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Tales Of Moonsea - The Herald of Chaos
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   Tales of Moonsea

pecial Races

THESE REQUIRE DM APPROVAL/APPLICATION.  Click here for information on how to apply for special races, PrCs, and faction positions.

Aasimar

(Base Race- HUMAN, Sub Race- Aasimar) Aasimar (Base Race- HUMAN, Sub Race- Aasimar)

Carrying the blood of a celestial, an Aasimar is usually a 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 Faerunian 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 Wisdom, +2 Charisma.

* Darkvision: Aasimar can see in the dark up to 60 feet.

* Celestial Resistance: Acid, cold and electricity resistance 5.

* Spell-like abilities:
1/day - Light as sorcerer of equal level.

* Keen Senses: +2 racial bonus to Listen and Spot checks.

* Favored Class: Paladin. A multiclass aasimar's paladin class does not count when determining whether she takes an experience point penalty for multiclassing.

* Level Adjustment +1: Aasimar are slightly more powerful and gain levels more slowly than other races. It will take more experience for an aasimar to reach level 2 then it would for normal races, for example.

 


 

Tiefling

(Base Race- HUMAN, Sub Race- 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 odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion of a Faerunian deity often carry a birthmark of the deity's holy symbol or another trait related to that evil faith.

* Ability Adjustments: +2 Dexterity, +2 Intelligence, -2 Charisma.

* Darkvision: Tieflings can see in the dark up to 60 feet.

* Infernal Resistance: Cold, fire, and electricity resistance 5.

* Spell-Like Abilities:
1/day - Darkness as a sorcerer of equal level.

* Skill Affinities: +2 racial bonus to Bluff and Hide checks.

* Favored Class: Rogue. A multiclass tiefling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

* Level Adjustment +1: Tieflings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a tiefling to reach level 2 then it would for normal races, for example.

 


 

Deep Gnomes

(Base Race- GNOME, Sub Race- Deep Gnome)

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). They tend to be sullen, withdrawn and suspicious to a fault.

* Ability Adjustments: +2 Dexterity, +2 Wisdom, -2 Strength, -4 Charisma.

* Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons then humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

* Darkvision: Deep gnomes can see in the dark up to 120 feet.

* Stonecunning: +2 bonus to Search checks when inside.

* Illusion Affinity: Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

* Battle Training vs. Goblinoids: +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).

* Battle Training vs. Reptilians: +1 racial bonus on attack rolls against kobolds.

* Slippery Defense: +4 dodge bonus to Armor Class against all opponents.

* Durability: +2 racial bonus to all saving throws.

* Keen Hearing: +2 racial bonus to Listen checks.

* Keen Smell: +2 racial bonus to Craft Alchemy checks.

* Spell-Like Abilities:
1/day - Blindness as sorcerer of equal level.
1/day - Entropic Shield as sorcerer of equal level.
1/day - Invisibility as sorcerer of equal level.

* Spell Resistant: Spell resistance of 11+ character level.

* Favored Class: Rogue. A multiclass deep gnome's rogue class does not count when determining whether he takes an experience point penalty.

* Level Adjustment +3: Deep gnomes are more powerful and gain levels more slowly than other races. It will take much more experience for a deep gnome to reach level 2 then it would for normal races, for example.


 

Gray Dwarves

(Base Race- Dwarf, Sub Race- Gray Dwarf or 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, using 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 Constitution, -4 Charisma.

* Darkvision: Duergar can see in the dark up to 120 feet.

* Weapon Familiarity: Dwarven waraxes are treated as martial weapons rather than exotic weapons.

* Stonecunning: +2 bonus to Search checks when inside.

* Immunity to Poison: Immunity to all poisons.

* Immunity to Phantasms: Immune to the spells phantasmal killer and wierd.

* Immunity to Paralysis: Duergar cannot be paralyzed.

* Hardiness vs. Spells: +2 racial bonus to saving throws against spells and spell-like effects.

* Battle Training vs. Giants: +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls and hill giants).

* Battle Training vs. Orcs and Goblinoids: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).

* Stealthy: +4 racial bonus to Move Silently checks.

* Keen Senses: +1 racial bonus to Listen and Spot checks.

* Spell-Like Abilities:
1/day - Enlarge as a wizard twice the duergar's level (minimum 3rd level).
1/day - Invisibility as a wizard twice the duergar's level (minimum 3rd level).

* Light Sensitivity: -2 circumstance penalty to attack rolls, saves and checks in bright sunlight.

* Favored Class: Fighter. A multiclass duergar's fighter class does not count when determining whether he takes and experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.

* Level Adjustment +2: Duergar are more powerful and gain levels more slowly than other races. It will take much more experience for a duergar to reach level 2 then it would for normal races, for example.


Drow

Race: ELF Subrace: Drow

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 pale 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 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution.

* Hardiness vs. Enchantments: Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.

* Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

* Keen Senses: +2 racial bonus to Listen, Search, and Spot checks. An elf 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 it.

* Spell-Like Abilities:
1/day - Darkness as sorcerer of equal level.
1/day - See invisibility as sorcerer of equal level.

* Darkvision: Drow can see in the dark up to 120 feet. This replaces the low-light vision ability most elves receive.

* Spell Resistant: Spell resistance of 11+ character level.

* Strong Will: +2 racial bonus to Will saves against spells and spell-like abilities.

* Light Sensitivity: Drow suffer -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight.

* Favored Class: Wizard. A multiclass drow's wizard class does not count when determining whether she take an experience point penalty for multiclassing.

* Level Adjustment +2: Drow are more powerful and gain levels more slowly than other races. It will take more experience for a drow to reach level 2 then it would for normal races, for example.


 

Lycanthropes (currently NOT supported)

Wererat
They tend to be thin, wiry individuals of shorter than average height. The eyes constantly dart around and the nose and mouth may twitch. Males often have thin ragged moustaches.
Werecat
Werecats in humanoid form tend to be sleekly muscular, taller than average, and very agile. Their features are quite attractive, but often angular.
Werewolf
Werewolves tend to have no traits that distinguish them from regular humans.

All Lycanthropes--darkvision, +2 AC, +2 BAB, +4 Hide, +4 Move Silently, +4 Animal Empathy, +2 Wisdom, hybrid form.

Werebat - Neutral Evil
Wererat - Chaotic Evil
Weretiger - Neutral
Werewolf - Chaotic Evil