PC Races of Ghelspad

Races of Ghelspad (Pathfinder)

Ignore all references to the Advanced Race Guide; there may be other material listed from other source books with various racial options. The source books you are free to choose options from are: The Pathfinder Core Rule Book (CRB), the Advanced Player’s Guide (APG), Ultimate Magic (UM), Ultimate Combat (UC) and, of course, from this book the Scarred Lands Player’s Guide – racial options from any other sources cannot be taken.

I am only listing here the racial traits – for a better understanding of each race it’s a good idea to read the race’s description in the Pathfinder core book and each racial description in the SLPG.

I am omitting the Hollow Legionnaires from this write up; it is a newly created class thrown into the SL setting by the Pathfinder people and I am not a fan of this race at all. If you read the race in the SLPG and really wish to play one let me know and we can work it out.

Alternate Racial Traits: Some alternate racial traits will be limited to certain species of that race or members of that race raised in certain circumstances; for such traits I have added comments following the trait’s description. If I have listed no comments or caveats then feel free to take that trait for its listed substitute. If I’ve left off an additional racial trait then assume I am not allowing it. I am not allowing or including alternate traits that alter a race’s ability modifiers. If you think you want to choose an alternate racial trait run it by me first; the standard racial traits should be the norm unless something else really fits your background or fits your specific species of a given race. I don’t want an alternate trait becoming the norm for any race simply because it’s more powerful than the standard trait.

Favored Class Options: I do not foresee any changes to these lists and will not be posting them here, they can be found in the SLPG (Scarred Lands Player’s Guide).

Racial Archetypes: Only archetypes from the SLPG and my previously listed source material are available for player characters. If archetypes found in the SLPG refer to a class from a source book other than the ones permitted, I will allow that class to be played, but only by members of the SLPG listed race and only with the SLPG listed archetype. For example, the Paragon Warrior is an archetype of the Samurai class available only to asaathi. Samurai is a class not found in one of the books I own so I generally do not allow it, but I will allow a PC to play a samurai if that player is an asaathi and if he is taking the paragon warrior archetype.

The reason I am placing a limit to the source books PCs can use for creating their characters is because this will be my first Pathfinder campaign and I’ve a lot to digest as far as rules and the changes to classes not to mention the new classes found in books like the Advanced Player’s Guide and Ultimate Magic. Because I have so much new information to absorb I have to put a limit on what will be in this campaign as I’ve got my hands full with the five source books I am allowing and getting the campaign up and running.

Racial Feats: If a racial feat has a source book other than those listed it is unavailable for this campaign.

Race Traits: If a racial trait has a source book other than those listed it is unavailable for this campaign.

Asaatth Racial Traits

+2 Dexterity, +2 Intelligence: Asaatthi are known for their cunning and their serpentine speed and grace.

Medium: Asaatthi are Medium creatures and thus receive no bonuses or penalties due to their size.

Reptilian: Asaatthi are humanoids with the reptilian subtype.

Normal Speed: Asaatthi have a base speed of 30 feet.

Low-Light Vision: Asaatthi can see twice as far as a human in conditions of dim light.

Keen Senses: Asaatthi receive a +2 racial bonus on Perception checks.

Scales: Asaatthi gain a +1 natural armor bonus to their Armor Class.

Poison Resistance: Asaatthi gain a +2 racial bonus on saving throws against poison.

Strong-Willed: Asaatthi gain a +1 racial bonus on Will saves.

Bite: Asaatthi gain a natural bite attack, dealing 1d4 points of piercing damage. The bite is a primary attack, or a secondary attack if the asaatth is also wielding manufactured weapons.

Weapon Familiarity: Asaatthi are proficient with the scimitar, short sword, and falchion. Asaatth monks are proficient with the war fan and may treat it as a monk weapon.

Languages: Asaatthi begin play speaking Asaatth and any one other language. Asaatthi with high Intelligence scores can choose from among the following: Darakeene, Orcish, Slitherin, Sutak, Titan Speech, Ukrudan, and Zathisk.

Alternate Racial Traits –

You may select the following racial traits instead of standard asaatth racial traits. Consult your GM before selecting any of these alternate options.

Armored Scales: Some surface-dwelling asaatthi have developed heavier scales to protect them from predators and enemies. The asaatth gains a +2 natural armor bonus to Armor Class. This racial trait replaces keen senses and scales.

Asaatthi Magic: Some asaatthi are highly skilled in magic use. The asaatth gains a +2 bonus on concentration checks made to cast spells while taking damage or otherwise being hampered by magic. In addition, he receives a +2 bonus on Use Magic Device checks made to activate spell trigger items. This racial trait replaces keen senses.

Camouflage: Asaatth clans have dwelt so long in particular regions that sometimes their scale markings and patterns have evolved to help them hide in familiar surroundings. Choose one terrain type from the ranger’s favored terrain list. The asaatth gains a +4 racial bonus on Stealth checks in that terrain type. This racial trait replaces strong-willed. – Character Background should reflect an upbringing in the selected terrain, Asaath are found primarily in swamp or desert terrains.

Desert Dweller: Some asaatthi dwell in the deep desert, thriving even in parched lands. Asaatthi with this racial trait receive a +1 racial bonus on Fortitude saves and a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from starvation, thirst, or hot or cold environments. This racial trait replaces scales. – Character background should reflect the desert upbringing and the Ukrudan language should be taken at 1st level.

Poison Use: Some asaatthi are skilled at using poison as a weapon. They never risk accidentally poisoning themselves when applying poison to weapons. This racial trait replaces bite.

Scent: The scent glands in an asaatth’s mouth are often vestigial, but in some the snakelike traits remain strong. The asaatth gains the scent extraordinary ability. This racial trait replaces keen senses and low-light vision.

Swift-Footed: Asaatthi in some regions have evolved long, muscular legs, fine scales, lean bodies, and long tails to balance their forward-leaning stride. The asaatth has a base speed of 35 feet. This racial trait replaces scales.

Swimmer: Asaatthi that live in swamps and seaside fens have webbed hands and feet and the narrow, ridged, vaguely crocodilian tails to help them navigate water. The asaatth has a swim speed of 30 feet and gains a +8 racial bonus on Swim checks. This racial trait replaces scales. – Character background should reflect the aquatic upbringing, most swamp and water-dwelling asaath hail from the Swamps of Kan-Thet.

Venomous Bite: Some asaatthi have venom glands in their mouths that remain functional. When a venomous asaatth hits with a bite attack, she may choose to inject the victim with a dose of venom as a free action. The target must make a successful Fortitude save (DC 10 + 1/2 the asaatth’s character level + the asaatth’s Constitution modifier). This racial trait replaces scales and strong-willed.

Asaatth venom: Bite—injury; save Fort; frequency 1/ round for 3 rounds; effect 1d2 Dex; cure 1 save. The asaatth can use its venomous bite once per day. At 3rd level and every three levels thereafter, she may use this ability one additional time per day, to a maximum of seven times per day at 18th level.

Dwarves

Standard Racial Traits

Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma. Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Dwarves are humanoids with the dwarf subtype. Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Languages: Dwarves begin play speaking Dwarvish and any one other common language. Dwarves with high Intelligence scores can choose from the following: Calastian, Drendali, Giantish, Hammertongue, Ledean, Primordial, and Titan Speech.

Defense Racial Traits

Defensive Training: Dwarves have long experience facing the servants of the titans. They gain a +4 dodge bonus to AC against monsters having the titanspawn subtype (see Appendix). This trait replaces the standard dwarf defensive training racial trait. Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Feat and Skill Racial Traits

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Skill Training: Dwarves receive Appraise and Knowledge (dungeoneering) as class skills. Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Senses Racial Traits

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Offense Racial Traits

Armor Familiarity: Dwarves are proficient with light armor, medium armor, and shields (except tower shields). Hatred: Dwarves receive a +1 bonus on attack rolls against creatures with the titanspawn subtype (see Appendix). This trait replaces the standard dwarf hatred racial trait. Weapon Familiarity: Dwarves are proficient with battleaxes, handaxes, heavy picks, light crossbows, light hammers, light picks, throwing axes, and warhammers. They treat any weapon with the word “dwarven” in its name as a martial weapon.

Alternate Racial Traits

In addition, you may select the following racial traits instead of standard dwarf racial traits. Consult your GM before selecting any of these new options.

Bitter Enmity: The dwarves of Burok Torn have long been in conflict with the drendali and their magical servitors. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against constructs and against humanoid creatures of the elf subtype. This racial trait replaces hatred. – Burok Torn dwarves only.

Chardunite: Charduni dwarves in particular have always trained as foot soldiers for the Great General. Dwarves with this trait are proficient with the light hammer, razor chain, spiked chain, warhammer, and warscepter. This racial trait replaces weapon familiarity. – Charduni dwarves only.

Grayskin: Some dwarves benefit from a beneficial condition that causes their flesh to harden over time. These dwarves gain a +1 natural armor bonus to Armor Class; this bonus increases by +1 at 6th level and every six levels thereafter. This ability replaces defensive training and hatred. – Charduni dwarves only.

Runic Training: Dwarves have always practiced rune magic. Dwarves with this racial trait and a Wisdom score of 11 or higher gain the following spell-like abilities once per day: arcane mark, comprehend languages, detect magic, and read magic. The caster level for these effects is equal to the dwarf’s level. This racial trait replaces hardy. – Burok Torn dwarves only.

Tunnel Fighting: Dwarves are used to fighting in tight spaces. Dwarves with this trait suffer no penalty on attack rolls or to AC while squeezing. (Normally the penalty for squeezing is -4.) This racial trait replaces stability.

Unsettling: Some dwarves suffer from an indeterminate madness or taint that makes them frightening to others. These dwarves receive a +2 bonus on Intimidate checks. This racial trait replaces skill training. – Forsaken dwarves.

Charduni and Alternate Traits Dwarves on Ghelspad share many of the same racial features, but charduni originated on the continent of Termana, so they typically have some different traits than other dwarves. To properly build a charduni dwarf, choose the chardunite and grayskin alternate racial traits by default.

Elves

Standard Racial Traits

Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Elves are Humanoids with the elf subtype. Base Speed: Elves have a base speed of 30 feet. Languages: Elves begin play speaking Elvish and any one other language (except secret languages). Elves with high Intelligence scores can choose from among any common, exotic, or old languages.

Defense Racial Traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

AnchorFeat and Skill Racial Traits

Keen Senses: Elves receive a +2 racial bonus on Perception checks. Elven Poise: Acrobatics and Diplomacy are always class skills for elves.

AnchorMagical Racial Traits

Tattoo Mastery: Elves receive a +2 bonus on all Craft (tattoo) checks. Any spells or spell-like abilities their magical tattoos produce are at +1 caster level. This trait replaces the standard elven magic.

Offense Racial Traits

Weapon Familiarity: Elves are proficient with the longbow, quarterstaff, shortbow (including composite shortbow), shortspear, and spear. They treat any weapon with the word “elven” in its name as a martial weapon. This trait modifies the standard elf weapon familiarity.

AnchorSenses Racial Traits

Elfsight: Elves can see in the dark up to 30 feet and can see twice as far as humans in dim lighting conditions. This trait modifies low-light vision.

Alternate Racial Traits

In addition, you may select the following racial traits instead of standard elf racial traits. Consult your GM before selecting any of these new options.

Bird Friend: Some elves have a special affinity for avian creatures, such as the great raptors of Uria. These elves gain a +2 racial bonus on Handle Animal and Ride checks involving birds or other avians, and they are proficient with lance and longspear. This ability replaces tattoo mastery. – Elves from the nation of Uria only

Cavesight: Some elves have long dwelt underground or in the deepest, darkest recesses of broadleaf forests, and their vision has adapted to such conditions. Elves with this racial trait gain darkvision with a range of 120 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces elfsight. – Drenadali elves only.

Drendali Magic: Elves have a strong affinity to magic, but those of Dier Drendal are well trained in its use. Elves with this racial trait and an Intelligence or Charisma score of 11 or higher gain the following spell-like abilities once per day: detect magic, ghost sound, mage hand, and vanish. The caster level for these effects is equal to the elf’s level. This racial trait replaces tattoo mastery and keen senses. – Drendali elves only.

Drendali Weapon Training: Drendali are proficient with light crossbow, rapier, shortbow (including composite shortbow), and short sword. This trait replaces weapon familiarity. – Drendali elves only.

Eternal Grudge: Some elves grow up in secluded, isolationist communities where eons-old slights and quarrels linger as eternal blood feuds. Choose one humanoid subtype: Elves with this racial trait receive a +2 bonus on attack rolls against humanoids of that subtype because of special training against these ancient foes. This racial trait replaces elven magic. – should be reflected in character background and fit the culture of chosen elves.

Halflings

Standard Racial Traits

Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, and –2 Strength. Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks. Base Speed (Slow Speed): Halflings have a base speed of 20 feet. Languages: Halflings begin play speaking any one of Calastian, Ledean, or Veshian, plus any one other common language. Halflings with high Intelligence scores can choose from among any common or exotic languages.

Defense Racial Traits

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck. Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Feat and Skill Racial Traits

Deftly Deferential: Once per day, a halfling can roll twice when making a Bluff or Diplomacy check and take the better roll. Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks, and these skills are always class skills for them. This trait modifies the standard sure-footed.

Offense Racial Traits

Weapon Familiarity: Halflings are proficient with the amentum, crookstaff, dart, javelin, and sling. They also treat any weapon with the word “halfling” in its name as a martial weapon. This trait modifies the standard halfling weapon familiarity.

Senses Racial Traits

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Alternate Racial Traits

In addition, you may select the following racial traits instead of standard halfling racial traits. Consult your GM before selecting any of these new options.

Defiant: Once per day, a halfling can roll twice when making an Intimidate or Sense Motive check and take the better roll. This racial trait replaces deftly deferential.

Translator’s Tongue: Some halflings have a keen talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and Linguistics is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak three additional common languages (one of which must be Calastian, Ledean, or Veshian), in addition to any bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses.

Human

Standard Racial Traits

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. : Humans are Medium creatures and thus receive no bonuses or penalties due to their size. Base Speed: Humans have a base speed of 30 feet. Languages: Humans begin play speaking the language of their homeland (Albadian, Calastian, Darakeene, Dunahn, Ledean, Ontenazu, Shelzari, Ukrudan, Veshian, or Zathisk), plus any one other common language. Humans with high Intelligence scores can choose additional languages from among any common or exotic tongues.

Feat and Skill Racial Traits

Adaptable: Humans gain a +1 racial bonus to all saving throws to represent their adaptable nature. Bonus Feat: Humans select one extra feat at 1st level. Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. Weapon Familiarity: Humans are proficient with one or more weapons based on their place of origin, as shown below. (For humans from any other place, choose the nearest location from the list below.) Albadia: icehammer Amalthea: longbow (including elven longbow) Ankila: greathammer or warscepter (choose one) Bridged City: crossbows (heavy and light) Calastia: warscepter Chardunahae: flail, heavy flail Darakeene: crookstaff Durrover: handaxe, throwing axe Fangsfall: pike, short sword Hedrad: greathammer Hollowfaust: light mace, sap Karria: short sword, trident Lageni: bardiche, ranseur Lokil: light hammer, short sword Mansk: flail, lance Mithril: amentum (and javelin), short sword Mullis Town: shortbow (including composite), spear New Venir: short sword, spear Ontenazu: amentum (and javelin), flail Rahoch: harpoon Shelzar: rapier, short sword Vesh: longbow (including elven longbow) Zathiske: roundknife

Alternate Racial Trait

In addition, you may select the following racial trait. Consult your GM before selecting this new option.

Heart of the Forest: Humans born and raised in the woods learn how to find their way when lost, forage for food and water, and track and evade wild beasts. While in forest terrain, they gain a +2 racial bonus on Stealth checks and racial bonus equal to half their character level (minimum +1) on Survival checks. This racial trait replaces skilled.

Ironbred

Ironbred Racial Traits

+2 Dexterity, +2 Wisdom, -2 Charisma: Ironbred are agile and observant, but they have unsettling voices and mannerisms. Sutak: Ironbred are humanoids with the sutak subtype. Medium: Ironbred are Medium creatures and thus receive no bonuses or penalties due to their size. Normal Speed: Ironbred have a base speed of 30 feet. Darkvision: Ironbred can see in the dark up to 60 feet. Fireborn: Ironbred receive a +2 racial bonus on saving throws against fire damage and a +4 racial bonus on Fortitude saves to resist heat dangers. Thick Hide: Ironbred gain a +1 natural armor bonus to their Armor Class. Grating Voice: An ironbred’s loud voice and unnerving manner provide a +2 racial bonus on Intimidate checks. Crafter: Ironbred gain a +2 racial bonus on all Craft or Profession checks to create objects from leather or metal. Weapon Familiarity: Ironbred are proficient with the flail, heavy flail, heavy mace, light mace, and morningstar. Languages: Ironbred begin play speaking Sutak and any one common language. Ironbred with high Intelligence scores can choose from among the following: Asaatth, Dunahn, Giantish, Primordial, Shelzari, Titan Speech, and Ukrudan.

Alternate Racial Traits

You may select the following racial traits instead of standard ironbred racial traits. Consult your GM before selecting any of these alternate options.

Desert Stalker: The ironbred gain a +2 racial bonus on Stealth and Survival checks in desert environments. This racial trait replaces craftsman. – Background should involve a desert upbringing. Fireproof Hide: The ironbred has fire resistance 5. At 11th level, this improves to fire resistance 10. This racial trait replaces fireborn and thick hide. Friendly Nature: The ironbred receives a +2 racial bonus on Diplomacy. This racial trait replaces grating voice.

Manticora Racial Traits

+2 Dexterity, +2 Wisdom, -2 Intelligence. Manticora are agile, cunning hunters, but they are not often clever in the academic sense. Catfolk: Manticora are humanoids with the catfolk subtype. Medium: Manticora are Medium creatures and thus receive no bonuses or penalties due to their size. Normal Speed: Manticora have a base speed of 30 feet. Low-Light Vision: Manticora can see twice as far as humans in conditions of dim light. Cat’s Luck: Once per day, when a manticora makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw. Natural Weapons: Manticora gain three natural attacks, a primary bite attack dealing 1d3 piercing damage and two secondary claw attacks dealing 1d3 slashing damage each. A manticora who is a brawler or monk may deal unarmed damage as appropriate for his class and level when using his claws (dealing either bludgeoning or slashing damage with each strike, as he chooses). Natural Hunter: Manticora gain a +2 racial bonus on Stealth and Survival, and these skills are always class skills for them. Heightened Senses: Manticora gain a +2 racial bonus on Perception, and it is always a class skill for them. Sprinter: Manticora gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions. Weapon Familiarity: Manticora are proficient with shortbows (including composite shortbows). They treat any weapon with the word “manticora” in its name as a martial weapon. Languages: Manticora begin play speaking Leonid and any one other common or exotic language. Manticora with high Intelligence scores can choose from the following: Albadian, Calastian, Darakeene, Elvish, Orcish, Slitherin, and Titan Speech.

Alternate Racial Traits

You may select the following racial traits instead of standard manticora racial traits. Consult your GM before selecting any of these alternate options.

Curiosity: Civilized manticora are naturally inquisitive about the world around them, though some are more curious than others. Such manticora gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. This racial trait replaces natural hunter. Nimble Landing: Manticora have an amazing sense of balance. Manticora with this trait always land on their feet even when they take lethal damage from a fall, and they gain a +2 bonus to their CMD against trip maneuvers. This racial trait replaces sprinter. Social Animal: Manticoras’ generally calm, usually truthful disposition doesn’t necessarily preclude craftiness; some see social obstacles as games to be played and won. These manticora receive a +1 racial bonus on Bluff, Diplomacy, and Sense Motive checks, and these skills are always class skills for them. This racial trait replaces natural hunter.

Orc Racial Traits

+4 Strength, -2 Dexterity, +2 Wisdom, -2 Charisma. Orcs are very strong and demonstrate a surprising spiritual awareness, but they lack both physical and social grace. Orc: Orcs are humanoids with the orc subtype. Medium: Orcs are Medium creatures and thus receive no bonuses or penalties due to their size. Normal Speed: Orcs have a base speed of 30 feet. Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light. Daunting: Intimidate is always a class skill for orcs. Diehard: Orcs gain Diehard as a bonus feat, even if they do not meet the prerequisites. Armor Familiarity: Orcs are proficient with light armor and shields (except tower shields). Weapon Familiarity: Orcs are proficient with the battleaxe, greataxe, handaxe, and throwing axe. They treat any weapon with the word “orc” in its name as a martial weapon. Languages: Orcs begin play speaking Orcish and any one other common language. Orcs with high Intelligence scores can choose from the following: Albadian, Dwarvish, Giantish, Ledean, Leonid, Titan Speech, and Veshian.

Alternate Racial Traits

You may select the following racial traits instead of standard orc racial traits. Consult your GM before selecting any of these alternate options.

City Dweller: Orcs with this trait were raised in a large city, among other races. They are proficient with scimitars, short swords, and falchions, and they receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces armor familiarity and weapon familiarity. Darkvision: While most orcs in the Scarred Lands are plains-dwellers, a few clans have adapted to living in caves, deep underground. Orcs with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision. – Background should reflect orichs communities below ground. Pronounced Tusks: Some orcs’ tusks are larger and sharper than most, granting them a bite attack. This is a primary natural attack that deals 1d4 points of piercing damage. This racial trait replaces weapon familiarity. Tribal Speaker: Orcs from some tribes are used to dealing with outsiders, handling trade, and dealing with visitors. Orcs with this trait gain a +2 racial bonus on Diplomacy and Sense Motive checks. This racial trait replaces daunting. Wolf Master: Some orcs have an exceptionally strong kinship with wolves and their kin. An orc with this trait is proficient with lances, and he gains a +2 racial bonus on Handle Animal and Ride checks involving wolves, dire wolves, orc hounds, and other lupine creatures. Orcs with this trait who also have the animal companion or mount class feature, or a similar ability, may take an orc hound (also called a red hound, wolf hound, or skrakol, meaning “prey chaser” in Orcish) as their companion or mount.

Slitherin Racial Traits

+2 Constitution, +2 Intelligence, -2 Charisma: Slitherin are resilient and clever, yet not always pleasant. Ratfolk: Slitherin are humanoids with the ratfolk subtype. Medium: Slitherin are Medium creatures and thus receive no bonuses or penalties due to their size. Normal Speed: Slitherin have a base speed of 30 feet. Darkvision: Slitherin can see in the dark up to 60 feet. Coarse Fur: Slitherin receive a +1 natural armor bonus to Armor Class. Natural Climber: Slitherin have a climb speed of 20 feet and gain a +8 racial bonus on Climb checks. Contortionist: Slitherin gain a +4 racial bonus on Escape Artist checks and can squeeze through tight spaces as if they were one size smaller. Rodent Empathy: Slitherin gain a +4 racial bonus on Handle Animal checks made to influence rodents. Sure-Footed: Acrobatics and Stealth are always class skills for slitherin. Weapon Familiarity: Slitherin are proficient with shortbows (including composite shortbows) and short swords. They treat any weapon with the word “slitherin” in its name as a martial weapon. Languages: Slitherin begin play speaking Slitherin and any one other common or exotic language. Slitherin with high Intelligence scores can choose from among any common or exotic languages.

Alternate Racial Traits

You may select the following racial traits instead of standard slitherin racial traits. Consult your GM before selecting any of these alternate options.

Carrier: Some slitherin have developed an uncanny tolerance to natural diseases (but not supernatural ones, such as mummy rot). While she can contract diseases and pass them on to others, the slitherin does not herself suffer negative effects from any natural diseases she carries. This racial trait replaces contortionist and sure-footed. – Typical among the diseased slitherin, offspring of Chern. Cornered Ferocity: Slitherin can fight viciously when cut off from friends and allies. Whenever a slitherin with this racial trait is reduced to half or fewer of his hit points and has no conscious ally within 30 feet, he gains a +2 morale bonus on melee attack rolls and a +2 dodge bonus to Armor Class. This racial trait replaces sure-footed. Desert Wanderer: Slitherin in desert climes may develop a heightened tolerance for the worst of desert conditions. Theygain a +2 racial bonus on Fortitude saves against heat dangers. This racial trait replaces coarse fur. – Typical among Day-walker slitherin, the desert dwelling brood of Thulkas. Magic-Touched: Slitherin who are touched by the Mother of Witches have a knack for magic. These slitherin gain a +2 racial bonus on Use Magic Device checks and a +2 racial bonus on concentration checks made to cast spells defensively. This racial trait replaces coarse fur and sure-footed. Seaborn: Many slitherin born in coastal areas or near bodies of water are very much at home in the water. These slitherin have a swim speed of 20 feet and gain a +8 racial bonus on Swim checks. This ability replaces natural climber. Skulk: Some slitherin can blend into their environments and move with uncanny grace. These slitherin gain a +2 racial bonus on Stealth checks, and they take only a -5 penalty on Stealth checks made to hide from creatures they have distracted with a Bluff check (rather than the normal -10 penalty). This racial trait replaces sure-footed. Small: Some slitherin are actually Small creatures, and therefore they gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks. Small slitherin suffer a -2 penalty to Strength and have a base speed of 20 feet. This racial trait replaces coarse fur, contortionist, Medium size, and normal speed. Swarmer: Ratfolk are used to living and fighting communally, and they are adept at swarming foes. Up to two Medium ratfolk can share the same square at the same time. If two ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This ability replaces coarse fur and rodent empathy. – both ratfolk would have to possess this trait for either to gain its benefits.

PC Races of Ghelspad

For the Glory of the Black Dragon WiHa05