d20 PC RACES FOR TESTORIA
In a Testoria Campaign, player characters start at 3rd Level, or equivelent per racial Level Adjustment. Players may choose from the following races:
Beastman (gnoll)
Gnoll characters possess the following racial traits.
- Strength +4, Constitution +2, Intelligence -2, Charisma -2.
- Size Medium.
- A gnoll's base land speed is 30 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
- Racial Skills: A gnoll's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Listen and Spot.
- Racial Feats: A gnoll's humanoid levels give it one feat.
- +1 natural armor bonus.
- Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
- Favored Class: Ranger.
- Level adjustment +1.
Catrii (catfolk)
C'trii are a race of cat-like humanoids inhabiting the plains of northern Avalon. They are excellent runners and hunters, and are well-known for their surprising prowess in combat. Catrii possess the following racial traits.
- +2 Dexterity, -2 Strength. C'trii are exceptionally nimble, but not very strong.
- Medium-size.
- C'trii base land speed is 40ft.
- Racial it Dice: A c'trii begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
- Racial Skills: A gnoll's humanoid levels give it skill points equal to 5 x (2 + Int modifier). Its class skills are Listen and Spot.
- Low-light vision.
- +2 racial bonus to climb checks, due to having claws.
- +2 racial bonus to listen, move silently, and spot checks.
- Racial Feat: C'trii recieve Weapon Finesse (claws) as a bonus feat.
- +1 natural armor bonus.
- Natural Weapons: Claws (1d4). C'trii Rangers may apply this if they choose two-weapon combat as theirCombat Style.
- Automatic Languages: Catrii, Common. Bonus Languages: Gnoll, Sylvan
- Favored Class: Ranger.
- Level adjustment +1.
Elan (dwarf)
Dwarves possess the following racial traits.
- +2 Constitution, -2 Charisma.
- Medium size.
- A dwarf's base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
- Darkvision out to to 60 feet.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
- Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
- +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
- +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
- +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
- Favored Class: Fighter.
Estorillian (aasimar)
Aasimar characters possess the following racial traits.
- +2 Wisdom, +2 Charisma.
- Medium size.
- An aasimar's base land speed is 30 feet.
- Darkvision: Aasimars can see in the dark up to 60 feet.
- Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
- Racial Feats: An aasimar gains feats according to its class levels.
- Special Attacks (see above): Daylight.
- Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
- Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
- Favored Class: Paladin.
- Level adjustment +1.
Faun (satyr)
Satyr characters possess the following racial traits.
- +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
- Medium size.
- A satyr's base land speed is 40 feet.
- Low-light vision.
- Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
- Racial Skills: A satyr's fey levels give it skill points equal to 8 x (6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
- Racial Feats: A satyr's fey levels give it two feats. A satyr receives Alertness as a bonus feat.
- +4 natural armor bonus.
- Natural Weapons: Head butt (1d6).
- Special Attacks (see above): Pipes.
- Special Qualities (see above): Damage reduction 5/cold iron.
- Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.
- Favored Class: Bard.
- Level adjustment +2.
Gnorl (svirfneblin)
Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.
A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years.
Svirfneblin speak Gnome, Common, and Undercommon.
Svirfneblin Traits (Ex)
These traits are in addition to the rock gnome traits, except where noted.
- -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. These adjustments replace the rock gnome's ability score adjustments.
- Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
- Darkvision out to 120 feet and low-light vision.
- Spell resistance equal to 11 + class levels.
- +2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnome's racial bonus on saving throws against illusions.
- Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
- +1 racial bonus on attack rolls against kobolds and goblinoids.
- +4 dodge bonus to Armor Class against all creatures (figured into the statistics for the character presented here). This trait replaces the rock gnome's dodge bonus against giants.
- Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnome's automatic and bonus languages.
- Spell-Like Abilities: 1/day—blindness/deafness (typical save DC 13), blur, disguise self. Caster level equals the svirfneblin's class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnome's spell-like abilities.
- Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).
- +2 racial bonus on Craft (alchemy) and Listen checks.
- +2 racial bonus on Hide checks, which improves to +4 underground.
- Favored Class: Rogue.
- Level adjustment +3.
Gypsy (half-elf)
Half-elves possess the following racial traits.
- Medium size.
- A half-elf's base land speed is 30 feet.
- Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
- Low-light vision.
- +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf's ability to notice secret doors simply by passing near them.
- +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust.
- Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
- Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
- Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty for multiclassing, her highest-level class does not count.
Hin (halfling)
Halflings possess the following racial traits.
- +2 Dexterity, -2 Strength.
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
- A halfling's base land speed is 20 feet.
- +2 racial bonus on Climb, Jump, and Move Silently checks.
- +1 racial bonus on all saving throws.
- +2 morale bonus on saving throws against fear. This bonus stacks with the halfling's +1 bonus on saving throws in general.
- +1 racial bonus on attack rolls with thrown weapons and slings.
- +2 racial bonus on Listen checks.
- Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.
- Favored Class: Rogue.
Ka'an (hobgoblin)
Hobgoblin characters possess the following racial traits.
- +2 Dexterity, +2 Constitution.
- A hobgoblin's base land speed is 30 feet.
- Darkvision out to 60 feet.
- +4 racial bonus on Move Silently checks.
- Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
- Favored Class: Fighter.
- Level adjustment +1.
Kuveran (human)
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Human base land speed is 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
- Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Ogrima (ogre)
Ogre characters possess the following racial traits.
- +10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma.
- Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/10 feet.
- An ogre's base land speed is 40 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
- Racial Skills: An ogre's giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
- Racial Feats: An ogre's giant levels give it two feats.
- Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
- +5 natural armor bonus.
- Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran.
- Favored Class: Barbarian.
- Level adjustment +2.
Taros (minotaur)
Minotaur characters possess the following racial traits.
- +8 Strength, +4 Constitution, -4 Intelligence (minimum 3), -2 Charisma.
- Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/10 feet.
- A minotaur's base land speed is 30 feet.
- Darkvision out to 60 feet.
- Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
- Racial Skills: A minotaur's monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
- Racial Feats: A minotaur's monstrous humanoid levels give it three feats.
- Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
- +5 natural armor bonus.
- Natural Weapons: Gore (1d8).
- Special Attacks (see above): Powerful charge.
- Special Qualities (see above): Natural cunning, scent.
- Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
- Favored Class: Barbarian.
- Level adjustment +2.
Utharian (tiefling)
Tiefling characters possess the following racial traits.
- +2 Dexterity, +2 Intelligence, -2 Charisma.
- Medium size.
- A tiefling's base land speed is 30 feet.
- Darkvision out to 60 feet.
- Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
- Racial Feats: A tiefling gains feats according to its class levels.
- Special Attacks (see above): Darkness.
- Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.
- Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
- Favored Class: Rogue.
- Level adjustment +1.
Valar (elf)
Elves possess the following racial traits.
- +2 Dexterity, -2 Constitution.
- Medium size.
- An elf's base land speed is 30 feet.
- Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
- Low-light vision.
- Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
- +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
- Favored Class: Wizard.
Woodgnome (pixie)
Pixie characters possess the following racial traits.
- -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
- Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
- A pixie's base land speed is 20 feet. It also has a fly speed of 60 feet (good).
- Low-light vision.
- Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
- Racial Feats: A pixie receives Dodge as a bonus feat.
- +1 natural armor bonus.
- Special Attacks (see below): Spell-like abilities.
- Special Qualities: Damage reduction 10/cold iron, invisibility, spell resistance equal to 15 + class levels.
- Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
- Favored Class: Sorcerer.
- Level adjustment +3
1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only), polymorph (self only). Caster level 8th. The save DCs are Charisma-based.