Application-Only Races: Difference between revisions

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- Mongrelfolks are despised by people of the Ticker Square and the Peerage - they are disgusting, crippled, deformed shape between animal and man believed to be cursed by the King. Most of their interaction with the common folks end up in them being chased away, stoned or killed. For this reason, most Mongrelfolks are loners and VERY reluctant to trust others and venture into most civilized hubs. They tolerate the people of the Pond, and can trade with others - but for the most part they act as a feral animal would in most interaction with civilized folk (with fear or aggression).
- Mongrelfolks are despised by people of the Ticker Square and the Peerage - they are disgusting, crippled, deformed shape between animal and man believed to be cursed by the King. Most of their interaction with the common folks end up in them being chased away, stoned or killed. For this reason, most Mongrelfolks are loners and VERY reluctant to trust others and venture into most civilized hubs. They tolerate the people of the Pond, and can trade with others - but for the most part they act as a feral animal would in most interaction with civilized folk (with fear or aggression).


- Mongrelfolks are more trusting of other shapechangers, changelings, and druids -- while this does not mean they trust them immediately, the shared shapechanging ability leads them to identify more with these beings.
- Mongrelfolks are more trusting of other shapechangers, changelings, and druids -- while this does not mean they trust them immediately, the shared shapechanging ability leads them to identify more with these beings.


=====Mongreldog=====
=====Mongreldog=====

Revision as of 13:16, 8 June 2019

Application only Subraces of EFU:R

Application only races require you to send an application to the DM team for approval, and are generally not suited to new players. Players who demonstrate knowledge of the nuances of role-play and the lore and setting of EFU:R are most likely to be approved for these rarer races.

Aside from Drow, Duergar, Wild Dwarf, Deep Gnomes, all the other Application Subraces's documented ability score adjustments are not manipulated at all by whatever the base race is.

Example:

Taking Joe the Troglodyte with a 10/10/10/10/10/10 (Str/Dex/Con/Int/Wis/Cha) in character creation. Don't forget that the Master Race you had to choose was a Half Orc which has the adjustment: +2 Str, -2 Int, -2 Cha.

Then when you log and the Sub-Race system works, first, it fixes those adjustments back to the standard (Human). So Joe's stats now are: 8/10/10/12/10/12.

Only after that the Ability Adjustments of Troglodyte come into play (-2 Dex, +4 Con, -2 Int) and Joe's stats are now: 8/8/14/10/10/12.

Base Race: Human

Aasimar

Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Some have a minor trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion of a Faerûnian deity often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith.

  • Ability Adjustments: +2 Cha, +2 Wis.
  • Bonus Feats: Darkvision.
  • Skills: Listen +2, Spot +2.
  • Other: Damage resistance acid 5/-, cold 5/-, electrical 5/-, light (5) 1/day.
  • Favored Class: Paladin.
  • Favored Alignment: Lawful good.
  • Level Adjustment: 1.
  • Keywords: aasimar.

Tiefling

Because they are descended from evil outsiders, those who know of their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odour of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion of a Faerûnian deity often carry a birthmark of the deity’s holy symbol or another trait related to that evil faith.

  • Ability Adjustments: +2 Dex, +2 Int
  • Bonus Feats: Darkvision.
  • Skills: Bluff +2, Hide +2, Lore +1.
  • Other: Damage resistance cold 5/-, electrical 5/-, fire 5/-, darkness (3) 1/day.
  • Favored Class: Rogue.
  • Favored Alignment: Any Evil.
  • Level Adjustment: 1.
  • Keywords: tiefling.

Air Genasi

Air genasi are fast and free-willed. Because the traits that identify an air genasi are subtle, many go unrecognized for what they are for many years and are sometimes mistaken for sorcerers. Those who are overtly different quickly learn to disguise their nature from common folk, at least until they are able to protect themselves and strike out on their own. Air genasi look human except for one or two distinguishing features related to their elemental ancestor, such as light blue skin, white hair, or flesh that is cool to the touch.

  • Ability Adjustments: -2 Str, +2 Dex, +2 Int, -2 Wis.
  • Skills: Move Silently +3, Tumble +3.
  • Other: Choke immunity, spell immunity cloud of bewilderment, cloudkill, drown, mind fog, stinking cloud.
  • Favored Class: Fighter.
  • Favored Alignment: Any neutral.
  • Level Adjustment: 1.
  • Keywords: air genasi.

Earth Genasi

Earth genasi are patient, stubborn, and contemplative in their decision making. Marked at birth with obvious traits reflecting their heritage, earth genasi are often shunned by others, but their physical gifts make them able to defend themselves against most attackers. Earth genasi are obviously not human, but have mostly human features except for one or two distinguishing traits related to their elemental ancestors like earthlike skin, eyes like black pits or gems, very large hands or feet, iron gray hair, or metallic sheen to skin or hair.

  • Ability Adjustments: +2 Str, +2 Con, -2 Dex, -2 Int.
  • Skills: Discipline +2.
  • Favored Class: Fighter.
  • Favored Alignment: Any neutral.
  • Level Adjustment: 1.
  • Keywords: earth genasi.

Fire Genasi

Fire genasi are usually thought of as hot-blooded and quick to anger, and they have earned that reputation. Mercurial, proud, and often fearless, they are not content to sit and watch the world pass them by. Fire genasi have obvious physical traits that mark them as different from humans, and they are often the target of mistrust and persecution. Some fire genasi are able to use their quick wits to turn the tables on their tormentors, while others find that their barbed words only make their foes more angry. Many fire genasi are destroyed as infants by their own parents, who fear that they are demonspawn.

Fire genasi often have charcoal gray or deep red skin, red-hued hair, eyes that glow when the genasi is angry, or a constant smell of smoke about them.

  • Ability Adjustments: +2 Int.
  • Saves: Fire +1, +1/5 levels.
  • Other: 50% Fire Immunity.
  • Favored Class: Fighter.
  • Favored Alignment: Any neutral.
  • Level Adjustment: 1.
  • Keywords: fire genasi.

Water Genasi

Water genasi are patient and independent, used to solving problems on their own and not afraid to take a lot of time doing so. At times they are fierce and destructive like terrible storms, but more often than not they present a tranquil appearance, despite whatever emotions run underneath that quiet surface. Because their elemental forebear usually has no interest in them, water genasi are often abandoned by their human parents and raised instead by aquatic creatures such as aquatic elves, dolphins, locatha, merfolk, sahuagin, or even aboleths. Water genasi usually leave their parents (real or adoptive) upon reaching maturity, taking to the open sea in order to explore, learn, and develop their own personality and place in the world.

Water genasi are set apart from humans in appearance with traits such as lightly scaled skin, blue-green skin or hair, or webbed hands and feet.

  • Ability Adjustments: +2 Con.
  • Saves: +1 Reflex.
  • Skills: Tumble +1.
  • Other: Water breathing, Immunity to Drown spell.
  • Favored Class: Fighter.
  • Favored Alignment: Any neutral.
  • Level Adjustment: 1.
  • Keywords: water genasi.

Mongrelfolk

Basic Information

Mongrelmen share traits of beasts. Horrific and deformed, they are shunned and hunted by most civilised people. The mongrelmen are believed to be the result of a changeling curse, or the degenerate progeny of shapechangers frozen in a morphing stage. The few Mongrelmen who manage to survive to adulthood grew into a small community, hidden, in the alleys of the Mongrelwoods. Most of them pay homage to "the Hidden One", believing in the ritual of feasting which involves the consumption of the flesh of dead humanoids. By consuming the flesh, they believe they will slowly take the characteristics of those species and that by consuming enough different species, the Hidden One will restore their <pure> form -- some more feral Mongrelmen believe this will grant them the power to shapechange as a true Lycanthrope.

Build your character as you would think an Aasimar/Tiefling/Genasi -- but rather than having features linked to the planar -- the Mongrels have disgusting features of animals that they CANNOT hide. These features should be OBVIOUS to those who read your description, if you do not hide them. They are loners, paranoid and fearful of most civilized men. Certain tribes of Mongrelmen have grown so akin to beasts that they have gone more feral and evil . The rare members of their kind that are sharing the traits of many animals are referred to Mongrelfolk Pariah.

Mongrelfolk possess minor shapechanging powers capable of changing into their cursed animal form -- without the power commonly seen with lycanthropy.

Relationship to Other Factions

- Mongrelfolks are despised by people of the Ticker Square and the Peerage - they are disgusting, crippled, deformed shape between animal and man believed to be cursed by the King. Most of their interaction with the common folks end up in them being chased away, stoned or killed. For this reason, most Mongrelfolks are loners and VERY reluctant to trust others and venture into most civilized hubs. They tolerate the people of the Pond, and can trade with others - but for the most part they act as a feral animal would in most interaction with civilized folk (with fear or aggression).

- Mongrelfolks are more trusting of other shapechangers, changelings, and druids -- while this does not mean they trust them immediately, the shared shapechanging ability leads them to identify more with these beings.

Mongreldog
  • Ability Adjustments: +2 WIS, -2 CHA.
  • Skills: +2 Spot, +2 Listen, +2 Hide, +2 Move Silently.
  • Saves: +1 Will.
  • Other: Capable of shifting into a Mongrel dog, with bonus Spot/listen/hide/move silent/ search/10% speed.
  • Level Adjustment: 1.
  • Keywords: mongreldog.
Mongrelcat
  • Ability Adjustments: +2 DEX, -2 CHA.
  • Skills: +2 Hide, +2 Move Silently, +2 Tumble.
  • Saves: +1 Reflex.
  • Other: Capable of shifting into a Gutter cat, with a Bonus Spot/Tumble/FEAT Spring Attack/10% Speed.
  • Level Adjustment: 1.
  • Keywords: mongrelcat.
Mongrelrat
  • Ability Adjustments: +2 CON, -2 CHA.
  • Skills: +4 Hide, +4 Move Silently.
  • Saves: +1 Fortitude.
  • Other: Capable of shifting into a Sewer Rat, with bonus hide/move silent/10% speed.
  • Level Adjustment: 1.
  • Keywords: mongrelrat.

Wild Dwarf

Wild dwarves, who call themselves "dur Authalar" (the People), are the primitive inhabitants of the Jungles of Chult and the Mhair and Black Jungles. They have largely rejected the clan-based craft and smith-oriented culture of their gold, gray, and shield dwarf cousins, choosing instead to live in hunting bands with ever-shifting memberships. Eschewing all trappings of civilization, wild dwarves live like beasts, engaged in an endless hunt for survival. Only those who dare the shadowy depths of Faerûn's southern jungles are even aware of the existence of this barbaric dwarven sub race, for these elusive hunters keep to the depths of their woodland homes.

Wild dwarves are dark-skinned, short, and stout, with dark brown eyes. Their heavily tattooed bodies are covered with grease to ward off insects and make them hard to hold. Wild dwarves wear little except their long, woven hair, which serve as adequate clothing. They plaster their hair and skin with mud to form a crude armor when going to war.

  • Ability Adjustments: None (standard dwarf: +2 Con, -2 Cha)
  • Bonus Feats: Use Poison.
  • Skills: Lore +2.
  • Saves: Disease +4, poison +1.
  • Other: Damage resistance fire 5/-.
  • Favored Class: Ranger.
  • Favored Alignment: Lawful neutral.
  • Level Adjustment: 1.
  • Keywords: wild dwarf.

Gray Dwarf (Duergar)

Long ago, mind-flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar rose against their masters and regained their freedom. They emerged as a new subrace of dwarf with limited mental powers.

The gray dwarves are an evil and bitter race, but retain the superior skill and workmanship of dwarvenkind. They have found a niche for themselves in the Underdark, creating armor and weapons to trade with the warring races of that realm. They seem to have been denied the Thunder Blessing.

Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. For some, this means abandoning the evil gods of the duergar and embracing the traditional pantheon, while for others it is a more practical betrayal, usually involving stealing from other gray dwarves. When discovered, an outcast is typically stripped of his possessions, tattooed on the face and arms to mark him as a criminal, and cast out under penalty of death. Some clans secretly aid their outcasts – or encourage them to leave before they are found out. To return is to die.

This grim fate drives most outcasts to the surface, where they struggle to survive in an unwelcoming world. The surface dwarves hate the duergar because they turned to evil, and no other surface race holds much love for the gray dwarves. Most of the gray dwarves met by surface dwellers are tattooed exiles, although a small number were lucky or smart enough to leave before being discovered. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair, and gray skin.

  • Ability Adjustments: -2 Cha (applied after the standard dwarf +2 Con, -2 Cha).
  • Skills: Listen +1, Spot +1, Move Silently +4.
  • Other: Invisibility 1/day, Light sensitivity, Immunity: Poison, Paralysis. Spell Immunity: Phantasmal killer, Weird
  • Favored Class: Fighter.
  • Favored Alignment: Lawful evil.
  • Level Adjustment: 1.
  • Keywords: duergar, gray dwarf.

Bace Race: Elf

Wild Elf

The very rare wild elves are rarely seen by others, because they live in the heard of thick forests and they have incredible skill at keeping hidden. Also called green elves, their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.

  • Ability Adjustments: +2 Con, -2 Int.
  • Favored Class: Sorcerer.
  • Favored Alignment: Chaotic good.
  • Keywords: wild elf.

Wood Elf

Wood elves are reclusive, but less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery red occasionally found.

  • Ability Adjustments: +2 Str, +2 Con, -2 Int, -2 Cha.
  • Favored Class: Ranger.
  • Favored Alignment: Chaotic good.
  • Keywords: wood elf.

Drow

Descended from the original dark-skinned elven subrace called the illythiiri, the drow are cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be often mistaken for white) in shades of lilac, silver, pink, and blue. They also tend to be smaller and thinner than most elves. Most drow on the surface are evil and worship Vhaeraun, but some outcasts and renegades have a more neutral attitude.

Ability Adjustments: +2 Int, +2 Cha (applied after the standard elf modifications: +2 Dex, -2 Con). Bonus Feats: Darkvision. Skills: Lore +1. Saves: Will +2. Other: Darkness (3) 1/day, light sensitivity, SR 11 + class level. Favored Class: Wizard (male), cleric (female). Favored Alignment: Neutral evil. Level Adjustment: 2. Keywords: dark elf, drow.

Base Race: Gnome

Svirfneblin

Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor or openness of their surface cousins. Where a rock gnome community bursts with energy, excitement and laughter, a svirfneblin city is a dull and colorless place of echoing silence and furtive motion in the shadows. All hands are raised against the svirfneblin – or so the deep gnomes believe, anyway. The deep gnome may be the world's stealthiest and most elusive folk.

Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention. In their cavern homes, they are nearly undetectable with magic and even in the strange and threatening (to them) surface world, the deep gnome's natural stealth makes them difficult to spot or catch. Svirfneblin have gnarled physiques, brown or gray skin, gray eyes, and gray hair (although males are bald). Then tend to be sullen, withdrawn, and suspicious to a fault.

Ability Adjustments:+2 Dex, +2 Wis, -4 Cha (applied after the standard gnome modifications:1 +2 Con, -2 Str). Bonus Feats: Darkvision. Skills: Craft Trap +2, Hide +2. Saves: Universal +2 universal. Bonus AC: +4 (natural). Other: Light sensitivity, blindness/deafness (3) 1/day, Blur 1/day, SR 11 + class level. Favored Class: Rogue. Favored Alignment: Any neutral. Level Adjustment: 3. Keywords: deep gnome, svirfneblin.

Base Race: Half-Orc

Gray Orc

The orcs of the eastern lands are concentrated in the Moonsea and Endless Wastes today, with a much smaller number scattered through the various lands that lie between. A gray orc looks less bestial than their more savage northern kin, but is still obviously nonhuman. They are somewhat hairy, with long manes of bristly hair on their heads, shoulders, and backs. Their faces are less porcine than the mountain orcs, with the exception of their tusks. They have yellow, orange, or red eyes, lupine ears, and black or gray hair. Gray orcs are more apt to wear "civilised" clothing than mountain orcs, and prefer varying shades of brown, black, blue, and other dark colors. Skin tones tend towards gray with mottled patches of lighter or darker gray on the chest and flanks.

  • Racial Type: Orc.
  • Ability Adjustments: +2 Str, -2 Int, +2 Wis, -2 Cha.
  • Bonus Feats: Weapon Proficiency (Martial).
  • Other: Light sensitivity.
  • Favored Class: Cleric.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 1.
  • Keywords: gray orc.

Mountain Orc

The orcs of the North and Spine of the World comprise the oldest and most numerous of the various orc sub races active on Faerûn. In fact, many people assume that all orcs are like the savage warmongers found in these regions, and do not identify gray orcs or even half-orcs as separate races.

A mountain orc is quite obviously a monstrous creature to most of the civilised folk of Faerun. Mountain orcs look vaguely like primitive humans but are a fair bit taller at seven or more feet in height; a rare few exceed eight feet in height. They have stocky, powerful necks, and their bestial heads seem to sit directly on their massive shoulders. Their eyes are always a deep shade of red, and their faces are dominated by porcine snouts and large tusks. Mountain orcs often weave braids and tiny bones into their thick matted hair, which is usually black. Their clothing is crude and primitive, often composed of unpleasant colours like blood red, mustard yellow, yellow-green, and deep purple. Far from the cleanest race on Faerun, they delight in decorating their bodies with scars and warpaint.

Racial Type: Orc. Ability Adjustments: +2 Str, -2 Wis. Bonus Feats: Weapon Proficiency (Martial). Other: Light sensitivity. Favored Class: Barbarian. Favored Alignment: Chaotic evil. Keywords: mountain orc.

Deep Orc (Orog)

Orogs are very similar in appearance to large mountain orcs, except for somewhat larger ears and huge, pale eyes adjusted to the luminosity of the Underdark. They average six and a half feet in height.

Over the years, orogs have become excellent at forging arms and armour from the many metals of the Underdark, equipment they will only rarely leave without

  • Racial Type: Orc.
  • Ability Adjustments: +4 Str, -2 Dex, +2 Int, -2 Wis, +2 Cha.
  • Bonus Feats: Weapon Proficiency (Martial)
  • Skills: Craft Armor +2, Craft Weapon +2, Lore +5.
  • Bonus AC: +2 (natural).
  • Other: Damage resistance cold 5/-, fire 5/-, light sensitivity.
  • Favored Class: Fighter.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 2.
  • Keywords: deep orc, orog.

Troglodyte

Troglodytes are revolting, warmongering lizards who savour the taste of their enemies, humanoids in particular. Their ferocity and innate cunning more than compensate for their low intelligence. Fiercely territorial, and thoroughly evil, they often lead bloody raids against humanoid settlements or ambush caravans that get too close to their hunting grounds. Sometimes, they even expand their hunting grounds just to excuse a raid. Racial Type: Reptilian. Ability Adjustments: -2 Dex, +4 Con, -2 Int. Skills: Hide +4. Bonus AC: +6 (natural). Other: Stinking cloud (5) 1/day. Favored Class: Cleric. Favored Alignment: Chaotic evil. Level Adjustment: 2. Keywords: troglodyte.

Ogre

Big, ugly, and greedy creatures, ogres survive by raiding and scavenging. They associate freely with giants and trolls to prey on the weak.

Ogres are notoriously bad-tempered, tending to solve problems by smashing them, or fleeing or ignoring them if that fails. They are not difficult neither when it comes to homes nor food; they will settle almost anywhere and eat nearly anything that can be caught, stolen, or slain.

An adult ogre reaches nine to ten feet in height and weighs in at 650 pounds, with skin colours ranging from dull yellow to dull brown.

  • Racial Type: Giant.
  • Ability Adjustments: +8 Str, -2 Dex, +4 Con, -2 Int, -2 Cha.
  • Bonus Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency, Weapon Proficiency (Martial), Weapon Proficiency (Simple)
  • Bonus AC: +5 (natural).
  • Favored Class: Barbarian.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 3.
  • Keywords: ogre.

Lizardfolk

Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. Their society is strictly patriarchal, the most powerful member ruling over the others. Shamans offer advice but rarely become leaders themselves. Survival is the utmost concern of lizardfolk, and a threatened or starving tribe will go to incredible lengths (even committing deeds considered abominable by other humanoids) to ensure its continued existence.

Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. They survive by fishing, gathering, and scavenging, while those that live near other humanoids make raids for food, supplies, and slaves.

Lizardfolk are usually 6 to 7 feet tall with green, gray, or brown scales. Their tails, at 3 to 4 feet's length, are used for balance. Lizardfolk average between 200 and 250 pounds. Their patron deity is Semuanya, whose chief concern is the survival and propagation of its charges.

  • Racial Type: Reptilian.
  • Ability Adjustments: +2 Str, +2 Con, -2 Int.
  • Removed Feats: Sleeplessness, Hardiness vs. Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low-light Vision.
  • Bonus Feats: Shield Proficiency, Weapon Proficiency (Simple).
  • Skills: Tumble +4.
  • Saves: Reflex +3.
  • Bonus AC: +5 (natural).
  • Favored Class: Druid.
  • Favored Alignment: Any neutral, any evil.
  • Level Adjustment: 2.
  • Keywords: lizardfolk.

Base Race: Half-Elf

Half-Drow

Half-drow have dusky skin, silver or white hair, and a broad range of eye colors. They are often just as dark-hearted as their elven parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. In human society, half-drow are distrusted nearly as much as their full-blooded cousins. Despite this, good half-drow are much less rare than good drow. Whether this has to do with the influence of their human blood, or the desire to rebel against the drow who treat them so poorly, is difficult to tell.

  • Skills: Bluff +2. Note that all standard half-elf bonuses remain.
  • Favored Alignment: Chaotic evil.
  • Keywords: half-drow, half drow.

Hobgoblin

Hobgoblins are the larger cousins of goblins, and far more aggressive. They are at constant war with elves and harbor a deep hatred of them. Hobgoblins stand over 6 feet tall, with reddish-brown hair and fur-covered hide. These creatures have a strong grasp of strategy and tactics, and are capable of developing sophisticated battle plans. Their society is geared toward military activities, with young being raised for battle. Under the leadership of a skilled warrior, hobgoblin bands can be formidable opponents.

  • Racial Type: Goblinoid.
  • Ability Adjustments: +2 Dex, +2 Con.
  • Bonus Feats: Darkvision.
  • Skills: Move Silently +4.
  • Favored Class: Fighter.
  • Favored Alignment: Lawful evil.
  • Level Adjustment: 1.
  • Keywords: hobgoblin.

Gnoll

Gnolls appear as anthropomorphic hyenas. They are usually around seven feet tall and use armor made of horn, metal plates, and leather, and large weapons. Gnolls are generally depicted as savage, barbaric creatures that often practice cannibalism, and enjoy eating the flesh of other sentient species. Gnolls are not especially strong or intelligent, but they are cunning and, when pressed, will fight to the death.

  • Racial Type: Goblinoid.
  • Ability Adjustments: +4 Str, +2 Con, -2 Int, -2 Cha.
  • Bonus AC: +1 (natural).
  • Favored Class: Ranger.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 1.
  • Keywords: gnoll.

Base Race: Halfling

Goblin

Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldom more than a nuisance when alone, in great numbers they can cause great havoc.

Goblins stand at 3 to 3-1/2 feet tall at 40 to 45 pounds, with dull and glazed eyes in colors ranging from red to yellow -- much like the color of their skin.

  • Racial Type: Goblinoid.
  • Ability Adjustments: -2 Str, -2 Cha.
  • Removed Feats: Lucky.
  • Skills: Move Silently +2, Listen -2.
  • Saves: Fear -1.
  • Favored Class: Rogue.
  • Favored Alignment: Neutral evil.
  • Keywords: goblin.

Kobold

Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldom more than a nuisance when alone, in great numbers they can cause great havoc.

Kobolds reach heights of only 2 to 2-1/2 feet, have scaly skin in dark rusty brown to near black shades, glowing red eyes, and nonprehensile tails.

  • Racial Type: Reptilian.
  • Ability Adjustments: -4 Str, -2 Con.
  • Removed Feats: Lucky.
  • Bonus Feats: Dodge.
  • Skills: Search +2
  • Bonus AC: +1 (natural).
  • Favored Class: Sorcerer.
  • Favored Alignment: Lawful evil.
  • Keywords: kobold.

Base Race: Any

Lycanthropes

The harsh life of the two-faced lycanthrope makes for a fight-or-die mentality in most cases. While some gladly embrace their fates, others consider their situation more of a curse, but common for all is that the animalistic drives of their alter egos always get the better of them. Whether intentionally or not (but mostly intentionally), death follows in the wake of shapeshifters everywhere.

Over time, lycanthropes commonly adopt traits of their other half, such as whisker-like hair, refined senses, or fast growing nails. Sinister nature complemented by freakish appearances means lycanthropes rarely die to natural causes.

Adjustments to animal and hybrid forms are applied on top of any adjustments to the base race.

Wereboar

Base form:

  • Racial Type: Shapechanger.
  • Ability Adjustments: +2 Wis.
  • Bonus Feats: Alertness, Iron Will, Low-light Vision, Toughness, Weapon Proficiency (Creature).
  • Skills: Listen +7, Spot +5
  • Saves: Fortitude +3, Reflex +3, Will +1.
  • Bonus AC: +2 (natural).
  • Favored Class: Any.
  • Favored Alignment: Neutral evil.
  • Level Adjustment: 3.
  • Keywords: wereboar.

Animal/hybrid form:

  • Ability Adjustments: +4 Str, +6 Con.
  • Other: DR 10/+1 and 5/+2.
Werecat

Base form:

  • Racial Type: Shapechanger.
  • Ability Adjustments: +2 Wis.
  • Bonus Feats: Iron Will, Low-light Vision, Stealthy, Toughness, Weapon Finesse, Weapon Proficiency (Creature).
  • Skills: Hide +3, Listen +3, Move Silently +3, Spot +3, Tumble +4.
  • Saves: Fortitude +2, Reflex +4, Will +1.
  • Bonus AC: +2 (natural).
  • Favored Class: Any.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 3.
  • Keywords: werecat.

Animal/hybrid form:

  • Ability Adjustments: +6 Dex, +2 Con.
  • Saves: Fortitude +4, Reflex -1, Will +1.
  • Other: DR 10/+1 and 5/+2.
Wererat

Base form:

  • Racial Type: Shapechanger.
  • Ability Adjustments: +2 Wis.
  • Bonus Feats: Alertness, Iron Will, Low-light Vision, Weapon Finesse, Weapon Proficiency (Creature).
  • Skills: Hide +8, Listen +4, Move Silently +4, Spot +4.
  • Saves: Fortitude +3, Reflex +5, Will +3.
  • Bonus AC: +2 (natural).
  • Favored Class: Any.
  • Favored Alignment: Lawful evil.
  • Level Adjustment: 3.
  • Keywords: wererat.

Animal/hybrid form:

  • Ability Adjustments: +6 Dex, +2 Con.
  • Saves: Fortitude +3, Reflex -2, Will -1.
  • Other: DR 10/+1 and 5/+2.
Werewolf

Base form:

  • Racial Type: Shapechanger.
  • Ability Adjustments: +2 Wis.
  • Bonus Feats: Alertness, Iron Will, Low-light Vision, Weapon Focus (Creature), Weapon Proficiency (Creature).
  • Skills: Hide +3, Listen +3, Move Silently +3, Spot +6.
  • Saves: Fortitude +5, Reflex +5, Will +1.
  • Bonus AC: +2 (natural).
  • Favored Class: Any.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 3.
  • Keywords: werewolf.

Animal/hybrid form:

  • Ability Adjustments: +4 Str, +4 Dex, +4 Con.
  • Other: DR 10/+1 and 5/+2.

Special Subraces

The following Subraces exist technically and have been already scripted, however you probably shouldn't bother with applying for them as it is incredibly unlikely it will be approved if not part of a particular plot that a DM is running at the moment:

Minotaur, Githyanki, Githzerai, Sahuagin, Undead variants, Deep Imaskari, Yuan-ti, Satyr, Kuo-Tua, Ghostwise Halfling, Stargazer Halfling, Tree Genasi...

And many more not for public view!

Although difficult to get approved, remember: You Can App For Anything!


A very special thanks to SN, Vlaid, Tala, and Granny for helping compile & format this information! They have done the EFU Community a big service and deserve our thanks.