Prophecy: Race Specific Rules

Race Specific Rules/Modifications/Clarifications

 

Most races follow the standard description in the Players
Handbook/SRD. The standard versions of the demihumans are High
Elves, Hill Dwarves, Rock Gnomes, and Lightfeet Halflings. Other
subraces use the same stat block as the parent race unless noted
below (more details can be found in various other reference books,
let me know if you want to know more about a particular race). Racial templates are potentially avialable as
well.

Humans

Human (Baklunish)

For classes which do not automatically get the more
‘arabic’ feel weapons as proficiencies, the character may swap out
normal proficiencies for the class with such weapons of similiar
type to the proficiency being given up.  For example, a
baklunish rogue could choose to be proficient in the scimitar
rather then the rapier (substituting a more euro-flavor
‘sword-type’ weapon to one more arabic in feel.

Elves

The various elves follow the standard Elf description
in the Players Handbook. Differences in the stat blocks are noted
below.

Elf (Grey)

  • +2 Dexterity, +2 Intelligence, -2 Constitution, -2
    Strength
  • as Standard Elf

Elf (Sylvan)

  • +2 Strength, +2 Dexterity, -2 Constitution, -2
    Intelligence
  • Favored Class: Ranger
  • as Standard Elf

Elf (Grugach)

  • +2 Dexterity, -2 Intelligence
  • Favored Class: Ranger
  • as Standard Elf

Elf (Valley)

  • +2 Intelligence, +2 Dexterity, -2 Constitution, -4
    Charisma
  • as Standard Elf

Elf (Aquatic)

  • +2 Dexterity, -2 Intelligence
  • Proficient with trident, longspear, and net (this replaces
    standard elven weapon proficiencies)
  • Swim speed 40 feet
  • Gills: can survive out of water for 1 hour per point of
    Constitution
  • Superior low-light vision: 4x (replaces low-light vision)
  • Aquatic subtype
  • Favored Class: Fighter
  • as Standard Elf

Elf (Drow)

  • +2 Dexterity, +2 Intelligence, +2 Charisma, -2
    Constitution
  • Spell-like Abilities: 1/day – dancing lights, darkness, faerie
    fire
  • Darkvision 120 feet (this replaces the low-light vision)
  • Weapon Proficiency: hand crossbow, rapier, short sword
    (replaces standard weapon prof)
  • Favored Class: Wizard (male) or Cleric (female)
  • Light Blindness: Abrupt exposure to bright light (such as
    sunlight or a daylight spell) blinds a drow for 1 round. In
    addition, they suffer a -1 circumstance penalty to all attacks,
    saves, and checks while operating in bright light.
  • Spell Resistance of 11 + character level
  • +2 racial bonus on Will savews against spells and spell-like
    abilities
  • as Standard Elf
  • Level Adjustment: +2

Elf (Winged)

  • +4 Dexterity, -2 Constitituion, +2 Intelligence, +2 Wisdom
  • Keen Sight: +4 racial bonus on spot checks (replaces the
    standard +2 bonus)
  • +4 racial bonus on Jump checks
  • Proficient with either rapier or longsword; proficient with
    lasso and bolas (this replaces the standard elven weapon
    proficiencies)
  • Flight speed 50 feet with average maneuverability while not
    encumbered
  • Favored Class: Cleric
  • as Standard Elf
  • Level Adjustment: +3

Dwarves

The various dwarves follow the standard Dwarf
description in the Players Handbook. Differences in the stat blocks
are noted below.

Dwarf (Mountain)

  • +2 Constitution, -2 Dexterity
  • as Standard Dwarf

Dwarf (Deep)

  • as Standard Dwarf
  • racial bonus on saves against spells and spell-like abilities
    increases to +3
  • racial bonus on fortitude saves agains poisons increases to
    +3
  • darkvision to 90 feet
  • light sensitivity: dazzled in bright sunlight or within the
    radius of a daylight spell

Dwarf (Derro)

  • +2 Constitution, +2 Dexterity, -4 Charisma
  • as described in the Monster Manual 3.0
  • Level Adjustment: +2

Dwarf (Grey)

  • +2 Constitution, -4 Charisma
  • as described in the Monster Manual
  • Level Adjustment: +1

Dwarf (Arctic)

  • +4 Strength, -2 Dexterity, +2 Constitution, -2 Charisma
  • Small
  • Immune to cold
  • Favored Class: Ranger
  • as Standard Dwarf
  • Level Adjustment: +2

Gnomes

The various gnomes follow the standard Gnome
description in the Players Handbook. Differences in the stat blocks
are noted below.

Gnome (Forest)

  • +4 racial bonus on Hide checks (+8 in forest settings) (this is
    in addition to their Hide bonus for being small sized)
  • Spell-like Abilities: At will – pass without trace (self only,
    free action) (this is in addition the the standard gnome cantrip
    abilites)
  • +1 attack vs. kobolds, goblinoids, orcs, and reptillian
    humanoids
  • Languages: Gnome, Sylvan, Elven, and simple language that
    enables them to communicate on a basic level with forest animals
    (replaces standard gnome languages and speak with animals
    ability)
  • Favored Class: Druid
  • as Standard Gnome
  • Level Adjustment: +1

Gnome (Deep)

  • -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma
  • Darkvision 120 feet and low-light vision
  • Spell-like abilties: 1/day – blindness/deafness, blur, and
    disguise self; the save DC is at +4 (this replaces the cantrip
    abilitiy)
  • Stonecutting: (as dwarf)
  • Nondetection
  • Spell resistance of 11 + character level
  • +4 dodge bonus against all creatures
  • +2 racial bonus on all saves (replaces bonus agains
    illusions)
  • +2 racial bonus on Hide checks (+4 in darkened areas
    underground)
  • Favored Class: Rogue
  • as Standard Gnome
  • Level Adjustment: +3

Halflings

The various halfling follow the standard Halfling
description in the Players Handbook. Differences in the stat blocks
are noted below.

Halfling (Tallfellow)

  • as Standard Halfling
  • +2 racial bonus on Listen, Search, and Spot checks. A
    Tallfellow who merely passes within 5 feet of a secret or concealed
    door is entitled to a Search check to notice it as if she were
    actively looking for the door. (replaces +2 listen)
  • no racial bonus on Climb, Jump and Move Silently checks

Halfling (Stout)

  • as Standard Halfling
  • bonus feat at 1st level
  • no +1 racial bonus on all saves

Halfling (Deep)

  • as Standard Halfling
  • darkvision 60 feet
  • Stonecutting (as dwarf)
  • +2 racial bonus on Appriase checks and Craft checks that are
    related to stone or metal
  • no racial bonus on Climb, Jump, and Move Silently checks

Humanoids

The complete descriptions for these races can be
found in other sourcebooks, but two common humanoids are the
Half-ogres and planetouched characters.

Half-Ogres

  • +6 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence, -2
    Charisma
  • Large
  • Speed: 30 feet
  • Darkvision 60 feet
  • Natural Armor: +4 natural armor
  • Giant Blood
  • Favored Class: Barbarian
  • Level Adjustment: +1

Planetouched (Aasimar, Tiefling, Elemental
Genasi)

  • as described in Forgotten Realms Campaign Book
  • Level Adjustment: +1

Anthropomorphic Animals

  • as described in the Savage Species book
  • Level Adjustment: varies by creature type (+0 to +3)

All Races

Characters may have a racial template added to them so long as
the template does not add more than a +1 level adjustment (or +0 if
the race by itself already had a +1 adjustment). Racial templates
include such things as Amphibious, High-G, Low-G, Night-adapted,
Space-Hardened, Arctic, and Desert (these can be found in the
Dargonstar: Galactic Races book), and Aquatic, Arctic, Deep,
Desert, Magic-Blooded, and Wild (these come from Dragon #306).