Arlandia
Races
In addition to the
basic races, players can play monster races (classic
/
demonic). Here is a list of the
additional playable races and their special characteristics (all the bonuses
and penalties are cumulative with the
character's base/original race's characteristics) :
Classic races :
Brownie
Brownies are distant relatives of
halflings (perhaps half halfing, half pixie) but they are smaller and
far less common. They are basically friendly to humans and their ilk
but because they are shy, they are seldom seen and favour quiet,
pastoral areas in which to dwell.
Bonuses and maluses :
Abilities :
- Strength -2
- Dexterity +2
- Constitution -1
- Intelligence +1
- Wisdom
- Charisma
Saves :
- Fortitude -5
- Reflex +5
- Will
Skills :
- Animal empathy
- Appraise
- Bluff
- Concentration
- Craft Armor
- Craft Trap
|
Skills (suite)
:
- Craft Weapon
- Disable Trap
- Discipline
-10
- Heal
- Hide
+10
- Intimidate
- Listen
- Lore
- Move Silently
+10
- Open Lock
- Parry
-10
- Perform
- Persuade
- Pick Pocket
- Ride
-5
- Search
+10
- Set Trap
- Spellcraft
+5
- Spot
- Taunt
- Tumble
-10
- Use Magic Device |
Special power =
leak.
|
|
Bugbear
The biggest and
strongest of the goblinoids, Bugbears receive their name from their
bear-like noses, strong upper body, and keen sense of smell.
Bonuses and maluses :
Abilities :
- Strength +1
- Dexterity
- Constitution
- Intelligence -1
- Wisdom
- Charisma
Saves :
- Fortitude +5
- Reflex
- Will -5
Skills :
- Animal empathy +5
- Appraise
- Bluff
- Concentration
- Craft Armor
- Craft Trap
|
Skills (suite)
:
- Craft Weapon
- Disable Trap
- Discipline
-5
- Heal
- Hide
- Intimidate
- Listen
- Lore
- Move Silently
-5
- Open Lock
- Parry
+5
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
- Spot
+10
- Taunt
-10
- Tumble
- Use Magic Device |
Special power =
bugbear fart.
|
|
Drow
The drow are an evil
subrace of elves, living deep underground in the dangerous Underdark.
Bonuses and maluses :
Abilities :
- Strength -1
- Dexterity +1
- Constitution
- Intelligence +1
- Wisdom
- Charisma
Saves :
- Fortitude
- Reflex -5
- Will +5
Skills :
- Animal empathy
- Appraise
- Bluff
- Concentration +5
- Craft Armor
- Craft Trap
|
Skills (suite)
:
- Craft Weapon
- Disable Trap
- Discipline
- Heal
-5
- Hide
- Intimidate
- Listen
- Lore
- Move Silently
- Open Lock
- Parry
+5
- Perform
-5
- Persuade
- Pick Pocket
- Ride
-10
- Search
- Set Trap
- Spellcraft
-5
- Spot
- Taunt
- Tumble
- Use Magic Device
+10 |
Special power =
anti-light power.
|
|
Fey
With their webbed
fingers and toes, the tiny feys are well suited to their amphibious
lifestyle. It's rare to find one far from its lakeshore home.
Bonuses and maluses :
Abilities :
- Strength -3
- Dexterity +2
- Constitution
- Intelligence +2
- Wisdom
- Charisma +2
Saves :
- Fortitude
- Reflex
- Will
Skills :
- Animal empathy
+20
- Appraise
- Bluff
- Concentration
- Craft Armor
-10
- Craft Trap
-10
|
Skills (suite)
:
- Craft Weapon
-10
- Disable Trap
- Discipline
-10
- Heal
- Hide
+20
- Intimidate
- Listen
- Lore
- Move Silently
- Open Lock
- Parry
-10
- Perform
+10
- Persuade
- Pick Pocket
- Ride
-20
- Search
- Set Trap
- Spellcraft
- Spot
+10
- Taunt
- Tumble
- Use Magic Device |
Special power =
dream.
|
|
Goblin
While Goblins are often
considered little more than a nuisance, an unchecked population can
often balloon into a serious threat to normally civilized areas.
Bonuses and maluses :
Abilities :
- Strength -1
- Dexterity +1
- Constitution -1
- Intelligence
- Wisdom +1
- Charisma
Saves :
- Fortitude +10
- Reflex +10
- Will
Skills :
- Animal empathy
- Appraise
- Bluff +5
- Concentration
- Craft Armor
- Craft Trap
|
Skills (suite)
:
- Craft Weapon
- Disable Trap
- Discipline
-5
- Heal
-5
- Hide
+5
- Intimidate
- Listen
- Lore
- Move Silently
- Open Lock
- Parry
+5
- Perform
- Persuade
- Pick Pocket
- Ride
+5
- Search
-5
- Set Trap
- Spellcraft
-5
- Spot
- Taunt
- Tumble
+5
- Use Magic Device
-5 |
Special power =
ruse.
|
|
Gnoll
Gnolls are every bit
like the hyena they resemble; Cruel and vicious.
Bonuses and maluses :
Abilities :
- Strength +1
- Dexterity -1
- Constitution +1
- Intelligence
- Wisdom
- Charisma
Saves :
- Fortitude +2
- Reflex
- Will -2
Skills :
- Animal empathy -5
- Appraise -10
- Bluff
- Concentration -5
- Craft Armor
- Craft Trap
|
Skills (suite)
:
- Craft Weapon
- Disable Trap
- Discipline
+5
- Heal
-5
- Hide
-5
- Intimidate
+5
- Listen
-5
- Lore
+5
- Move Silently
-5
- Open Lock
- Parry
+5
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
- Spot
- Taunt
+5
- Tumble
+5
- Use Magic Device |
Special power =
speed increase.
|
|
Kenku
Kenku are humanoid bird
people. They are tricksters but not evil.
Bonuses and maluses :
Abilities :
- Strength
- Dexterity +2
- Constitution
- Intelligence
- Wisdom -1
- Charisma -1
Saves :
- Fortitude -10
- Reflex +5
- Will +5
Skills :
- Animal empathy
+10
- Appraise -10
- Bluff
- Concentration +10
- Craft Armor
- Craft Trap
|
Skills (suite)
:
- Craft Weapon
- Disable Trap
-10
- Discipline
+10
- Heal
-10
- Hide
- Intimidate
+5
- Listen
- Lore
+5
- Move Silently
+10
- Open Lock
- Parry
+5
- Perform
-5
- Persuade
- Pick Pocket
- Ride
-10
- Search
- Set Trap
-10
- Spellcraft
- Spot
- Taunt
- Tumble
- Use Magic Device |
Special power =
haste.
|
|
Kobold
Kobolds are small
humanoids, dangerous only in great numbers.
Bonuses and maluses :
Abilities :
- Strength -4
- Dexterity +4
- Constitution -2
- Intelligence +1
- Wisdom +1
- Charisma
Saves :
- Fortitude +5
- Reflex +5
- Will
Skills :
- Animal empathy
- Appraise +10
- Bluff
- Concentration +10
- Craft Armor
+10
- Craft Trap
+10
|
Skills (suite)
:
- Craft Weapon
+10
- Disable Trap
- Discipline
-10
- Heal
-10
- Hide
+10
- Intimidate
- Listen
- Lore
-5
- Move Silently
+10
- Open Lock
- Parry
-5
- Perform
+5
- Persuade
- Pick Pocket
- Ride
-5
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
-10
- Use Magic Device
-5 |
Special power =
grouping.
|
|
Lizardfolk
Primitive and savage,
these reptilian humanoids can be very dangerous if provoked. They are
fiercely territorial, banding together to protect the swamplands they
inhabit.
Bonuses and maluses :
Abilities :
- Strength +1
- Dexterity
- Constitution +1
- Intelligence -1
- Wisdom
- Charisma
Saves :
- Fortitude
- Reflex
- Will
+5
Skills :
- Animal empathy
- Appraise -5
- Bluff
- Concentration -5
- Craft Armor
- Craft Trap
|
Skills (suite)
:
- Craft Weapon
- Disable Trap
- Discipline
+5
- Heal
-5
- Hide
- Intimidate
- Listen
- Lore
-5
- Move Silently
- Open Lock
- Parry
+5
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
- Spot
- Taunt
-5
- Tumble
- Use Magic Device
-5 |
Special power =
grouping.
|
|
Minotaur
Strong, fiercely
territorial creatures, Minotaurs often lair in vast underground
labyrinths where their keen memory gives them an advantage over their
lost and confused prey.
Bonuses and maluses :
Abilities :
- Strength +3
- Dexterity -3
- Constitution +3
- Intelligence -3
- Wisdom
- Charisma
Saves :
- Fortitude
- Reflex -5
- Will +5
Skills :
- Animal empathy
- Appraise
- Bluff
- Concentration
- Craft Armor
- Craft Trap
|
Skills (suite)
:
- Craft Weapon
- Disable Trap
- Discipline
+10
- Heal
- Hide
-10
- Intimidate
- Listen
- Lore
- Move Silently
-10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
- Spot
- Taunt
- Tumble
- Use Magic Device |
Special power =
minotaur anger.
|
|
Narok
Naroks are the most
intelligent and advanced creatures in the whole galaxy. They are smart
and curious. They are the founders of most of all the transport
systems and technology of the universe.
Bonuses and maluses :
Abilities :
- Strength -3
- Dexterity +2
- Constitution -2
- Intelligence +3
- Wisdom
- Charisma +1
Saves :
- Fortitude
- Reflex
- Will
Skills :
- Animal empathy
- Appraise
- Bluff
- Concentration
- Craft Armor
+10
- Craft Trap
+10
|
Skills (suite)
:
- Craft Weapon
+10
- Disable Trap
- Discipline
+5
- Heal
-5
- Hide
- Intimidate
-10
- Listen
- Lore
- Move Silently
- Open Lock
- Parry
-10
- Perform
- Persuade
- Pick Pocket
- Ride
-10
- Search
- Set Trap
- Spellcraft
- Spot
- Taunt
- Tumble
-5
- Use Magic Device
+5 |
Special power =
crafting knowledge.
|
|
Ogre
Ogres are ugly, greedy
creatures who live by raiding and scavenging. They associate freely
with Giants and Trolls, banding together to prey on the weak.
Bonuses and maluses :
Abilities :
- Strength +5
- Dexterity -3
- Constitution
- Intelligence -2
- Wisdom
- Charisma
Saves :
- Fortitude
- Reflex -10
- Will +5
Skills :
- Animal empathy +5
- Appraise -10
- Bluff
- Concentration
- Craft Armor
- Craft Trap
|
Skills (suite)
:
- Craft Weapon
- Disable Trap
- Discipline
-5
- Heal
- Hide
- Intimidate
+10
- Listen
- Lore
- Move Silently
-10
- Open Lock
- Parry
+5
- Perform
- Persuade
- Pick Pocket
- Ride
-5
- Search
+10
- Set Trap
- Spellcraft
- Spot
+5
- Taunt
- Tumble
+5
- Use Magic Device |
Special power =
canibalism.
|
|
Orc
Orcs are aggressive
humanoids that raid, pillage, and battle other creatures. They have a
hatred of elves and dwarves that goes back many generations.
Bonuses and maluses :
Abilities :
- Strength +1
- Dexterity
- Constitution
- Intelligence -2
- Wisdom
- Charisma +1
Saves :
- Fortitude +10
- Reflex +5
- Will -5
Skills :
- Animal empathy
- Appraise -5
- Bluff
- Concentration -5
- Craft Armor
- Craft Trap
|
Skills (suite)
:
- Craft Weapon
- Disable Trap
- Discipline -10
- Heal
-10
- Hide
- Intimidate
+5
- Listen
- Lore
- Move Silently
- Open Lock
+5
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
+10
- Search
+5
- Set Trap
- Spellcraft
-5
- Spot
- Taunt
- Tumble
- Use Magic Device
-10 |
Special power =
orc cry.
|
|
Troll
Trolls are horrid
carnivores, devouring everything from grubs to humanoids. Most
creatures avoid these beasts, as they know no fear and attack
unceasingly when hungry.
Bonuses and maluses :
Abilities :
- Strength +2
- Dexterity
- Constitution +2
- Intelligence -2
- Wisdom -1
- Charisma -1
Saves :
- Fortitude +2
- Reflex
- Will +2
Skills :
- Animal empathy
-10
- Appraise -10
- Bluff
- Concentration -5
- Craft Armor
-5
- Craft Trap
-5
|
Skills (suite)
:
- Craft Weapon
-5
- Disable Trap
- Discipline
+5
- Heal
+10
- Hide
- Intimidate
- Listen
+5
- Lore
-5
- Move Silently
- Open Lock
- Parry
-5
- Perform
- Persuade
- Pick Pocket
- Ride
-10
- Search
+5
- Set Trap
- Spellcraft
+5
- Spot
-5
- Taunt
-5
- Tumble
+5
- Use Magic Device |
Special power =
regenerating.
|
|
Werecat
In their hybrid form,
Werecats are selfish and manipulative. They have been known to toy
with and enslave their prey, often driving them to madness.
Bonuses and maluses :
Abilities :
- Strength +4
- Dexterity -4
- Constitution
- Intelligence
- Wisdom
- Charisma
Saves :
- Fortitude +2
- Reflex +2
- Will +2
Skills :
- Animal empathy -5
- Appraise -10
- Bluff
- Concentration
- Craft Armor
- Craft Trap
|
Skills (suite)
:
- Craft Weapon
- Disable Trap
+10
- Discipline
- Heal
- Hide
+20
- Intimidate
- Listen
+5
- Lore
- Move Silently
+5
- Open Lock
+10
- Parry
-5
- Perform
-5
- Persuade
- Pick Pocket
- Ride
- Search
+10
- Set Trap
+10
- Spellcraft
-5
- Spot
- Taunt
- Tumble
-10
- Use Magic Device
-10 |
Special power =
shapechanging.
|
|
Werewolf
The most common of the
lycanthropes, Werewolves are also the most complex, socially. While
some lead solitary existences, others form complicated ritual-bound
societies.
Bonuses and maluses :
Abilities :
- Strength +6
- Dexterity -6
- Constitution
- Intelligence
- Wisdom
- Charisma
Saves :
- Fortitude
- Reflex
- Will
Skills :
- Animal empathy +5
- Appraise
- Bluff +5
- Concentration
- Craft Armor
+5
- Craft Trap
+5
|
Skills (suite)
:
- Craft Weapon
+5
- Disable Trap
-10
- Discipline
-5
- Heal
-5
- Hide
+20
- Intimidate
- Listen
- Lore
- Move Silently
+5
- Open Lock
- Parry
- Perform
- Persuade
- Pick Pocket
+5
- Ride
-5
- Search
+5
- Set Trap
- Spellcraft
- Spot
+5
- Taunt
- Tumble
+10
- Use Magic Device
-10 |
Special power =
shapechanging.
|
|
Demonic
races :
Abishai
Demons are aggressive, fire-living
creatures brought to the Prime Material plane from the depths of the
Abyss to serve their evil masters.
Bonuses and maluses :
Abilities :
- Strength +2
- Dexterity -1
- Constitution
- Intelligence
- Wisdom -2
- Charisma
Saves :
- Fortitude
- Reflex
- Will
Skills :
- Animal empathy
- Appraise -10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -10
|
Skills (suite)
:
- Craft Weapon -10
- Disable Trap
- Discipline
+10
- Heal
- Hide -10
- Intimidate
+10
- Listen
- Lore
- Move Silently -10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device
|
Special power =
gate.
|
|
Cornugon
Demons are aggressive, fire-living
creatures brought to the Prime Material plane from the depths of the
Abyss to serve their evil masters.
Bonuses and maluses
:
Abilities :
- Strength
- Dexterity
- Constitution +2
- Intelligence -2
- Wisdom
- Charisma -1
Saves :
- Fortitude
- Reflex
- Will
Skills :
- Animal empathy
- Appraise -10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -10
|
Skills (suite)
:
- Craft Weapon -10
- Disable Trap
- Discipline
+10
- Heal
- Hide -10
- Intimidate
+10
- Listen
- Lore
- Move Silently -10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device
|
Special power =
summon hell hounds.
|
|
Devil
Demons are aggressive, fire-living
creatures brought to the Prime Material plane from the depths of the
Abyss to serve their evil masters.
Bonuses and maluses
:
Abilities :
- Strength
- Dexterity +2
- Constitution
- Intelligence
- Wisdom -2
- Charisma -1
Saves :
- Fortitude
- Reflex
- Will
Skills :
- Animal empathy
- Appraise -10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -10
|
Skills (suite)
:
- Craft Weapon -10
- Disable Trap
- Discipline
+10
- Heal
- Hide -10
- Intimidate
+10
- Listen
- Lore
- Move Silently -10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device
|
Special power =
gate.
|
|
Glabrezu
Demons are aggressive, fire-living
creatures brought to the Prime Material plane from the depths of the
Abyss to serve their evil masters.
Bonuses and maluses
:
Abilities :
- Strength +2
- Dexterity
- Constitution
- Intelligence -2
- Wisdom -1
- Charisma
Saves :
- Fortitude
- Reflex
- Will
Skills :
- Animal empathy
- Appraise -10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -10
|
Skills (suite)
:
- Craft Weapon -10
- Disable Trap
- Discipline
+10
- Heal
- Hide -10
- Intimidate
+10
- Listen
- Lore
- Move Silently -10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device
|
Special power =
summon hell hounds.
|
|
Oschore
Demons are aggressive, fire-living
creatures brought to the Prime Material plane from the depths of the
Abyss to serve their evil masters.
Bonuses and maluses
:
Abilities :
- Strength
- Dexterity
- Constitution -2
- Intelligence
- Wisdom -1
- Charisma +2
Saves :
- Fortitude
- Reflex
- Will
Skills :
- Animal empathy
- Appraise -10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -10
|
Skills (suite)
:
- Craft Weapon -10
- Disable Trap
- Discipline
+10
- Heal
- Hide -10
- Intimidate
+10
- Listen
- Lore
- Move Silently -10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device
|
Special power =
fire explosion.
|
|
Nalfeshnee
Demons are aggressive, fire-living
creatures brought to the Prime Material plane from the depths of the
Abyss to serve their evil masters.
Bonuses and maluses
:
Abilities :
- Strength
- Dexterity -1
- Constitution -2
- Intelligence +2
- Wisdom
- Charisma
Saves :
- Fortitude
- Reflex
- Will
Skills :
- Animal empathy
- Appraise -10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -10
|
Skills (suite)
:
- Craft Weapon -10
- Disable Trap
- Discipline
+10
- Heal
- Hide -10
- Intimidate
+10
- Listen
- Lore
- Move Silently -10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device
|
Special power =
summon imps.
|
|
Succubus
Demons are aggressive, fire-living
creatures brought to the Prime Material plane from the depths of the
Abyss to serve their evil masters.
Bonuses and maluses
:
Abilities :
- Strength -2
- Dexterity -1
- Constitution
- Intelligence +2
- Wisdom
- Charisma
Saves :
- Fortitude
- Reflex
- Will
Skills :
- Animal empathy
- Appraise -10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -10
|
Skills (suite)
:
- Craft Weapon -10
- Disable Trap
- Discipline
+10
- Heal
- Hide -10
- Intimidate
+10
- Listen
- Lore
- Move Silently -10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device
|
Special power =
summon succubus.
|
|
Yagnoloth
Demons are aggressive, fire-living
creatures brought to the Prime Material plane from the depths of the
Abyss to serve their evil masters.
Bonuses and maluses
:
Abilities :
- Strength +2
- Dexterity -2
- Constitution
- Intelligence -1
- Wisdom
- Charisma
Saves :
- Fortitude
- Reflex
- Will
Skills :
- Animal empathy
- Appraise -10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -10
|
Skills (suite)
:
- Craft Weapon -10
- Disable Trap
- Discipline
+10
- Heal
- Hide -10
- Intimidate
+10
- Listen
- Lore
- Move Silently -10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device
|
Special power =
summon imps.
|
|
|