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mimifearthegn
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Posted by mimifearthegn »


We've been in testing hell the past few weeks, but behold! The update arrives at last. Today's changelog:

- Most base races have been reworked to be more consistent and to remove the outliers from the old special race system. For more details, see below. (Eldwen)

- The Favored Class system has been removed – all races now benefit from “Favored Class: Any” – note some races may also say “Favored Class: None” – this is effectively the same. (Eldwen)

- Divine and Arcane spells that deal damage have been assigned a base damage guideline to keep in mind for the majority of spell design - for more details, see below (Gadwin)

- To make Maximize more desirable, Maximize Spell has been changed to boost the effectiveness of a spell, as empower does, but with a higher modifier of 75% instead of 50%. Maximize loses effectiveness with lower die values, hence the change. Please keep in mind that metamagic scripts are (extremely annoyingly) applied per-spell, so not all spells will take this into account. Those that do will have their descriptions updated accordingly. (Gadwin)

- Psions were overperforming in AC, with their whopping +15 dodge AC attainable by psionics alone for no real reason. They capped out on dodge just with boots and their own powers whereas other classes' features are typically exceptionally lucky to reach +8 dodge bonuses. This has been addressed. (Gadwin)

- New PrC: Nature's Warrior (Edmaster)

- Removed Wisdom requirement for Epic Animal Companion (Edmaster)

- Palemasters are now 7/7 spell progression, from 4/7. (Gadwin)

- Golem Masters are now 10/10 spell progression, from 4/10. (Gadwin)

- Liches are now 10/10 spell progression, from 9/10. (Gadwin)

- Demonologists are now 10/10 spell progression, from 7/10. (Gadwin)

- Bard has been reworked to be more consistent across the board instead of really good in certain areas and lacking in others.
While Bard's ability to boost their own effective AB exceptionally high has been reduced, they have been given love in other areas that should make them all the more enjoyed and well-rounded in a party setting. (Gadwin)

- Mage Slayer has been buffed to be a more effective anti-spellcaster class. Witch's bane grants immunity to movement speed reduction and their SR has been increased by 7. (Gadwin)

- Frenzy will no longer grant 2 extra attacks + haste. Instead, it will grant one extra attack + haste. Frenzy will also grant immunity to movement speed slowing for a duration 1 round longer than the duration of the frenzy itself, thereby negating the fatigue bugging out hasted movespeed permanently. (Gadwin)

Area Changes
- Outlands bridge should no longer cause crashes. (MimiFearthegn)

- Minauros has received a facelift (Wierwood)

- Outlands boss monster should now perform closer to original expectations (Weirwood)

- Enemy Saves in the following areas have been adjusted (by and large decreased), alongside evasion and HiPS removals from non-boss monsters. This is to make leveling zones more friendly to casters. (Gadwin)
Abyss (Main, Pazunia, Maze)
Beastlands (Brux, Krigala, Karasuthra)
Clangor
Colothys
Earth (All)
Ooze
Water (All)
Pandemonium
Ice (Mountain Peaks)
Slags
Undersigil (All)
- The Niflheim Caster and Carceri (not Colothys) have received boosts to their CR, making them the new highest CR zones to be in line with their difficulty. (Gadwin)

Miscellaneous Changes and Fixes
- The language granter on first character entry should function properly now, giving 1 language for every base INT modifier. (Gadwin)

- Staves of air now cast Chain Lightning at CL15 instead of CL11. You will need to get a new one if you have an old one. DMs will not replace them for you. (Gadwin)

- Item Editor (Unlimited) is now sold for ~400 gold at the Bouldertanks' Beginner Equipment Shop in the bazaar. (Gadwin)

- Dragon’s can now wear armor in any of their forms, their Draconic Scales have been changed to just +1 stacking AC to compensate.(Edmaster)

- Dragons also can no longer use normal weapons while in their Dragon forms. (Edmaster)

- Added Extra bonus feat to Psychic Warriors so they can grab two more powers at level 2. (Edmaster)

- Added Metamagic and spell focus feats for Half Outsider Magic Variant (Edmaster)

- Guild Thieves should now have Simple wepaon and light armor proficiency. (Edmaster)

- Supernatural sight fix (Edmaster)

- Night Hags should now be able to change self (Edmaster)

- Gave Epic Foresight and Epic Mage Armor access to Mystic Theruge (Edmaster)

- Custom icons for Nature's Warrior (Taurus Daggerknight)

- A few player house edits
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mimifearthegn
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Posted by mimifearthegn »


Spellcaster Change Details:
The innate level of a spell is what will define a spell's effectiveness.
Components such as save, affected by SR, damage type, and targeting may adjust these numbers.

And also, I will be introducing a secondary condition beyond CL from which the baseline of arcane magic will scale further, spoken of later on.

The first two spell circles will have quicker scaling but also an effective level cap.

lv 1 12d4 max; d4 / CL capped at CL12 (30 avg)
lv 2 13d6 max; d6 / CL capped at CL13 (45.5 avg)

The rest will follow a more gradual scaling, but when cast by the player (not through weapons or items), the minimum damage dealt will be equivelant to if they had 20 CL.

lv 3 30d3 max; d3 / CL (60 avg)
lv 4 30d4 max; d4 / CL (75 avg)
lv 5 60d2 max; 2d2 / CL (90 avg)
lv 6 30d6 max; d6 / CL (105 avg)
lv 7 60d3 max; 2d3 / CL (120 avg)
lv 8 30d8 max; d8 / CL (135 avg)
lv 9 60d6 max; 2d6 / CL + (0.5 * CL) (225 avg)

Ninth circle's damage is so high because no metamagic can affect it, whereas even eighth circle can be empowered for a 50% boost.

Now, onto the secondary form of scaling!

In addition to the base damage of a spell based on CL, arcane spells may also be granted further bonuses dependant on how many levels of raw spellcaster classes you may have, as a way to make up for a pure wiz or sorc not having as much outside of casting as a cleric, shaman, or druid might. For example..

Wizard, Sorceror, ASoC, Palemaster, Demonologist, Mystic Theurge, Golem Master, and Red Wizard are examples of caster-focused, non-gish classes. Lich, Brachina, Rakshasa Sorcerer, Grey Slaad and Succubus are examples of applicable RPRCs.

For every three levels in an arcane caster-focused class, you get a bonus to the damages dealt by your spells. This bonus applies additional +1 CL worth of dice in that class. For example..

CL 30 Fireball would deal 30d3 damage base and before metamagic. For every 3 levels in one of those classes, you would gain 1 "CL" worth of extra damage dice from taking those pure mage levels, in fireball's case. So a Level 30 wizard would have 30d3 + 10d3 for a fireball.

What this does, is reward players who forego the usual gish options to play a more caster-heavy role, and allows for spells to be heavier-hitting for those builds who have little else to do. Vanilla NWN2's fireballs did 35 dmg on average, for reference, whereas a 30 Wizard would deal 80 before any metamagic.
Cleric Domain Changes
- Travel now grants haste at lv 3 instead of 5. Freedom of movement was removed to do this- the rest is unchanged.

- Fire domain now grants Burning Hands at 1, Fireball at 3, Firebrand instead of Wall of Fire at lv 5, and delayed blast fireball at lv 7

- Cold domain now grants Hypothermia at lv 3, Ice Storm at lv 4, and Polar Ray at lv 8

- Earth domain now grants Stoneskin at 4, Greater Stoneskin at 6, and earthquake at 9.

- Magic domain swapped mage armor for magic missile, Assay spell resistance was swapped for improved mage armor, Isaac's Lesser Missile Storm has been added at 4, and greater spell mantle has been added at 9. The feat granted is now Spellcasting Prodigy. Rest unchanged.

- Trickery domain gains mirror image at 3, loses confusion at 4, and gains hallucinatory terrain at 4, with the rest unchanged.

- Law domain is now mass aid at 1, hold monster at 5, mechanus cannon at lv 8, and Mass Hold Monster at 9.

- Death domain exchanges power word kill at 9 for wail of the banshee at 9.

- Fury Domain gets War Cry at 4 instead of Tenser's Transformation at 6. Tenser's has been removed from fury domain on account of it being so powerful that the vast majority of optimal cleric builds take it. Fury also gains Heroism at 2.

- Time Domain's haste now comes at lv 4 instead of 3.

- Protection Domain gains Greater Spell Mantle at 9, protection from spells was moved from 8 to 7, and etherealness was added to 8.
Darkness Domain has gained Mass Deafness/Blindness at 8 and blindsight at 1.

- Undeath Domain has lost Extra Turning and gained Corpse Crafter. It also gained Control Undead at 8 and negative energy burst at 4.

- Chaos domain's Confusion was moved from 5 to 3, and it gained prismatic spray at 6 and great thunderclap at level 7.

-Evil domain gained stygian ice storm at 7.

- Celestial and Diabolic domains have had their 7th level damaging spells buffed from: Lvl 7, 4d8 + CL saveless exotic damage to Lvl 7, d6 / CL saveless exotic damage.

- Arboreal Domain spells have also had their damage adjusted: Storm of Shards' damage is now 1d8 per CL; Ghaele Ray is now 1d4 per 2 CL, with evil outsiders taking 1d4 per CL instead; Vengeance Halo now deals 2d6 damage per level and has no CL cap.

- Entropy Domain's Entropic Bolt had its cap of CL20 removed. The feat is now on a 60s cooldown.

- Arboreal, Celestial, Demonic, Diabolic, Protection, and Death domains' feature abilities now function on 6 minute cooldowns.

- Wrath domain's feature ability now functions on a 1 minute cooldown.

- Strength Domain's feature ability now functions on a 8 minute cooldown.

- The Balance Domain's 9th level spell, Weighed in the Balance, has been reworked: True Neutral alignments are healed for 5*Caster Level; Edge alignments are damaged for 1d8 / CL; Corner Alignments are damaged for 1d12 / CL; Undead are healed (damaging) for 5* Caster Level; Damaging effects still have a will save for half.

- Knowledge domain always gave Skill Focus Lore as its bonus feat here, but now the TLK shows it.

- A lot of other domains from patches past have also had their TLK updated to reflect the changes away from vanilla NWN2.

Cleric Spell Changes

- All summon creature spell durations are now 60s / CL, except for summon creature 1, which remains 2m / CL. Gate is also included.

- Cure/Inflict spells have been buffed (Gadwin)
Cure/Inflict Light Wounds(1): Cures/Deals 1d8 damage +1/level (max +5). -> 2d8 + CL (max +5) (14 avg)
Cure/Inflict Moderate Wounds(2): Cures/Deals 2d8 damage +1/level (max +10) -> 4d8 + CL (max +10) (28 avg)
Cure/Inflict Serious Wounds(3): Cures/Deals the target of 3d8 damage +1/level -> 6d8 + CL (max +15) (42 avg)
Cure/Inflict Critical Wounds(4): Cures/Deals 4d8 damage +1/level -> 8d8 + CL (max +20) (56 avg)
Cure/Inflict Light Wounds, Mass(5): Cures/Deals 1d8 damage + 1/level for nearby allies. -> 4d8 + CL (48 avg)
Cure/Inflict Moderate Wounds, Mass(6): Cures/Deals 2d8 damage +1/level for many creatures. -> 8d8 + CL (66 avg)
Cure/Inflict Serious Wounds, Mass(7): Cures/Deals 3d8 damage +1/level for many creatures. -> 12d8 + CL (84 avg)
Cure/Inflict Critical Wounds, Mass(8): Cures/Deals 4d8 damage +1/level for many creatures. -> 16d8 + CL (102 avg)
- Searing Light's formula deals 30 dice of dmg max; d3 / CL to undead, d2 / CL to others, and 1 / CL to constructs.

- Call Lightning is now 30d3 max; d3 / CL

- Arc of Lightning is now 30d4 max; d4 / CL

- Hypothermia's damage is now 30d3 max; d3 / CL

- Flame Strike's damage is now 30d4 max; d4 / CL

- Inferno's damage is now 1 per CL. Its duration has been reduced from 6s / CL to a flat 4 rounds. It cannot be maximized or empowered or extended any longer.

- Call Lightning Storm is now 60d2 max; 2d2 / CL. Its +4 to DC has been removed.

- Crumble's damage is now uncapped to 1d6 per CL and the damage is now magical.

- Fire Storm's damage is now uncapped to 2d3 per CL.

- Bombardment's damage is now uncapped to 1d8 per CL.

- Earthquake's damage is now uncapped to 1d8 per CL.

- Sunbeam's damage is now uncapped to 1d6 per CL for undead and 1d3 / CL for others.

- Sunburst's damage is now uncapped to 1d8 per CL for undead and 1d4 / CL for others.

- Burst of Glacial Wrath's damage is now 2d6 per CL uncapped.

- Divine Power's duration has been buffed from 6s / CL to 60s / CL to ease buff juggling for clerics.

- Recitation's duration has been buffed from 6s / CL to 60s / CL when cast at CL13 and above to ease buff juggling for clerics, and now always grants +3 bonuses regardless of deity.

- In light of all of the divine spell buffs, Divine Favor has been changed to grant +3 damage only, not +3 EB.

- Living Undeath is now 1 minute base duration plus 6 seconds per caster level. Extend and Persist work with it.

Psionic Power Changes

- Cheat Fate gives +2 Dodge AC instead of +8. It retains its crit and death immunity.

- Danger Sense now grants +1/+2 AC instead of +2/+4, and retains its reflex saves and sneak immunity.

- Concealing Amorpha, Greater now grants 50% concealment instead of 40%.

- Force Screen now grants +5/+6 Shield AC instead of +4/+5.

- Energy Bolt gets a +5d6 boost instead of a +2d6 from augmentation, as well as another +1 DC.

- Energy Cone gets an extra +1 to the DC when augmenting.

- Energy Ball deals 8d6 instead of 7d6 base.

- Energy Current deals 14d6 instead of 9d6 base since it can't be twinned.

- Energy Wave's augmentation increases number of projectiles that can attack an enemy to 20

- Hail of Crystals deals 6d4 on impact instead of 5d4, and explodes for an additional 11d4 instead of 9d4.

- Breath of the Black Dragon deals 12d6 base instead of 11d6.

- Ultrablast does 18d6 base instead of 13d6.

- Force Beam's base damage is 10d6 instead of 7d6.

- Ectoplasmic Shambler's duration was changed to 6 seconds / level.

- Mass Impalement deals 99d6 instead of 120d6 to be more on par with hellball, and had its AoE lowered from Astronomic (24.3m / 80 ft) to Tremendous (12.19m / 40 ft) so that it doesn't instagib half the area map, party members included.


Arcane Spell Changes

NOTE THAT "PML" IS PURE MAGE LEVELS. 1/3 PML SCALING IS CALCULATED IN DAMAGE SCRIPTS AS (SPELL DAMAGE) + (PML/3 in dice).

- Magic missile has been reworked to have its delay between missiles cut down to 0.1s. There is a missile spawned for every CL capped at 12, and each missile now deals 1d3+1 damage each. There is an additional +1 damage bonus per missile gained at 26 PML.

- Lesser Orb of (Element) deals 1d4 damage every CL capped at 12 CL. Every 6 PML grants 1d3.

- Burning Hands deals 1d6 every CL capped at 12 CL because cones suck. Every 6 PML grants 1d2.

- Negative Energy Ray deals 1d4 negative damage every CL capped at 12 CL with no save. Every 6 PML grants 1d2.

- Melf's Acid Arrow deals 1d6 every CL capped at 13d6, and 2d6 on following rounds. Every 6 PML grants 1d2 to the base arrow as well as the DOT, and the DOT duration has been halved to 1 round every 6 CL.

- Combust deals 8d6 fire damage base. If the reflex save is failed, target takes an additional 5d6 damage, and again every round until they make the save. Every 10 PML grants +1 to the save DC.

- Fireburst deals 1d6 every CL capped at 13d6. Every 6 PML grants 1d2.

- Scorching Ray scales up to 3 rays at 11 CL, each ray doing 4d6. Every 3 PML adds 1 damage per ray.

- Gedlee's Electric Loop deals 1d6 every CL capped at 13d6. Every 6 PML grants 1d2.

- Flame Arrow was reverted to vanilla, but also spawns an extra arrow for every 6 PML.

- Mestil's Acid Breath deals 1d4 every CL because cones suck. 1/3 PML scaling in effect.

- Fireball deals 1d3 every CL. 1/3 PML scaling in effect.

- Lightning Bolt deals 1d4 every CL because lines suck. 1/3 PML scaling in effect at 1d4.

- Scintillating Sphere deals 1d3 every CL. 1/3 PML scaling in effect.

- Vampiric Touch is a MTA that deals 1d3 every CL and gives a fourth of damage dealt back as temp HP. 1/3 PML scaling in effect, also affects temp HP gain.

- Negative Energy Burst deals 1d3 every CL and had its STR drain removed. 1/3 PML scaling in effect.

- Orb of (Element) deals 1d4 (element) damage every CL. 1/3 PML scaling in effect.

- Vitriolic sphere is now a fortitude save

- Ice Storm deals 1d4 Cold damage every CL. 1/3 PML scaling in effect.

- Wall of Fire reverted to Vanilla, with the cap of 20 removed. 1/3 PML added to damage.

- Shout deals 1d4 sonic damage every CL. 1/3 PML scaling in effect.

- Evard's Black Tentacles now have an AB of 30 and deal 1d6 + 1/3 CL damage on a successful hit. Every 5 PML adds +1 to the AB.

- Isaac's Lesser Missile Storm now targets one missile per enemy, with the missile doing 1d6 magic damage every 3 CL. Every 6 PML adds 1d6 more. Maximize notably functions as per vanilla.

- Arc of Lightning deals 1d4 / CL. 1/3 PML scaling in effect.

- Cacophonic Burst deals 2d2 sonic damage every CL. 1/3 PML scaling in effect.

- Firebrand deals 1d6 fire damage every CL. Every 4 PML, 1d6 is gained.

- Fireburst Greater deals 2d2 fire damage every CL. 1/3 PML scaling in effect.

- Cone of Cold deals 2d2 cold damage every CL and is now a Fortitude Save. 1/3 PML scaling in effect.

- Shroud of Flame deals 2d2 fire damage every 3 CL immediately, then another 2d2 per 3 CL every round it fails the save. Nearby creatures take 1d2 per 3 CL every round they fail their own save and the primary target remains aflame. The duration has been reduced from 6s / CL to 6s / 4 CL. 1/3 PML scaling for main target damage and AoE.

- Freezing Fog deals 1d2 cold damage for every 3 CL every round and has a duration of 1 round per CL. Every 9 PML gives another 1d2.

- Vitriolic Sphere deals 2d2 acid damage every CL and is now a Fortitude save. 1/3 PML scaling in effect.

- Acid Fog deals 1d4 acid damage for every 3 CL every round and has a duration of 1 round per CL. Every 9 PML gives another 1d4.

- Chain Lightning is now 1d6 / CL electric damage, not reduced by jumping. 1/3 PML scaling in effect.

- Isaac's Greater Missile Storm now targets one missile per enemy, and the missiles' base damage is calculated by (CL*2) / 3 in d6s. +1d6 every 6 PML.

- Disintegrate deals 1d8 magic damage per CL, and a successful save reduces its damage by half instead of to 5d6. 1/3 PML scaling in effect.

- Extract Water Elemental deals 1d6 damage per CL. 1/3 PML scaling in effect.

- Bigby's Forceful Hand now has a nerfed duration of 6 seconds, + 6 seconds for every 11 CL, and another 6 seconds for every 11 PML.

- Tenser's Transformation now gives 1/3 CL (rounded down) to AB instead of 1/2.

- The damage of Prismatic spray has been changed to 2d3 per CL for fire, acid, and electrical damages. 1/3 PML scaling in effect.

- Delayed Blast Fireball deals 2d3 per CL. 1/3 PML scaling in effect.

- Finger of Death does 2d3 negative damage per CL on a successful death save. 1/3 PML scaling in effect.

- Stygian Ice Storm deals 1d6 cold damage per CL. 1/3 PML scaling in effect.

- Great Thunderclap stuns and knockdowns for 4 rounds instead of 1 on the respective failed will and reflex saves.

- Bigby's Grasping Hand adds +1 to the grapple check vs AC for every 5 PML.

- Incendiary Cloud deals 1d6 fire damage for every 3 CL every round and has a duration of 1 round per CL. The save is now fortitude instead of reflex since ninja-flipping through a cloud of fire and coming out unscathed is silly. Every 9 PML gives another 1d6.

- Bigby's Clenched Fist deals 1d2 physical damage per CL per round if the attacks hit. The duration has been cut down to 4 rounds. The spell is no longer empowerable or extendable, and every 5 pure mage levels adds +1 to the accuracy check.

- Polar Ray deals 1d10 cold damage per CL. 1/3 PML scaling in effect.

- Greater Shout deals 1d8 sonic damage per CL. 1/3 PML scaling in effect.

- Horrid Wilting deals 1d8 magic damage per CL, and has been bugfixed to have long range as intended. 1/3 PML scaling in effect.

- Mechanus Cannon has its damage measured in d6's, doing 1d6 per CL when cast by lawful alignments, d6 per CL cut in half by neutrals, and d6 per CL cut in half with a save for reflex by chaotics, and the spell can now be empowered by ASoCs. PML ONLY APPLIES FOR LAWFUL CASTERS, at 1/3 scaling.

- Bigby's Crushing Hand's check now gets +1 bonuses every 5 PML.

- Meteor Swarm: Creature deals d2 fire damage and 1 bludgeoning damage per CL per meteor to one creature, with surrounding creatures also taking CL in fire damage. The fire damage taken by both the main target and surrounding creatures also gains a bonus of (your CL / 7) per meteor. 1/3 PML scaling in effect.

- Meteor Swarm: Location deals 1d6 fire damage per CL + 1/4 your flat CL to all creatures in the AoE. This application of meteor swarm hits twice with 2 seperate reflex saves. 1/3 PML scaling in effect.

- Meteor Swarm: Self deals 2d6 fire damage per CL + half your flat CL to creatures in the AoE. 1/3 PML scaling in effect.

- Burst of Glacial Wrath's ice damage is now 2d6 per CL + half your flat CL. 1/3 PML scaling in effect.

- Wail of the Banshee's Range is now Long instead of Short.

- Epic Vampiric Feast no longer has a shadow summon. It instead creates multiple shadows, one for each monster killed, that will fight alongside the caster (but not block other summons).

Bard Changes
- CURSE SONG reduces AC by -2 instead of -5. Save penalty increased from 3/2/2 to -5 -5 -5 to compensate and make offensive bard spells / teamplay with mages more useful.

- SONG / CHORUS OF HEROISM retains its 4/level temp hp and +4 to saves, and the +4 AB custom change has been converted to a 20% physical damage immunity bonus for the party.

- WAR CRY, the spell, will be changed so that it confers a +4 to damage and no AB boost. The duration has been upped from 6 seconds / CL to 12 seconds / CL.

- SONG / HYMN OF REQUIEM has been adjusted to do better in groups and worse against one target by having its per-target scaling removed entirely.

- SONG: "2x perform, scaled down to as low as 1/6th" changed to flat perform skill. This will make it less incredibly destructive for single targets and vastly more useful for AoE DPS. The average perform rank reached after buffs is ~40, so this will mean all enemies in the AoE receive that 40 damage instead of one getting hit for 80, one for 40, one for 20, and the rest for 10.

- HYMN: "2x perform, scaled down to as low as 1/6th" changed to always 0.5x perform. So if you have 40 perform, everyone in your party will be healed for a flat 20 every tick.
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mimifearthegn
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Posted by mimifearthegn »


Race Change Details:
Drider -
Ability Adjustments: +4 Dexterity, +2 Wisdom, +2 Charisma
Darkvision: A Drider can see in the dark up to 60 feet.
Bite: A Drider has a poisonous bite, and gains Weapon Proficiency (Creature).
Spell Resistance: Driders have innate spell resistance of 11 + character level.
Skill Affinity: A Drider has a +4 racial bonus to Hide and Move Silently checks, as well as a +2 bonus to Listen, Search, and Spot.
Natural Armor: Much of a Drider’s body has a hard carapace, granting a (stacking) bonus of +1 to natural armor.
Spell-like Abilities: A drider can cast the following spells 1/day: Clairvoyance/Clairaudience, Darkness, Dispel Magic, and Summon Swarm. The caster level is half their character level.
Favored Class: Any
Level Adjustment +3: Driders are more powerful and gain levels more slowly than other races. It will take more experience for a Drider to reach level 2 than it would for normal races, for example.

Umber Hulk -
Ability Adjustments: +5 Strength, +5 Constitution, -2 Intelligence
Darkvision: Umber hulks can see in the dark up to 60 feet.
Creature Weapon Proficiency: Umber hulks start with creature weapons, Weapon Proficiency (Creature), Improved Unarmed Strike, and Multiattack.
Gaze Attack: An umber hulk's gaze can daze enemies.
No Manual Dexterity: Umber hulks cannot equip items in their hands (weapons, shields).
Natural Armor: Umber hulks receive a +6 non-stacking bonus to natural armor.
Great Fortitude: Umber hulks gain +2 to all Fortitude saving throws.
Favored Class: Any
Level Adjustment: +3.

Mind Flayer -
Ability Adjustments: +4 Intelligence, +2 Wisdom, +2 Charisma.
Darkvision: Can see in the dark up to 60'.
Natural Armor: Natural armor +1. Note: This stacks with natural AC bonuses from spells or items.
Spell Resistance: SR equal to 11 + Character level.
Psionic Blast: A cone shaped blast that stuns those who fail a will save. The DC against this ability is 15 + charisma modifier.
Extract Brain: A multi-turn ability that attempts to extract the brain from a target. During the attempt both the target and illithid cannot move or take any action to defend themselves while a battle of wills takes place. If the target is already stunned no roll is made and the target is instantly brain-drained.
Psionically Gifted: They recieve the feat Psionically Gifted as free feat.
Favored Class: Any
Level Adjustment +3: Illithids are more powerful and gain levels more slowly than other races. It will take more experience for a Illithid to reach level 2 than it would for normal races, for example.

Elan -
Ability Adjustments: +2 Intelligence, -2 Charisma; Elans are brimming with natural psionic talent, but they suffer from a nature slightly off from the rest of the non-Elan society.
Resilience: Elans are capable of using their innate psionic energies to resist damage, gaining DR 2/-.
Resistance: Elans receive Psionically Gifted as a bonus feat at 1st level.
Level Adjustment: 0
Favored Class: Any

Dragons –
Racial Traits:
Darkvision: Dragons can see in the dark up to 60 feet.
Wings: Dragons have wings, which allow them to move quickly.
Draconic Scales: Dragons have extraordinary resilient scales, they receive a +1 Stacking bonus to Natural Armor, this improves with their racial PRCs
Spell Resistance: All Dragons have SR 11+Character Level
Dragon Age: At the beginning, the dragon may choose his age and size. Large dragons suffer a -1 penalty to AC and attack rolls and receive a +4 bonus to knockdown rolls. The size adjustments are kept even when assuming another form. To prevent issues with alternate form and to apply the correct adjustments and creature weapons a logout is recommended after choosing the size.
Favored Class: Any.
Level Adjustment +3: Dragons are more powerful and gain levels more slowly than other races. It will take more experience for a Dragon to reach level 2 than it would for normal races, for example.
Subraces: (ability modifier changes only)
Black Dragon - Ability Adjustments: +4 Strength +4 Constitution
Blue Dragon - Ability Adjustments: +4 Strength, -2 Dexterity, +4 Constitution, +2 intelligence
Red Dragon - Ability Adjustments: +5 Strength, -2 Dexterity, +3 Constitution, +2 Charisma
White Dragon - Ability Adjustments: +4 Strength, +4 Constitution, -2 Intelligence, +2 Wisdom
Iron Dragon - Ability Adjustments: +3 Strength, -2 Dexterity, +5 Constitution, +2 Charisma
Amethyst Dragon - Ability Adjustments: +2 Strength, -2 Dexterity, +2 Constitution, +4 Intelligence, +2 Wisdom.
Emerald Dragon - Ability Adjustments: +2 Strength, +4 Constitution, +2 Intelligence.
Topaz Dragon - Ability Adjustments: +4 Strength, -2 Dexterity, +2 Constitution, +2 Intelligence, +2 Charisma.
Bronze Dragon - Ability Adjustments: +4 Strength, +2 Constitution, +2 Wisdom.
Copper Dragon - Ability Adjustments: +4 Strength, -2 Dexterity, +2 Constitution, +2 Intelligence, +2 Charisma.
Shadow Dragon - Ability Adjustments: +2 Strength, +4 Dexterity, +2 Intelligence.
Radiant Dragon - Ability Adjustments: +4 Strength, -2 Dexterity +2 Wisdom, +4 Charisma.

Nature Spirit
Low Light Vision: Can see in areas with low light better than usual.
Hardiness vs. Enchantments: True Fey are granted immunity to magic sleep effects, and receive a +2 racial saving throw bonus against enchantment spells or effects.
Nature's Senses: A Nature Spirit gains a +2 bonus to Survival in all environments and a +2 bonus to Search and Spot while in wilderness areas.
Fey Traits: At level one (post character creation) True Fey get a choice between one of the following fey traits:
- Fey Magic: Butterfly wing visual, 20% extra movement speed, Hypnotism (five minute cooldown)
- Fey Senses: Tail visual, Scent feat
- Kiss of Enchantment: The fey can attempt to dominate a target with a kiss.
- Pan Pipes: Sleep (five minute cooldown) , Fear (five minute cooldown)
- Fey Pranks: Invisibility (five minute cooldown), Glamer (five minute cooldown)
- Aspect of the Seasons: A fey can channel the might of the seasons, gaining both an ability and a physical trait representing that season.
Favored Class: Any

Sprite
Ability Adjustments: -2 Strength, +4 Dexterity, -2 Constitution, +4 Intelligence.
Low Light Vision: Can see in areas with low light better than usual.
Hardiness vs. Enchantments: True Fey are granted immunity to magic sleep effects, and receive a +2 racial saving throw bonus against enchantment spells or effects.
Small Size: As a Small creature, a Sprite gains a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus to Hide checks.
Spell Affinity (Illusion): Add +1 to the difficulty class for all saving throws against illusion spells cast by sprites. This adjustment stacks with those from similar effects such as the spell focus feat.
Fey Traits: At level one (post character creation) True Fey get a choice between one of the following fey traits:
- Fey Magic: Butterfly wing visual, 20% extra movement speed, Hypnotism (five minute cooldown)
- Fey Senses: Tail visual, Scent feat
- Kiss of Enchantment: The fey can attempt to dominate a target with a kiss.
- Pan Pipes: Sleep (five minute cooldown) , Fear (five minute cooldown)
- Fey Pranks: Invisibility (five minute cooldown), Glamer (five minute cooldown)
- Aspect of the Seasons: A fey can channel the might of the seasons, gaining both an ability and a physical trait representing that season.
Favored Class: Any
Level Adjustment +1: Sprites are more powerful and gain levels more slowly than other races. It will take more experience for a Sprites to reach level 2 than it would for normal races, for example.

True Fey
Ability Adjustments: +2 Dexterity +2 Wisdom, +2 Charisma.
Low Light Vision: Can see in areas with low light better than usual.
Hardiness vs. Enchantments: True Fey are granted immunity to magic sleep effects, and receive a +2 racial saving throw bonus against enchantment spells or effects.
Spell Resistance: SR equal to 11 + Character level.
Damage Reduction 5 / Cold Iron: True Fey ignore the first five physical damage from any weapon that is not cold iron.
Fey Traits: At level one (post character creation) True Fey get a choice between one of the following fey traits:
- Fey Magic: Butterfly wing visual, 20% extra movement speed, Hypnotism (five minute cooldown)
- Fey Senses: Tail visual, Scent feat
- Kiss of Enchantment: The fey can attempt to dominate a target with a kiss.
- Pan Pipes: Sleep (five minute cooldown) , Fear (five minute cooldown)
- Fey Pranks: Invisibility (five minute cooldown), Glamer (five minute cooldown)
- Aspect of the Seasons: A fey can channel the might of the seasons, gaining both an ability and a physical trait representing that season.
Favored Class: Any
Level Adjustment +2: True Fey are more powerful and gain levels more slowly than other races. It will take more experience for a True Fey to reach level 2 than it would for normal races, for example.

Ogre

Ability Adjustments: +5 Strength, +3 Consitution, -2 Charisma.
Darkvision: Can see in areas with low light better than usual.
Long Gait: The Ogre has a 10% increased land speed
Natural Armor: Ogres receive a +1 (stacking) bonus to natural armor.
Proficiencies: Ogres receive Armor Proficiency (Light, Medium), Weapon Proficiency (Simple, Martial), and Shield Proficiency as bonus feats.
Large: Ogres are Large creatures and can wield larger weapons than Medium creatures. They suffer a -1 size penalty to attack rolls and AC, and a -4 size penalty to Hide rolls, but can lift and carry twice as much weight as a medium-sized creature of their Strength could.
Level Adjustment: +2. Ogres are more powerful and gain levels more slowly than other races. It will take more experience for a Ogre to reach level 2 than it would for normal races, for example.
Favored Class: Any

Troll

Ability Adjustments: +5 Strength, +5 Constitution, -2 Intelligence
Darkvision: Trolls Can see in areas with low light better than usual.
Natural Armor: Trolls receive a +1 (stacking) bonus to natural armor.
Proficiencies: Trolls receive Weapon Proficiency (Simple) as a bonus feats.
Large: Trolls are Large creatures and can wield larger weapons than Medium creatures. They suffer a -1 size penalty to attack rolls and AC, and a -4 size penalty to Hide rolls, but can lift and carry twice as much weight as a medium-sized creature of their Strength could.
Level Adjustment: +3 Trolls are more powerful and gain levels more slowly than other races. It will take more experience for a Troll to reach level 2 than it would for normal races, for example.

Half-Ogre
Ability Adjustments: +3 Strength, +2 Constitution, -1 Intelligence.
Darkvision: Half-ogres can see in the dark up to 60 feet.
Natural Armor: Half-ogres receive a +1 (stacking) bonus to natural armor.
Long Gait: Half-ogres are able to take much larger strides than average humanoids; this results in a
10% movement speed bonus.
Proficiencies: Half-ogres receive Armor Proficiency (Light, Medium), Weapon Proficiency (Simple), and Shield Proficiency as bonus feats.
Large: Half-ogres are Large creatures and can wield larger weapons than Medium creatures and their unarmed attacks deal more damage. They suffer a -1 size penalty to attack rolls and AC, and a -4 size penalty to Hide rolls, but can lift and carry twice as much weight as a medium-sized creature of their Strength could.
Favored Class: Any.
Level Adjustment: +1. Half-ogres are more powerful and gain levels more slowly than other races. It will take more experience for a half-ogre to reach level 2 than it would for normal races, for example.

Oni
Ability Adjustments: +4 Strength, +2 Charisma.
Darkvision: Oni can see in the dark up to 60 feet.
Natural Armor: Oni receive a +1 (stacking) bonus to natural armor.
Long Gait: Oni are able to take much larger strides than average humanoids; this results in a 10% movement speed bonus.
Large: Oni are Large creatures and can wield larger weapons than Medium creatures. They suffer a -1 size penalty to attack rolls and AC, and a -4 size penalty to Hide rolls, but can lift and carry twice as much weight as a medium-sized creature of their Strength could.
Level Adjustment: +2. Oni are more powerful and gain levels more slowly than other races. It will take more experience for an Oni to reach level 2 than it would for normal races, for example.
Favored Class: Any.

Hill Giant
Ability Adjustments: +3 Strength, +3 Constitution, -2 Intelligence, +2 Wisdom
Low-Light Vision: Hill giants can see in the dark up to 30 feet.
Natural Armor: Hill giants receive a +1 stacking bonus to natural armor.
Hill giants are automatically proficient with simple weapons, light armor, and shields.
Large: Hill giants are massive and classed as large creatures. This means they can wield weapons in one hand that other races would require two hands to use, but they cannot wield small weapons as their fingers are too large to grip them properly.
Level Adjustment +2: Hill Giants are more powerful and gain levels more slowly than other races. It will take more experience for a Hill Giant to reach level 2 than it would for normal races, for example.
Favored Class: Any.

Frost Giant
Ability Adjustments: +4 Strength, +2 Constitution.
Low-Light Vision: Frost giants can see in the dark up to 30 feet.
Natural Armor: Frost giants receive a +1 (stacking) bonus to natural armor.
Partial Immunity to Cold: Frost giants are extremely resistant to cold. As such, they receive 50% immunity to Cold damage.
Large Size: Frost giants are Large creatures and can wield larger weapons, but cannot properly grip small weapons. They suffer a -1 penalty to AC and attack rolls, a -4 penalty to stealth and detection rolls, and receive a +4 bonus to grapple and knockdown rolls.
Proficiencies: Frost Giants are proficient with simple weapons, light armor, and shields.
Favored Class: Any.
Level Adjustment: +2.

Fire Giant
Ability Adjustments: +4 Strength, +2 Consititution.
Low-Light Vision: Fire giants can see in the dark up to 30 feet.
Natural Armor: Fire giants receive a +1 (stacking) bonus to natural armor.
Partial Immunity to Fire: Fire giants are extremely resistant to fire.
Large Size: Fire giants are Large creatures and can wield larger weapons, but cannot properly grip small weapons. They suffer a -1 penalty to AC.and attack rolls and receive a +4 bonus to grapple and knockdown rolls.
Proficiencies: Fire Giants are proficient with simple weapons, light and medium armor, and shields.
Favored Class: Fighter.
Level Adjustment: +2.

Hobgoblin
Ability Adjustments: +2 Dexterity, +2 Constitution.
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Stealthy: Hobgoblins receive a +4 racial bonus to Move Silently checks.
Proficiencies: Hobgoblins are proficient with simple weapons, light and medium armor, and shields.
Favored Class: Any.
Level Adjustment: +1.

Bugbear
Ability Adjustments: +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
Darkvision: Bugbears can see in the dark up to 60 feet.
Natural Armor: Bugbears receive a +1 bonus (stacking) to natural armor.
Proficiencies: Bugbears gain Armor Proficiency (Light), Weapon Proficiency (Simple), and Shield Proficiency as bonus feats.
Stealthy: Bugbears receive a +4 racial bonus to Move Silently checks.
Favored Class: Any.
Level Adjustment: +2.

Night Hag:
Ability Adjustments: +4 Strength, +2 Constituion, +2 Wisdom
Natural Armor: +1 (stacking) natural armor
Darkvision: Night Hags can see in the dark up to 60 feet
Innate Immunity: Night Hags are immune to charm, sleep, and fear effects, as well as having DR 5/Cold Iron.
Spell-Like Ability: A night hag can cast sleep and ray of enfeeblement at will, each with a 2-minute cooldown. The Hag's character level (maximum 20) is used as their caster level.
Deceitful: Night Hags are skilled at deceiving others. They receive a +2 bonus on all Bluff checks; if they have 10 or more ranks in the skill, this bonus increases to +4.
Alternate Form: A night hag can choose a single small or medium humanoid appearance to shift into at will.
Level Adjustment: +3

Ferrumach:
Ability Adjustments: +4 Strength, +2 Constitution, +2 Charisma
Darkvision: Ferrumach can see in the dark up to 60 feet.
Immunities: Ferrumachs are not 25% resistance to electric, immune to poison
Elemental Resistances: Ferrumachs have Resistance 10 to Acid and Sonic.
Spell-Like Abilities: Dispel Magic (1 min cooldown) and Banishment (5 min cooldown).
Favored Class: Any.
Level Adjustment: +3

Lupinal:
Ability Adjustments: +4 Strength, +2 Dexterity, +2 Wisdom
Darkvision: Lupinals can see in the dark up to 60 feet.
Immunities: Lupinals are 25% resistant electricity and are immune to paralysis.
Elemental Resistances: Lupinals have Resistance 10 to Cold and Sonic.
Bonus Feat: Scent
Bonus Skills: +2 Hide, Move Silently and Survival.
Dodge Arrows: Lupinals have 20% concealment against missiles.
Spell-Like Abilities: Dominate Animal and Howl at will.
Spell Resistance: Lupinals have Spell Resistance 11+Character Level.
Favored Class: Any.
Level Adjustment: +3

Amnizu
Ability Adjustments: +2 Constitution, +3 Intelligence, +3 Wisdom
Spell Resistance: Amnizu have Spell Resistance 11+Character Level.
25% resistant to cold
Spell-Like Abilities: Once per minute, an Amnizu may make a melee touch attack that deals 2d6 negative energy damage. Any foe hit by this touch attack must make a Will save (DC 13 + Charisma Mod) or suffer 2d6 temporary Intelligence damage.
Once every 5 minutes, an Amnizu can throw a fireball with 1d6 damage/level up to 20d6+1/2Charisma+1/2ntelligence modifier
Natural armor +1
Level Adjustment: +3

Yuan-Ti Halfblood
Ability Adjustments: +2 Strength, +1 Charisma, +3 Intelligence, +2 Wisdom
+1 Stacking Natural Armor
11+class Spell Resistance
Bonus Feats: Weapon Proficiency: Creature, Alertness
Spell-like Abilities: Animal Trance and Entangle 1 min cooldown, Neutralize Poison 2 min cooldown. Caster level is 3 + half character level.
Chameleon Power: A Yuan-Ti Halfblood can psionically change the coloration of itself and its equipment to match its surroundings, granting it a temporary +10 circumstance bonus on Hide checks. This ability lasts for one minute, and has a three-minute cooldown.
Level Adjustment: +3

Winter Wolf
Ability Adjustments: +3 Strength, +1 Dexterity, +2 Constitution, -2 int +2 wis
Darkvision: Can see in the dark up to 60'.
Natural Armor: Natural armor +1 (stacking).
Freezing Breath: Winter Wolves are able to breath a cone of frost dealing cold damage to any creature caught within. Damage is 1d8 per character level. If target succeeds on Reflex Save (10 + 1/2 Character Level + Charisma Modifier), it still suffers 1d4 damage per character level, despite having Evasion feat. Spell resistance is not applied.
No Manual Dexterity: Cannot equip weapons or shields.
Multiattack: A winter wolf gains multiattack.
Cold Heart: Winter wolves have increased resistance against cold and vulnerability to fire.
Good Tracker: Gains the Track, and Scent
Large Size: Winter Wolfes are large creatures. They suffer a -1 penalty to AC and attack rolls, a -4 penalty to stealth and detection rolls, and receive a +4 bonus to grapple and knockdown rolls aswell as improved unarmed damage & creature weapons.
Favored Class: Any.
Level Adjustment +2

Worg
Ability Adjustments: +2 Strength, +2 Dexterity, +2 Constitution.
Natural Armor: +1 (stacking).
Darkvision: Worgs can see in the dark up to 60 feet.
Good Tracker: Gains the Track and Scent feats for free.
Skill Affinity (Hide): +2 bonus to Hide and Move Silently checks.
Skill Affinity (Spot): +2 bonus to Spot checks.
Skill Affinity (Listen): +2 bonus to Listen checks.
Knockdown: Worg gains Knockdown feat for free, even if character does not meet the prerequisites.
No Manual Dexterity: Cannot equip weapons or shields.
Multiattack: Worgs gain the multiattack feat.
Tearing Bite: A worg can do a special bite attack that wounds his target.
Favored Class: Any.
Level Adjustment +2: Worgs are more powerful and gain levels more slowly than other races. It will take more experience for a drow to reach level 2 than it would for normal races, for example.

Blink Dog
Ability Adjustments: +2 Dexterity, +1 Wisdom, +1 Charisma.
Darkvision: Blink dogs can see in the dark up to 60 feet.
Good Tracker: Gains the Track and Scent feats for free.
Blink: A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door: A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.
Skill Focus (Tumble): A Blink dog gains tumble skill focus feat for free.
Dodge: A Blink dog gains Dodge feat for free, even if character does not meet the prerequisites.
No Manual Dexterity: Cannot equip weapons or shields.
Multiattack: Blink Dogs gain the multiattack feat.
Favored Class: Any.
Level Adjustment +1: Blink dogs are more powerful and gain levels more slowly than other races. It will take more experience for a drow to reach level 2 than it would for normal races, for example.

Aasimon
Ability Adjustments: +2 Strength, +4 Wisdom, +2 Charisma.
Darkvision: Aasimon can see in the dark up to 60 feet.
Wings: Aasimon have feathered wings which alllow them to move quickly.
Angelic Immunity: Aasimon are 25% immune to acid and cold, and immune to petrification. These immunities grow stronger for those Aasimon who join the ranks of the Heavenly Host as a Deva.
Elemental Resistance: Aasimon have damage resistance to electricity of 10.
Spell Resistance: Spell resistance of 11 + character level.
Natural Armor +1 (stacking)
Favored Class: Any.
Level Adjustment: +3

Hound Archon
Ability Adjustments: +2 Strength,+2 Constitution, +1 Wisdom, +1 Charisma
Darkvision: Hound Archons can see in the dark up to 60 feet.
Archonic Immunity: Hound Archons are 50% immune to electricity, and immune to petrification. These immunities grow stronger for those who advance in the Archon Hero racial prestige class.
Natural Armor: Hound Archons have supernaturally enhanced flesh, granting them a natural armor (stacking) bonus of +1.
Poison Resistance: Archons have a +4 racial bonus on saves against poison.
Scent: The character is able to track hidden or invisible enemies at a range determined by their Survival skill.
Track: The character has the ability to find and read tracks, but he moves slowly while doing so. This feat depends upon the Survival skill.
Alternate Form: A Hound Archon can assume canine form at will. While in canine form, the Hound Archon gains a +4 circumstance bonus on Hide and Survival checks.
Spell Resistance: Hound Archons have innate spell resistance of 11 + character level.
Favored Class: Any.
Level Adjustment +2: Hound Archons are more powerful and gain levels more slowly than other races. It will take more experience for a Hound Archon to reach level 2 than it would for normal races, for example

Archon
Ability Adjustments: +2 Strength,+2 Constitution, +2 Wisdom, +2 Charisma
Darkvision: Archons can see in the dark up to 60 feet
Archonic Immunity: Archons are 50% immune to electricity, and immune to petrification. These immunities grow stronger for those who advance in the Trumpet Archon and Word Archon racial prestige classes.
Natural Armor: Archons have supernaturally enhanced flesh, granting them a natural armor (stacking) bonus of +1.
Poison Resistance: Archons have a +4 racial bonus on saves against poison.
Spell Resistance: Archons have innate spell resistance of 11 + character level.
Aura of Menace: An Archon can surround herself with an Aura of Menace. Any hostile creature within a 20-foot radius of the archon must succeed or a will save vs. a DC of 18 or suffer a -1 penalty on attacks, AC, and saves. The save DC increases for those Archons who take levels in racial prestige classes at 2 points per level.
Favored Class: Any.
Level Adjustment +3: Archons are more powerful and gain levels more slowly than other races. It will take more experience for an Archon to reach level 2 than it would for normal races, for example

Hezerou
Ability Adjustments: +4 Strength, +4 Constitution
Darkvision: Hezrous can see in the dark up to 60 feet.
Demonic Armor: A Hezrou receives +1 (stacking) bonus to natural armor.
Demonic Immunity: Hezrous are 25% immune to electricity, and immune to poison. These immunities grow stronger for those Hezrous who advance in a racial prestige class.
Elemental Resistance: Damage resistance to acid, cold and fire of 10.
Spell Resistance: Spell resistance of 11 + character level.
Large Size: Hezrous are large creatures and can wield larger weapons, but cannot properly grip small weapons. They suffer a -1 penalty to AC and attack rolls, a -4 penalty to stealth and detection rolls, and receive a +4 bonus to grapple and knockdown rolls as well as improved unarmed damage.
Favored Class: Any.
Level Adjustment +3: Hezrou are more powerful and gain levels more slowly than other races. It will take more experience for a Hezrou to reach level 2 than it would for normal races, for example.

Quasit/Imp
Ability Adjustments: -2 Strength +2 Dexterity +2 Int +2 Cha
Darkvision: Quasits can see in the dark up to 60 feet.
Fiendish Resilence: Quasits are immune to poison and have resistance to fire 10.
Regeneration: Quasits have an innate ability to regenerate wounds. This ability starts at +1 and increases to +2 at 15th character level.
Alternate Form:1 A Quasit can assume the form of a bat, cat or rat at will.
Invisibility: Quasits can cast Invisibility once per minute.
Small: Quasits are small creatures, gaining a +1 size bonus to AC, attack rolls, and a +4 size bonus to Hide checks. However, they cannot wield larger weapons and their encumbrance limit is 3/4 of what a Medium-sized creature would have.
Favored Class: Any. When determining whether a multiclass Quasit suffers an XP penalty, his highest-level class does not count.
Level Adjustment +1: Quasit are more powerful and gain levels more slowly than other races. It will take more experience for a Quasit to reach level 2 than it would for normal races, for example.

Slaad
Ability Adjustments: +4 Strength, +3 Constitution, +1 Dexterity
Darkvision: Slaadi can see in the dark.
Innate Immunity: Slaadi are immune to sonic damage and have resistance 5 to acid, cold, electricity, and fire.
Natural Armor: Slaadi receive a +2 (stacking) bonus to natural armor.
Natural Weapons: Slaadi have powerful claws.
Stunning Croak: Once per day, a slaad can emit a loud croak. Every non-slaad within 20 feet must succeed on a Fortitude Save of 10 + ½ the slaad’s character level or be stunned for 1d3 rounds.
SR 11+class levels
Completely Chaotic: A slaad’s alignment will always be chaotic.
Favored Class: None
Level Adjustment: +3

Rakshasa
Ability Adjustments: +2 Constitution, +2 int +4 Charisma
Darkvision: Rakshasa can see in the dark up to 60 feet.
Natural Armor: +1 bonus to natural armor (stacking)
Change Self: Rakshasa can mimic the form of humanoids.
Suggestion: every 12 seconds a rakshasa can attempt to bring a creature under a short-term compulsion. The target must attempt a Will save against a DC of 14 + charisma modifier + 1 for every 10 ranks of diplomacy and bluff (i.e. a rakshasa with 20 diplomacy and 10 bluff will get a bonus of +3). If they fail they will be dominated for the next 3 rounds.
Spell Resistance: Rakshasa have Spell Resistance 11+Character Level.
Once every 30 seconds a Rakshasha can cast the Glamor Spell
Creature Weapon Proficiency
Favored Class: Any.
Level Adjustment: +3

Bladling:
Ability Adjustments: +2 Strength +4 Dexterity.
Darkvision: Bladelings can see in the dark up to 60 feet.
Proficiencies: Bladelings gain Weapon Proficiency (Simple, Martial) as bonus feats.
Natural Armor: Bladelings gain a +1 bonus to natural armor.
Immunity to Acid: Bladelings are not harmed by acid.
Favored Class: Any.
Level Adjustment: +2.

Rogue Modron (Both Duo and Monodrone)
Ability Adjustments: +2 Strength, +4 Constituion +2 Wisdom
Darkvision: Can see in the dark up to 60'.
Construct Properties: While not constructs in the traditional sense, they share most of the same immunities.
No Manual Dexterity: Duodrones cannot equip any items in their hands (weapons, shields).
Unarmed Strike: Duodrones gain Improved Unarmed Strike as a bonus feat. And get Creature Weapon Proficiencies
Mechanus Cannon: Can call upon the mighty mechanus cannon to strike enemies. LN Modrons have the best control over the cannon, but even ones whose alignment has gone astray still has the access codes, even though their control over it is reduced.
Favored Class: None. No XP penalty for multiclassing.
Level Adjustment +3

Plumach
Ability Adjustments: +2 Strength +2 Con +2 Wis
Darkvision: Plumach can see in the dark up to 60 feet.
Immunities: Plumachs are 25% resistant to electricity and are immune to poison.
Bonus Skills: +2 Craft Weapon, Armor and Alchemy.
Spell-Like Abilities: Sanctuary (at Will) and Hold Person (at Will).
Favored Class: Any.
Level Adjustment: +2.

Azer
Ability Adjustments: +3 Strength, +3 Constitution
Darkvision: Azers can see in the dark up to 60 feet.
Natural Armor: Azers gain a +1 stacking bonus to natural armor.
Spell resistance: Azers get spell resistance 11+ character level.
Severe Vulnerability to Cold: Azers have a vulnerability to cold well beyond almost all other elementally-vulnerable creatures, taking +100% damage rather than +50%.
Immunity to Fire: Azers are not harmed by fire.
Heat: Azers hold enough heat that their melee attacks deal an additional 1d6 fire damage. (Dev note: In order to apply this damage to any melee attack without possible item property sticking or issues with creature weapons it was necessary to apply the damage bonus to the target itself, so same as with Sacred Flames it bypasses damage resistance.)
Racial Weapon Proficiency: Azers are proficient in the dwarven waraxe.
Favored Class: Any.
Level Adjustment: +2

Mephit
Ability Adjustments: +2 Intelligence, +2 Charisma.
Darkvision: Ice Mephits can see in the dark up to 60 feet.
Immunity to Element: Choose the element you are immune to, it applies to their bonus damage and breath weapon, and confers a 50% vunlerability to their opposed element.
Chill: Ice Mephits hold enough chill that their melee attacks deal an additional 1d6 cold damage.
Breath Weapon: Mephits can breath their element for 1d6 damage per 3 HD (with a maximum of 9d6) at will.
Favored Class: Any.
Level Adjustment: +1

Skeleton (awakened)
Ability Adjustments: +2 Strength +2 Dexterity.
Darkvision: Undead can see in the dark up to 60'.
Damage Resistance: A skeleton has Damage Resistance 5/Bludgeoning.
Cold Immunity: A skeleton is immune to cold damage.
Undead Properties: Undead are immune to sleep, mind-affecting, charm, paralysis, death, energy drain, ability damage, and ability drain effects. They are not subject to poisons, diseases, critical hits, or sneak attacks. They are harmed by positive energy and healed by negative energy.
Favored Class: None. Awakened undead retain some of their skills from their past life.
Level Adjustment: +1.

Zombie (Awakened)
Ability Adjustments: +2 Strength, -2 Dexterity, +2 Constitution, +2 Wisdom.
Darkvision: Zombies can see in the dark up to 60 feet.
Natural Armor: Zombies receive a +1 stacking bonus to natural armor.
Damage Reduction: Zombies have Damage Reduction 5/slashing.
Undead Properties: Undead are immune to sleep, mind-affecting, charm, paralysis, death, energy drain, ability damage, and ability drain effects. They are not subject to poisons, diseases, critical hits, or sneak attacks. They are harmed by positive energy and healed by negative energy.
Favored Class: Any. When determining whether a multiclass zombie suffers an XP penalty, their highest-level class does not count.
Level Adjustment: +1.
Ghoul

Ability Adjustments: +2 Strength, +4 Dexterity, +2 Intelligence, +4 Wisdom, +2 Charisma.
Darkvision: Ghouls can see in the dark up to 60 feet.
Natural Armor: Ghouls receive a +1 (stackingUndead Properties: Undead are immune to sleep, mind-affecting, charm, paralysis, death, energy drain, ability damage, and ability drain effects. They are not subject to poisons, diseases, critical hits, or sneak attacks. They are harmed by positive energy and healed by negative energy.
Natural Weapons: Ghouls have a disease-causing bite and paralysis-causing claws.
Favored Class: Any.
Level Adjustment: +3.


Gargoyle:
Ability Adjustments: +4 Strength, +3 Dexterity, +5 Constitution, -2 Intelligence, -2 Charisma
Darkvision: Gargoyles can see in the dark up to 60 feet.
No Manual Dexterity: Gargoyles can use only their creature weapons in battle, and not any other kind of weapon or shield.
Natural Armor: Gargoyles receive a +6 bonus to natural armor. This bonus does NOT stack with bonuses from spells or items.
Resistance to Everything 10: Gargoyles take reduced damage from all sources except those mechanically represented as 'pure magic'.
Favored Class: Any.
Level Adjustment: +3.

Minotaur
Ability Adjustments: +4 Strength, +2 Dexterity +4 Constitution, -2 Charisma.
Darkvision: Minotaurs can see in the dark up to 60 feet.
Natural Armor: Minotaurs receive a +6 bonus to natural armor. This bonus does NOT stack with bonuses from spells or items.
Natural Weapons: Althought Minotaurs can wield weapons they can also decide to use fists instead which deal 1d8 points of bludgeoning damage. They receive Weapon Proficiency (Creature) as a bonus feat.
Observant: Minotaurs gain +2 to Listen, Search, and Spot checks.
Greataxe Focus: Minotaurs gain Weapon Focus (Greataxe).
Good Tracker: Minotaurs gain Scent, Track, and Swift Tracker as bonus feats.
Favored Class: Any.
Level Adjustment: +2.

Doppleganger
Ability Adjustments: +3 Dexterity +2 Intelligence +1 Constitution
Darkvision: Doppelgangers can see in the dark up to 60 feet.
Natural Armor: +1 (stacking)
Skill Affinity (Bluff): +4 bonus to Bluff checks.
Alternate Form: A doppelganger can choose a single humanoid form to shapeshift into at will.
Mental Acuity: Doppelgangers gain a +4 bonus to saves vs. mind affecting spells.
Favored Class: Any.
Level Adjustment +2: Doppelgangers are more powerful and gain levels more slowly than other races. It will take more experience for a drow to reach level 2 than it would for normal races, for example.

Troglodyte
Ability Adjustments: -2 Dexterity, +4 Constitution, -2 Intelligence
Darkvision: A Troglodyte can see in the dark up to 60 feet.
Skill Affinity (Hide): The skin of a Troglodyte changes color somewhat, allowing it to blend with its surroundings like a chameleon and providing a +4 racial bonus to Hide skill checks; in underground settings, this bonus improves to +8.
Natural Weapons: Troglodytes have two claws (1d4) and a bite (1d4). They automatically gain the Two-Weapon Fighting feat as well.
Natural Armor: Troglodytes have a +1 (stacking) bonus to Natural Armor.
Stench: When a Troglodyte is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. All creatures within 30 feet of a troglodyte must succeed on a Fortitude save of DC 12 + Character Level /3 or be sickened (-2 penalty to attack rolls, saving throws, and skill checks)for 10 rounds. Creatures immune to poison are unaffected. This ability has a three-minute cooldown.
Favored Class: Any.

Lizardfolk
Ability Adjustments: +2 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom
Natural Weapons: Lizardfolk have two claws (1d4) and a bite (1d4). They automatically gain the Two-Weapon Fighting feat as well.
Weapon & Shield Affinity: Lizardfolk are naturally proficient with all simple weapons and shields.
Natural Armor: Lizardfolk have a +1 (stacking) bonus to Natural Armor.
Favored Class: Any.
Level Adjustment +1: Lizardfolk are more powerful and gain levels more slowly than other races. It will take more experience for a Lizardfolk to reach level 2 than it would for normal races, for example.

Khaasta:
Ability Adjustments: +4 Strength, +2 Dexterity, +2 Constitution.
Darkvision: A Khaasta can see in the dark up to 60 feet.
Natural Weapons: Khaastas have a bite attack (1d4).
Weapon & Shield Affinity: Khaastas are proficient with all simple weapons, light and medium armor, and standard shields.
Natural Armor: Khaastas have a +1 (stacking) bonus to Natural Armor.
Bonus Feats: All Khaastas are trained in archery and the use of large weapons, and receive the Point Blank Shot and Power Attack feats.
Favored Class: Any.
Level Adjustment +3: Khaastas are more powerful and gain levels more slowly than other races. It will take more experience for a Khaasta to reach level 2 than it would for normal races, for example.

Treant:
Ability Adjustments: +4 Strength,, +2 Constitution.
Natural Armor: +1 (stacking).
Darkvision: Treants can see in the dark up to 60 feet.
Damage reduction: Treants are resistant to weapon damage and gain damage reduction of 10/slashing.
Fire Vulnerability: Treants are vulnerable to fire, and suffer 50% more damage from any fire source.
Animate Tree: Summons a small treant. Summoned treant's power is based on character level. (5 cooldown)
Large: Treants are Large creatures and can wield larger weapons, but cannot properly grip small weapons. They suffer a -1 penalty to AC.and attack rolls, a -4 penalty to stealth and detection rolls, and receive a +4 bonus to grapple and knockdown rolls.
Favored Class: Any.
Level Adjustment +2:

Gnolls:
Ability Adjustments: +4 Strength, +2 Constitution, -2 Intelligence.
Darkvision: Gnolls can see in the dark up to 60 feet.
Natural Armor: Gnolls receive a (stacking) +1 bonus to natural armor.
Favored Class: Any.

Yuan-ti Pureblood:
+2 Dexterity, +2 Intelligence, +2 Charisma
Dark Vision
SR 11+CR
Bonus Feat: Alertness
Spell like Abilities (1/day): Animal Trance, Cause Fear, Charm Person, Darkness, Entangle
ECL: +2

Mountain Orc:
Ability Adjustments: +4 Strength, -2 Intelligence, -2 Charisma
Light Sensitivity: Mountain Orcs suffer a -1 circumstance penalty to attack rolls, saves and checks in bright sunlight.
Darkvison: Mountain Orcs have Darkvision up to 60 feet, but only in white and black.
Orc Weapon Proficiency: Orcs train from a very young age in the use of the greataxe and longbow.
Favored Class: Any. A mountain orc's barbarian levels do not count when determining whether or not he receives an experience penalty.
Favored Class: Any

Orog:
Ability Adjustments: +2 Strength, +2 Charisma
Light Blindness: Orogs suffer a -1 circumstance penalty to attack rolls, saves and checks in bright sunlight. (Gameplay note: This is broken much like every other light related penalty, applying even during the night when out of doors. However, the penalties only appear on the Character Sheet and do not affect your actual stats, except for the skill penalties which are effective.)
Darkvision: Orogs have Darkvision up to 120 feet.
Orc Weapon Proficiency: Orogs are proficient with Greataxes and Longbows, like their Mountain Orc cousins.
Skilled Blacksmith: +3 racial skill bonus on Craft (Weapon) and Craft (Armor).
Resistance: Orogs gain fire resistance 5/- and cold resistance 5/-.
Favored Class: Fighter. Orogs are no savages like their lesser cousins. To survive in the Underdark, they adapted a military lifestyle and thus are born fighters.
Level Adjustment: +1.

Native Outsider-
Githyanki:
Ability Adjustments: +2 Dexterity, +2 Intelligence.
Darkvision: Can see in the dark up to 60'.
Greatsword users: All gith are armed with a silver greatsword and are proficient in using it. All githyanki aspire to eventually wield the powerful Silver Swords, although their lich-queen determines which of her servants are deserving of this honor.
Spell Resistance: Spell resistance equal to 11 + Character level.
Psionically Gifted: Githyanki are naturally psionic. The psion power Inertial Armor is stronger when used by a Githyanki
Favored Class: Any.
ECL: +1


Githzerai:
Ability Adjustments: +2 Dexterity, +2 Wisdom.
Darkvision: Can see in the dark up to 60'.
Unarmed expertise: improved critical (unarmed).
Spell Resistance: Spell resistance equal to 11 + Character level.
Psionically Gifted: Githzerai are naturally psionic. The psion power Inertial Armor is stronger when used by a Githzerai.
Favored Class: Any.


Duergar:
+2 Constitution, -2 Charisma
Favored Class: Any
(All other things same from base race)

Drow:
+3 Dexterity, +3 Intelligence, +2 Charisma, -2 Constitution
Favored Class: Any
(All other things same from base race)

Gnome-
-2 Strength, +3 Dexterity, +3 Intelligence, +2 Wisdom
Slippery Defense Removed.
Favored Class: Any
(All other things same from base race)


Orgillon:
Ability Adjustments: +4 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Charisma.
Darkvision: Ogrillons can see in the dark up to 60 feet.
Armor, Shield and Weapon Affinity: Ogrillons are proficient in simple weapons, light armor, medium armor and shields except tower shields.
Natural Armor: Ogrillons receive a +1 (stacking) bonus to natural armor.
Favored Class: Any.
Level Adjustment: +1
User avatar
edmaster44
Posts: 181
Joined: Mon Feb 03, 2020 2:48 pm

Posted by edmaster44 »


Applied Hot Fix, reverted Changes that was made to the tiles.2da! Areas should no longer cause mass Crashing, Avoid Twilight Room in the Three Dragon's inn in the mean time!
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