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There are many races to choose from in EFU:R ranging from the standard NWN races to specially scripted, application-only EFU:R subraces. We recommend new players pick a non-application race to explore the world and get to know the server.
There are many races to choose from in EFU ranging from the standard NWN races to specially scripted, application-only EFU subraces. We recommend new players pick a non-application race to explore the world and get to know the server.


== Non-Application Races of EFU:R==
== Non-Application Races of EFU==




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Subraces marked '(1)' have no associated keyword. At this time, "Favored Class" for subraces does not actually change anything to do with XP penalty purposes
At this time, "Favored Class" for subraces does not actually change anything to do with XP penalty purposes.




=== Dwarves and their Subrace choices: ===
=== Dwarves and their Subrace choices: ===
Gold Dwarf: Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.
====Gold Dwarf====
Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.


Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerun. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.


Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerûn. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.
* Ability Adjustments: -2 Dex, +2 Cha.
 
* Bonus Feats: Favored Enemy (Aberration).
Ability Adjustments: -2 Dex, +2 Cha.
* Favored Class: Fighter.
Bonus Feats: Favored Enemy (Aberration).
* Favored Alignment: Lawful neutral.
Favored Class: Fighter.
* Keywords:gold dwarf.
Favored Alignment: Lawful neutral.
Keywords:gold dwarf.
Shield Dwarf(1): The sculpted halls and echoing chambers of dwarven kingdoms are scattered throughout the Underdark like forgotten necklaces of semiprecious stones. Dwarven kingdoms such as Xonathanur, Oghrann, and Gharraghaur taught the less civilized races of Faerûn what it meant to hold and wield power. Unlike the ancient human empires, the dwarves distrusted magic, so they were never seduced by the heights of magical folly that toppled Netheril and Imaskar. Instead, the dwarves become locked in eternal wars with goblin-kind and the other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark.


====Shield Dwarf (default)====
The sculpted halls and echoing chambers of dwarven kingdoms are scattered throughout the Underdark like forgotten necklaces of semiprecious stones. Dwarven kingdoms such as Xonathanur, Oghrann, and Gharraghaur taught the less civilized races of Faerun what it meant to hold and wield power. Unlike the ancient human empires, the dwarves distrusted magic, so they were never seduced by the heights of magical folly that toppled Netheril and Imaskar. Instead, the dwarves become locked in eternal wars with goblin-kind and the other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark.


The clans that survived these battles are the shield dwarves. For many human generations there were divided into two types: the Hidden, given to reclusion and secrecy, and the Wanderers, comfortable with other races and inclined to exploration. Since the Thunder Blessing, the older members of Hidden clans are beginning to change their hearts. Within a few decades the differences between Hidden and Wanderer may become meaningless.
The clans that survived these battles are the shield dwarves. For many human generations there were divided into two types: the Hidden, given to reclusion and secrecy, and the Wanderers, comfortable with other races and inclined to exploration. Since the Thunder Blessing, the older members of Hidden clans are beginning to change their hearts. Within a few decades the differences between Hidden and Wanderer may become meaningless.


Favored Alignment: Lawful neutral.
* Favored Alignment: Lawful neutral.
Keywords: N/A.
* Keywords: N/A.


=== Elves and their Subrace Choices: ===
=== Elves and their Subrace Choices: ===
Moon Elf(1): Moon elves are the most common sort of elves in Faerûn. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue (though rare, humanlike colors are possible). Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind and most half elves are descended from moon elves.
====Moon Elf (default)====
 
Moon elves are the most common sort of elves in Faerun. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue (though rare, humanlike colors are possible). Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind and most half elves are descended from moon elves.
Favored Alignment: Chaotic good.
Keywords: N/A.
Sun Elf: Sun elves are less common across Faerûn than moon elves, because most live on Evermeet, where non-elves are not allowed to tread. Also called gold elves, they have bronze skin; hair of golden blond, copper, or black; and green or gold eyes. They are seen as the most civilized and haughty of elves, preferring to remain separate from humankind and other non-elven races.
 
Ability Adjustments: -2 Dex, +2 Int.
Skills: Lore +1.
Favored Class: Wizard.
Favored Alignment: Lawful good, lawful neutral.
Keywords: sun elf.
 
Gnomes and their Subrace Choices:
Rock Gnome(1): Rock Gnomes are the most common type of gnomes in Faerûn, and are usually just called gnomes since they are the only sort that surface dwellers ever see. They are inquisitive, irrepressible, and at times insincere. Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gem cutting, toy making and clockwork engineering.
 
Favored Alignment: Neutral good.
Keywords: N/A.
 
=== Half-Elves and their Subrace Choices: ===
Half-elf(1): Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes.
 
Favored Alignment: Any.
Keywords: N/A.
 
=== Halflings and their subrace choices: ===
Lightfoot Halfling(1): The most common type of halfling seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. Lightfoot halflings are more likely to worship non-halfling deities than any other halfling subrace.
 
Favored Alignment: Neutral good, chaotic good.
 
Strongheart Halfling: While the lightfoot halflings value the experience of travel and sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They build to last and fiercely defend their homelands against threats that their lightfoot kin would simply flee. Northland humans familiar with the easy-going ways of the lightfoot halflings are surprised to learn that some halflings are capable of a warrior tradition and aren't afraid to show a hint of arrogance or confidence in their own abilities and strengths. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.
 
Removed Feats: Lucky.
Bonus Feats: Strong Soul.
Favored Class: Fighter.
Favored Alignment: Neutral good.
Keywords: strongheart halfling.
 
=== Half-Orcs and their subrace choices: ===
Half-orc(1): Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty.
 
Favored Alignment: Any.
Keywords: N/A.
 
Humans and their subrace choices:
Human(1): Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
 
Favored Alignment: Any.
Keywords: N/A.
 
 
==Application only Subraces of EFU:R==
 
Application only races require you to send an [[applications|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, -2 Cha.
* 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: Chaotic neutral.
* 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.
 
===Base Race: Dwarf===
 
====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.


===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.
* Favored Alignment: Chaotic good.
* Keywords: wild elf.
* Keywords: N/A.


====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.
====Sun Elf====
Sun elves are less common across Faerun than moon elves, because most live on Evermeet, where non-elves are not allowed to tread. Also called gold elves, they have bronze skin; hair of golden blond, copper, or black; and green or gold eyes. They are seen as the most civilized and haughty of elves, preferring to remain separate from humankind and other non-elven races.


* Ability Adjustments: +2 Str, +2 Con, -2 Int, -2 Cha.
* Ability Adjustments: -2 Dex, +2 Int.
* Favored Class: Ranger.
* Skills: Lore +1, Tinkering +2
* Favored Alignment: Chaotic good.
* Favored Class: Wizard.
* Keywords: wood elf.
* Favored Alignment: Lawful good, lawful neutral.
* Keywords: sun elf.


====Drow====
===Gnomes and their Subrace Choices===
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.
====Rock Gnome (default)====
Rock Gnomes are the most common type of gnomes in Faerun, and are usually just called gnomes since they are the only sort that surface dwellers ever see. They are inquisitive, irrepressible, and at times insincere. Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gem cutting, toy making and clockwork engineering.


Ability Adjustments: +2 Int, +2 Cha (applied after the standard elf modifications: +2 Dex, -2 Con).
Nearly all awakened gnomes are Rock Gnomes and, oddly, nearly all gnomes seen in the civilized portions of the city are awakened. Very few rock gnomes can trace their lineage back farther then a generation in the city, and none can seem to say why. For whatever reason, no rock gnome can call themselves a true native of the city.
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===
* Favored Alignment: Neutral good.
* Keywords: N/A.


====Svirfneblin====
====Recondite====
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.
The mysterious native gnomes of the city. It is said they are cursed with a fatal disease from birth that slowly consumes their body, turning them to stone. They call this the ringcallus and name it a blessing- but because of it, few recondite survive past their 30s. They are said to serve the golems of the city, and claim some strange connection to the city itself. No matter the case, they are widely known as rebels against the King and treated suspiciously by all other civilized peoples of the City.


Ability Adjustments:+2 Dex, +2 Wis, -4 Cha (applied after the standard gnome modifications:1 +2 Con, -2 Str).
Most often, Recondite choose last names that reflect their function to the mine or city, such as Works-the-sluice.
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===
'''All non-app Recondite must be of non-chaotic alignment.'''


====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.
* Removed Feats: Remove Hardiness vs Illusions, Spell Focus: Illusion
* Bonus Feats: Stonecunning, Skill Focus: Discipline, Toughness
* Favored Alignment: Lawful neutral
* Favored Class: Ranger
* Keywords: recondite


* Racial Type: Orc.
=== Half-Elves and their Subrace Choices: ===
* Ability Adjustments: +2 Str, -2 Int, +2 Wis, -2 Cha.
====Half-elf (default)====
* Bonus Feats: Weapon Proficiency (Martial).
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes.
* Other: Light sensitivity.
* Favored Class: Cleric.
* Favored Alignment: Chaotic evil.
* Level Adjustment: 1.
* Keywords: gray orc.


====Mountain Orc====
* Favored Alignment: Any.
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.
* Keywords: N/A.


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.
=== Halflings and their subrace choices: ===
====Lightfoot Halfling (default)====
The most common type of halfling seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. Lightfoot halflings are more likely to worship non-halfling deities than any other halfling subrace.


Racial Type: Orc.
* Favored Alignment: Neutral good, chaotic good.
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)====
====Strongheart Halfling====
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.
While the lightfoot halflings value the experience of travel and sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They build to last and fiercely defend their homelands against threats that their lightfoot kin would simply flee. Northland humans familiar with the easy-going ways of the lightfoot halflings are surprised to learn that some halflings are capable of a warrior tradition and aren't afraid to show a hint of arrogance or confidence in their own abilities and strengths. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.


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
* Removed Feats: Lucky.
 
* Bonus Feats: Strong Soul.
* 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 Class: Fighter.
* Favored Alignment: Chaotic evil.
* Favored Alignment: Neutral good.
* Level Adjustment: 2.
* Keywords: strongheart halfling.
* 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====
====Goblin====
Line 364: Line 97:


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.
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.
''Your life as a goblin begins. You are one of the the thousands of young goblins roaming the City's alleyways, and filthy tunnels trying to survive as you have always done. Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds. Their words are simple, their aims doubly so... SIRE, SPREAD, SURVIVE...''
'''Please read the restrictions and information below.'''


* Racial Type: Goblinoid.
* Racial Type: Goblinoid.
* Ability Adjustments: -2 Str, -2 Cha.
* Ability Adjustments: -2 Str, -2 Cha.
* Removed Feats: Lucky.
* Removed Feats: Lucky, Fearless, Good Aim.
* Bonus Feats: Resist Disease, Darkvision.
* Skills: Move Silently +2, Listen -2.
* Skills: Move Silently +2, Listen -2.
* Saves: Fear -1.
* Saves: Fear -1.
Line 378: Line 116:


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.
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.
''Your life so far has been one of drudgery and hardship. The Great Sibilant Empire is all but destroyed, yet the remnant caste system remains and with fewer slaves, you are the lowest of the low. You have spent your life toiling, working and serving those greater that yourself. Until, for whatever reason, you decided to flee. You are now an exile and live a squalid life in the sewers and dark places of the City of Rings, destined to die by the hand of the remants you fled from or the scaleless interlopers that now hunt you eagerly.''
'''Please read the restrictions and information below.'''


* Racial Type: Reptilian.
* Racial Type: Reptilian.
Line 389: Line 131:
* Keywords: kobold.
* Keywords: kobold.


===Base Race: Any===


====Lycanthropes====
=====Restrictions for Kobolds and Goblins=====
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.
*Goblins and Kobolds cannot be the following classes: druids, monks, paladins, or wizards, without an [[Applications|application]]
*Goblins and Kobolds gain a significant experience handicap, unless they are an application goblin, in which case they gain experience normally
*Goblins and Kobolds are only be able to reach a maximum of 15,000 experience (or level six), unless they are an application goblin/kobold, in which case, they can level normally
*Goblins and Kobolds cannot respawn at all, but can be raised or resurrected, unless they are an application goblin/kobold, in which case, they can respawn normally
*Goblins and Kobolds cannot be subdued or the victim of blackout. They may only be knocked into negative hit points, or subsequently killed, unless they are an application goblin/kobold, in which case, they can be subdued or the victim of blackout normally


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


=====Wereboar=====
The DM team would also like to state the following:
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:
*Goblins and Kobolds, even those applied for, endure a much more difficult life than most other characters. If you are not mature enough to handle the very inevitable and perhaps seemingly unfair loss of such PCs, we ask that you refrain from playing them
* Ability Adjustments: +4 Str, +6 Con.
*Goblins and Kobolds are not allowed in Ticker Square or the Peerage Ward without the oversight of a DM. This would include, but is not limited to, areas prefixed with "Ring 99 - Peerage Ward" or "Ring 99 - Ticker Square". Even then, we warn that they are much more likely to be targeted and killed by a large variety of other NPCs and PCs in other places/hubs in the world. Breaking this rule will result in retirement.
* Other: DR 10/+1 and 5/+2.
*Playing a goblin or kobold is a privilege we allow to players in trust. In return we expect that they are represented accurately, courteous in conflict IC/OOC, and have good sportsmanship whether they feel they win or lose
*We stress that players '''realize these are monstrous, even verminous races, that offer a significant and unique challenge.''' We ask people playing them consciously do so in such a way to enhance the enjoyment of others
*All PVP rules still apply, whether you are a goblin/kobold, or against them. We reserve the right to quickly retire PCs and/or restrict you from playing these available subraces, if a DM believes that you are unable to do the things listed above responsibly


=====Werecat=====
=== Half-Orcs and their subrace choices: ===
Base form:
====Half-orc (default)====
* Racial Type: Shapechanger.
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty.
* 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!
* Favored Alignment: Any.
* Keywords: N/A.


===Humans and their subrace choices===
====Human (default)====
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.


* Favored Alignment: Any.
* Keywords: N/A.


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.
__NOEDITSECTION__

Revision as of 02:40, 1 May 2020

There are many races to choose from in EFU ranging from the standard NWN races to specially scripted, application-only EFU subraces. We recommend new players pick a non-application race to explore the world and get to know the server.

Non-Application Races of EFU

Standard Subraces (Non-App)

The following subraces do not require an application to play. If you'd like to play one of the non-standard subrace variants, simply enter the relevant keyword into the subrace field on character creation. After entering EFU, re-logging will be required. Note that the ability score changes listed here are applied after the standard subrace ability score changes. So for example, a Gold Dwarf's -2 Dex and +2 Cha simply negates the standard dwarf charisma penalty and replaces it with a dexterity penalty instead.


At this time, "Favored Class" for subraces does not actually change anything to do with XP penalty purposes.


Dwarves and their Subrace choices:

Gold Dwarf

Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.

Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerun. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.

  • Ability Adjustments: -2 Dex, +2 Cha.
  • Bonus Feats: Favored Enemy (Aberration).
  • Favored Class: Fighter.
  • Favored Alignment: Lawful neutral.
  • Keywords:gold dwarf.

Shield Dwarf (default)

The sculpted halls and echoing chambers of dwarven kingdoms are scattered throughout the Underdark like forgotten necklaces of semiprecious stones. Dwarven kingdoms such as Xonathanur, Oghrann, and Gharraghaur taught the less civilized races of Faerun what it meant to hold and wield power. Unlike the ancient human empires, the dwarves distrusted magic, so they were never seduced by the heights of magical folly that toppled Netheril and Imaskar. Instead, the dwarves become locked in eternal wars with goblin-kind and the other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark.

The clans that survived these battles are the shield dwarves. For many human generations there were divided into two types: the Hidden, given to reclusion and secrecy, and the Wanderers, comfortable with other races and inclined to exploration. Since the Thunder Blessing, the older members of Hidden clans are beginning to change their hearts. Within a few decades the differences between Hidden and Wanderer may become meaningless.

  • Favored Alignment: Lawful neutral.
  • Keywords: N/A.

Elves and their Subrace Choices:

Moon Elf (default)

Moon elves are the most common sort of elves in Faerun. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue (though rare, humanlike colors are possible). Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind and most half elves are descended from moon elves.

  • Favored Alignment: Chaotic good.
  • Keywords: N/A.

Sun Elf

Sun elves are less common across Faerun than moon elves, because most live on Evermeet, where non-elves are not allowed to tread. Also called gold elves, they have bronze skin; hair of golden blond, copper, or black; and green or gold eyes. They are seen as the most civilized and haughty of elves, preferring to remain separate from humankind and other non-elven races.

  • Ability Adjustments: -2 Dex, +2 Int.
  • Skills: Lore +1, Tinkering +2
  • Favored Class: Wizard.
  • Favored Alignment: Lawful good, lawful neutral.
  • Keywords: sun elf.

Gnomes and their Subrace Choices

Rock Gnome (default)

Rock Gnomes are the most common type of gnomes in Faerun, and are usually just called gnomes since they are the only sort that surface dwellers ever see. They are inquisitive, irrepressible, and at times insincere. Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gem cutting, toy making and clockwork engineering.

Nearly all awakened gnomes are Rock Gnomes and, oddly, nearly all gnomes seen in the civilized portions of the city are awakened. Very few rock gnomes can trace their lineage back farther then a generation in the city, and none can seem to say why. For whatever reason, no rock gnome can call themselves a true native of the city.

  • Favored Alignment: Neutral good.
  • Keywords: N/A.

Recondite

The mysterious native gnomes of the city. It is said they are cursed with a fatal disease from birth that slowly consumes their body, turning them to stone. They call this the ringcallus and name it a blessing- but because of it, few recondite survive past their 30s. They are said to serve the golems of the city, and claim some strange connection to the city itself. No matter the case, they are widely known as rebels against the King and treated suspiciously by all other civilized peoples of the City.

Most often, Recondite choose last names that reflect their function to the mine or city, such as Works-the-sluice.

All non-app Recondite must be of non-chaotic alignment.

  • Removed Feats: Remove Hardiness vs Illusions, Spell Focus: Illusion
  • Bonus Feats: Stonecunning, Skill Focus: Discipline, Toughness
  • Favored Alignment: Lawful neutral
  • Favored Class: Ranger
  • Keywords: recondite

Half-Elves and their Subrace Choices:

Half-elf (default)

Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes.

  • Favored Alignment: Any.
  • Keywords: N/A.

Halflings and their subrace choices:

Lightfoot Halfling (default)

The most common type of halfling seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. Lightfoot halflings are more likely to worship non-halfling deities than any other halfling subrace.

  • Favored Alignment: Neutral good, chaotic good.

Strongheart Halfling

While the lightfoot halflings value the experience of travel and sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They build to last and fiercely defend their homelands against threats that their lightfoot kin would simply flee. Northland humans familiar with the easy-going ways of the lightfoot halflings are surprised to learn that some halflings are capable of a warrior tradition and aren't afraid to show a hint of arrogance or confidence in their own abilities and strengths. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.

  • Removed Feats: Lucky.
  • Bonus Feats: Strong Soul.
  • Favored Class: Fighter.
  • Favored Alignment: Neutral good.
  • Keywords: strongheart 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.

Your life as a goblin begins. You are one of the the thousands of young goblins roaming the City's alleyways, and filthy tunnels trying to survive as you have always done. Goblins in EFU: City of Rings worship a dual deity known as Ngog and Ozod, believed by goblins to be the origins of all goblin-kind. Ngog, the Father, deals with war, expansion, brutality, thievery, and all other vile goblin deeds while Ozod, the Mother, deals with fertility, survival, rituals, sacrifice, murder and other equally as vile goblin deeds. Their words are simple, their aims doubly so... SIRE, SPREAD, SURVIVE...

Please read the restrictions and information below.

  • Racial Type: Goblinoid.
  • Ability Adjustments: -2 Str, -2 Cha.
  • Removed Feats: Lucky, Fearless, Good Aim.
  • Bonus Feats: Resist Disease, Darkvision.
  • 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.

Your life so far has been one of drudgery and hardship. The Great Sibilant Empire is all but destroyed, yet the remnant caste system remains and with fewer slaves, you are the lowest of the low. You have spent your life toiling, working and serving those greater that yourself. Until, for whatever reason, you decided to flee. You are now an exile and live a squalid life in the sewers and dark places of the City of Rings, destined to die by the hand of the remants you fled from or the scaleless interlopers that now hunt you eagerly.

Please read the restrictions and information below.

  • 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.


Restrictions for Kobolds and Goblins
  • Goblins and Kobolds cannot be the following classes: druids, monks, paladins, or wizards, without an application
  • Goblins and Kobolds gain a significant experience handicap, unless they are an application goblin, in which case they gain experience normally
  • Goblins and Kobolds are only be able to reach a maximum of 15,000 experience (or level six), unless they are an application goblin/kobold, in which case, they can level normally
  • Goblins and Kobolds cannot respawn at all, but can be raised or resurrected, unless they are an application goblin/kobold, in which case, they can respawn normally
  • Goblins and Kobolds cannot be subdued or the victim of blackout. They may only be knocked into negative hit points, or subsequently killed, unless they are an application goblin/kobold, in which case, they can be subdued or the victim of blackout normally
More Information

The DM team would also like to state the following:

  • Goblins and Kobolds, even those applied for, endure a much more difficult life than most other characters. If you are not mature enough to handle the very inevitable and perhaps seemingly unfair loss of such PCs, we ask that you refrain from playing them
  • Goblins and Kobolds are not allowed in Ticker Square or the Peerage Ward without the oversight of a DM. This would include, but is not limited to, areas prefixed with "Ring 99 - Peerage Ward" or "Ring 99 - Ticker Square". Even then, we warn that they are much more likely to be targeted and killed by a large variety of other NPCs and PCs in other places/hubs in the world. Breaking this rule will result in retirement.
  • Playing a goblin or kobold is a privilege we allow to players in trust. In return we expect that they are represented accurately, courteous in conflict IC/OOC, and have good sportsmanship whether they feel they win or lose
  • We stress that players realize these are monstrous, even verminous races, that offer a significant and unique challenge. We ask people playing them consciously do so in such a way to enhance the enjoyment of others
  • All PVP rules still apply, whether you are a goblin/kobold, or against them. We reserve the right to quickly retire PCs and/or restrict you from playing these available subraces, if a DM believes that you are unable to do the things listed above responsibly

Half-Orcs and their subrace choices:

Half-orc (default)

Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty.

  • Favored Alignment: Any.
  • Keywords: N/A.

Humans and their subrace choices

Human (default)

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

  • Favored Alignment: Any.
  • Keywords: N/A.