Subrace overview
- Favored Class: Paladin
- Must be Good-aligned
- +2 Wisdom, +2 Charisma
- +2 Listen, +2 Spot
- Acid, Cold, and Electricity 20% Immunity
- Aasamir Aura: Gives off a bright light, Hide penalties to anyone entering it, and blinds Drow and Tieflings who enter it.
- Darkness Vulnerability: Aasimar are blinded by magical darkness, even with an Ultravision spell active, much in the same way drow and tieflings are blinded by the aasimar's light aura.
- Level Adjustment +2
Note: Aasamir is a Subrace of Humans. To choose it you must pick Human at creation and choose Aasamir at first login.
- Favored Class: Wizard
- Must be Neutral-aligned
- +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
- +2 to all Reflex saving throws
- Half damage from electricity-based attacks
- Gust of Wind 1/day as cast by a 5th-level Sorcerer
- Air Genasi Clerics must take Air as one of their clerical domains
- Breathless: Air Genasi are immune to drowning
- Level Adjustment +2
Note: Air Genasi is a Subrace of Humans. To choose it you must pick Human at creation and choose Air Genasi at first login.
- Favored Class: Fighter
- Must not be Chaotic-aligned
- +2 Strength, +2 Constitution, -2 Charisma
- Darkvision
- +2 to Saving Throws vs. Fire
- 10/- Fire Resistance
- +2d6 to the damage per round dealt by any Inferno spell that they cast
- Azer Fire: Can either be used as a Fire Damage Shield that deals 1d6 Fire Damage +1 Fire Damage per every 4 levels (duration same as Flame Weapon), or can act as Flame Weapon and be applied to Melee Weapons, Ammunition, Throwing Weapons, and Gloves.
- Azerblood Clerics must take Fire as one of their clerical domains
- Level Adjustment +2
Note: Azerblood is a Subrace of Dwarves. To choose it you must pick Dwarf at creation and choose Azerblood at first login.
Choosing the Dwarf race will include Dwarf adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- +2 Strength
- Favored Class: Cleric
- +2 Intelligence, +2 Charisma, +2 Dexterity, -2 Constitution
- Darkvision
- Spell Resistance of 5 +1/lvl
- +2 to all Will saving throws
- Drow Aura: Gives the Drow and all his allies within the Aura 20% concealment, and any Aasamir that enter it are blinded by it. However, it makes the drow vulnerable to attacks of opportunity from all opponents, unless the drow has ultravision.
- Light Sensitivity: -2 to all attack rolls, saves, and checks in brightly lit areas. Exposure to bright light, natural or magical, blinds the Drow for one round.
- Level Adjustment +3
Note: Drow is a Subrace of Elves. To choose it you must pick Elf at creation and choose Drow at first login.
Choosing the Elf race will include Elf adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- +2 Intelligence, +2 Charisma
- Favored Class: Fighter
- +2 Constitution, -4 Charisma
- Darkvision
- Immunity to Paralysis, Poison, and Illusions
- +4 Move Silently, +1 Listen, +1 Spot
- Invisibility 1/day self only, as cast by a Wizard twice the Duergar's level. At level 11 this ability becomes Improved Invisibility
- Light Sensitivity: -2 to all attack rolls, saves, and skill checks in brightly lit areas. Exposure to bright light, natural or magical, blinds the Duergar for 1 round.
- Level Adjustment +2
Note: Duergar is a Subrace of Dwarves. To choose it you must pick Dwarf at creation and choose Duergar at first login.
Choosing the Dwarf race will include Dwarf adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- -2 Charisma
- Favored Class: Rogue
- Must be Evil-aligned
- +2 Strength, +2 Dexterity, +2 Intelligence, -2 Wisdom
- +3 Hide, +3 Move Silently
- Weapon Finesse
- Cold, fire, and electricity 5/- resistance.
- Spell Resistance of Level + 5
- Darkvision
- Planar subrace
- Level Adjustment +3
Note: Durzagon Fiend is a Subrace of Dwarves. To choose it you must pick Dwarf at creation and choose Durzagon at first login.
Choosing the Dwarf race will include Dwarf adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- +2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, -2 Wisdom, +2 Charisma
- Favored Class: Fighter
- Must be Neutral-aligned
- +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma
- +2 to all Fortitude saving throws
- Half damage from all acid-based attacks
- Earth Genasi Special Ability Token
- Barkskin 1/day as cast by a 5th-level Druid up to Level 10
- At Level 1, 3 Natural AC, No Damage Reduction
- At Level 10, 3 Natural AC, 5/+5 DR
- At Level 20, 5 Natural AC, 6/+6 DR
- At Level 30, 6 Natural AC, 7/+7 DR
- At Level 40, 7 Natural AC, 10/+8 DR
- Earth Genasi Clerics must take Earth as one of their clerical domains
- Level Adjustment +2
Note: Earth Genasi is a Subrace of Humans. To choose it you must pick Human at character creation and choose Earth Genasi at first login.
- Favored Class: Sorcerer
- Must be Neutral-aligned
- +2 Dexterity, +2 Charisma, -2 Constitution, -2 Wisdom
- +1 to all saving throws
- 50% fire Immunity
- Flame Lash 3/day, and scales with level. After Level 3 it deals 3d6 + 1d6 damage per level. The DC also scales, it is 15 + 1 per 2 levels
- Fire Genasi Clerics must take Fire as one of their clerical domains
- Level Adjustment +2
Note: Fire Genasi is a Subrace of Humans. To choose it you must pick Human at character creation and choose Fire Genasi at first login.
- Favored Class: Barbarian
- +2 Dexterity, -2 Wisdom
- +2 to all saving throws vs. Mind-Affecting spells and effects
- Hide bonus of character level / 4(+10 at level 40). Note: The ghostwise token also seems to give a short-term boost of +1 ab/+1 damage.
Note: Ghostwise Halfling is a Subrace of Halflings. To choose it you must pick Halfling at creation and choose Ghostwise Halfling at first login.
Choosing the Halfling race will include Halfling adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- +2 Strength, -2 Wisdom
- Favored Class: Fighter
- Must be Evil-aligned
- +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
- +2 Discipline, +2 Taunt
- +2 to all Fortitude saving throws
- SR bonus: Level + 5
- Psionic Assault 1/day all enemies within 10 feet inflicted with 1d6 negative energy damage per 3 levels, the Githyanki is healed by the total damage inflicted.
- Level Adjustment +3
Note: Githyanki is a Subrace of Humans. To choose it you must pick Human at character creation and choose Githyanki at first login.
- Favored Class: Monk
- Must be Neutral-aligned
- +2 Dexterity, +2 Wisdom, -2 Intelligence, -2 Strength
- +2 Persuade, +2 Taunt
- Spell Resistance: Character level +5
- +4 AC Dodge Bonus
- Weapon Finesse feat
- Level Adjustment +3
Note: Githzewrai is a Subrace of Humans. To choose it you must pick Human at character creation and choose Githzerai at first login.
- Favored Class: Fighter
- +2 Constitution, -2 Dexterity
- +4 AC vs. Magical Beasts
Note: Gold Dwarf is a Subrace of Dwarves. To choose it you must pick Dwarf at creation and choose Gold Dwarf at first login.
Choosing the Dwarf race will include Dwarf adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- +2 Charisma, -2 Dexterity
- Favored Class: Barbarian
- +6 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence, -2 Wisdom, -2 Charisma
- +4 Taunt, -2 Discipline, -2 Persuade
- +2 to all Fortitude saving throws
- 16 bonus HP at level 1
- Darkvision
- Level Adjustment +1
- Favored Class: Rogue
- +2 Dexterity, -2 Strength, -2 Wisdom, +2 Charisma
- +2 Open Lock, +2 Pick Pocket, +4 Taunt
- Immunity to Fear
- Level Adjustment +1
Note: Kender is a Subrace of Halflings. To choose it you must pick Halfling at creation and choose Kender at first login.
Choosing the Halfling race will include Halfling adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- -2 Wisdom, +2 Charisma
- Favored Class: Rogue
- +2 Dexterity, -2 Strength
- Skill Affinity (Move Silently): +2 racial bonus to move silently checks.
- Skill Affinity (Listen): +2 racial bonus to listen checks.
- Lucky: +1 luck bonus to all saving throws.
- Fearless: +2 morale bonus to saving throws against spells and effects of the fear subtype.
- Good Aim: +1 racial bonus to attack rolls made with throwing weapons and slings.
- Small Stature
- Favored Class: Wizard
- -2 Strength, +2 Intelligence, +2 Wisdom
- Darkvision
- +4 Lore, +4 Spellcraft
- -1 Fortitude Save
- Level Adjustment +1
Note: Lorekeeper Dwarf is a Subrace of Dwarves. To choose it you must pick Dwarf at creation and choose Lorekeeper Dwarf at first login. Or type it in the Subrace menu when choosing your race.
Choosing the Dwarf race will include Dwarf adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- -2 Strength, -2 Constitution, +2 Intelligence, +2 Wisdom. +2 Charisma
- Favored Class: Wizard
- +2 Dexterity, -2 Constitution
- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.
- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
- Skill Affinity (Listen): +2 racial bonus to listen checks.
- Skill Affinity (Search): +2 racial bonus to Search checks.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Keen Senses: Elves make active Search checks automatically and with no movement penalties.
- Low-light Vision: Allows them to see better than normal in the dark.
Note: Moon Elf is a Subrace of Elves. To choose it you must pick Elf at creation and choose Moon Elf at first login.
- Favored Class: Wizard
- +2 Constitution, -2 Strength
- Small Stature
- Hardiness vs. Illusions
- Battle Training Vs. Reptiles
- Battle Training Vs. Goblins
- Battle Training Vs. Giants
- Skill Affinity (Listen)
- Skill Affinity (Concentration)
- Spell Focus (Illusion)
- Low-light Vision
- Favored Class: Fighter
- +2 Constitution, -2 Wisdom
- Bonus Feat: Weapon Finesse (this will appear on your feats list, but when gaining a feat at level-up it will show as that you have not chosen it yet; ignore this.)
Note: Strongheart Halfling is a Subrace of Halflings. To choose it you must pick Halfling at creation and choose Strongheart Halfling at first login.
Choosing the Halfling race will include Halfling adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- +2 Strength, -2 Dexterity, +2 Constitution, -2 Wisdom
- Favored Class: Wizard
- +2 Intelligence, -2 Constitution
- +2 Concentration, +2 Spellcraft, +2 Listen
Note: Sun Elf is a Subrace of Elves. To choose it you must pick Elf at creation and choose Sun Elf at first login.
Choosing the Elf race will include Elf adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- -2 Dexterity, +2 Intelligence
- Favored Class: Wizard
- +2 Dexterity, +2 Wisdom, -2 Strength, -4 Charisma
- +2 to all saving throws
- +2 Hide, +2 Search
- Spell Resistance of 5 +1/lvl
- Darkvision
- +4 AC
- Blur 1/day as cast by a Wizard of their character level
- Blur increases to 50% Concealment at Level 10
- Level Adjustment +3
- Svirfneblin only get 40% Concealment, not 50%, this is a known bug.
- The AC is Deflection, so gradually becomes obsolete at later levels.
Note: Svirfneblin is a Subrace of Gnomes. To choose it you must pick Gnome at character creation and choose Svirfneblin at first login.
- Favored Class: Rogue
- Must be Evil-aligned
- +2 Dexterity, +2 Intelligence, -2 Charisma
- +2 Hide, +2 Move Silently
- Cold, fire, and electricity 5/- resistence
- Tiefling Aura: Gives the Tiefling and all his allies within the Aura 20% concealment, and any Aasamir that enter it are blinded by it. However, it makes the Tiefling vulnerable to attacks of opportunity from all opponents, unless the Tiefling has ultravision.
- Level Adjustment +2
Note: Tielfling is a Subrace of Humans. To choose it you must pick Human at character creation and choose Tiefling at first login.
- Favored Class: Special. A tinker gnome's first class (the class he takes as a 1st-level character) is his favored class.
- +2 Dexterity, +2 Intelligence, -2 Strength, -2 Wisdom
- Small Stature
- Hardiness vs. Illusions
- Battle Training Vs. Reptiles
- Battle Training Vs. Goblins
- Battle Training Vs. Giants
- Skill Affinity (Listen)
- Skill Affinity (Concentration)
- Spell Focus (Illusion)
- Low-light Vision
- +2 Open Lock, +2 Disable Trap, +2 Craft Trap, +2 Set Trap, +2 Lore
- Special Ability: Tinker gnomes are more efficient at building traps, needing one less component than other races. A minimum of one component is needed for any trap, however.
- Level Adjustment: +1
Note: Tinker Gnome is a Subrace of Gnomes. To choose it you must pick Gnome at creation and choose Tinker Gnome at first login.
Choosing the Gnome race will include Gnome adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- +2 Dexterity, +2 Intelligence, -2 Constitution, -2 Wisdom
- Favored Class: Monk
- Must be Neutral-aligned
- +2 Constitution, +2 Wisdom, -2 Dexterity, -2 Intelligence
- +2 to all Will saving throws
- 50% Cold Immunity
- Sleet Storm (Slow) 1/day as cast by a 5th-level Sorcerer
- Water Genasi Clerics must take Water as one of their clerical domains
- Breath Water: Water Genasi are immune to drowning
- Level Adjustment +2
Note: Water Genasi is a Subrace of Humans. To choose it you must pick Human at character creation and choose Water Genasi at first login.
- Favored Class: Druid
- +2 Dexterity, +2 Wisdom, -2 Intelligence, -2 Charisma
- +2 Hide, +2 Move Silently, +2 Spot
Note: Wild Elf is a Subrace of Elves. To choose it you must pick Elf at creation and choose Wild Elf at first login.
Choosing the Elf race will include Elf adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- +2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma
- Favored Class: Ranger
- +2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma, -2 Constitution
- +2 Animal Empathy, +2 Set Traps, +2 Search
Note: Wood Elf is a Subrace of Elves. To choose it you must pick Elf at creation and choose Wood Elf at first login.
Choosing the Elf race will include Elf adjustments already, therefore your stats will be adjusted from those selected at character creation as follows:
- +2 Strength, -2 Intelligence, -2 Charisma