Races

Humans

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Racial Traits

  • +2 to one ability Score
  • Speed 30 ft
  • +1 Skill Point every level
  • +1 Feat at first level 
  • Proficient with 1 Martial weapon, depending on region
  • Racial Language: Common. Bonus Languages: Any
  • Favoured Class: Any

Elves

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Racial Traits

  • +2 Dexterity, +2 Intelligence, -2 consitution
  • Speed 30 ft
  • +2 on any Perception tests requiring sight or hearing and they can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
  • Low light vison
  • Immune to sleep
  • Recieve a +2 on saves versus Enchantment Spells and Effects
  • +2 bonus on caster level checks to overcome spell resistance
  • +2 Bonus on Appraise checks dealing with magic items
  • Automatically proficient with Longbow, Longsword, Rapiers and Shortbows
  • Starting Languages: Common and elven. Bonus Languages: Draconic, Gnoll, Goblin, Orc,
    and Sylvan.
  • Favoured class: Wizard or Ranger

Dwarves

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Racial Traits

  • +2 constitution, +2 wisdom, -2 charisma
  • Speed 20 ft, but is never modified by armour
  • Darkvision 60 ft
  • Stonecunning: Dwarves treat any Profession skill
    related to stone as a class skill. In addition, they receive
    a +2 bonus on Perception skill checks to notice unusual
    stonework, such as traps and hidden doors located in
    stone walls or f loors. They receive a check to notice
    such features whenever they pass within 10 feet of them,
    regardless of whether or not they are actively looking.
  • Dwarves receive a +2 bonus on all touch and taste based perception tests
  • Dwarves treat Appraise as a class skill when dealing with nonmagical items containing precious metals and gems
  • +2 on saving thows versus poison, spells and spell like abilities
  • Proficient with Battleaxes, heavy picks and warhammers. They treat anything with the word "Dwarven" in it as a martial weapon
  • +1 attack rolls versus Orcs and Loska Slavers
  • +4 AC versus creatures of the giant type
  • +4 on checks to resist bull rush, trip and overrun when standing on the ground
  • Starting languages Dwarven and Common. Bonus Languages: Elemental, Giant, Goblin, Orc, and Undercommon.
  • Favoured classes: Fighter or Cleric

Giantbloods

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Racial Traits

  • +2 Strength, +2 wisdom, -2 Intelligence 
  • Speed 40 ft
  • Darkvision 60 ft
  • Proficient with Greataxes and Falchions
  • +2 on Perception tests related to smell and hearing
  • Titanic Might: Once per day, when a Giantblood is brought
    below 0 hit points, but not killed, he can fight on for one
    more round as if disabled. At the end of his next turn,
    unless brought to above 0 hit points, he immediately falls
    unconscious and begins dying.
  • Immune to altitude effects
  • +4 bonus on bull rush and overrun checks
  • Giantblood begin play speaking Common
    and Giant. Giantblood with high Intelligence scores can
    choose any of the following: Draconic, Orc, Gnoll,
    Goblin, and Abyssal.
  • Favoured class: Barbarian or Druid

 Halflings

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Racial Traits

  • +2 Dexterity, +2 Charisma, –2 Strength:
  • Small
  • Speed: 20 ft
  • Halflings receive a +2 racial bonus on sound-based Perception skill checks.
  • Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
  • Halflings receive a +1 racial bonus on all saving throws.
  • Fearless: Half lings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by half ling luck.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “half ling” in its name as a martial weapon.
  • Languages: Halflings begin play speaking Common and Halfling. Half lings with high Intelligence scores can choose any of the following: Abyssal, Dwarven, Elven, and Goblin.
  • Favored Class:  Bard or Rogue.

 Quinrari

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Racial Traits

  • +2 Strength. +2 Intellignence, -2 Dexterity
  •  Medium sized
  • Speed: 30 ft
  • Code of Honour: Quinrari receive a+4 bonus to saving throws versus effects to make them lie
  • Recieve a +2 bonus versus charm and compulsion effects, this increases to +4 if the action go against their alignment

 Auwhf

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Racial Traits

  • +2Wisdom, +2 Charisma, -2 Intelligence
  • Base spee: 30 ft
  • Low light vision
  • +2 bonus on smell and sound based perception tests
  • Powerful build
  • Automatically proficient with Longbows and treat alll weapons with the wrod Auwhf in the name as martial weapons
  • Auwhf increase their base land speed by 5 feet when in home territory, determined by their home region
  • +2  on saves versus phantasms
  • Alpha Challenge: Once a day, an Auwhf may call out a challenge to his opponent. The opponent must then make a Will save DC 10+Auwhf's Wis Bonus+Auwhf's character level or face a -2 on all attack or damage rolls. If the opponent passes his check, the Auwhf obtains a +1 on all attack or damage rolls.
  • Languages: Common and Woof, Bonus languages: Goblin, Gnoll, Elven, Giant
  • Favoured Class: Druid or Ranger

Races

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