Unearthed Arcana
ELEMENTAL RACIAL VARIANTS
The d20 cosmology has six Inner Planes, four of which correspond
to the classic elements: air, earth, fire, and water. You can link races to various
elements without making them extraplanar creatures. In fact, you
can create an entire philosophical system based on various
combinations of element types and their relative strengths.
The races described below are the elemental races tied to each
element. While members of these races are not actually elementals, and are, like most
creatures, composed of all four elements, each has a special
affinity for one of the four. This element has the most powerful
influence on members of that race and strongly shapes not only
the race's physiology, but also its members' outlook and
personality.
Despite their affinity for a particular element, these
creatures types and subtypes do not change.
Each racial variant modifies the race to which it is applied
(the standard race) in minor ways. All racial traits of the
standard race (including racial skill bonuses, bonus feats,
special sensory capabilities, ability modifiers, combat bonuses
against specific foes, and racial weapon proficiencies) are
retained unless the variant specifies otherwise.
Most of these variant races provide alternate ability
adjustments. The ability score adjustments given here supersede
the standard race's adjustments.
As with the environmental racial variants, the balanced and
adaptable nature of humans precludes them from having a strong
elemental proclivity. The personality of an individual human
reflects, perhaps, the strength of various elements within that
individual, but humans gain no particular virtues or
vulnerabilities related to their elemental components.
Races Of
Air
Traits associated with air include an intuitive and emotional
nature. Creatures with strong ties to the air element tend to be
curious and investigative, capable of influencing others with
their words. Politically they believe in sacrifice for a cause or
belief.
Members of air races often differ in appearance from their
typical cousins. Common features include light blue or pale white
skin, light blue or white hair, and flesh that is cool to the
touch.
General Traits Of Air Races
All members of air races have the following traits.
- +1 racial bonus on attack rolls against creatures of the
earth subtype, including
extraplanar creatures from the Elemental Plane of Earth.
- -2 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities with the earth subtype or
used by creatures of the earth subtype, including extraplanar
creatures from the Elemental Plane of Earth.
- Breathless (Ex): Members of air races do not breathe, so they
have immunity to drowning, suffocation, and
attacks that require inhalation (such as some types of poison).
AIR GNOMES
Air gnomes are identical with standard gnomes, except for some
differences in racial traits.
Racial Traits
Air gnomes have the general traits of air races described above
and all gnome
racial traits, with additions and exceptions as noted below.
- +2 Dexterity, -2 Strength: Air gnomes are agile, but lack
physical power.
- No racial bonus on attack rolls against kobolds and
goblinoids.
- +4 dodge bonus to Armor Class against Large or larger
creatures of the earth subtype: This bonus replaces
the gnome's racial bonus to AC against giants.
AIR GOBLINS
Air goblins are an example of the air traits turned to evil.
Their strongest emotions are fear and anger, and their creativity
is usually malicious and hurtful.
Racial Traits
Air goblins have the general traits of air races described above
and all goblin racial traits, with additions
and exceptions as noted below.
- +4 Dexterity, -2 Strength, -2 Constitution: Air goblins are
more agile and persuasive than normal goblins, but are physically
weak and frail. Sorcerers are far more common among air goblins
than they are among normal goblins.
- No racial bonus on Ride checks: Air goblins don't commonly
ride mounts.
Races Of
Earth
Traits associated with earth include insight and thoughtfulness.
Creatures with strong ties to the earth element tend to be
serious folk. Many are careful researchers or masterful
strategists. Politically they believe in self-reliance and in
benefiting from their own efforts. Members of earth races often
vary in appearance from their typical cousins. Common earth race
features include earthlike skin, eyes like gems or like black
pits, gravelly voices, large hands and feet, iron gray hair, and
a metallic sheen to the skin.
General Traits Of Earth Races
All members of earth races have the following traits.
- +1 racial bonus on attack rolls against creatures of the
air
subtype, including extraplanar creatures from the Elemental Plane of
Air.
- -2 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities with the air subtype or
used by creatures of the air subtype, including extraplanar
creatures from the Elemental Plane of Air.
- Stability: An earth creature gains a +4 bonus on ability
checks made to resist being bull rushed or tripped when
standing on the ground (but not when climbing, flying, riding, or
otherwise not standing firmly on the ground). If the standard
race already has this ability, the bonuses stack.
EARTH
DWARVES
Earth dwarves are identical with standard dwarves, except for
some differences in racial traits.
Racial Traits
Earth dwarves have the general traits of earth races described
above and all dwarf racial traits, with additions and
exceptions as noted below.
- +2 Strength, +2 Constitution, -2 Dexterity, -2 Charisma:
Earth dwarves are physically powerful, but somewhat clumsy in
action and speech.
- Improved Stonecunning: An earth dwarf's racial bonus on
Search
checks to notice unusual stonework is +4 (instead of +2).
- No +2 racial bonus on saving throws against spells and
spell-like effects.
- No +1 racial bonus on attacks against orcs and
goblinoids.
- +4 racial bonus on Appraise checks and Craft checks
that are related to stone or metal items: An earth dwarf has a
particularly strong familiarity with objects made of the bones of
the earth, hence the higher racial bonus.
EARTH
KOBOLDS
Earth kobolds personify earth traits turned toward evil. They are
less emotional than their normal kobold cousins, and are cunning
with trickery and traps.
Racial Traits
Earth kobolds have the general traits of earth races described
above and all kobold racial traits, with
additions and exceptions as noted below.
- -2 Strength, -2 Constitution: Earth kobolds are stronger,
though less agile, than their typical kobold cousins.
- +4 racial bonus on Craft (trapmaking) checks related to
stonework traps: Earth kobolds are particularly skilled at
crafting traps made from the earth.
Races Of
Fire
Members of fire races are sensualists, existing to experience
sensation of all sorts. They tend to be highly perceptive, and
are often artists and artisans. Politically they disdain
constraints on behavior, especially moral or religious
inhibitions, or constraints imposed by conventional authority.
Members of fire races often vary in appearance from their
normal cousins. Common fire racial features include charcoal gray
or deep red skin, red or orange hair that waves like flames,
unusually warm skin, and large red teeth.
General Traits Of Fire Races
All members of fire races have the following traits.
- +1 racial bonus on attack rolls against creatures of the
water subtype, including
extraplanar creatures from the Elemental Plane of Water.
- -2 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities with the water or cold
subtype or used by creatures of the water or cold subtype,
including extraplanar creatures from the Elemental Plane of
Water.
- Resistance to fire 5.
FIRE ELVES
Fire elves are identical with standard elves, except for some
differences in racial traits.
Racial Traits
Fire elves have the general traits of fire races described above
and all elf
racial traits, with additions and exceptions as noted below.
-
+2 Dexterity, -2 Constitution, +2 Intelligence, -2 Charisma:
Fire elves are quick of action and thought, but share the
standard race's frailty.
FIRE
HALF-ELVES
Half-elves and half-orcs are part elemental race and part human.
As a result, they have some of the elemental traits of their
nonhuman parents-but not all of them. In appearance, they rarely
possess more than one variant feature: A fire half-elf might have
the charcoal gray skin, but not hair that waves like flames or
large red teeth.
Fire half-elves enjoy the finer things in life, but are not as
hedonistic as their fire elf parents. Their human side allows
them to temper their indulgences through self-control.
Racial Traits
Fire half-elves do not
have the general traits of fire races.
Fire half-elves have all half-elf racial traits, as well as
the following traits.
- +1 racial bonus on attack rolls against water
creatures, including extraplanar creatures from the Elemental Plane of
Water.
- -1 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities used by water
creatures, including extraplanar creatures from the Elemental Plane of
Water.
FIRE
HOBGOBLINS
Where fire elves prefer pleasurable sensations and pleasing
aesthetics, fire hobgoblins revel in pain and the sensations of
battle. Their favorite arts are those of strategy and tactics.
Racial Traits
Fire hobgoblins have the general traits of fire races described above
and all hobgoblin racial traits, with
additions and exceptions as noted below.
- +2 Dexterity, +2 Constitution, +2 Intelligence, -2 Charisma:
Fire hobgoblins are as quick and hardy as their normal cousins,
but possess a greater intellect.
- Low-Light Vision: A fire hobgoblin can see twice as far as a
human in starlight, moonlight, torchlight (the preferred lighting
condition among fire hobgoblins), and similar conditions of poor
illumination. He retains the ability to distinguish color and
detail under these conditions.
- No darkvision.
- No racial bonus on Move Silently checks.
Races Of
Water
Water races are creatures of sensation, but their response to it
is more careful and critical than that of the fire races. They
take action only after prudent consideration, but remain flexible
and adaptable. Politically they are traditionalists, more
comfortable with proven systems than radical new ideas.
Members of water races often vary in appearance from their
typical cousins. Common water racial features include lightly
scaled skin, clammy flesh, blue-green skin or hair, and large
black eyes.
General Traits Of Water Races
All members of water races share the following traits.
- +1 racial bonus on attack rolls against creatures of the
fire
subtype, including extraplanar creatures from the Elemental Plane of
Fire.
- -2 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities with the fire subtype or
used by creatures of the fire subtype, including extraplanar
creatures from the Elemental Plane of Fire.
- Natural Swimmers: Members of water races have a swim speed
equal to their base land speed. (If the creature already has a
swim speed, it improves by 10 feet.) A water creature can move
through water at its swim speed without making Swim checks. It
has a +8 racial bonus on any Swim check to perform some special
action or avoid a hazard. A water creature can always choose to
take 10 on a Swim check, even if distracted or endangered. It can
use the run action while swimming, provided it swims in a
straight line.
WATER
HALF-ORCS
Half-elves and half-orcs are part elemental race and part human.
As a result, they have some of the elemental traits of their
nonhuman parents-but not all of them. In appearance, they rarely
possess more than one variant feature: A fire half-elf might have
the charcoal gray skin, but not hair that waves like flames or
large red teeth.
Water half-orcs combine the flexibility and careful
consideration of their water orc parentage with human capacities
for resolve and quick action.
Racial Traits
Water hald-orcs do not
have the general traits of water races.
Water half-orcs have all half-orc racial traits, as well as the
following traits.
- +1 racial bonus on attack rolls against fire
creatures, including extraplanar creatures from the Elemental Plane of
Fire.
- -1 penalty on all saving throws against spells, spell-like
abilities, and supernatural abilities used by fire
creatures, including extraplanar creatures from the Elemental Plane of
Fire.
WATER
HALFLINGS
Water Halflings are identical with standard halflings, except for
some differences in racial traits.
Racial Traits
Water Halflings have the general traits of water races described
above and all halfling racial traits, with additions
and exceptions as noted below.
- -2 Strength, +2 Dexterity, +2 Constitution: Water halflings
are quick and healthy, but physically weak.
WATER ORCS
Water orcs exemplify the water traits turned to evil. Though slow
to reach decisions, once a water orc chooses a course of action
its resolve is harder to shift than a tidal wave.
Racial Traits
Water orcs have the general traits of water races described
above and all orc racial traits, with additions and
exceptions as noted below.
- +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2
Charisma: Water orcs are strong and tough, but share the standard
race's limited mental capacities.
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