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		<title>imported&gt;Kingfisher SA at 18:47, 21 September 2018</title>
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		<updated>2018-09-21T18:47:49Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;From the barbarians of the frozen north to the trolls in the&lt;br /&gt;
southern swamps. the lands of Norrath are full of many different&lt;br /&gt;
races, each with their own civilizations. cultures. and tolerances.&lt;br /&gt;
Each race has its own strengths and weaknesses. as well. ranging&lt;br /&gt;
from physical and mental abilities, class choices. and special&lt;br /&gt;
abilities (or lack thereof). Very little will affect your character as&lt;br /&gt;
much as your choice of race. which. once decided. you can&amp;#039;t&lt;br /&gt;
change during the course of your character&amp;#039;s career.&lt;br /&gt;
&lt;br /&gt;
Not every class is available to each race. and you should&lt;br /&gt;
consider this when choosing your character&amp;#039;s race. Even within&lt;br /&gt;
the classes available to each race, some races are going to be better&lt;br /&gt;
at some classes than others. Barbarians. for example, make particularly good warriors, &lt;br /&gt;
but in many ways make worse rogues than do halﬂings.&lt;br /&gt;
&lt;br /&gt;
Additionally. the race you pick is likely to have a strong impact&lt;br /&gt;
on how non-player characters (NPCs) — that is. characters&lt;br /&gt;
controlled by the GM — react to you (see “Factions&amp;quot; in Chapter&lt;br /&gt;
6: Description). Most members of a race fall into rather broad&lt;br /&gt;
categories of behaviors and beliefs. as noted in each race description. &lt;br /&gt;
Although many of these are only guidelines. most characters&lt;br /&gt;
will assume your dark elf is a fairly typical member of his race. even&lt;br /&gt;
if you‘ve decided to make him a rare exception to the normal dark&lt;br /&gt;
elf culture of hatred and deceit.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Racial Adjustments:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Your character&amp;#039;s race will have an effect on her starting ability&lt;br /&gt;
scores, feats, and skills, and may grant your character special&lt;br /&gt;
abilities.&lt;br /&gt;
&lt;br /&gt;
Racial Ability Adjustments:&lt;br /&gt;
&lt;br /&gt;
Most races have a few bonuses and penalties to starting ability&lt;br /&gt;
£32.] scores. These modifiers are listed under each race&amp;#039;s description in&lt;br /&gt;
this chapter, and are summarized on Table 2—1: Racial Ability&lt;br /&gt;
Adjustments. These modifiers change your character’s starting&lt;br /&gt;
ability scores, and similarly affect your maximum starting ability&lt;br /&gt;
scores (see Abilities Link).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;Table 2-1: Racial Ability Ajustments&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! Str&lt;br /&gt;
! Dex&lt;br /&gt;
! Con&lt;br /&gt;
! Int&lt;br /&gt;
! Wis&lt;br /&gt;
! Cha&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian (Bar)&lt;br /&gt;
| +4 Str&lt;br /&gt;
| +2 Con&lt;br /&gt;
| N/A&lt;br /&gt;
| -2 Int&lt;br /&gt;
| -2 Wis&lt;br /&gt;
| -2 Cha&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf (Def)&lt;br /&gt;
| -2 Str&lt;br /&gt;
| +2 Dex&lt;br /&gt;
| N/A&lt;br /&gt;
| +4 Int&lt;br /&gt;
| N/A&lt;br /&gt;
| -2 Cha&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf (Dwf)&lt;br /&gt;
| +2 Str&lt;br /&gt;
| N/A&lt;br /&gt;
| +2 Con&lt;br /&gt;
| -2 Int&lt;br /&gt;
| +2 Wis&lt;br /&gt;
| -4 Cha&lt;br /&gt;
|-&lt;br /&gt;
| Erudite (Eru)&lt;br /&gt;
| -4 Str&lt;br /&gt;
| -2 Dex&lt;br /&gt;
| N/A&lt;br /&gt;
| +6 Int&lt;br /&gt;
| +2 Wis&lt;br /&gt;
| -2 Cha&lt;br /&gt;
|-&lt;br /&gt;
| Froglok (Frg)&lt;br /&gt;
| TBD&lt;br /&gt;
| TBD&lt;br /&gt;
| TBD&lt;br /&gt;
| TBD&lt;br /&gt;
| TBD&lt;br /&gt;
| TBD&lt;br /&gt;
|-&lt;br /&gt;
| Gnome (Gnm)&lt;br /&gt;
| -4 Str&lt;br /&gt;
| +4 Dex&lt;br /&gt;
| -2 Con&lt;br /&gt;
| +4 Int&lt;br /&gt;
| -2 Wis&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Half Elf (Hef)&lt;br /&gt;
|  N/A&lt;br /&gt;
| +2 Dex&lt;br /&gt;
| -2 Con&lt;br /&gt;
| N/A&lt;br /&gt;
| -2 Wis&lt;br /&gt;
| +2 Cha&lt;br /&gt;
|-&lt;br /&gt;
| Halfling (Hfl)&lt;br /&gt;
| -2 Str&lt;br /&gt;
| +4 Dex&lt;br /&gt;
| N/A&lt;br /&gt;
| +4 Int&lt;br /&gt;
| +4 Wis&lt;br /&gt;
| +2 Cha&lt;br /&gt;
|-&lt;br /&gt;
| Human (Hum)&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Iksar (Iks)&lt;br /&gt;
| +4 Str&lt;br /&gt;
| +2 Dex&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| +2 Wis&lt;br /&gt;
| -4 Cha&lt;br /&gt;
|-&lt;br /&gt;
| Ogre (Ogr)&lt;br /&gt;
| +6 Str&lt;br /&gt;
| -2 Dex&lt;br /&gt;
| +4 Con&lt;br /&gt;
| -4 Int&lt;br /&gt;
| -2 Wis&lt;br /&gt;
| -4 Cha&lt;br /&gt;
|-&lt;br /&gt;
| Troll (Trl)&lt;br /&gt;
| +4 Str&lt;br /&gt;
| N/A&lt;br /&gt;
| +6 Con&lt;br /&gt;
| -4 Int&lt;br /&gt;
| -2 Wis&lt;br /&gt;
| -6 Cha&lt;br /&gt;
|-&lt;br /&gt;
| Kerran (Vah)&lt;br /&gt;
| +2 Str&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
| -2 Int&lt;br /&gt;
| N/A&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
| Wood Elf (Elf)&lt;br /&gt;
| -2 Str&lt;br /&gt;
| +4 Dex&lt;br /&gt;
| -2 Con&lt;br /&gt;
| N/A&lt;br /&gt;
| +2 Wis&lt;br /&gt;
| N/A&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Each race has a number of classes available to it, and may have&lt;br /&gt;
one or more favored classes that do not count against it when&lt;br /&gt;
determining experience point (XP) penalties for multiclassing&lt;br /&gt;
(see “Experience for Multiclass Characters&amp;quot; in TBD Link). The&lt;br /&gt;
available classes for each race are listed on Table 2-2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;Table 2-2: Racial Class List&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Race&lt;br /&gt;
! Available Classes&lt;br /&gt;
|-&lt;br /&gt;
| Barbarian (Bar)&lt;br /&gt;
| Beastlord, Rogue, Shaman, Warrior*.&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf (Def)&lt;br /&gt;
| Cleric, Enchanter, Magician, Necromancer*, Rogue, Shadow knight, Warrior, Wizard.&lt;br /&gt;
|-&lt;br /&gt;
| Dwarf (Dwf)&lt;br /&gt;
| Cleric*, Paladin*, Rogue, Warrior.&lt;br /&gt;
|-&lt;br /&gt;
| Erudite (Eru)&lt;br /&gt;
| Cleric, Enchanter**, Magician**, Necromancer**, Paladin, Shadow knight, Wizard.&lt;br /&gt;
|-&lt;br /&gt;
| Froglok (Frg)&lt;br /&gt;
| TBD&lt;br /&gt;
|-&lt;br /&gt;
| Gnome (Gnm)&lt;br /&gt;
| Cleric, Enchanter*, Magician*, Necromancer, Paladin, Rogue, Shadow knight, Warrior, Wizard.&lt;br /&gt;
|-&lt;br /&gt;
| Half Elf (Hef)&lt;br /&gt;
| Bard*, Druid, Paladin, Ranger, Rogue, Warrior.&lt;br /&gt;
|-&lt;br /&gt;
| Halfling (Hfl)&lt;br /&gt;
| Cleric, Druid, Paladin, Ranger, Rogue, Warrior.&lt;br /&gt;
|-&lt;br /&gt;
| Human (Hum)&lt;br /&gt;
| Bard**, Beastlord**, Cleric**, Druid**, Enchanter**, Magician**, Monk**, Necromancer**, Paladin**, Ranger**, Rogue**, Shadow knight**, Warrior**, Wizard**.&lt;br /&gt;
|-&lt;br /&gt;
| Iksar (Iks)&lt;br /&gt;
| Beastlord, Monk*, Necromancer, Shadow knight, Shaman, Warrior.&lt;br /&gt;
|-&lt;br /&gt;
| Ogre (Ogr)&lt;br /&gt;
| Beastlord, Shadow Knight, Shaman, Warrior*.&lt;br /&gt;
|-&lt;br /&gt;
| Troll (Trl)&lt;br /&gt;
| Beastlord, Shadow Knight, Shaman, Warrior*.&lt;br /&gt;
|-&lt;br /&gt;
| Kerran (Vah)&lt;br /&gt;
| Bard**, Beastlord**, Rogue**, Shaman**, Warrior**.&lt;br /&gt;
|-&lt;br /&gt;
| Wood Elf (Elf)&lt;br /&gt;
| Bard, Druid, Ranger, Rogue, Warrior.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A * indicates a favored class.&lt;br /&gt;
A * indicates the highest level of these classes is considered a favored class.&lt;br /&gt;
See the race description for details.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Racial Experience Penalties:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Not all races are equally challenged by the usual dangers of&lt;br /&gt;
adventuring. As a result. some races gain less experience than&lt;br /&gt;
others even when facing the same difficulties. Those races with&lt;br /&gt;
experience point penalties are listed below.&lt;br /&gt;
&lt;br /&gt;
When determining experience penalties from race and&lt;br /&gt;
multiclassing, add all the penalties together and then modify the&lt;br /&gt;
total experience gained. For example. a barbarian 5th-level rogue]&lt;br /&gt;
2nd-level shaman has a 5% XP penalty for being a barbarian and&lt;br /&gt;
a 20% XF penalty for multiclassing, resulting in a 25% total&lt;br /&gt;
experience penalty.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;Table 2-3: Racial Experience Penalties:&amp;#039;&amp;#039;&lt;br /&gt;
Barbarian 5%&lt;br /&gt;
lksar 15%&lt;br /&gt;
Ogre 20%&lt;br /&gt;
Troll 20%&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Languages:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
All characters. in fact practically everyone in Norrath, speaks&lt;br /&gt;
the Common tongue ﬂuently. In bazaars in major cities, dwarves,&lt;br /&gt;
gnomes, humans and wood elves all barter together in Common.&lt;br /&gt;
with no difficulty understanding one another. Even the reptilian&lt;br /&gt;
Iksar and monstrous ogres and trolls can speak Common without&lt;br /&gt;
hardship, although ogres and trolls are not known for their&lt;br /&gt;
extensive vocabularies. All characters begin play with 4 free skill&lt;br /&gt;
ranks in Common, with the exception of ogres and trolls, who&lt;br /&gt;
begin with 3 ranks (see the Language skill in Chapter 4: Skills).&lt;br /&gt;
&lt;br /&gt;
However, people don&amp;#039;t always want to he understood by every-&lt;br /&gt;
one around them. Each race has its own native language as well,&lt;br /&gt;
and every character also starts with 4 free skill ranks in her native&lt;br /&gt;
speech (again, ogres and trolls are the exception: they begin with&lt;br /&gt;
only 3 tanks). There are also some languages used by groups, such&lt;br /&gt;
as the Dark Tongue, and languages spoken by certain NPC races,&lt;br /&gt;
such as Goblin and Elder Dragon. If a character does not begin&lt;br /&gt;
with a particular language, they may buy it just like any other skill.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Abilities:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Many races have special abilities that are universal to all&lt;br /&gt;
members of their race. Some of these are simply bonus feats, as&lt;br /&gt;
described in Chapter 5: Feats. Characters of other races receive&lt;br /&gt;
certain skills as class skills, regardless of the character‘s actual&lt;br /&gt;
class, or else receive bonus ranks in certain skills. Some traits.&lt;br /&gt;
however, are unique abilities available only to members of a given&lt;br /&gt;
race. These are listed in the race descriptions, and are described&lt;br /&gt;
below in detail. All of these racial special abilities are treated as&lt;br /&gt;
extraordinary special qualities (see the Introduction to &amp;quot;Special&lt;br /&gt;
Abilities&amp;quot; LINK TBD Using Magic for an explanation of&lt;br /&gt;
extraordinary abilities).&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Resistance:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Resistance is rated as a type and a number, as in the following&lt;br /&gt;
example: “a bonus of cold resistance (3).&amp;quot; This resistance represents &lt;br /&gt;
the amount a creature subtracts from any damage taken from&lt;br /&gt;
the given type of source, whether through mundane effects of the&lt;br /&gt;
given type or from magical effects with the appropriate descriptor.&lt;br /&gt;
For example, Iksar, having a bonus of fire resistance (5), subtract&lt;br /&gt;
the first 5 points of fire damage inﬂicted upon them by a singular&lt;br /&gt;
source of mundane heat or fire or by any singular magical effect&lt;br /&gt;
with the [fire] descriptor. See “Spell Special Effects“ in LIKNK TBD &lt;br /&gt;
Using Magic for more information on resistance.&lt;br /&gt;
&lt;br /&gt;
Infravision:&lt;br /&gt;
&lt;br /&gt;
Infravision is common to several races, constituting the ability&lt;br /&gt;
to see heat as light. This allows a creature with Infravision to see&lt;br /&gt;
warm objects (including living creatures and fires) as glowing&lt;br /&gt;
sources of light when it is otherwise dark. In general, a living,&lt;br /&gt;
warm-blooded creature sheds as much light for the purposes of&lt;br /&gt;
Infravisiona as does a torch‘ Since creatures with Infravision&lt;br /&gt;
generally shed their own heat. they effectively illuminate the area&lt;br /&gt;
around themselves as if they carried a torch (granting vision to a&lt;br /&gt;
20 foot radius). Other warm-blooded creatures are easily spotted&lt;br /&gt;
in darkness at considerable distances, since, to a creature with&lt;br /&gt;
infravision, such creatures shed &amp;quot;light&amp;quot; in their own 20-foot radius&lt;br /&gt;
as if they were walking torches.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Fast Recovery:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Iksar and Trolls have fast recovery, allowing them to heal from&lt;br /&gt;
injuries much more quickly than other races. Rather than recovering &lt;br /&gt;
their 1/2 their level in hit points for each day of rest, creatures with&lt;br /&gt;
fast recovery heal 1/2 their level in hit points for each hour of rest.&lt;br /&gt;
Thus. a 14th—level troll character heals 7 hit points of damage per&lt;br /&gt;
hour. During this time, the recovering character may engage in&lt;br /&gt;
light activity, such as traveling or similar activities that aren&amp;#039;t&lt;br /&gt;
strenuous. hut engaging in any fighting or tiring activity prevents&lt;br /&gt;
the character from recovering any hit points for that hour.&lt;br /&gt;
&lt;br /&gt;
Characters and creatures with fast recovery heal points of&lt;br /&gt;
subdual damage at the same rate as real damage, and do so&lt;br /&gt;
simultaneously. Thus, the 14th—level troll above would heal 7&lt;br /&gt;
points of both real and subdual damage each hour.&lt;br /&gt;
&lt;br /&gt;
Fast recovery cannot heal any injury that a creature without&lt;br /&gt;
this ability could not naturally heal. Thus iksar and trolls do not&lt;br /&gt;
automatically grow hack lost limbs or ignore starvation damage —&lt;br /&gt;
they simply recover hit points more quickly when recovery is&lt;br /&gt;
possible.&lt;br /&gt;
&lt;br /&gt;
Ultravision &lt;br /&gt;
&lt;br /&gt;
Among the player races. only dark elves have ultravision.&lt;br /&gt;
Ultravision is the ability to see forms of light invisible to other&lt;br /&gt;
creatures. Such light can he found at night. and is common in&lt;br /&gt;
most underground settings as well. Creatures with ultravision can&lt;br /&gt;
see as clearly in normal darkness as a human can see in normal&lt;br /&gt;
daylight. Full details of shape. distance and color can be deter-&lt;br /&gt;
mined by a creature using ultravision. just as if they had a bright&lt;br /&gt;
light source.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Races:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
* More details and fluff/Lore will be added later. &lt;br /&gt;
Info omitted which is in the above tables. &lt;br /&gt;
&lt;br /&gt;
Barbarian Racial Traits&lt;br /&gt;
&lt;br /&gt;
* Medium size: Though large by human standards. barbarians&lt;br /&gt;
aren&amp;#039;t quite big enough to count as size Large creatures. As&lt;br /&gt;
Medium-size creatures. barbarians suffer no special bonuses or&lt;br /&gt;
penalties.&lt;br /&gt;
&lt;br /&gt;
* Barbarians&amp;#039; base speed is 30 feet.&lt;br /&gt;
&lt;br /&gt;
* Barbarians begin with 4 ranks in Language: Barbarian and 4&lt;br /&gt;
ranks in Language: Common.&lt;br /&gt;
&lt;br /&gt;
* Due to their powerful Frames. barbarians begin play with the&lt;br /&gt;
Slam feat as a bonus feat despite that feat&amp;#039;s size prerequisite.&lt;br /&gt;
&lt;br /&gt;
* Barbarians have a racial bonus of cold resistance (3).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dark Elf: Racial Traits&lt;br /&gt;
&lt;br /&gt;
* Medium size: As Medium‘size creatures. dark elves have no&lt;br /&gt;
special bonuses or penalties due to their size.&lt;br /&gt;
&lt;br /&gt;
* Dark elves base speed is 30 feet.&lt;br /&gt;
&lt;br /&gt;
* Dark elves begin with 4 ranks in Language: Dark Speech and&lt;br /&gt;
4 ranks in Language: Common.&lt;br /&gt;
&lt;br /&gt;
* Dark elves receive Hide as a class skill regardless of their&lt;br /&gt;
actual class(es). and begin with 4 bonus ranks in that skill.&lt;br /&gt;
&lt;br /&gt;
* Dark elves have ultravision, allowing them to function easily&lt;br /&gt;
underground or in complete darkness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Dawrf : Racial Traits&lt;br /&gt;
&lt;br /&gt;
* Small size: As small creatures, dwarves gain a +1 size bonus to Armor Class on all attack rolls&lt;br /&gt;
and, a +4 size bonus on Hide checks. They suffer a -4 size bonus on all Strength checks to break down doors, burst bonds, or the like. &lt;br /&gt;
They must use smaller weapons than humans and their lifting and carrying limits are 3/4ths those of Medium sizes creatures with similar Strength scores.&lt;br /&gt;
&lt;br /&gt;
* Dwarves base speed is 20 feet.&lt;br /&gt;
&lt;br /&gt;
* DDwarves begin with 4 ranks in Language: Dwarf and&lt;br /&gt;
4 ranks in Language: Common.&lt;br /&gt;
&lt;br /&gt;
* Dwarves gain Sense Heading a skill regardless of their actual class(es), and they begin play with 4 ranks in it.&lt;br /&gt;
 &lt;br /&gt;
* Dwarves receive a +2 bonus on all saving throws against poisons and magical effects, and also have racial bonuses of poison and magical resistance (3).&lt;br /&gt;
&lt;br /&gt;
* Dark elves have infravision, allowing them to function easily&lt;br /&gt;
underground or in complete darkness.&lt;br /&gt;
&lt;br /&gt;
Erudite Racial Traits:&lt;br /&gt;
&lt;br /&gt;
* Medium»size: As Medium-size creatures, Erudites have no&lt;br /&gt;
special bonuses or penalties.&lt;br /&gt;
&lt;br /&gt;
* Erudites&amp;#039; base speed is 30 feet.&lt;br /&gt;
&lt;br /&gt;
* Erudites begin with 4 ranks in Language: Common and 4&lt;br /&gt;
ranks in Language: Erudite.&lt;br /&gt;
&lt;br /&gt;
* Erudites are notorious for their poor nighttime eyesight and&lt;br /&gt;
suffer a -—4 penalty on all Spot checks made in low—light conditions.&lt;br /&gt;
&lt;br /&gt;
Gnome Racial Traits:&lt;br /&gt;
&lt;br /&gt;
* Small size: As Small creatures, gnomes gain a +1 size bonus&lt;br /&gt;
to Armor Class and on all attack rolls, and a +4 size bonus on Hide&lt;br /&gt;
checks. They suffer a —4 size penalty on all Strength checks to&lt;br /&gt;
break down doors, burst bonds,  or the like. They&lt;br /&gt;
must use smaller weapons than humans and, and their lifting and&lt;br /&gt;
carrying limits are only three—quarters of those of Medium-size&lt;br /&gt;
characters with similar Strength scores.&lt;br /&gt;
&lt;br /&gt;
* Gnomes base speed is 20 feet.&lt;br /&gt;
&lt;br /&gt;
* Gnomes begin with 4 ranks in Language: Gnome and 4 ranks&lt;br /&gt;
in Language: Common.&lt;br /&gt;
&lt;br /&gt;
* Gnomes gain Trade Skill (tinkering) as a class skill regardless&lt;br /&gt;
of their actual class(es). Gnomes also gain Disable Device as a&lt;br /&gt;
class skill upon reaching 8th level regardless of their actual&lt;br /&gt;
class(es).&lt;br /&gt;
&lt;br /&gt;
* Gnomes have infravision.&lt;br /&gt;
&lt;br /&gt;
Half Elf Racial Traits:&lt;br /&gt;
&lt;br /&gt;
* Medium-size: As Medium size creatures, half elves have no&lt;br /&gt;
special bonuses or penalties due to their size.&lt;br /&gt;
&lt;br /&gt;
* Half elves base speed is 30 feet.&lt;br /&gt;
&lt;br /&gt;
* Half elves begin with 4 ranks in Language: Elven and 4 ranks&lt;br /&gt;
in Language: Common.&lt;br /&gt;
&lt;br /&gt;
* Half elves begin play with 4 bonus skill points. Unlike&lt;br /&gt;
humans, however, they do not gain additional bonus skill points&lt;br /&gt;
as they rise in level.&lt;br /&gt;
&lt;br /&gt;
* Half elves have infravision.&lt;br /&gt;
&lt;br /&gt;
Halfling Racial Traits:&lt;br /&gt;
&lt;br /&gt;
* Small size: As Small creatures, halflings gain a +1 size bonus&lt;br /&gt;
to Armor Class and on all attack rolls, and a +4 size bonus on Hide&lt;br /&gt;
checks. They suffer a —4 size penalty on all Strength checks to&lt;br /&gt;
break down doors, burst bonds,  or the like. They&lt;br /&gt;
must use smaller weapons than humans and, and their lifting and&lt;br /&gt;
carrying limits are only three—quarters of those of Medium-size&lt;br /&gt;
characters with similar Strength scores.&lt;br /&gt;
&lt;br /&gt;
* Halfling base speed is 20 feet.&lt;br /&gt;
&lt;br /&gt;
* Half elves begin with 4 ranks in Language: Halfling and 4 ranks&lt;br /&gt;
in Language: Common.&lt;br /&gt;
&lt;br /&gt;
* Halfling gain Sneak and Hide Heading skills regardless of their actual class(es), and they begin play with 4 ranks in each.&lt;br /&gt;
&lt;br /&gt;
* Halflings gain a +1 racial bonus on all Fortitude saves. &lt;br /&gt;
&lt;br /&gt;
* Halflings have infravision.&lt;br /&gt;
&lt;br /&gt;
High Elf Racial Traits:&lt;br /&gt;
&lt;br /&gt;
* Medium—size: As Medium-size creatures, high elves have no&lt;br /&gt;
special bonuses or penalties due to their size.&lt;br /&gt;
&lt;br /&gt;
* High elves&amp;#039; base speed is 30 feet.&lt;br /&gt;
&lt;br /&gt;
* High elves begin with 4 ranks in Language: Elven and 4 ranks&lt;br /&gt;
in Language: Common.&lt;br /&gt;
&lt;br /&gt;
* High elves have infravision.&lt;br /&gt;
&lt;br /&gt;
Human Racial Traits:&lt;br /&gt;
&lt;br /&gt;
* Medium—size: As Medium-size creatures. humans have no&lt;br /&gt;
special bonuses or penalties due to their size.&lt;br /&gt;
&lt;br /&gt;
* Humans&amp;#039; base speed is 30 feet.&lt;br /&gt;
&lt;br /&gt;
* Humans begin with 4 ranks in Language: Common.&lt;br /&gt;
&lt;br /&gt;
* Humans begin play with a bonus feat. This may be any feat&lt;br /&gt;
for which the character meets the requirements.&lt;br /&gt;
&lt;br /&gt;
* Humans begin play with 4 additional skill points. They also&lt;br /&gt;
gain 1 extra skill point for each level beyond 1st.&lt;br /&gt;
&lt;br /&gt;
Iksar Racial Traits:&lt;br /&gt;
&lt;br /&gt;
* Medium-size: As Medium-size creatures, iksar have no special bonuses or penalties due to their size.&lt;br /&gt;
&lt;br /&gt;
* Iksar base speed is 30 feet, iksaralso have a natural swim&lt;br /&gt;
speed of 30 feet. Swim is always a class skill for iksar, regardless of&lt;br /&gt;
class(es), and they gain a +8 racial bonus on all Swim checks.&lt;br /&gt;
Further, an iksar may always take 10 on a Swim check, even when&lt;br /&gt;
in a hazardous or stressful situation (see &amp;quot;Skills without Rolls&amp;quot; LINK TBD).&lt;br /&gt;
&lt;br /&gt;
* lksar begin with 4 ranks in Language: Common and 4 ranks&lt;br /&gt;
in Language: Iksar.&lt;br /&gt;
&lt;br /&gt;
* Iksar gain Wilderness Lore as a class skill. regardless of their&lt;br /&gt;
actual class(es).&lt;br /&gt;
&lt;br /&gt;
* Iksar have infravision.&lt;br /&gt;
&lt;br /&gt;
* Iksar have a racial bonus of fire resistance (5).&lt;br /&gt;
&lt;br /&gt;
* Iksar have fast recovery.&lt;br /&gt;
&lt;br /&gt;
* lksar have tough, scaly hides. giving them a natural armor&lt;br /&gt;
bonus of +3 to their AC. Their thick skins make it very difficult&lt;br /&gt;
for them to wear heavy armors, however. even if it is designed for&lt;br /&gt;
their bodies. As a result, iksar may never have the Armor Proﬁciency &lt;br /&gt;
(heavy) feat, even when it is normally granted as a class&lt;br /&gt;
feat.&lt;br /&gt;
&lt;br /&gt;
* Iksar are vulnerable to cold and ice attacks. Whenever an&lt;br /&gt;
iksar takes damage from natural cold or from magical effects with&lt;br /&gt;
the [cold] descriptor. he suffers an additional 20% damage (with&lt;br /&gt;
a minimum of l additional point of damage).&lt;br /&gt;
&lt;br /&gt;
* Iksar are not trusted. even by other dark races. When&lt;br /&gt;
determining their initial faction ranks (see “Alignment and&lt;br /&gt;
Initial Faction&amp;quot; in Chapter 6: Description) with any non-iksar&lt;br /&gt;
faction. treat the iksar&amp;#039;s racial alignment as “completely opposed&amp;quot;&lt;br /&gt;
no matter what the actual alignment comparison would yield.&lt;br /&gt;
&lt;br /&gt;
Ogre Racial Traits:&lt;br /&gt;
&lt;br /&gt;
* Large size: As Large creatures, ogres suffer a~ ~1 size penalty to&lt;br /&gt;
Armor Class and to all attack rolls. and a 4 size penalty on Hide&lt;br /&gt;
checks. They gain a +4 size bonus on all Strength checks to break&lt;br /&gt;
down doors. burst bonds. or the like. however. They may use larger&lt;br /&gt;
weapons than humans. and their lifting and carrying limits are&lt;br /&gt;
twice those of Medium-size characters with similar Strength&lt;br /&gt;
scores. Ogres have a natural reach of 10 feet. making them very&lt;br /&gt;
effective melee combatants.&lt;br /&gt;
&lt;br /&gt;
* Ogres base speed is 30 feet.&lt;br /&gt;
&lt;br /&gt;
* An exception to the normal rule for starting ranks in language&lt;br /&gt;
skills. ogres begin with only 3 tanks in Language: Common and 3&lt;br /&gt;
ranks in Language: Ogre.&lt;br /&gt;
&lt;br /&gt;
* Due to their enormous size and strength. ogres begin play with&lt;br /&gt;
the Slam feat as a bonus feat.&lt;br /&gt;
&lt;br /&gt;
* Ogres have infravision.&lt;br /&gt;
&lt;br /&gt;
* Ogres have a racial bonus of fire resistance (3).&lt;br /&gt;
&lt;br /&gt;
* Ogres receive a +4 bonus on their saving throw against any&lt;br /&gt;
dazing or stunning effect. such as that from the Improved Bash feat&lt;br /&gt;
or from the cleric spell stun.&lt;br /&gt;
&lt;br /&gt;
Trolls Racial Traits:&lt;br /&gt;
&lt;br /&gt;
* Large size: As Large creatures, trolls suffer a~ -1 size penalty to&lt;br /&gt;
Armor Class and to all attack rolls. and a -4 size penalty on Hide&lt;br /&gt;
checks. They gain a +4 size bonus on all Strength checks to break&lt;br /&gt;
down doors. burst bonds. or the like. however. They may use larger&lt;br /&gt;
weapons than humans. and their lifting and carrying limits are&lt;br /&gt;
twice those of Medium-size characters with similar Strength&lt;br /&gt;
scores. trolls have a natural reach of 10 feet. making them very&lt;br /&gt;
effective melee combatants.&lt;br /&gt;
&lt;br /&gt;
* Trolls base speed is 30 feet&lt;br /&gt;
&lt;br /&gt;
* An exception to the normal rule for starting ranks in language&lt;br /&gt;
skills, trolls begin with only 3 tanks in Language: Common and 3&lt;br /&gt;
ranks in Language: Troll.&lt;br /&gt;
&lt;br /&gt;
* Due to their enormous size and strength, trolls begin play with&lt;br /&gt;
the Slam feat as a bonus feat&lt;br /&gt;
&lt;br /&gt;
* Trolls have infravision.&lt;br /&gt;
&lt;br /&gt;
* Trolls have fast recovery.&lt;br /&gt;
&lt;br /&gt;
* Trolls are vulnerable to heat and fire attacks. Whenever an&lt;br /&gt;
troll takes damage from natural heat or fire, or from magical effects with&lt;br /&gt;
the [fire] descriptor. he suffers an additional 20% damage (with&lt;br /&gt;
a minimum of l additional point of damage).&lt;br /&gt;
&lt;br /&gt;
Kerran Racial Traits:&lt;br /&gt;
&lt;br /&gt;
*As Medium sized creatures. Kerrans&amp;#039; have no&lt;br /&gt;
special bonuses or penalties due to their size,&lt;br /&gt;
&lt;br /&gt;
* Kerrans&amp;#039; base speed Is 10 feet.&lt;br /&gt;
&lt;br /&gt;
* Kerrans&amp;#039; begin with 4 ranks In Language: Common and 4&lt;br /&gt;
ranks in Language: Combine.&lt;br /&gt;
&lt;br /&gt;
* Kerrans&amp;#039; get the Safe Fall and Sneak skills as class skills&lt;br /&gt;
regardless of their actual class(es) and begin play with 4 bonus&lt;br /&gt;
ranks In each of these skills.&lt;br /&gt;
&lt;br /&gt;
Wood Elf Racial Traits:&lt;br /&gt;
&lt;br /&gt;
* Medium-size: As Medium-size creatures, wood elves have no&lt;br /&gt;
special bonuses or penalties due to their size.&lt;br /&gt;
&lt;br /&gt;
* Wood elves&amp;#039; base speed is 30 feet.&lt;br /&gt;
&lt;br /&gt;
* Wood elves begin with 4 ranks in Language: Common and 4&lt;br /&gt;
ranks in Language: Elven.&lt;br /&gt;
&lt;br /&gt;
* Wood elves receive Hide and Wilderness Lore as class skills&lt;br /&gt;
regardless of their actual class(es), and begin play with 4 bonus&lt;br /&gt;
ranks in each of these skills.&lt;br /&gt;
&lt;br /&gt;
* Wood elves have infravision.&lt;/div&gt;</summary>
		<author><name>imported&gt;Kingfisher SA</name></author>
	</entry>
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