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Races allowed

Standard Races: found in the Corebook
  • Elf
  • Dwarf
  • Human
  • 1/2 elf
  • 1/2 orc
  • halfling
  • gnome
Uncommon Races : Each are found below. these are around but not as coomon and may encounter some resistance from common folk of the lands

Aasimar

Aasimar
This supernaturally beautiful woman looks human, yet emanates a strange sense of calm and benevolence

•+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.
•Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Tiefling

This lanky man sneers as he draws his sword. Tiny horns and a barbed tail reveal that he is something more than human.
Tiefling
•+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
•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.
•Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
•Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Dhampir

Dhampyr

This unnaturally graceful man moves without a sound, his gaze just as piercing as the needle-sharp blade he effortlessly wields.

•+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but closer to death than most mortals.
•Senses: Low-light vision and dark-vision 60 feet.
•Manipulative: +2 racial bonuses on Bluff and Perception.
•Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
•Light Sensitivity: Dhampires are dazzled in areas of bright sunlight or within the radius of a daylight spell.
•Negative Energy Affinity: Dhampires are alive, but reacts to positive and negative energy as if it were undead—positive energy harms it, negative energy heals it.
•Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.
•Resist Level Drain: A dhampir takes no penalties from energy draining effects; though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
•Languages: Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).

Ifrit

This muscular, fiery-skinned man has flaming hair and spotted horns upon his brow.

Ifrit

•+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.
•Darkvision: Ifrits can see in the dark up to 60 feet.
•pell-Like Ability: burning hands 1/day (caster level equals the ifrit’s total Hit Dice).
•Elemental Resistance: Ifrits have fire resistance 5.
•Elemental Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
•Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

Oread

This large warrior appears heavy and solid, with chiseled, angular features that make her look almost like a statue brought to life.

  • +2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.
  • Darkvision: Oreads can see in the dark up to 60 feet.
  • Spell-Like Ability: Magic stone 1/day (caster level equals the oread’s total Hit Dice).
  • Elemental Resistance: Oreads have acid resistance 5.
  • Elemental Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain cast their domain powers and spells at +1 caster level.
  • Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.

Slyph

This pale, waifish woman, her hair waving in a nonexistent breeze, looks as if she might fade away into mist entirely at any minute.

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
  • Darkvision: Sylphs can see in the dark up to 60 feet.
  • Sylph Magic: Feather fall 1/day (caster level equals the sylph’s Hit Dice).
  • Elemental Resistance: Sylphs have electricity resistance 5.
  • Elemental Affinity: Sylph sorcerers with the Elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.
  • Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose any of the following bonus languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

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