Unearthed Arcana
ENVIRONMENTAL RACIAL VARIANTS
Racial variants are a great way add diversity to your game
without drastically changing the ecology of your world. One
method of altering the existing races is to introduce
environmental variants, a number of which are presented here.
You may decide that one or more of these variants represent
the “standard” version of a given race in your world.
For stance, in a desert-based campaign the desert races presented
below could replace the normal versions of the races.
Alternatively, these variants could coexist with the standard
races (or even with other variants) in your world. For example,
you can use them as world-building tools—the existence of
racial offshoots may constitute living proof of an ancient racial
migration in response to some disaster.
Each racial variant modifies the race to which it is applied
(hereafter called the standard race) in minor ways. All racial
traits of the standard race — racial skill bonuses, bonus
feats, special sensory capabilities (such as darkvision and
low-light vision), ability modifiers, combat bonuses against
specific foes, and racial weapon proficiencies — are
retained unless the variant specifies otherwise. For instance, a
human retains his extra skill points and extra feat at 1st level,
a dwarf retains his stonecunning ability, and an elf retains her
ability to spot secret doors, unless the variant description
specifically indicates otherwise.
Many of the variant races described in this section provide
alternate ability score adjustments. In these cases, the
adjustments given here supersede the standard race's adjustments.
For example, the aquatic goblin's ability score adjustments
are -2 Strength, +2 Constitution, and -2 Charisma. These
adjustments take the place of the goblin's normal -2 Strength, +2
Dexterity, and -2 Charisma.
Because humans are, by nature, the most adaptable of races,
environmental variants are generally not included for humans. The
exception is aquatic humans, which, due to their ability
to live and breathe underwater, are sufficiently different from
other humans to warrant an environmental variant.
Aquatic
Races
Beneath the surface of the ocean lies an exotic and a alien
world, complete with canyons, mountains, volcanoes, and forests.
Inky depths conceal sunken cities, sleeping deities, and titanic
monsters. For residents of the aquatic realm, the sunny world of
the air is as mysterious and unknown as the black depths of the
sea.
Players wanting their characters to be ocean dwellers can use
these variants. Or, their characters might encounter these races
while journeying beneath the sea.
The following cultural attributes are common to most aquatic
races.
Personality
An aquatic race usually shares the temperament and interests of
the standard race, but its members tend to be more serene than
their landborn cousins.
Physical Description
A water creature is taller and thinner than a standard member of
her race. Her feet and hands are webbed to facilitate swimming.
(Aquatic elves even have fins along their
limbs that serve the same purpose.) A water creature's skin
ranges from pale green to dark blue. Her hair usually matches her
skin color but may be one or two shades darker.
Water dwellers wear very little clothing, and what they do
wear tends to cling tightly to their bodies. Some favor jewelry
made of coral and other undersea treasures.
Relations
The attitudes of water creatures tend to be very similar to those
of their landborn cousins. Members of aquatic races generally
treat landborn creatures with guarded pleasantness on the rare
occasions when they meet.
Alignment
Having avoided most of the political, economic, and military
turmoil of the surface world, water creatures tend to take a much
more placid view of life than their landborn cousins do. Members
of an aquatic race favor neutrality in at least one aspect of
alignment, if not both.
Lands
The civilizations of water dwellers often mirror those of their
standard races, though water folk favor more loosely organized
governments and more open societies. Water creatures generally
have plenty of space available for building, so they rarely
structure their habitats as densely populated cities. Instead,
undersea races prefer to maintain loosely defined territories in
which families and individuals can carve out their own niches.
Religion
Water creatures usually pay homage to at least one deity related
to oceans, storms, or nature. Otherwise, their worshiping habits
are similar to those of their standard races.
Language
Water creatures speak any languages spoken by members of their
standard race. Many also learn Aquan to facilitate communication
with other underwater creatures.
Adventurers
While there are plenty of adventures to be found beneath the
waves, water creatures occasionally venture onto land to fulfill
some important goal. Some are lured by the alien ways of the
surface people, others feel a wanderlust that can be tamed only
by walking the earth.
General Aquatic Racial Traits
All aquatic races have the following racial traits.
- Aquatic: An aquatic race gains the aquatic subtype. An aquatic
creature can breathe underwater. It cannot also breathe air
unless it also has the amphibious special quality. An aquatic
creature can hold its breath outside the water for 2 rounds per
point of Constitution. After that, it begins to suffocate.
- Swim speed: An aquatic creature always has a swim speed. It
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
action or avoid a hazard. It 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.
- Bonus Language: Aquan. Aquatic races are familiar with the
language of water-based creatures.
Aquatic Race Level
Adjustments
None of the aquatic races have level adjustments when your entire
campaign is set underwater and all the PCs have the aquatic subtype, or when playing
a nonaquatic campaign. The advantages gained by an aquatic
character when in an aquatic environment even out with those of
other aquatic characters, and their disadvantages in nonaquatic
environments make up for any advantages they might enjoy.
However, when a mix of aquatic and nonaquatic characters
occurs in an aquatic or ship-based campaign, aquatic characters
enjoy a distinct advantage over their land-based cousins. In this
case, consider applying a +1 level adjustment for all aquatic
races, due to their swim speed, improved low-light vision or
darkvision, and other special abilities.
AQUATIC
DWARVES
Beneath the waves, dwarves remain the masters of stone. They
build massive, elaborate fortresses near the mineral-rich waters
that surround undersea thermal vents.
Racial Traits
Aquatic dwarves have the general aquatic
racial traits described above and all the dwarf
racial traits, as well as those noted below.
- +2 Strength, +2 Constitution, -4 Dexterity, -2 Charisma.
Aquatic dwarves are tough enough to survive the brutal
environment of the sea floor, but rely on strength and heavy
armor rather than agility.
- An aquatic dwarf has a swim speed of 20 feet.
AQUATIC
ELVES
The aquatic landscape is dotted with forests of kelp and roofed
with sporadic blankets of sargasso weed. Hidden among these
watery groves are the ancient settlements of the elves.
Racial Traits
Aquatic elves have the general aquatic
racial traits described above, elf racial
traits, and aquatic elf traits, with the
following exception.
AQUATIC
GNOMES
Aquatic gnomes travel the world beneath the waves in elaborate
wood and shell chariots pulled by domesticated sea creatures.
Their vehicles range in size from single-person launches to those
large enough to house several families.
Racial Traits
Aquatic gnomes have the general aquatic
racial traits described above and all gnome racial
traits, with additions and exceptions as noted below.
- An aquatic gnome has a swim speed of 20 feet.
- Well-Traveled: Aquatic gnomes receive a +2 racial bonus on
Sense Motive and Gather Information
checks. They always know when their welcome is wearing out.
- No +1 racial bonus on attack rolls against kobolds: Aquatic gnomes do not
come into combat with kobolds as frequently as their land-bound
cousins. They retain their bonus against goblinoids, however.
- No racial bonus on Craft (alchemy) checks or Listen checks: Aquatic gnomes' visual
acuity has improved at the expense of their other senses.
AQUATIC
GOBLINS
Aquatic goblins are feared and reviled as ocean-dwelling
piranhas. A band of aquatic goblins and their shark mounts is likely to swoop
down on any individual or group perceived as weak, to strip it of
everything from gold and jewelry to clothing and hides. Leaving a
trail of junk behind them as they evaluate their loot, the
bandits swim off in search of other unlucky victims.
Aquatic goblins to take up adventuring for many reasons. While
most goblins are neutral evil, many have different beliefs and
seek like-minded individuals outside the tribe. Some lack
opportunities to advance, and tire of living on the scraps of
those with more authority or higher social position.
Racial Traits
Aquatic goblins have the general aquatic
racial traits described above and all goblin
racial traits, with additions and exceptions as noted below.
- -2 Strength, +2 Constitution, -2 Charisma. Aquatic goblins
are hardy creatures, but weaker than many races.
- An aquatic goblin has a swim speed of 30 feet.
- Thievery: Aquatic goblins get a +2 racial bonus on Disable Device and Sleight of Hand checks.
- An aquatic goblin's racial bonus on Move Silently and Ride
checks is only +2. Aquatic goblins are known for riding Medium
sharks.
AQUATIC HALF-ELVES
Aquatic elves sometimes wed aquatic
humans, just as land-based elves sometimes marry surface
dwelling humans. The aquatic results are aquatic half-elf
children. They often serve as the diplomats and negotiators for
either their human or elf communities, depending on where they
live.
Racial Traits
Aquatic half-elves have the general aquatic
racial traits described above and all half-elf
racial traits, with additions and exceptions as noted below.
- An aquatic half-elf has a swim speed of 40 feet.
- No racial bonus on Gather Information
checks.
- +2 racial bonus on Survival checks: Aquatic half-elves
spend a great deal of time traveling between elf and human
settlements on their diplomacy work, and so are accustomed to
surviving in the undersea wilderness.
AQUATIC HALF-ORCS
In their remote and wild tribal homes, aquatic orcs
occasionally coexist with barbarian tribes of aquatic
humans. Sometimes the two groups intermarry, producing
aquatic half-orcs.
Racial Traits
Aquatic half orcs have the general aquatic
racial traits described above and all half-orc
racial traits, in addition to those noted below.
- An aquatic half-orc has a swim speed of 30 feet.
- Emissaries: As emissaries for their tribes, aquatic half-orcs
receive a +2 racial bonus on Diplomacy and Gather Information
checks. They aren't the best diplomats under the waves, but
they're a far sight better than their orc cousins.
AQUATIC HALFLINGS
Aquatic halflings are much more settled than their
surface-dwelling cousins. Their slight size means they are easily
buffeted by currents that flow beneath the waves like the rivers
of the surface world. Many predatory creatures think nothing of
swooping down on such small prey. As a result, aquatic halflings
often live among dwarves and humans,
within the defenses those races provide.
Racial Traits
Aquatic halflings have the general aquatic
racial traits described above and all halfling
racial traits, in addition to those noted below.
- An aquatic halfling has a swim speed of 20 feet.
- Low-Light Vision: An aquatic halfling can see four times as
far as a nonaquatic human in starlight, moonlight, torchlight,
and similar conditions of poor illumination. He retains the
ability to distinguish color and detail under these
conditions.
AQUATIC
HUMANS
Aquatic humans have a place beneath the surface of the sea,
perhaps as descendants of forgotten civilizations whose island
cities sank beneath the surface. They may replace merfolk in such campaigns, or
exist along with them.
Racial Traits
Aquatic humans have the general aquatic
racial traits described above and all human racial
traits, in addition to those noted below.
- An aquatic human has a swim speed of 30 feet.
- Low-Light Vision: An aquatic human can see four times as far
as a nonaquatic human in starlight, moonlight, torchlight, and
similar conditions of poor illumination. He retains the ability
to distinguish color and detail under these conditions.
AQUATIC
KOBOLDS
Aquatic kobolds are seldom seen outside their mines, much like
their surface-dwelling cousins — despite the fact that
their broad tails make them exceptional swimmers. They dig
constantly, always expanding their subterranean territory, and as
a result frequently come into conflict with aquatic
dwarves. Aquatic kobolds often hire mercenaries to fight for
them, hiding behind their carefully constructed traps and other
defenses and paying their defenders with the mineral wealth they
uncover while expanding their warrens.
The life of an aquatic kobold is one of constant toil and
fear. Some few kobolds seek peace of mind through personal power
and boon companions. These rare individuals become
adventurers.
Racial Traits
Aquatic kobolds have the general aquatic
racial traits described above and all kobold racial traits, as well as
the following trait.
- An aquatic kobold has a swim speed of 40 feet.
AQUATIC
ORCS
Aquatic orcs survive on the slopes of cliff sides or undersea
drops, far from the warmth of volcanic vents and the nurturing
light of the sun. As such, they control access to the secrets of
the deep ocean trenches — but are menaced by fell creatures
that rise up out of the trenches in search of fresh prey.
Aquatic orcs stand ever vigilant against attackers and thieves
when they're not making preemptive strikes against those foolish
enough to settle near their territory.
Occasionally an individual orc questions the need for constant
battle, or seeks strategies other than brute force. Such
iconoclasts often leave their tribes — at least temporarily
— to become adventurers.
Racial Traits
Aquatic orcs have the general aquatic
racial traits described above and all orc
racial traits, as well as the following trait.
- An aquatic orc has a swim speed of 30 feet.
Arctic
Races
Your campaign might be set in a snow-swept expanse of glaciers,
mountains, and icy seas. Settlements cluster around sources of
heat, including hot springs and volcanic vents. Frozen in the ice
are relics of a forgotten, warmer time. Strange creatures descend
from the glaciers, wreaking havoc and drawing adventurers like
beacons.
Players wanting their characters to be nonhuman arctic
dwellers can build characters using these variants, or their
characters could encounter these races while journeying across
the ice and snow.
The following cultural attributes are common to most arctic
races.
Personality
Nearly all ice dwellers are more grim and humorless than members
of their standard races. Efficiency in word and deed is crucial
to survival in the harsh arctic realms, so arctic creatures tend
to get straight to the point in conversation, and they have
little patience for those who speak in riddles or half truths.
Because they must struggle for even the most basic existence in
the severe climate of the arctic regions, excess of any kind is
offensive to them. Thus, they tend to be frugal and to value hard
work for the benefit of all over individual accomplishment.
Physical Description
An ice dweller is hardier than a member of his standard race, and
he tends to carry extra weight on his frame even when in
exceptional physical condition. His skin can be any shade from
pale white to light blue, and his hair and eyes can be of any
color found among members of his standard race.
Arctic creatures wear many layers of clothing as protection
against the intense cold of their homeland. They do not
particularly value jewelry or other ornamentation, and they carry
only what they need to survive,
Relations
Those who spend their lives in the bleak and comfortless arctic
regions treat outsiders with guarded wariness, if not outright
distrust. Though members of most arctic tribes are willing to
welcome strangers in from the cold, they tend to watch such
newcomers very closely and hurry them on their way as soon as
possible. Of course, a stranger with a particularly useful skill
may be invited to stay — it is difficult to turn away a
strong back or a skilled toolmaker in the desolate and frigid
lands where the arctic races make their homes.
In addition to their particular distrust of outsiders, members
of arctic races tend to harbor many of the same prejudices held
by their standard races.
Alignment
Arctic races are generally inclined toward the alignment
preferences of their standard races.
Lands
It is difficult for any living thing to survive in the frozen
wastelands where arctic races live. Thus, most other races know
little or nothing of their arctic cousins, and what they do know
is often tainted by legend and hearsay. Most arctic creatures
make their homes in ice caves or beneath the ground, although
some tribes have adapted to life on the surface by building ice
houses and other structures that can survive fierce winter
storms.
Religion
Arctic races worship deities typical of their standard races.
Adventurers
Ice dwellers must exert themselves merely to survive in the
bitter climate of their homelands, so they tend to make ideal
adventurers. Those who dislike the constant struggle of life in
the arctic often travel far from their homes in search of
comfort, if not adventure. Occasionally, arctic tribes send
emissaries into temperate lands to gather aid against
particularly strong enemies or to secure emergency stores during
hard times.
General Arctic Racial Trait
All arctic races have the following racial trait.
- Cold Endurance: Members of arctic races have a +4 racial
bonus on Fortitude saves made to resist the effects of cold weather or
exposure.
ARCTIC
DWARVES
In the icy wastes, dwarves are the masters of both ice and stone.
They build massive, elaborate defenses of ice and rock around the
mines where they dig for copper, silver, gold, and iron.
Racial Traits
Arctic dwarves have the general arctic
racial trait described above and all dwarf
racial traits, with additions and exceptions as noted below.
- +2 Strength, +2 Constitution, -4 Dexterity, -2 Charisma.
Arctic dwarves are tough enough to survive the brutal environment
of the arctic, but rely on strength and heavy armor rather than
agility.
- Icecunning: Arctic dwarves can apply their stonecunning
benefits to structures and natural features made of ice, as well
as those made of stone.
- +1 racial bonus on attack rolls against kobolds: Arctic dwarves must
defend against constant assaults by kobolds. This trait replaces
the dwarfs racial bonus on attack rolls against orcs.
- +2 racial bonus on Appraise and Craft
checks related to items made of ice.
ARCTIC
ELVES
The arctic landscape is dotted here and there with permanent fog
banks caused by subterranean heat interacting with snow and ice
or warm springs steaming in the freezing air. Hidden in these
oases of warmth are the ancient settlements of the elves.
Racial Traits
Arctic elves have the general arctic
racial trait described above and all elf racial
traits, with additions and exceptions as noted below.
- -2 Strength, +2 Dexterity: Arctic elves look down on physical
exertion, preferring quick action when necessary.
- +2 racial bonus on any one Craft
skill (chosen by the character at the time of creation).
- +2 racial bonus on Survival checks made in arctic
environments: Arctic elves are naturally adept at staying alive
in the harsh conditions of their homeland.
- No racial bonus on Search checks.
- No special ability to notice a secret or concealed door
within 5 feet without actively looking for it.
ARCTIC
GNOMES
Arctic gnomes travel the ice and snow on cleverly constructed
sleds pulled by immense woolly mammoths. The animals serve as
transportation, a source of fibers for weaving, and walls against
the elements. The sleds are enclosed, often transporting entire
families.
Racial Traits
Arctic gnomes have the general arctic
racial trait described above and all gnome racial
traits, with additions and exceptions as noted below.
- +2 racial bonus on Sense Motive checks: Arctic
gnomes always seem to know instinctively when their welcome is
wearing out.
- No racial bonus on Craft (alchemy) checks.
ARCTIC
GOBLINS
Arctic goblins are feared and reviled because their appearance
heralds theft, assaults, and property damage. They survive by
moving from place to place, constantly driven out of their
previous homes by irate neighbors.
Arctic goblins to take up adventuring for many reasons. While
most goblins are neutral evil, many have different beliefs and
seek like-minded individuals outside the tribe. Some just want an
opportunity to settle down and work to earn a better reputation
than that of their fellows.
Racial Traits
Arctic goblins have the general arctic
racial trait described above and all goblin
racial traits, with additions and exceptions as noted below.
- -2 Strength, +2 Constitution, -2 Charisma. Arctic goblins are
hardy creatures, but weaker than many races.
- Low-Light Vision: An arctic goblin can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. She retains the ability to distinguish
color and detail under these conditions.
- No darkvision.
- +2 racial bonus on Bluff and Sleight of Hand checks:
Arctic goblins are natural thieves, snatching up anything that
isn't nailed down.
- No racial bonus on Move Silently checks: Arctic
goblins aren't as stealthy as their nonarctic cousins.
ARCTIC
HALF-ELVES
Arctic
elves wed humans as often as basic elves do, producing arctic
half-elf children. These half-breeds tend to have great
wanderlust, and are uncomfortable staying in one place for very
long. They often carry messages and rumors with them as they
travel between communities.
Racial Traits
Arctic half-elves have the general arctic
racial trait described above and all half-elf
racial traits, with additions and exceptions as noted below.
- No racial bonus on Diplomacy checks: Their transient
nature prevents arctic half-elves from being as well trusted as
their normal counterparts.
- +2 racial bonus on Survival checks: Arctic half-elves
spend a great deal of time traveling between elf and human
settlements, and are accustomed to surviving in the
wilderness.
ARCTIC
HALF-ORCS
Many tribes of arctic orcs eke out a living on the warm
slopes of volcanic mountains, herding elk and caribou. often
their mutual dependence on sources of fresh water and meat brings
them into contact with arctic-dwelling human barbarians. The
resulting offspring are sometimes welcome in places where full
orcs are not, valued for their tenacity, courage, and combat
prowess.
Racial Traits
Arctic half-orcs have the general arctic
racial trait described above and all half-orc
racial traits, with additions and exceptions as noted below.
- Low-Light Vision: An arctic half-orc can see twice as far as
a human in starlight, moonlight, torchlight, and similar
conditions of poor illumination. He retains the ability to
distinguish color and detail under these conditions.
- No darkvision.
- +2 racial bonus on Diplomacy checks: Arctic half-orcs
often serve as emissaries for the arctic orc tribes that spawned
them.
ARCTIC
HALFLINGS
Arctic Halflings are hunters and fishermen, stalking walrus and
seal and putting to sea to fish, usually in the company of larger
races such as humans. They are a peaceful, spiritual people whose
rituals include preexpedition prayers for forgiveness from the
animals they hope to kill.
Racial Traits
Arctic Halflings have the general arctic
racial trait described above and all halfling
racial traits, with additions and exceptions as noted below.
- +2 racial bonus on Swim checks: Arctic halflings rarely
swim by choice, but are reasonably good at saving themselves from
drowning.
- No racial bonus on attack rolls with slings. Arctic Halflings
do not particularly favor slings for hunting.
- Favored Class: Ranger. A multiclass arctic halfling's ranger
class does not count when determining whether she takes an
experience point penalty for multiclassing. This trait replaces
the base halfling's favored class.
ARCTIC
KOBOLDS
Arctic kobolds are seldom seen outside their mines. They dig
constantly, always expanding their subterranean territory (which
is often carefully constructed to tap into geothermal vents for
heat, and as a result are in constant conflict with arctic
dwarves. Arctic kobolds often hire mercenaries to fight for
them, hiding behind their carefully constructed traps and other
defenses and paying their defenders with the mineral wealth they
uncover while expanding their warrens.
Racial Traits
Aquatic kobolds have the general arctic
racial trait described above and all kobold racial traits, with one
exception as noted below.
- -2 Strength, +2 Dexterity, -2 Constitution, -2 Wisdom: Arctic
kobolds are stronger. than other kobolds, but are weaker of
will.
ARCTIC ORCS
Arctic orcs are primitive herders, eking out a living on the
slopes of volcanic mountains and building their crude huts near
hot springs or steam vents. They herd woolly cattle, caribou, and
elk. As a result, they control large sources of meat, water, and
heat — all things coveted by others living in or traveling
through the arctic. What they don't have, they take by force.
Arctic orcs stand ever vigilant against attackers and thieves
when they're not making preemptive strikes against those foolish
enough to settle near their territory.
Occasionally an individual orc questions the need for constant
battle, or seeks strategies other than brute force. Such
iconoclasts often leave their tribes — at least temporarily
— to become adventurers.
Racial Traits
Arctic orcs have the general arctic racial trait described
above and all orc racial traits, with additions and
exceptions as noted below.
- Low-Light Vision: An arctic orc can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. He retains the ability to distinguish color
and detail under these conditions.
- No darkvision.
- No light sensitivity.
- +2 racial bonus on Handle Animal checks: Arctic
orcs are herders, and they rely on their skills with animals to
keep their tribes fed.
Desert
Races
In a campaign set in a vast desert, water is worth its weight in
gold, and shifting sands occasionally reveal long-buried ruins of
forgotten civilizations.
Players wanting their characters to be nonhuman desert
dwellers can build characters using these variants, or their
characters could encounter these races while journeying across
the sands.
The following cultural attributes are common to most desert
races.
Personality
Members of the desert races are usually quite friendly, although
during the day they may seem brusque as they hurry to get about
their business and out of the oppressive heat. At night, however,
they offer warm greetings and good drink to any travelers who
happen upon their camps. To them, a stranger is neither friend
nor foe — just good company whose presence brings a moment
of joy.
Physical Description
A desert creature is usually hardier in build than a member of
his standard race. Bronze skin and dark hair are typical, since
such adaptations tend to make life in the scorching desert more
comfortable.
The clothing favored by desert creatures tends to be loose and
light, and they wear just enough to keep the heat off during the
day and the chill off at night. Most desert creatures wear
headgear that not only protects them from the sun but also
provides some warmth during cold desert nights.
Relations
Most desert dwellers are not choosy about trading partners, but
many share the prejudices of their standard races. Regardless of
race, most share a dislike of the scavenging desert
kobolds and the omnipresent nuisance of desert
goblins.
Alignment
The predominant alignment among desert races is neutral. It takes
equal parts of law and chaos to survive under the harsh desert
sun. Evil folk soon find themselves without friends, and to be
isolated in an environment that cannot long support individuals
means certain death. In contrast, those who place the principles
of goodness over the needs of survival often find themselves in
dire straits. Life in the desert often requires one to meet one's
own needs before tending to another's.
Lands
Except for desert dwarves and desert
gnomes, most desert dwellers are nomads who wander from one
settlement to the next in search of vital supplies. Thus, they
have no true lands of their own. Desert dwarves, however, are
very protective of their settlements and private oases, and they
are willing to defend them to the death if need be.
Religion
Desert creatures tend to have the same religious preferences as
members of their standard races, with an emphasis on the worship
of sun, light, or fire deities.
Language
Members of desert races speak the same languages as their
standard races.
Adventurers
Opportunity for adventure is common on the burning sands.
Denizens of the desert may turn to adventuring because they find
the scavenger's life too difficult, or simply because they crave
the rewards of the adventuring life. Although nomadic societies
are often made up of networks of extended families, those who
leave them to pursue their own goals rarely return.
General Desert Racial Trait
All desert races gain the following racial trait.
- Heat Endurance: Members of desert races gain a +4 racial
bonus on Fortitude saves made to resist the effects of hot
weather.
DESERT
DWARVES
Because of their skill with stone and engineering, dwarves are
acknowledged masters of locating water and digging wells. The
importance of water to desert peoples gives the dwarves both
great wealth and great political power.
Racial Traits
Desert dwarves have the general desert
racial trait described above and all dwarf
racial traits, with additions and exceptions as noted below.
- -2 Dexterity, +2 Constitution: Desert dwarves are tough
enough to survive the brutal environment of the desert, but they
rely more on cunning and fast talk than agility.
- No stonecunning.
- +1 racial bonus on attack rolls against humanoids of the reptilian subtype (including
kobolds and lizardfolk) and dragons (including half-dragons): Desert dwarves
are trained in special combat techniques that allow them to fight
common enemies more effectively. This bonus replaces the normal
dwarfs bonus against orcs and goblinoids.
- +4 dodge bonus to Armor Class against dragons: This replaces the dwarf's
dodge bonus to AC against giants. Dragons are a more
common threat than giants in desert climes, and desert dwarves
have adapted to meet this challenge.
- +2 racial bonus on Knowledge (architecture and
engineering), Knowledge (dungeoneering), and Profession (miner) checks: Desert
dwarves protect a great deal of information about what lives
beneath the desert and how to reach it.
- No racial bonus on Craft checks.
DESERT
ELVES
In the
desert, elves follow nomadic lifestyles. They herd horses,
cattle, and goats across the sands, sleeping during the day and
working or traveling at night. Their wandering takes them many
places and puts them in contact with many cultures. As a result,
they are welcome everywhere for the news and exotic trade goods
they carry.
Racial Traits
Desert elves have the general desert
racial trait described above and all elf racial
traits, with additions and exceptions as noted below.
- -2 Strength, +2 Dexterity: Desert elves are physically weaker
than their normal cousins, but are also hardier, toughened by the
harsh reality of desert life.
- Weapon Proficiency: Desert elves receive the Martial Weapon
Proficiency feats for the scimitar, rapier, and shortbow
(including composite shortbow) as bonus feats. Desert elves
prefer the scimitar to the longsword and the shortbow to the
longbow, because they can use shortbows while mounted.
- +2 racial bonus on Handle Animal and Ride
checks: Desert elves spend most of their lives riding and working
with animals.
- No racial bonus on Listen checks.
DESERT
GNOMES
Desert dwarves may dig and maintain wells, but desert gnomes pay
for them. Desert gnomes establish and operate fortified trading
posts around wells and oases, cultivating crops wherever possible
and scouring the surrounding desert for the wealth of buried
civilizations. Desert gnome outposts are rarely quiet, doing
business both day and night.
Racial Traits
Desert gnomes have the general desert
racial trait described above and all gnome racial
traits, with additions and exceptions as noted below.
DESERT
GOBLINS
Desert goblins are feared and reviled because their appearance
often heralds the arrival of a horde of nomadic hobgoblins and bugbears. As the desert dwarf
proverb puts it, “The only good thing about goblins is that
once they arrive, you know they'll soon be gone.”
Desert goblins take up adventuring for many reasons. While
most goblins are neutral evil, many have different beliefs and
seek like-minded individuals outside the tribe. Some lack
opportunities to advance, and they tire of living on the scraps
of those with more authority or higher social position.
Racial Traits
Desert goblins have the general desert
racial trait described above and all goblin
racial traits, with additions and exceptions as noted below.
- Low-Light Vision: A desert goblin can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. He retains the ability to distinguish color
and detail under these conditions.
- No darkvision.
- +2 racial bonus on Gather information
checks: Desert goblins soak up gossip like sponges when they
visit towns or settlements.
DESERT
HALF-ELVES
Desert
elves often wed humans, just as their more common cousins do,
producing desert half-elf children. These offspring often serve
as diplomats and negotiators for either their human or elf
communities, depending on where they live.
Racial Traits
Desert half-elves have the general desert
racial trait described above and all half-elf
racial traits, with additions and exceptions as noted below.
- +2 racial bonus on Sense Motive checks: A desert
half-elfs survival often relies on his ability to gauge the
social situation.
- No racial bonus on Listen checks.
DESERT
HALF-ORCS
Many tribes of orcs live in isolated desert canyons or the
ruins of ancient cities, now abandoned to the sands. Often their
mutual dependence on sources of fresh water brings them into
contact with desert-dwelling human barbarians. The resulting
offspring valued for their tenacity, courage, and combat prowess,
are often welcome in places where full-blooded orcs are not.
Racial Traits
Desert half-orcs have the general desert
racial trait described above and all half-orc
racial traits, with additions and exceptions as noted below.
- +2 Constitution, -2 Intelligence: The desert half-orc is lean
and hardy rather than muscular, but has adapted to be more
socially adept than a typical half-orc.
- Low-Light Vision: A desert half-orc can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. He retains the ability to distinguish color
and detail under these conditions.
- No darkvision.
- Run: Desert half-orcs receive Run as a
racial bonus feat. Typically too poor to afford mounts, half-orcs
learn from an early age to get from place to place by
running.
DESERT
HALFLINGS
Like gnomes, halflings are most likely to be active during the
day. Most other races regard them somewhat like cats, in that
they appear whether invited or not, work at what they want when
they want, and disappear without prior notice. A desert gnome
proverb observes that “Halflings in your town are a source
of trouble, but at least they don't tolerate competition.”
Racial Traits
Desert halflings have the general desert
racial trait described above and all halfling
racial traits, with additions and exceptions as noted below.
- +2 racial bonus on Hide and Sleight of Hand checks:
Desert halflings are stealthy and nimble-fingered.
- No racial bonus on Climb and Jump
checks.
DESERT
KOBOLDS
Desert kobolds live like scaly, intelligent rats, hiding in
forgotten corners of settlements, living just over the dunes from
trading posts, and always reappearing right after the residents
think they've finally been killed off.
Desert kobolds claim they were among the first to settle the
deserts, and that gnomes threw them out into the wilderness.
Though their survival relies on goods available at oasis
settlements and trading posts, desert kobolds hate the gnomes who
often build and run such settlements.
The life of a desert kobold is one of constant fear, which
motivates them to build traps and fortifications and to ambush
intruders. Some few kobolds, however, seek peace of mind through
personal power and boon companions. These rare individuals become
adventurers.
Racial Traits
Desert kobolds have the general desert
racial trait described above and all kobold racial traits, with
additions and exceptions as noted below.
- -4 Strength, +2 Dexterity, -2 Wisdom: Desert kobolds are
hardier than other kobolds, but are weak-willed.
- No light sensitivity.
- +2 racial bonus on Survival checks.
- No racial bonus on Profession (mining) checks:
Desert kobolds don't mine.
- Favored Class: Rogue. A multiclass desert kobold's rogue class
does not count when determining whether he takes an experience
point penalty for multiclassing. This trait replaces the normal
kobold's favored class.
DESERT ORCS
Desert orcs are martial creatures who live for battle. Prowess in
battle is their only measure of social standing, and they don't
particularly care if weaker races get hurt when orcs test their
skills. In fact, the chief difference between desert orcs and
desert goblinoids is that the former never accept defeat —
when desert orcs attack, they conquer or die trying.
Desert orcs live in a perpetual state of war, participating in
eternal night sorties from their isolated desert canyons and
ancient ruined cities to attack settlements and expand their
territory. Only the burning sun, and their weakness when in it,
keeps them from ruling the desert.
Occasionally an individual orc questions the need for constant
battle, or seeks strategies other than brute force. Such
iconoclasts often leave their tribes — at least temporarily
— to become adventurers.
Racial Traits
Desert orcs have the general desert racial trait described
above and all orc racial traits, with additions and
exceptions as noted below.
- Low-Light Vision: A desert orc can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. She retains the ability to distinguish
color and detail under these conditions.
- No darkvision.
- Endurance: Desert orcs gain Endurance as a racial bonus
feat.
Jungle
Races
A vast equatorial jungle, where tiny trading posts hacked from
the vegetation dot riversides, giant vines and tree roots conceal
cities of forgotten societies, and races that predate human
civilization struggle to maintain their ancient traditions, makes
a compelling setting for a campaign.
Players wanting their characters to be nonhuman jungle
dwellers can build characters using these variants, or their
characters could encounter these races while journeying through
the green labyrinth of the jungle.
The following cultural attributes are common to most jungle
dwelling races.
Personality
Jungle races tend to be very territorial, and they guard their
families and clans closely. They are not quick to trust
strangers, but they form strong bonds with outsiders who do
manage to earn their trust.
Physical Description
A jungle dweller looks very much like a member of her standard
race. Typically, only a jungle creature's rough, hide-sewn
clothing and unkempt appearance mark her as unusual.
Relations
Members of the jungle races are very territorial, so they
interact with other creatures only when absolutely necessary.
They often maintain good trading relations with other wild races,
but they rarely trade with civilized cultures except through
intermediaries such as local druids or rangers.
Alignment
Jungle races are often more chaotic than members of their
standard races, rejecting the typical strictures of civilized
society. However, their loyalty to family is high.
Lands
Jungle races avoid heavily populated areas, settling in remote
areas of wilderness.
Religion
Members of the jungle races tend to be more superstitious than
religious. Most rely on religious leaders (some of whom are
actually adepts of great power) to give them
spiritual guidance. Individuals may pray to aspects of animal and
nature deities, but only rarely does one of them achieve true
communion with such a deity.
Adventurers
Jungle dwellers may set out into the world for a variety of
reasons. They may need the help of a group of civilized folk to
avert a prophesied disaster, or they might be asked by tribal
elders to retrieve an artifact from an ancient burial site to
protect them from a coming conflict. Often, such a quest is only
the beginning of a jungle creature's adventuring career. She may
be lured away from her people by the wonders of civilized
society, or she may form a bond with outsiders who will never be
welcome in her tribal lands.
JUNGLE
DWARVES
Because of their height, dwarves can duck under vegetation that
impedes humans — yet they are stockier than gnomes or
halflings, and able to bull through what they can't avoid. Hardy
to a fault, jungle dwarves are explorers, pathfinders, and
traveling merchants.
Racial Traits
Jungle dwarves have all dwarf racial traits, with additions
and exceptions as noted below.
- Low-Light Vision: A jungle dwarf can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. She retains the ability to distinguish
color and detail under these conditions.
- No darkvision.
- +2 bonus on Heal, Knowledge (nature), and Survival checks: Jungle dwarves
know a great deal about what lives in the jungle, and are adept
at finding it (or avoiding it, as the case may be).
- +2 bonus on Spot checks: Jungle dwarves have keen
eyesight.
- No stonecunning: Jungle dwarves live aboveground.
- No racial bonus on Craft checks related to stone or metal
items.
- Favored Class: Ranger. A multiclass jungle dwarfs ranger class
does not count when determining whether she takes an XP penalty
for multiclassing. Jungle dwarves need both outdoor skills and
combat proficiency to survive. This trait replaces the normal
dwarfs favored class.
JUNGLE
ELVES
Jungle elves are somewhat more primal than their baseline
counterparts. In many jungles, ancient elven cities have been
swallowed up by the voracious encroachment of trees, vines, and
animals, leaving just a shadowy remnant of the population to
remember the former glories of their lost civilization.
Racial Traits
Jungle elves have all elf racial traits, with additions and
exceptions as noted below.
- Weapon Proficiency: Jungle elves receive the Martial Weapon
Proficiency feats for the handaxe, rapier, shortsword, and
shortbow (including composite shortbow) as bonus feats.
Proficiency with a rapier is a vestige of past glories and an
honored tradition among jungle elves. The other weapons are
useful tools for survival in their environment.
- +2 racial bonus on Knowledge (history) checks: Jungle
elves pride themselves on being the keepers of much lore that has
been forgotten to others.
- No ability to notice secret or concealed doors by passing
within 5 feet.
JUNGLE
GNOMES
Jungle gnomes live in and along the mighty rivers that wind
through the jungles. A gnome jungle town is often a collection of
boats tied together across a river, with channels to allow
passing vessels through (after they pay a toll, of course).
Jungle gnomes are also seen traveling the rivers, trading what
they can find to those they meet along the way.
Racial Traits
Jungle gnomes have all gnome racial traits, with additions and
exceptions as noted below.
- No racial bonus on attack rolls against kobolds.
- No dodge bonus to Armor Class against giants.
- +2 racial bonus on Climb and Swim
checks: Jungle gnomes live their lives clambering in and out of
boats, and in and out of the water.
- +2 racial bonus on Craft (shipbuilding) checks: A little
lumber and a few simple tools make for a happy and industrious
jungle gnome.
- +2 racial bonus on Use Rope checks: Jungle gnomes
consider rope the most useful tool on their boats.
- No racial bonus on Listen or Craft
(alchemy) checks.
JUNGLE
GOBLINS
If monkeys were evil and could speak, they'd be a lot like jungle
goblins. Jungle goblins are territorial, tree-dwelling savages
with a sadistic streak a mile wide. Their skills at climbing and
moving from tree to tree, combined with their cunning and vicious
nature, cause even other goblinoids to respect
them.
Jungle goblins generally take up adventuring to gain personal
power and serve their ambitions within their clans, or because
they somehow lack the evil nature of the rest of their kind.
Racial Traits
Jungle goblins have goblin racial traits, with additions
and exceptions as noted below.
- A jungle goblin has a climb speed of 20 feet. Jungle goblins
are natural climbers, able to scramble up trees with ease. A
jungle goblin has a +8 racial bonus on all Climb
checks. It must make a Climb check to climb any wall or slope
with a DC of more than 0, but it always can choose to take 10,
even if rushed or threatened while climbing. If it chooses an
accelerated climb, it moves at double its climb speed and makes a
single Climb check at a -5 penalty. It cannot run while climbing.
It retains its Dexterity bonus to Armor Class (if any) while
climbing, and opponents get no special bonus on their attacks
against a climbing jungle goblin. Also, jungle goblins add their
Dexterity modifier to Climb checks instead of their Strength
modifier.
- Low-Light Vision: A jungle goblin can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. He retains the ability to distinguish color
and detail under these conditions.
- No darkvision.
- +4 racial bonus on Jump checks: Jungle goblins are
accomplished leapers.
- No racial bonus on Hide and Move Silently checks.
- Favored Class: Barbarian. A multiclass jungle goblin's
barbarian class does not count when determining whether he takes
an experience point penalty for multiclassing. This trait
replaces the normal goblins favored class.
JUNGLE
HALF-ELVES
Some elf communities believe that introducing
human blood into their families is a way to invigorate their race
once again. Others prefer a mixed-race emissary to deal with
outsiders, rather than a pure-blood elf. Either way, jungle
half-elves are the result.
Racial Traits
Jungle half-elves have all half-elf racial traits, with
additions and exceptions as noted below.
JUNGLE
HALF-ORCS
The jungle is a wonderful home for orcs. It
provides them with places to hide, plenty of food, and as much or
as little contact with other races as they want — which is
always more than the other races want. On occasion, such contact
with humans produces half-orcs.
Racial Traits
Jungle half-orcs have all half-orc racial traits, with
additions and exceptions as noted below.
- Low-Light Vision: A jungle half-orc can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. He retains the ability to distinguish color
and detail under these conditions.
- No darkvision.
- +2 racial bonus on Climb and Jump
checks: Jungle half-orcs move almost as easily through the trees
of their jungle home as they do on the ground.
JUNGLE
HALFLINGS
Jungle Halflings live a much more settled life than their normal
counterparts do. They build villages along rivers and burn
clearings in the jungle to plant their crops. In addition, they
gather the most abundant food source in their environment, fish,
and hunt with poison-tipped weapons.
Racial Traits
Jungle Halflings have all halfling racial traits, with
additions and exceptions as noted below.
- Weapon Proficiency: Jungle Halflings receive the Martial
Weapon Proficiency feats for the throwing axe, handaxe, and
shortbow (including composite shortbow) as bonus feats. For
jungle halflings, the axe is both a practical tool and a
ceremonial item. They grow up using the other weapons for hunting
and fishing.
- Poison Use: jungle
halflings use poison extensively when hunting, and as a result
never poison themselves when applying poison to a weapon or when
using a poisoned weapon in combat. Jungle halflings make
extensive use of poisons harvested from vermin, particularly
those that damage Dexterity scores.
- No racial bonus on saving throws. Jungle Halflings have no
unusual ability to avoid mishaps.
- +2 racial bonus on Fortitude saying throws against poison:
Jungle Halflings have adapted a resistance to their own favorite
method of bringing down prey.
- No morale bonus on saving throws against fear: Jungle
halflings may be cunning, but they are no braver than other
races.
- No racial bonus on attack rolls with slings.
- Favored Class: Barbarian. A multiclass halfling's barbarian
class does not count when determining whether she takes an
experience point penalty for multiclassing. Jungle halflings live
much closer to nature, and must rely on cunning, resourcefulness,
persistence, courage, and mercilessness to survive. This trait
replaces the normal halfling's favored class.
JUNGLE
KOBOLDS
Clouded mountain peaks, many of which have religious or
ceremonial importance to those who live below, tower over jungle
canopies. Few know of the ancient ruined cities near the rocky
summits, concealed amid the clouds. Dwelling in such ancient
ruins are the jungle kobolds.
Those few explorers who have reached the cities report that
their jungle kobold residents claim to have built them, pointing
to reptilian and draconic images on the walls and in the
architecture as evidence. The explorers report, however, that the
cities were obviously built by and for people larger than the
little reptilian humanoids. Jungle kobolds lack the cowardice
common to other kobolds, thanks to the isolation of their
mountain peak homes. By all reports they show a calmer, more
generous side than other kobolds do.
Racial Traits
Jungle kobolds have kobold racial traits, with
additions and exceptions as noted below.
- -4 Strength, +2 Dexterity, -2 Intelligence: Life at high
altitude has toughened jungle kobolds, but their isolation has
hindered their intellectual growth.
- Altitude Adaptation: Jungle kobolds are adapted to life at
high altitudes, and thus don't suffer altitude
sickness. They are always considered acclimated to high
altitudes.
- +2 racial bonus on Climb checks: Jungle kobolds add their
Dexterity modifier to Climb checks instead of their Strength
modifier.
- No racial bonus on Craft (trapmaking) or Profession (miner) checks.
JUNGLE ORCS
If gorillas were evil and could speak, they'd be a lot like
jungle orcs. Jungle orcs live a simple existence, moving through
the jungle hunting and gathering food in clan groups (equivalent
in size to the squads given in the orc monster entry, plus 150%
noncombatants). Although combat is common within the clans, it's
relatively bloodless and hardly ever lethal. Only when jungle
orcs encounter other clans or other races do they show the true
extent of their violent, evil nature.
Conquest is a baffling concept to jungle orcs. They attack,
take whatever strikes their fancy, and move on. They lack the
discipline required to maintain the things they steal, so they
always seek weakly defended settlements and caravans to replace
those things that break or wear out in the humidity of the
jungle.
Occasionally an individual jungle orc questions the need for
constant battle, or seeks strategies other than brute force.
These are often the more intelligent members of their clans. Such
iconoclasts often leave the jungle — at least temporarily
— to become adventurers.
Racial Traits
Jungle orcs have all orc racial traits, with additions and
exceptions as noted below.
- Low-Light Vision: A jungle orc can see twice as far as a
human in starlight, moonlight, torchlight, and similar conditions
of poor illumination. He retains the ability to distinguish color
and detail under these conditions.
- No darkvision.
- +2 racial bonus on Heal and Survival checks: Jungle orcs must
be self-sufficient in order to survive their environment.
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