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Core Races

All the major races from the Core Rulebook are present in this game world. Some of the fiction surrounding the elves is different (in that they have an extra-planar origin), but all the statistics presented in the core book should be used for this game. A few special alternates racial abilities are listed here:

Gnomes may exchange their racial spell-casting abilities for weapon familiarity with gunpowder weapons and a +1 on disable device checks.

Minor Races – Most of the minor races of this world were created by interbreeding between the major races or by magical alteration and experimentation. Orcs and half-orcs are the product of Troll-Human unions, goblins are the product of orc-halfling or orc-gnome unions, hobgoblins are a product of experimentation on orcs, and kobolds and lizardfolk are dragon-tainted gnomes, halflings, and humans. Tieflings, Aasimar, and Plane-touched are all humanoids either descended from or infused with the essence of an outsider.

Two additional player character races are detailed below.


The Trolls of this setting differ significantly from the Trolls found in the Monster Compendium. They are much smarter and have more forceful personalities, but lack such overpowering strength or regeneration. They range in color from gray to green to reddish brown. Trolls grow to between seven and ten feet tall, and grow continuously throughout their lives. Trolls weigh between 350 and 650 pounds.

Troll player characters possess the following traits:

  • Type: Humanoid
  • Attributes
    • +4 Strength
    • +2 Constitution
    • +2 Charisma
    • -2 Intelligence

Trolls are incredible strong and hardy, and they have direct and forceful personalities, but their society cares little for education or cleverness.

  • Size: Large.
  • Reach 5 feet, space 5 feet
  • Speed: 30 feet
  • Darkvision 60 feet
  • Special Qualities:
    • Enhanced Healing (ex): Trolls heal a number of hit points equal to their character level every hour. This advanced healing provides a +2 bonus to saves against shock and checks for stabilization.
  • Tough Hide: Trolls have +1 natural armor.
  • Claws: Trolls have relatively short claws they can use as natural weapons. When making a full attack, they can make 2 claw attacks at their highest base attack bonus. These attacks deal 1d4 damage plus strength modifier. A troll can use his claws as a secondary attack or an off-hand attack as long as he has one hand free.
  • Languages:
    • Automatic: Troll, and one regional language
    • Available Bonus: any other regional, Giant, Draconic, Halfling, Gnome, Dwarven
  • Aging: Trolls reach adulthood at age 16. Middle Age begins at age 40, Old Age at 65, and Venerable at 90 (dying of age 2d10 years later). They do not weaken much with age, but tend to lose their grip on reality. At Middle Age, Trolls receive the following ability modifications: -2 Dexterity, +1 Intelligence, -2 Wisdom, +1 Charisma. At Old age these repeat, and at Venerable the Troll receives -3 Dexterity, +1 Intelligence, -3 Wisdom, +1 Charisma. If a Troll’s wisdom score ever falls below 3, he goes insane and loses touch with reality. A troll in this state tends to go berserk, often being put down violently by its own clan.
  • Trolls are more powerful than the other PC races. Talk to the GM about balancing your character with the rest of the party.

Note: The Trolls found in the Monster Manual are known as Nightmare Trolls. They come from the Dreaming like most monsters.


The Pit’Hai are the ancient enemy of the elves. They were left behind centuries ago on their home world. They are similar in appearance to half-orcs, but bear a set of 2 to 6 vestigial horns on their head and have vertical slit pupils like a cat. Their race attempted to pursue the elves, but became trapped in the Dreaming during planar transit. Most of the remaining live population of Pit’Hai was allowed to pass from the Dreaming to the Material Plane after they escaped the God-Lich Korun. The God-Lich and his army of undead Pit’Hai are still trapped in the nightmare reaches of the Dreaming, seeking to cross over.

  • Type: Humanoid
  • Attributes
    • +2 Strength
    • +2 Constitution
    • -2 Charisma

Pit’Hai are a strong and rugged race once enslaved by the Elves of Selarra. They tend to be stubborn and single-minded, with little patience left for social graces.

  • Size/Face: Medium/5 feet
  • Speed: 30 feet
  • Special Qualities:
    • Low-light vision
    • Immunity to Sleep (like Elves, Pit’Hai do not truly sleep)
    • Slaves to Death: +2 to saves versus death effects, energy drain, negative energy, and all Necromancy spells and effects. They have negative energy resistance 5 and never suffer hit point loss when they gain negative levels (their long exile with Korun left all living Pit’Hai naturally resistant to Necromantic effects, a trait passed on to their offspring).
  • Pit’Hai are unusually rugged, hardy, and stubborn. They receive Endurance as a bonus feat at first level.
  • Skills: Their alien and unfamiliar appearance combined with their reputation gives them a +2 to all intimidate checks.
  • Languages:
    • Automatic: Pit’Hai, plus one Elven tongue or regional language
    • Available Bonus: Elven, Abyssal, Infernal, Celestial, Sylvan, Wildling
  • Aging: Pit’Hai age as humans do.

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