and WIS .
Minotaurs
Minotaurs have a humanoid body with the head of a bull . They stand 6 plus 2d6 inches tall . Fur ranges from brown to black on minotaurs living on the mainland to tan and gold for those that live on islands . There is even a northern cold region Minotaur with a heavy white coat . Eye color varies . Minotaurs are very intelligent and incredible trackers but tend to be short on patience , very few are able to stay with their magic training to become high level mages and clerics . Minotaurs receive fighters STR bonus even if they are not among the warrior class but they lose two points of CHR and one point of WIS . Minotaurs have a highly developed sense of smell that allows them to track like the tracking skill with the penalty for poor lighting replaced by high wind conditions at a minus 6 penalty .
Wemic
Wemics are very similar to centaurs except their ancestors derived from lions instead of horses . Wemics stand at 5 plus 2d6 inches tall . There are two types of Wemic, the desert Wemic and the savannah Wemic . Both are nomadic and distrustful of strangers , though they will welcome other Wemics with only a little caution .
DESERT WEMICS tend to have black hair and golden fur with dark colored eyes . Desert Wemic are less superstitious then their cousins and can become limited mages and clerics . Desert Wemic are welcome in all desert cities , even with their quick tempers . They are giving a good deal of respect by all desert dwelling humanoids and in some places are worshipped as holy creatures . Desert Wemic receive a +1 to CON but lose one point of WIS .
SAVANNAH WEMICS have blonde and red hair , brown fur and green to blue eyes . They are very tribal and very superstitious . The closest to magic they come is a tribal shaman . They can be hostile to strangers where their cousins are only distrustful . A stranger must prove himself in battle before any audience with the tribal leader can be achieved and even then you are more likely to be told to be thankful for your life and to leave now while you can . Savannah Wemic receive a +1 to STR and CON but lose one point of WIS and two points of INT .
Lizard Man
Lizard men are generally found in swampy or forest areas . They stand 5 plus 1d6 inches tall with green to brown scales , eye color varies among lizard men based on geography as well as color stripping . They are not found to often in human settlements or as adventurers but a few hire themselves out as mercenaries or bounty hunters . The only kind of magic they study is of the clerical nature , though there are shamans they will only be encountered within the tribe . They receive a +1 to DEX but lose one point of INT and WIS . They are able to hide in swamp or forest settings and have 40% chance of not being seen when completely still .
Half Orc
Half Orcs are the offspring of a Orc and a human. Half Orcs are barely tolerated in human society and are usually shunned in Orc societies, which makes them extremely rare. Half Orc alignments are always in the neutral to evil range, this reflects the harsh upbringing they receive. The half Orc appears as a average looking human with a piggish like snout and more pronounced canine teeth. Most other features are the same as a human. Half Orcs gain +1 to strength and lose 1 point of intelligence.
Rakashan
Rakashans are a race of Feline humanoids. They can be found in a few select spots across the realm. They stand about 5 8" plus 1d8 inches. Their bodies are covered with a short, soft fur, colored to represent their various cat heritage. They have tails and eye color varies, facial features are strongly cat like as are their ears. All Rakashan are able to here noise like a thief at 70% proficiency. They also have nightvision (not infravision) to a range of 40 feet. Cities tend to be very remote and rare, Rakashan travelers/adventuers rarer yet. Cities tend to be citadel like and architechtual wonders. Amazingly constructed out of local natural materials. Lionoid citadels tend to be built in the savannah or desert areas, Pantherians swampy or jungles, and Cheetarens favor lightly forested areas. Any and all trading is done through agents in other cities, most citadels are self sufficient. No nonRakashan are allowed in the citadel nor are they allowed to camp long nearby. Rakashan are very reclusive and protective of their culture. Their culture has hardly changed since it evolved to its current level thousands of years ago. Rakashan may go to see the world but like coming home to things exactly the way they left them. When not out learning the world they are even more intolerant than Elves. Even trading agents don't know who they are working for, due to extensive use of misdirection and disguise magic. An adventuring Rakashan is very different, he is out to see the world and to learn what he can. During this time he holds back his judgment and tolerates others for the sake learning.
LIONOIDS have tan to golden yellow colored fur and large manes of hair. Lioniods gain +1 to strength and +1 to wisdom. They lose 1 point of intelligence and 1 point of charisma.
PANTHERIANS have deep blue to almost black fur. They gain 1 point of dexterity and 1 point of intelligence. They lose 1 point of strength and wisdom.
CHEETARENS have brown to tan fur with spots. They gain 2 points of dexterity and lose one point of endurance. Cheetarens are also able to move 5 times their normal move for three rounds, but they must rest for two rounds after due to exhaustion.
Now that you have picked a race and modified your ability scores you need to
pick a Character Class, there are very few restrictions in 3rd Edition and no Level limits.
On to Classes Allowed