Races – Annotations
+1 Strength Racial Modifier, result of 19 becomes 18/00
+1 Attack Rates chart modifier for Long and Short Bows
Elven Archer Kit-
Elven Archers Bow Attack Rates(+1 chart modifier for Mastery)
Lv- 1-6 RoF- 5/2(3/1 with no movement)
Lv- 7-12 RoF- 3/1 (Full movement must be divided between shots)
Lv- 13-20 RoF- 7/2
Lv- 21+ RoF- 4/1
Elven Subraces The Fey (Gray) The Banished or Shadow Elves (Drow) Noble Elves (High) Sylvan Elves (Wood) Avariel Atlanteans (Aquatic)
Before The Sundering, there were only The Fey. After the Elfwar and subsequent Sundering, The Banished were driven from the forests. Over the past 10 millennia, there have been other offshoots of The Fey. Close to Human lands, the Noble Elves have developed, in the deep forests where the Orcs and Goblinkind hail, the Sylvan Elves have kept them in check. The Avariel were imprisoned elves, whose god gave them wings to escape the mountain prison. The Atlanteans sank with the city Atlantis, but survive still.
The Fey (gray elves) are divided into 2 subraces Fey of the Sun – Gold hue in skin and hair, Amber or Violet eyes Fey of the Moon – Silver hue to skin and hair, Amber or Blue eyes
Atlanteans (Secrets of Pact Magic Pg17)– the aquatic elves of Lecaye are born with innate Pact Magic abilities. The only catalog of Vestiges in existence is in Atlantis.
Elves generally range in height from 6’ to 7’, and are thin despite their strength.
No CP build
They possess darkvision, the ability to see in the dark.
They are immune to acid, cold and petrification.
They are 50% resistant to electricity, fire, and poison.
They have a protective field that wards them against creatures and effects of opposing alignment (+2).
They can speak with any creature that has a language.
+1 Cha, +1 Wis, -2 Int (they rely heavily on past experiences and wisdom)
In appearance, devas are very similar to humans, but with an unearthly beauty and an uncanny stillness about them. They are almost as tall as dragonborn, but much more slender.
Devas’ coloration distinguishes them most strongly from humans. All devas have patterns of light and dark colors on their skin. The light portions are chalk white or pale gray, and the dark areas range from blue or purple to dark gray or black. In any individual deva, either light or dark can be dominant, with the opposite shade appearing in simple, elegant patterns on the face, chest, and shoulders. A deva’s hair is typically the same color as these skin patterns.
When sitting or standing at rest, devas remain almost perfectly still, except for the occasional blink of the eyes. They don’t fidget or twitch, and their eyes move only when they are actively examining something.
Devas do not have children. When a deva dies, his or her spirit is reincarnated in a new, adult body that appears in some sacred place, such as a mountain peak, a riverbank, or a desert oasis. The new deva retains enough memory of past lives to speak and understand multiple languages and offer the proper prayers and sacrifices to the gods of good.
Devas are refined and polite. They follow the highest moral standards, but they are not afraid of violence. They believe that the pursuit of good is an eternal war with the forces of evil, embodied in rakshasas, demons, devils, and the evil gods and their servant angels. Devas wage that war in their hearts as well, constantly vigilant lest evil take root and corrupt their souls, transforming them into the creatures they most despise.
Because they remember, at least dimly, a life in the Astral Sea spent in close company with the gods, most devas are devout worshipers of the gods of good, especially Bahamut but also Moradin and Pelor. Devas seek to achieve a personal connection with the gods rather than approach them through temples and priests. They worship at meals in their homes, setting an empty place for the absent gods, and strive through meditation and prayer to become more like the gods they serve. Deva adventurers are commonly avengers, clerics, and invokers, who savor the experience of divine power flowing through them without any intermediary.
Devas, for the most part, live among other races and, at least to some extent, adopt their ways. However, all devas remember elements of the life they had before their incarnation in flesh and the beginning of their cycle of rebirth, and they share some common cultural elements of dress, religion, and habits. Devas favor flowing clothes of fine silks, polished metal armor with winglike shoulder ornaments, and headdresses or helmets that suggest crowns or halos. In other ways, they prefer to live simply, without extravagance.
See “Races of the Dragon” pg5
Dragonborn resemble humanoid dragons. They’re covered in scaly hide, but they don’t have tails. They are tall and strongly built, often standing close to 6½ feet in height and weighing 300 pounds or more. Their hands and feet are strong, talonlike claws with three fingers and a thumb on each hand. A dragonborn’s head features a blunt snout, a strong brow, and distinctive frills at the cheek and ear. Behind the brow, a crest of hornlike scales of various lengths resembles thick, ropy hair. Their eyes are shades of red or gold.
A typical dragonborn’s scales can be scarlet, gold, rust, ocher, bronze, or brown. Rarely do an individual’s scales match the hue of a chromatic or metallic dragon, and scale color gives no indication of the type of breath weapon a dragonborn uses. Most dragonborn have very fine scales over most of their body, giving their skin a leathery texture, with regions of larger scales on the forearms, lower legs and feet, shoulders, and thighs.
Young dragonborn grow faster than human children do. They walk hours after hatching, reach the size and development of a 10-year-old human child by the age of 3 and reach adulthood by 15. They live about as long as humans do.
Playing a Dragonborn
To a dragonborn, honor is more important than life itself. First and foremost, honor is tied to battlefield conduct. Adversaries should be treated with courtesy and respect, even if they are bitter enemies. Caution and discretion are key to a warrior’s survival, but fear is a disease and cowardice is a moral failing.
The drive to behave honorably extends into the rest of a dragonborn’s life: Breaking an oath is the height of dishonor, and attention to honesty extends to every word. A commitment made must be carried out. Ultimately, a dragonborn takes responsibility for his or her actions and their consequences.
A continual drive for self-improvement reveals an additional aspect of dragonborn honor. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.
The dragonborn dedication to honor and excellence sometimes leads others to view dragonborn as arrogant and proud. Most dragonborn share a great pride in their race’s past and present accomplishments, but they are also quick to admire the accomplishments of others.
Dragonborn seek adventure for the chance to prove their worth, win renown, and perhaps become champions about whom stories will be told for generations. To win everlasting glory through mighty deeds, daring exploits, and supreme skill—that is the dragonborn dream.
D12 for all HD (x2 at 1st lv), 9th level and up +5 hp per lv + CON bonus
Takes damage as Large creature
Personal Items cost triple due to increased size (food, clothes, armor, weapons, etc…) Can hold a 2-handed weapon in 1-hand
+5 Str, +3 Con, -3 Int, -3 Wis, -2 Cha
5 Cold Resistance
10 Fearlessness +3 save vs. fear
5 Heat Resistance
15 Hit Dice Increase
10 Immunity to Charm
10 Immunity to Disease
10 Infravision 60’
5 Saving Throw Bonus +1
10 Tough Hide AC5
5 Weapon Bonus (choice) +1
Std- 35 CP
-Immunity to Charm
Sterile crossbreed – Male in appearance – Hairless
+2 Str, +1 Con, -2 Cha, -1 Dex
+1HP per level
5 Axe Bonus
5 Determine Stability
5 Determine Age
10 Improved Stamina
10 Infravision 60’
5 Mace Bonus
10 Mining Detect Abilities
10 Meld into Stone
5 Warhammer Bonus
Std- 25 CP
-Weapon Bonus (any listed)
-Languages – All Dwarven dialects, Common, Hill Giant, Orc, Bugbear, Gnoll, Stone Giant, Nerogi
Races – Table Annotations
Height in Inches Base Mod
Elf 72/70 2d6
Half-Elf 66/64 2d6
Half-Dwarf 52 2d6
Half-Giant 125/125 3d10
Weight in Pounds Base Mod
Elf 130/90 5d10
Half-Elf 140/100 5d12
Half-Dwarf 200 4d20
Half-Giant 1500/1400 8d100
Age Base Variable Max
Elf 95 5d4 350 + 4d100
Half-Elf 15 1d4 125 + 3d100
Half-Dwarf 15 1d6 150 + 1d100
Half-Giant 15 2d4 100 + 5d20
Str 10/18 17/18
Dex 5/18 3/18
Con 10/18 15/18
Int 4/18 5/18
Wis 3/18 5/18
Cha 4/18 4/18