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Lath's Pathfinder/3.5 Race Set

Started by Kaptn'Lath, October 15, 2010, 03:50:19 PM

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Kaptn'Lath

Since i can't post the Completed PDF here are all the races I use for gaming in my beta-setting. The Core races are pretty much the same, with a few tweeks (like the gnome and elves), monsterous races are converted from the Beastiary, Soulforged and Saurians are from someone else i found on the net and i have filled in the gaps. Not totally original content but worth posting the compilation.

By Grouping:

Races of Man          Races of Elves           Races of Gobs          Races of Nature          Races of Elements          Races of Concept
   Human                 Star Elves               Goblins                Minotaur                 Water Gensai               Soulforged
   Dwarf                 Moon Elves               Orc                    Centaur                  Earth Gensai               Doppleganger
   Ogre                  Sun Elves                Hobgoblin              Knoll                    Fire Gensai                Tiefling
                                                                                                  Air Gensai                 Assimar
                                                                                                  Wood Genai
Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.

Physical Description: The physical characteristics of humans are as varied as the world's climets. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans' skin color assumes a darker hue the closer to the equator they live.

Society: Human society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of common races like elves and dwarves, human society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition.

Relations: Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, halflings as craven thieves, gnomes as twisted maniacs, and half-elves and half-orcs as embarrassments'"but the race's diversity among its own members also makes humans quite adept at accepting others for what they are.

Alignment and Religion: Humanity is perhaps the most heterogeneous of all the common races, with a capacity for great evil and boundless good. Some assemble into vast barbaric hordes, while others build sprawling cities that cover miles. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Humans also have the widest range in gods and religion, lacking other races' ties to tradition and eager to turn to anyone offering them glory or protection.

Adventurers: Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party.

Names: Unlike other races, who generally cleave to specific traditions and shared histories, humanity's diversity has resulted in a near-infinite set of names. The humans of a northern barbarian tribe have much different names than those hailing from a subtropical nation of sailors and tradesmen. Throughout most of the world humans speak Common, yet their names are as varied as their beliefs and appearances.

Human Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

Physical Description: Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A clean-shaven male dwarf is a sure sign of madness, or worse'"no one familiar with their race trusts a beardless dwarf.

Society: The great distances between their mountain citadels account for many of the cultural differences that exist within dwarven society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and a fierce hatred of giants, orcs, and goblinoids.

Relations: Dwarves and orcs have long dwelt in proximity, theirs a history of violence as old as both their races. Dwarves generally distrust and shun half-orcs. They find halflings, elves, and gnomes to be too frail, flighty, or 'pretty' to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans' industrious nature and hearty appetites come closest to matching those of the dwarven ideal.

Alignment and Religion: Dwarves are driven by honor and tradition, and while they are often satirized as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that, while they work hard, they play even harder'"especially when good ale is involved. Most dwarves are lawful good.

Adventurers: Although dwarven adventurers are rare compared to humans, they can be found in most regions of the world. Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward classes such as fighters and barbarians.

Dwarf Racial Traits

+2 Constitution, +2 Wisdom, '"2 Dextarity: Dwarves are both tough and wise, but also a bit slow.
Medium Size: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet. See Vision and Light.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word 'dwarven' in its name as a martial weapon.

Ogres are a rare creature, generally born from a forced union. In very rare instances, Ogres are bred to serve in a particularly vicious army. In either case, a ogre's upbringing is rarely a happy one, as they are tolerated for their usefulness and shown little love. Those Ogres that do manage to survive to adulthood with their sanity intact are solitary creatures, putting their muscles to use while understanding that most civilized folk will give them a wide berth. The ogre much prefers the country to the city, where urban architecture rarely accommodates their bulk. Ogres have miserable tempers and are quick to anger, but those that show one kindness will never have a more loyal friend.

Physical Description: While technically medium creatures, most Ogres straddle the line at around 8 feet tall. Like dwarves, Ogres are stocky creatures for their size. From a distance, a ogre can pass as a large human, and many ancient legends about extraordinarily large human warriors probably referred to Ogres. Up close, the wild stare and unkempt appearance, in addition to his larger height, unmistakably mark one as a ogre.

Society: Ogres are solitary creatures since, unless they were bred, there are no known ogre communities. Most Ogres are born into roving ogre bands and are too frail in such instances to live very long. Other Ogres are raised in human communities but rarely treated as an equal. Perhaps due to their shame, Ogres prefer the company of humans or Ogres rather than with other Ogres.

Relations: Ogres get along well with Orcs, especially since they share similar life experiences. Ogres also get along with humans who find their strength useful for labor and military purposes. The smaller races tend to be intimidated by Ogres and the feeling is mutual; Ogres fear that gnomes or halflings can play tricks on them or steal their stuff without getting caught. Ogres don't enjoy the company of elves or half-elves, as they often have the beauty, grace, and acceptance that was denied to the ogre.
Alignment and Religion: A ogre tends to follow the same religions as does the human or ogre community in which she grew up, usually choosing a deity that favors strength or war. Ogres tend to be neutral creatures, remaining aloof from society while relying on others for needed supplies, offering their strength in return.

Adventurers: For the obvious reasons, Ogres gravitate toward the non-lawful martial classes, such as barbarian, fighter, and warlord. Ogres usually lack the temperament to be monks, paladins, or rangers. While generally not spellcasters, ogre shamans, sorcerers, and warlocks are not unknown.

Ogre Racial Traits

+4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom: Half-Ogres are immensely strong and hardy, but somewhat slow-witted and brash.
Medium Size: Half-Ogres are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-Ogres have a base speed of 30 feet.
Darkvision: Half-Ogres can see in the dark up to 60 feet.
Hardy: +2 racial bonus to Foritude Saves.
Imposing Figure: Half-Ogres are intimidating without trying. They get a +2 racial bonus to Intimidate checks.
Ogre Blood: Half-Ogres count as both humans and Ogres for any effect related to race.

Elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

Physical Description: Although generally taller than humans, elves possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. While elven clothing often plays off the beauty of the natural world, those elves that live in cities tend to bedeck themselves in the latest fashion.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf's skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and halflings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.

Alignment and Religion: Elves are emotional and capricious, yet value kindness and beauty. Most elves are chaotic good.

Adventurers: Many elves embark on adventures out of a desire to explore the world, leaving their secluded forest realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their forefathers. For those raised among humans, the ephemeral and unfettered life of an adventurer holds natural appeal. Elves generally eschew melee because of their frailty, preferring instead to pursue classes such as wizards and rangers.

Elf Racial Traits

+2 Dexterity, +2 Intelligence, '"2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium Size: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word 'elven' in its name as a martial weapon.

Drow have been separated from the rest of the elven people by a legacy of deceit, betrayal, and evil, the drow are easily one of the most dangerous of the humanoid races. Most drow delight in calculated cruelty, but some manage to pull away from this dark path, instead embodying the potential that all elves share for beauty, grace, and magical skill.

Physical Description: Drow are of human height, though usually slightly shorter, and have black skin and red eyes, in a fairly limited range of shades. Their ears are larger than their elf and eladrin cousins, and still retain some limited independent movement. They are wiry and supple, and do not run to fat easily. A drow who is visibly in disrepair has fallen at least twice as far as his human counterpart. Their hair is thin, wispy, and almost universally white, shading to bone at one end of the spectrum and ice on the other. Drow do not usually grow facial or bodily hair, but suitably evil-looking goatees can be cultivated with persistent effort, usually by the small fraternity of drow wizards.

Society: Drow society is ruled over by powerful nobility, themselves governed by sadistic and dangerous matriarchs who constantly plot and scheme against rival houses and lesser kin within their own families. The majority of drow are the common soldiers and decadent citizenry, with base stats as presented here'"drow nobles are more powerful and dangerous.

Relations: Most drow have little use for members of the other races, viewing them only as potential prey or slaves. Good-aligned drow, however, see the merits of interracial cooperation. These drow seek out adventurers of other races, often coming to relate more to the societies of their adventuring companions than to their own culture

Alignment and Religion:

Drow Racial Traits

+2 Dexterity, +2 Charisma, '"2 Constitution: Drow are nimble and manipulative.
Medium Size: Drow are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
Keen Senses: Drow receive a +2 racial bonus on Perception checks.
Spell Resistance: Drow possess spell resistance equal to 5 plus their class levels.
Spell-Like Abilities: A drow can cast flare, darkness, and bleed each once per day, using his total character level as his caster level.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.

Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. As a result, gnomes are widely regarded by the other races as alien and strange.

Physical Description: Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, frequently with little regard for heredity. Gnomes possess highly mutable facial characteristics, and many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual.

Society: Unlike most races, gnomes do not generally organize themselves within classic societal structures. Whimsical creatures at heart, they typically travel alone or with temporary companions, ever seeking new and more exciting experiences. They rarely form enduring relationships among themselves or with members of other races, instead pursuing crafts, professions, or collections with a passion that borders on zealotry. Male gnomes have a strange fondness for unusual hats and headgear, while females often proudly wear elaborate and eccentric hairstyles.

Relations: Gnomes have difficulty interacting with the other races, on both emotional and physical levels. Gnome humor is hard to translate and often comes across as malicious or senseless to other races, while gnomes in turn tend to think of the taller races as dull and lumbering giants. They get along well with halflings and humans, but are overly fond of playing jokes on dwarves and half-orcs, whom most gnomes feel need to lighten up. They respect elves, but often grow frustrated with the comparatively slow pace at which members of the long-lived race make decisions. To the gnomes, action is always better than inaction, and many gnomes carry several highly involved projects with them at all times to keep themselves entertained during rest periods.

Alignment and Religion: Although gnomes are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, their hearts are generally in the right place. They are prone to powerful fits of emotion, and find themselves most at peace within the natural world.

Adventurers: Gnomes' propensity for wanderlust makes them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Gnomes make up for their weakness with a proclivity for sorcery or bardic music.

Gnome Racial Traits

+2 Constitution, +2 Charisma, '"2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small Size: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a '"1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light. See Vision and Light.
Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.
Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Logic: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Gnomes receive a +4 racial bonus on a Craft or Profession skill of their choice.

Hobbyts are optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a halfling almost never loses his sense of humor.
Halflings are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a halfling's curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes.
Though their curiosity drives them to travel and seek new places and experiences, halflings possess a strong sense of house and home, often spending above their means to enhance the comforts of home life.

Physical Description: Halflings rise to a humble height of 3 feet. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin tends toward a rich almond color and their hair toward light shades of brown. A halfling's ears are pointed, but proportionately not much larger than those of a human.

Society: Halflings claim no cultural homeland and control no settlements larger than rural assemblies of free towns. Far more often, they dwell at the knees of their human cousins in human cities, eking out livings as they can from the scraps of larger societies. Many halflings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives on the road, traveling the world and experiencing all it has to offer.

Relations: A typical halfling prides himself on his ability to go unnoticed by other races'"it is this trait that allows so many halflings to excel at thievery and trickery. Most halflings, knowing full well the stereotyped view other races take of them as a result, go out of their way to be forthcoming and friendly to the bigger races when they're not trying to go unnoticed. They get along fairly well withgnomes, although most halflings regard these eccentric creatures with a hefty dose of caution. Halflings coexist well with humans as a general rule, but since some of the more aggressive human societies value halflings as slaves, halflings try not to grow too complacent when dealing with them. Halflings respect elves and dwarves, but these races generally live in remote regions far from the comforts of civilization that halflings enjoy, thus limiting opportunities for interaction. Only half-orcs are generally shunned by halflings, for their great size and violent natures are a bit too intimidating for most halflings to cope with.

Alignment and Religion: Halflings are loyal to their friends and families, but since they dwell in a world dominated by races twice as large as themselves, they've come to grips with the fact that sometimes they'll need to scrap and scrounge for survival. Most halflings are neutral as a result.

Hobbyt Racial Traits

 +2 Dexterity, +2 Charisma, '"2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a '"1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Pixie
Physical Description

Sociaty

Relations

Alignment and Religion

Adventurers

Pixie Racial Traits

 +2 Dexterity, +2 Charisma, -2 Constitution, -2 Strength: Pixies are agile and attractive but  frail creatures.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a '"1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Pixies have a base speed of 20 ft.
Low-Light Vision: Pixies can see twice as far as humans in conditions of dim light. See Vision and Light.
Fey Blood: Fey-Blooded are treated as both Human and Fey for any effect related to race.
Unearthly Grace: A pixie adds her Charisma modifier as a racial bonus on all her saving throws, and as a deflection bonus to her Armor Class.
Ageless: Due to thier Fey heritage they are immune to any magical or unatural aging.
Fey Magic: Pixies add +1 to the DC of any saving throws against illusion spells that they cast. Pixies with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day'"dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Goblin
Physical Description

Sociaty

Relations

Alignment and Religion

Adventurers

Goblin Racial Traits

'"2 Strength, +4 Dexterity, '"2 Charisma: Goblins are fast, but weak and unpleasant to be around.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a '"1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Scavanger: Masters of improvision Goblins inately know both Throw Anything and Catch off Guard feats.

Orc
Physical Description

Sociaty

Relations

Alignment and Religion

Adventurers

Orc Racial Traits

+4 Strength, '"2 Intelligence, '"2 Wisdom, '"2 Charisma: Orcs are brutal and savage.
Darkvision: Orcs can see in the dark up to 60 feet.
Diehard: An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with diehard still dies when its hit point total reaches a negative amount equal to its Constitution score.
Light Sensitivity: Orcs are dazzled as long as they remain in an area of bright light.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word 'orc' in its name as a martial weapon.

Hobgoblin
Physical Description

Sociaty

Relations

Alignment and Religion

Adventurers

Hobgoblin Racial Traits

+2 Dexterity, +2 Constitution, -2 Charisma: Hobgoblins are fast and hearty, however are uncuth barbarians compared to other races.
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Hunter: Hobgoblins gain a +4 racial bonus on Survival checks.
Stalker: Perception and Stealth are always class skills.
Weapon Familiarity: Hobgoblins are always proficient with polearms, and longbows.

Kobold
Physical Description

Sociaty

Relations

Alignment and Religion

Adventurers

Kobold Racial Traits

'"4 Strength, +2 Dexterity, '"2 Constitution: Kobolds are fast but weak.
Small Size: Kobolds are Small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a '"1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Normal Speed: Kobolds have a base speed of 30 feet.
Darkvision: Kobolds can see in the dark up to 60 feet.
Armor: Kobolds have a +1 natural armor bonus.
Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
Dragonic Heritage(Kobold): Kobolds count as Dragons for the purpose of effects that target that type. See below, pick one.
Black: Widely dispersed in forests, swamps, and underground, the black-scaled kobolds are better swimmers than their brethren and gain a +4 racial bonus on Swim checks.
Blue: The blue variant of kobolds appears most often within tribes dominated by other scale colors. They are said to be among the best diabolists and schemers, and gain a +1 inherent bonus to their Wisdom.
Green: These are the standard forest kobolds, well camouflaged in leafy undergrowth. They gain an additional +4 racial bonus on Stealth checks.
Red/Gold: These kobolds are pyromaniacs and make extensive use of fire, especially the alchemical and magical kinds. These kobolds gain a +2 bonus to the DC of any spell they cast with the fire subtype and a +2 bonus on saves made against fear effects. Most are a bit more arrogant than average kobolds.
White/Silver: Like the blues, white-scaled kobolds are a little less frequent than other types. They are often powerful sorcerers, gaining a +1 bonus to the DC of any spell they cast with the cold subtype and a +1 inherent bonus to their Charisma.

Saurians are an ancient, noble race. The Saurian civilization was old when the other races were born, having survived the catastrophes that periodically cleanse the world. Ancient saurian scrolls tell of a time when the world was covered in jungle and giant reptiles stomped across the continents. Perhaps because of this pedigree, modern saurians feel a bit out of place in the modern world. While a proud, civilized people, the saurians are slow to adapt and lost much of their civilization during the last great catastrophe. Now scattered across a colder, unforgiving world, saurians maintain as much of their ancient traditions as possible while acknowledging their status as a dying breed. The typical saurian is stubborn, stoic, and resolute. His pragmatic approach and willingness to accept the inevitable sometimes and unfairly labels him as defeatist.

Physical Description: Saurians are slightly taller and bulkier than humans. Saurian skin is leathery and ranges from chalk white to deep yellow. Most of their bodies are covered in fine scales that are usually metallic in color. Saurians don't like to wear too much clothing and prefer breastplates and greaves to full suits of armor. In spite of their reptilian appearance, saurians are mammals and give birth to live young.

Society: Saurians have an almost tragic worldview, as they feel that the world has moved on without them. Most saurians are solitary creatures, although small bands occasionally gather in an isolated city-state, manor, or 'saurian quarter.' The changing world has weeded out the weakest among them, leaving the solitary saurian to practice the martial or arcane discipline that helped his ancestors survive.

Relations: Saurians often take a paternalistic view towards other races, as they see themselves as the epitome of a particular discipline or lifestyle and they want to impart their wisdom on the younger races. Unfortunately, this is often misunderstood and is mistaken for arrogance or stubborness (although it is true in some cases). Saurians don't get along well with chaotic races, such as elves or half-orcs, as they tend to lack the comfortable predictability that saurians thrive on.

Alignment and Religion: Saurians have little use for religion; they feel that their gods either abandoned them or died out. Saurians instead pledge themselves to philosophies, and it is through these philosophies that some saurians manifest divine powers. Most saurians are lawful and feel that their civilization fell due to chaos.

Saurian Racial Traits:

+2 Constitution, +2 Charisma, -2 Intelligence. Saurians are hardy and personable creatures, but a bit dull when it comes to new ideas.
Medium Size: Draconians are medium sized creatures and have no special bonuses based on size.
Normal Speed: Draconians have a base speed of 30 ft.
Natural Armor: Saurians get a +2 natural armor bonus due to their tough, scaly skin.
Noble Bearing: Saurians get a +2 racial bonus on Diplomacy and Intimidate checks.
Fearless: Saurians get a +2 racial bonus on saves against fear.
Draconic Heratige(Draconian): Draconians count as Dragons for the purposes of effects that target Type.

Whelp
Physical Description

Sociaty

Relations

Alignment and Religion

Adventurers

Whelp Racial Traits

+2 Charisma, +2 Dextarity, -2 Wisdom: Whelps are nimble and elloquent but can be arrogant and rash.
Small Long: Whelps are Small creatures that take two squares and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a '"2 penalty to their CMB and CMD, and a +2 size bonus on Stealth checks.
Quadraped: Draconians have a base speed of 30 ft, and can carry twice as much weight as per their strength score. Cannot wear humanoid armour, instead use small barding. Can use weapons designed for its size (small).
Breath Weapon: Whelps can use a breath weapon three times per day. The breath weapon is a line with a range of 5 feet plus 5 feet per Hit Die, to a maximum of 100 feet. It inflicts 1d6 damage plus 1d6 per 3 HD the Whelp possesses. This damage may be acid, cold, electricity, or fire; the specific type is chosen at creation and cannot be changed afterward.
Draconic Heratige(Draconian): Whelps count as Dragons for the purposes of effects that target Type. See below, pick one.
Black/Copper: Waterbreathing - A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged
Blue/Bronze: A blue dragon can cast create water a number of times per day equal to their Intellegence modifier. Alternatively, it can destroy an equal amount of liquid in a 10-foot burst. Liquid-based magic items (such as potions) succeed on a Will save (DC 14) or be destroyed.
Red/Gold: Flight speed equal to half of their ground speed.
White/Silver: Icewalking - This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.

Knolls are the alpha scavangers of the world, just like the hyeanas they resemble.

Physical Description: Knolls generally look like humanoid hyenas, roughly seven feet tall bipedal hyena, reverse knee legs, tail and a slight hunch which brings Knolls down to human average height. This unfortunately makes the dark furred ones resemble were-wolves and many small Knoll communities were wiped out during a were-wolf infestation 'just to make sure.'

Society: Knolls tend to form small tribes or bands, living in areas that other races avoid. In the cities, Knolls congregate in slums or sewers. While Knolls appreciate the protective laws of sociaty, they are unconvinced that the authorities have their interests at heart. In the wild, Knolls form bands that follow more aggressive tribes, picking the scraps left over from vicious raids.

Relations: Knoll tend to get along with other 'cultural outcast' races, such as Ogres, orcs, and saurians, or any race that is a minority in the geographic area. As Knolls have a reputation for being dirty disease carriers and thieves, most races give them a wide berth. Still, a Knoll may be tolerated when isolated from other Knolls, and his skills often determine his worth.

Alignment and Religion: As a created race, the Knoll have no patron deity. Instead, Knoll approach religion as they do everything else; they generally worship deities that have been discarded or fallen out of favor within a particular pantheon. Knoll priests occupy abandoned temples to such deities and fuse old remnants of rituals with Knoll philosophy. Knoll tend to be neutral in alignment and rarely good.

Knoll Racial Traits

+2 Dexterity, +2 Constitution, -2 Charisma: Knoll are quick and hardy creatures, but are shunned by many.
Medium: Knolls are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Knoll have a base speed of 30 feet.
Bite: A Knoll can bite an opponent for 1d4 points of damage. A Knoll is considered proficient with a bite attack.
Low-light Vision: Knoll can see twice as far as humans in conditions of dim light.
Carrion: Knolls are immune to disease. If a Knoll loses a saving throw against disease, he becomes a carrier and can transmit the disease through his bite for 1d4 days.

Minotaur
Minotaur Racial Traits

+4 Strength, +2 Constitution , '"2 Charisma, -2 Intellegence: Minotaurs are towers of muscle and tendon, however their furry apperance and simple mind hold them back.
Monstrous Humanoid: Minotaurs are monstrous humanoids. As monstrous humanoids, minotaurs are immune to spells and effects that specifically target humanoids.
Natural Weapons: Minotaur have a gore attack that deals 1d6 points of damage. A charging minotaur who attacks with no other weapons than his gore deals double damage. A minotaur's gore attack is its primary natural attack.
Sence of Direction: Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Soulforged are the artificer's holy grail - beings that blur the line between construct and living creatures. Originally created to be intelligent, adaptable laborers and warriors created by the Gods after they fell, the Soulforged's self-awareness has come into the limelight, and debates rage over the matter of their rights. As mortal-made constructs, many think they are little more than property; however, others have noted their ability to develop individual personalities and thoughts as something completely separate from other constructs, making the Soulforged no different from the living races. Soulforged themselves have varying opinions on the matter of their being. Some are perfectly happy to live their lives in servitude, while others yearn for the freedom and respect that other races take for granted. Many go rogue or buy their way to freedom; others simply outlive their masters and venture into the world to find another purpose.

Soulforged differ from most races in that they are not born but made. The process of creating a Soulforged complex and mysterious has been lost, but there have been a number of massive lifeforges created with the specific purpose of creating new Soulforged for various purposes. Very few are created without some specific purpose in mind; the few that are created for the sake of 'reproduction' are generally done by underground groups of insurgent Soulforged, seeking to create armies for their own goals. Perhaps the strangest thing about Soulforged is their reaction to magic. Despite their artificial nature, Soulforged react to magic almost identically to living creatures. They can be compelled, damaged, changed, and healed as any normal creature of the flesh is, and are not affected by spells that are specifically designed to work on constructs and devices. This trait is a point of research for both men and Soulforged scholars, and one of the primary sited reasons used to support Soulforged freedom.

Physical Description: Soulforged are extremely varied in their appearance, but they always have a generally humanoid shape with a discernable head, two arms, and two legs, and are of medium size. For some reason, the lifeforges used to create the Soulforged will not produce any other shape '" regardless of the operator's designs or instructions. They can, however, run the full gamut of sizes within that general shape: some may be short and spindly, while others may be towering hulks, and some may be of perfectly human proportions; their form generally depends on their intended purpose. Few Soulforged have faces with discernable expressions, but most at least have a facsimile of eyes and a mouth.

Society: Soulforged society is scattered and inconsistent, consisting of isolated groups of servants and warriors, with a very thin network of rebels with sporadic connections. They have little society or personality of their own, and tend to emulate those around them, often in a slightly unsettling or off manner. The one thing linking nearly all Soulforged is their dedication to whatever task they have taken up or are assigned; depending on the individual, this can border on single-mindedness. Some older, more world-worn Soulforged lack such absolute focus, but most are still determined beings when they are called upon.

Relations: The relations of Soulforged to other races varies wildly depending on who you talk to, but they tend to get along best with other misunderstood or oppressed races, such as Half-Orcs and Tieflings. Races with Chaotic tendencies often find Soulforged as dull and orderly, while others admire their dedication and loyalty. Nearly all other races find Soulforged at least slightly off-putting because of their mechanical attitude.

Alignment and Religion: Soulforged think in an orderly and analytical manner, and thus tend toward law over chaos. They enjoy purpose and work, and are fiercely loyal to those they like, almost to a fault. Religion is another split topic among Soulforged; some do not even think about it, or consider it a strange fancy of the flesh races, while others are completely obsessed with the divine and the afterlife, striving to find their place within the world. Because of the way they react to magic, and because the lifeforges at times appear to have wills of their own, there are some Soulforged (and, indeed, other beings) who believe them to be the direct creation of the divine. There are even some fanatical sects of living creatures who worship the Soulforged themselves, though these are few and far between.

Adventurers: A Soulforged may become an adventurer for a wide range of reasons: perhaps it is an escaped slave or a rebel warrior, seeking freedom for its people; or perhaps it is a being with no master, seeking purpose in life or pursing the questions of its existence. No matter the reason, most Soulforged are loyal and steadfast allies, filling many roles with their adaptable nature.

Names: Soulforged have a large variety of names; some prefer to be referred to by a production number of sorts (ex. E-134, No. XI, 27, etc), or are named after their intended purpose (Warden, Bulwark, The Librarian), and yet others pick their names from the races around them in an attempt to blend in, or simply choose to go without a name.

Soulforged Racial Traits

+2 Strength, +2 Intelligence, -2 Charisma: Soulforged are powerful and possess analytical minds, but are emotionally distant and unsettling to be around.
Medium Size: Soulforged are medium sized creatures and have no special bonuses based on size.
Normal Speed: Soulforged have a base speed of 30 feet.
Artificial Life: Soulforged have no need to sleep, eat, or breathe, and are not susceptible to the effects of mundane starvation and dehydration. Magical effects still affect them, including magical consumables.
Mechanical Stamina: Soulforged gain Endurance as a bonus feat.
Rest Cycle: Instead of sleep, a Soulforged must enter a four hour period of hibernation once a day to prevent over-straining its systems. In this cycle, the Soulforged cannot hear or see anything, and will not wake unless directly disturbed (such as damage or being shaken by an ally). Waking a Soulforged is a move action. Upon waking, a Soulforged is instantly at full alert, and does not suffer any penalties for being roused early. If a Soulforged fails to rest, it is treated the same as a living creature that fails to sleep, becoming exhausted or fatigued.
Resilience: Soulforged receive a +2 racial bonus to saving throws against acid. A Soulforged's body is not the same as a living creature, and thus, is not affected the same as other creatures by poison and disease '" this grants immunity to mundane poisons and toxins.

Physical Description

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Alignment and Religion

Adventurers

Doppleganger Racial Traits

+2 to One Ability Score: Dopplegangers personify chaos and randomness.
Medium Size: Dopplegangers are medium sized creatures and have no special bonuses based on size.
Normal Speed: Dopplegangers have a base speed of 30 feet.
Shapeshift: Dopplegangers are able to impersonate any medium humanoid studied for one hour (+20 bonus to bluff +1/2 levels), a Doppleganger is able to attempt to impersonate with only one minute of observation with only a +10 bluff check.

Physical Description

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Alignment and Religion

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Tiefling Racial Traits
+2 Dexterity, +2 Intelligence, '"2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
Medium Size: Tieflings are medium sized creatures and have no special bonuses based on size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Tieflings see in the dark up to 60 feet.
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Physical Description

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Alignment and Religion

Adventurers

Aasimar Racial Traits

+2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar's class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
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Air Genasi
+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
Medium size.
Weight multiplier: Air genasi are lighter than humans. Calculate weight as if a human and then multiply it by 80%.
Movement: 30 ft.
Low-light vision, including the ability to see twice as clearly through obfuscations in the air due to haze, wind, fog, and clouds.
Levitate (Sp): An air genasi can cast Levitate as a spell-like ability once per day as a sorcerer of the air genasi's level.
Skilled: Air genasi get a +4 racial bonus to Fly checks.
Domain focus: An air genasi who chooses two or more divine domains must take the Air domain. This may limit the selection of deities. Add two to the effective Wisdom for all of its abilities.
Bloodline focus: An air genasi sorcerer must take the Elemental bloodline. For all sorcerer class abilities, add two to the effective Charisma.
Elemental affinity: +1 racial bonus to saving throws against all spells and effects with the Air descriptor and any spells whose names contain the words gust, wind, element (pertaining to air), or variants of them. This bonus increases by +1 per five character levels.
Strong lungs: Air genasi get +4 to all saves and checks involving breathing and can hold their breath four times as long.
Outsider: Air genasi are outsiders with the Native descriptor.

Physical Description

Sociaty

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Alignment and Religion

Adventurers
Earth Genasi
+2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma
Medium size.
Weight multiplier: Earth genasi are heavier than humans. Calculate weight as if a human and then multiply it by 150%.
Movement: 30 ft.
Low-light vision, including the ability to see twice as clearly through earth-based obfuscations like dust and sandstorms.
Stonecutting: Earth genasi have a +2 bonus to Perception checks to notice unusual stonework such as hidden features like traps and doors, both manufactured and not, within stone and mud. They receive this check when passing within 10 feet regardless of attention.
Skilled: Earth genasi gain a +4 racial bonus to Climb checks on stonelike surfaces.
Soften Earth and Stone (Sp): An earth genasi can cast soften earth and stone as a spell-like ability once per day as a druid of the earth genasi's level.
Domain focus: An earth genasi who chooses two or more divine domains must take the Earth domain. This may limit the selection of deities. Add two to the effective Wisdom for all of its abilities.
Bloodline focus: An earth genasi sorcerer must take the Elemental bloodline. For all sorcerer class abilities, add two to the effective Charisma.
Elemental affinity: +1 racial bonus to saving throws against all spells and effects with the Earth descriptor and any spells whose names contain the words dust, sand, element (pertaining to earth), or variants of them. This bonus increases by +1 per five character levels.
Outsider: Earth genasi are outsiders with the Native descriptor.

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Alignment and Religion

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Fire Genasi
+2 Intelligence, -2 Charisma
Medium size
Movement: 30 ft.
Low-light vision, including the ability to see twice as clearly through smoke, flames, and other heat and fire-based hindrances.
Pyrotechnics (Sp): A fire genasi can cast pyrotechnics as a spell-like ability once per day as a sorcerer of the fire genasi's level. This ability does not deal damage to the caster if the fire genasi is the fire's source nor does it extinguish anything.
Skilled: Fire genasi have a +2 racial bonus to Perception checks.
Domain focus: A fire genasi who chooses two or more divine domains must take the Fire domain. This may limit the selection of deities.
Bloodline focus: A fire genasi sorcerer must take the Elemental bloodline. For all sorcerer class abilities, add two to the effective Charisma.
Elemental affinity: +1 racial bonus to saving throws against all spells and effects with the Fire descriptor and any spells whose names contain the words flame, heat, element (pertaining to fire), or variants of them. This bonus increases by +1 per five character levels.
Outsider: Fire genasi are outsiders with the Native descriptor.

Physical Description

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Alignment and Religion

Adventurers
Water Genasi
+2 Constitution, -2 Charisma
Medium size
Movement: 30 ft, swim 30 ft.
Low-light vision, including the ability to see twice as clearly through precipitation and murky liquids.
Water Walk (Sp): A water genasi can cast water walk as a spell-like ability once per day, cast as a cleric of the water genasi's level. Unlike the spell, this ability only lasts one minute per level.
Gills: Water genasi can breathe water as an extraordinary ability.
Natural swimmer: Water genasi get a +8 racial bonus to Swim.
Domain focus: A water genasi who chooses two or more divine domains must take the Water domain. This may limit the selection of deities.
Bloodline focus: A water genasi sorcerer must take the Elemental bloodline. For all sorcerer class abilities, add two to the effective Charisma.
Elemental affinity: +1 racial bonus to saving throws against all spells and effects with the Water descriptor and any spells whose names contain the words water, moisture, rain, element (pertaining to water), or variants of them. This bonus increases by +1 per five character levels.
Outsider: Water genasi are outsiders with the Native descriptor.

Physical Description

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Alignment and Religion

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Wood Genasi
+2 Wisdom, -2 Charisma
Medium size.
Weight multiplier: Wood genasi are lighter than humans. Calculate weight as if a human and then multiply it by 90%.
Movement: 30 ft.
Low-light vision, including the ability to see twice as clearly through brush and foliage.
Tree Stride (Sp): A wood genasi can cast tree stride as a spell-like ability once per day, cast as a ranger of the wood genasi's level. Unlike the spell, this ability only lasts one minute per character level and has a transport range limit equal to four times the caster's movement. Wood genasi may enter a tree of half their girth for both this ability and the Tree Stride spell.
Skilled: Wood genasi gain +2 to Survival checks in forests.
Domain focus: A wood genasi who chooses two or more divine domains must take the Plant domain. This may limit the selection of deities.
Bloodline focus: A wood genasi sorcerer must take the Fey bloodline. For all sorcerer class abilities, add two to the effective Charisma.  
Elemental affinity: +1 racial bonus to saving throws against all spells and effects with the Plant descriptor and any spells whose names contain the words wood, tree, plant, or variants of them. This bonus increases by +1 per five character levels.
Outsider: Wood genasi are outsiders with the Native descriptor.
Finished Map Portfolio:
 http://forum.cartographersguild.com/showthread.php?t=5728
 http://forum.cartographersguild.com/showthread.php?t=5570

\"The first man who, having enclosed a piece of land, thought of saying, This is mine, and found people simple enough to believe him, was the true founder of civil society.\"

Sandbox - No overarching plot, just an overarching environment.
   
Self-Anointed Knight of the Round Turtle.

Kaptn'Lath

ok screw it, i finally got the PDF uploaded to my deviant art account. The link will take you to my title image but on the right is "download file". This will open the PDF. much easier to read. about 1/3 of the races have their standard full right up. This will be changed to Tu'loras specific lore, and the races will have the full write up. But for now their totally playable. comes in at 20 pages with pictures.

http://lathorien.deviantart.com/art/Races-183579532
Finished Map Portfolio:
 http://forum.cartographersguild.com/showthread.php?t=5728
 http://forum.cartographersguild.com/showthread.php?t=5570

\"The first man who, having enclosed a piece of land, thought of saying, This is mine, and found people simple enough to believe him, was the true founder of civil society.\"

Sandbox - No overarching plot, just an overarching environment.
   
Self-Anointed Knight of the Round Turtle.

Ninja D!

Starting with your second post first, I can say this: From experience, I can tell you that not many people will be interested in downloading your PDF. It seems easier to just do it that way since you'd probably have that for yourself, anyway, but it won't get you much feedback. Putting the time in to format it for message boards tends to be a good idea.

EDIT: Having the PDF on another site seems like it would only make the problem worse, AND I couldn't get it to load, anyway.

Ninja D!

Quote from: Kaptn'LathSociety: The great distances between their mountain citadels account for many of the cultural differences that exist within dwarven society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and a fierce hatred of giants, orcs, and goblinoids.
Ogres prefer the company of humans or Ogres rather than with other Ogres.[/quote]or ogre[/i] community that they grew up in. These things seem to mostly contradict each other.
Quote from: Kaptn'LathGnomes
I like your take on gnomes a lot.

Your hobbyts seem to be a blend of Tolkien hobbits and D&D halflings, leaning heavily toward the D&D side of things.
Following that, I see a few blank entries. Why?

(I'll try to get back to this. I really need to go to bed right now.)

Kaptn'Lath

Humans, Dwarves, Sun Elf (Elf), Blood Elf (Drow), Gnome, Halflings, are copy and pasted from Pathfinder Core. Only The Racial traites however have been changed. And the gnome was just taken in a new direction. Ogres come from Half Ogres made by someone else and hasent been edited yet (focused on the racial traites). Soulforged are from the same site i got the half ogres, their history lore has nothing to do with my setting.

I just wanted to get the complete list of races available to make characters with for the campaign that just started and thought i would share them for anyone to use.

But yea, the stuff your reading and editing is copy and pasted from Pathfinder.
Finished Map Portfolio:
 http://forum.cartographersguild.com/showthread.php?t=5728
 http://forum.cartographersguild.com/showthread.php?t=5570

\"The first man who, having enclosed a piece of land, thought of saying, This is mine, and found people simple enough to believe him, was the true founder of civil society.\"

Sandbox - No overarching plot, just an overarching environment.
   
Self-Anointed Knight of the Round Turtle.

Matt Larkin (author)

Ninja's comment brings us to the question, is it really necessary to explain what humans are like to your audience? If so, a few paragraphs isn't going to cover it, since whole novels are written on it.

If the stuff at the very top is supposed to be a table, it doesn't seem formatted quite right.
Latest Release: Echoes of Angels

NEW site mattlarkin.net - author of the Skyfall Era and Relics of Requiem Books
incandescentphoenix.com - publishing, editing, web design

Ninja D!

Quote from: PhoenixNinja's comment brings us to the question, is it really necessary to explain what humans are like to your audience?
That's why I think examples would be the most valuable.

Isn't copy and pasting from published a big no-no with Pathfinder?