Wednesday, March 18, 2009

Races

These are the races that are available:

Human (as Players Handbook)
Dwarf (as Players Handbook)
High Elf (as Players Handbook Elf except for the following):
+2 Dex, -2 Con, +1 Cha, -1 Str
cast the Daylight spell Charisma modifier times/day
Drow (as Players Handbook Elf except for the following):
+2 Dex, -2 Con, +1 Int, -1 Cha
cast the Darkness spell Charisma modifier times/day
proficient in the long sword, rapier, & hand crossbow
gains Darkvision 60 feet instead of lowlight vision
Wild Elf (as Players Handbook Elf except for the following):
+2 Dex, -2 Cha, +1 Wis, -1 Con
cast the Entangle spell Charisma modifier times/day
proficient in the long sword, scimitar, & all bows
Half Elf (as Players Handbook Elf except for the following):
+1 Dex, -1 Con
Halfling (as Players Handbook Elf except for the following):
+2 Dex, -2 Str, +1 Cha, -1 Con
Half-Orc (as Players Handbook Elf except for the following):
+2 Str, -2 Cha, +1 Con, -1 Int
Hobgoblin (comes from the Monster Manual I):
+2 Dex, -2 Cha, +1 Con, -1 Wis
Darkvision 60 feet
+2 racial bonus to Move Silently
Tiefling (comes from the Monster Manual I):
+2 Dex, +2 Int, -2 Cha
Darkvision 60 feet
+2 racial bonus to Bluff & Hide
cast the Darkness spell Charisma modifier times/day
Cold, Electricity, & Fire Resistance 5
Aasimar (comes from the Monster Manual I):
+2 Wis, +2 Cha
Darkvision 60 feet
cast the Daylight spell Charisma modifier times/day
+2 racial bonus to Listen & Spot
Acid, Cold, & Electricity Resistance 5
Warforged (from the Eberron campaign setting)
+2 Con, -2 Cha, +1 Str, -1 Wis
Immune to Poison, Sleep, Paralysis, Disease, Nausea, Fatigue, &
Exhaustion effects.
Cannot heal damage naturally
Does not need to eat, sleep, or breathe. Can still use potions &
other consumables.
Composite Plating: provides +2 armor bonus to AC & 5% arcane
spell failure. This can be changed by taking Warforged specific
feats.
Light Fortification: 25% chance to ignore critical hit damage or
sneak attack damage.
Slam Attack: fists do 1d4 damage

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