Races (test)

There are many races in Faerûn, each with their own strengths and weaknesses relative to the others. Races are divided into subraces to showcase slight differences in appearance, outlook, and adaptation. Other than a few minor differences, members of a subrace resemble the race they are from.

In ALFA, races outside the norm are deemed extraordinary and require that a character bio be submitted to and approved by the HDM of the server the character is to be played on.  The following races are considered extraordinary: Duergar, Drow, Svirfneblin, All plane-touched races, grey orcs and yuan-ti purebloods.

EXT Means that the race in question requires an extraordinary character approval


Dwarves

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.


Duergar

Long ago, mind flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar (or gray dwarves) rose up against their masters and regained their freedom. They emerged as a new subrace of dwarf with limited mental powers. The gray dwarves are an evil and bitter race, but retain the superior skill and workmanship of dwarvenkind. They have found themselves a niche in the Underdark, creating armor and weapons to trade with the warring races of that realm.

Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair, and gray skin.

Ability adjustment: +2 Constitution, -4 Charisma>

Level adjustment: +1. Duergar are more powerful and gain levels more slowly than other races. It will take more experience for a duergar to reach level 2 than it would for normal races, for example.

Size: Medium

Favored class: Fighter. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.

  • Darkvision: Gray dwarves can see in the dark up to 120 feet.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks when inside.
  • Weapon Proficiency: Dwarves are proficient in using dwarven waraxes.
  • Immunity to Poison: Immunity to all poisons.
  • Immunity to Phantasms: Immune to the spells phantasmal killer and weird.
  • Immunity to Paralysis: Duergar cannot be paralyzed.
  • Hardiness vs. Spells: +2 racial bonus on saving throws against spells and spell-like effects.
  • Battle Training vs. Orcs and Goblinoids: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
  • Battle Training vs. Giants: +4 dodge bonus to armor class against monsters of the giant type (such as ogres, trolls, and hill giants).
  • Greater Skill Affinity (Move Silently): +4 racial bonus to move silently.
  • Partial Skill Affinity (Listen): +1 racial bonus on listen checks.
  • Partial Skill Affinity (Spot): +1 racial bonus on spot checks.
  • Spell-like abilities:
    • 1/day - enlarge person as a wizard twice the gray dwarf's level (minimum 3rd level).
    • 1/day - invisibility as a wizard twice the gray dwarf's level (minimum 3rd level).
  • Light Sensitivity: -2 circumstance penalty to attack rolls, saves and checks when within bright sunlight. This penalty is always present when travelling outdoors(day or night) making Daylight Adaptation a useful feat to grab.

Gold Dwarf

The gold dwarves maintained their great kingdom in the Great Rift and managed to survive terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride. Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of the region. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.

Ability adjustment: +2 Constitution, -2 Dexterity

Size: Medium

Favored class: Fighter. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

  • Darkvision: Dwarves can see in the dark up to 60 feet.
  • Stonecunning: +2 bonus to search checks when inside.
  • Skill Affinity (Lore): +2 bonus to Lore checks.
  • Weapon Proficiency: Dwarves are proficient in using dwarven waraxes.
  • Hardiness vs. Poisons: +2 racial bonus to saving throws against poison.
  • Hardiness vs. Spells: +2 racial bonus on saving throws against spells and spell-like effects.
  • Battle Training vs. Aberrations: +1 racial bonus on attack rolls against aberrations.
  • Battle Training vs. Giants: +4 dodge bonus to armor class against monsters of the giant type (such as ogres, trolls, and hill giants).

Shield Dwarf

Shield dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.

The dwarven kingdoms of long ago became locked in eternal wars with goblin-kind and other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark. The clans that survived these battles are the shield dwarves, and they are the most common type of dwarf seen throughout the Realms.

Shield dwarf features do not differ from standard dwarf features.

Ability adjustment: +2 Constitution, -2 Charisma

Size: Medium

Favored class: Fighter. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.

  • Darkvision: Dwarves can see in the dark up to 60 feet.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks when inside.
  • Skill Affinity (Lore): +2 bonus to Lore checks.
  • Weapon Proficiency: Dwarves are proficient in using dwarven waraxes.
  • Hardiness vs. Poisons: +2 racial bonus on saving throws against poison.
  • Hardiness vs. Spells: +2 racial bonus on saving throws against spells and spell-like effects.
  • Battle Training vs. Orcs and Goblinoids: +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
  • Battle Training vs. Giants: +4 dodge bonus to armor class against monsters of the giant type (such as ogres, trolls, and hill giants).

Elves

Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.


Drow

Descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, and blue. They also tend to be smaller and slimmer than most elves.

Ability adjustment: +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution

Level adjustment: +2. Drow are more powerful and gain levels more slowly than other races. It will take more experience for a drow to reach level 2 than it would for normal races, for example.

Size: Medium

Favored class: Wizard. A multiclass drow's wizard class does not count when determining whether he takes a penalty for multiclassing.

  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Darkvision: Drow can see in the dark up to 120 feet. This replaces the low-light vision ability most elves receive.
  • Spell Resistant: Spell resistance of 11 + character level.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) weapons.
  • Keen Sense: An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Skill Affinity (Listen): +2 to Listen
  • Skill Affinity (Search): +2 to Search
  • Skill Affinity (Spot): +2 racial bonus to Spot
  • Light Blindness: Drow suffer -1 circumstance penalty to attack rolls, saves, and skill checks when outside. This is improperly applied whenever the Drow character is outdoors, even during night time.
  • Spell-Like Abilities:
    • 1/day - Darkness as sorcerer of equal level.
    • 1/day - Light (spell) as sorcerer of equal level.
    • 1/day - See invisibility as sorcerer of equal level.

Moon Elf

Moon elves are the most common sort of elves in Faerûn. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue. Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind, and most half-elves are descended from moon elves. The description for the moon elf subrace matches the default description of the elf race.

Ability Adjustments:+2 Dexterity, -2 Constitution

Size: Medium

Favored class: Wizard. A multiclass elf's wizard class does not count when determining whether she takes an XP penalty for multiclassing. Wizardry comes naturally to elves - indeed, they sometimes claim to have invented it, and fighter/wizards are especially common among them.

  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) weapons.
  • Keen Sense: An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Skill Affinity (Listen): +2 to Listen
  • Skill Affinity (Search): +2 to Search
  • Skill Affinity (Spot): +2 racial bonus to Spot

Sun Elf

Sun Elves hail from Evermeet where non-elves are not allowed, and therefore are less common in Faerun than moon elves. Also called gold elves, they have bronze skin, golden blond, copper, or black hair, and green or gold eyes. These are seen as the most civilized and haughty elves, preferring to remain separate from nonelven races. Most sun elves lead a life of study and contemplation, which serves to sharpen their minds, but leaves their bodies soft.

Ability adjustment: +2 Intelligence, -2 Constitution

Size: Medium

Favored class: Wizard. A multiclass elf's wizard class does not count when determining whether she takes an XP penalty for multiclassing. Wizardry comes naturally to elves - indeed, they sometimes claim to have invented it, and fighter/wizards are especially common among them.

  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) weapons.
  • Keen Sense: An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Skill Affinity (Listen): +2 to Listen
  • Skill Affinity (Search): +2 to Search
  • Skill Affinity (Spot): +2 to Spot

Wild Elf

The wild elf subrace was not included in the original NWN2, but has been added in the Mask of the Betrayer expansion. The wild elves were always close to nature, even more so than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over building and book learning. Wild elves are stocky and strongly built for elves. Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.

Ability adjustment: +2 Dexterity, -2 Intelligence

Size: Medium

Favored class: Sorcerer. A multiclass wild elf's sorcerer class does not count when determining whether she takes an XP penalty for multiclassing

  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) weapons.
  • Keen Sense: An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Skill Affinity (Listen): +2 to Listen
  • Skill Affinity (Search): +2 to Search
  • Skill Affinity (Spot): +2 to Spot

Wood Elf

Wood Elves are reclusive and solitary although not as withdrawn from society as the nearly feral wild elves, so it is rare, but not unheard of, to see wood elves venture from their homes in the High Forest. Wood elves are uncommonly strong for elves, but also smaller and less intuitive than most elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found.

Ability adjustment: +2 Strength, +2 Dexterity, -2 Constitution -2 Intelligence

Size: Medium

Favored class: Ranger. A multiclass elf's ranger class does not count when determining whether she takes an XP penalty for multiclassing.

  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Weapon Proficiency: Elves are automatically proficient with longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) weapons.
  • Keen Sense: An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Skill Affinity (Listen): +2 racial bonus to Listen
  • Skill Affinity (Search): +2 racial bonus to Search
  • Skill Affinity (Spot): +2 racial bonus to Spot

Gnomes

Gnomes are in wide demand as alchemists, inventors, technicians, and furniture, Though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, burn things and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.


Rock Gnomes

Rock gnomes are the most common type of gnomes in the region, and are usually just called gnomes, since they are the only sort that surface dwellers ever see. Equipped by nature with keen curiousity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toy making, and clockwork engineering. Gnomes adore animals, gems, and jokes, especially pranks. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years. The features of the rock gnome subrace matches those of the gnome race.

Ability adjustment: +2 Constitution, -2 Strength

Size: Small. As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Favored class: Bard. A multiclass gnome's bard class does not count when determining whether he takes an XP penalty for multiclassing.

  • Low-light vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Hardiness vs. Illusions: +2 racial bonus on saving throws against illusions.
  • Spell Affinity (Illusion): Add +1 to the difficulty class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects such as the spell focus feat.
  • Battle Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).
  • Battle Training vs. Reptilians: +1 racial bonus on attack rolls against reptilians (including kobolds and lizardfolk).
  • Battle Training vs. Giants: +4 dodge bonus to armor class against monsters of the giant type (such as ogres, trolls, and hill giants).
  • Skill Affinity (Listen): +2 racial bonus on listen checks.
  • Skill Affinity (Craft Alchemy): +2 racial bonus on craft alchemy checks.

Deep Gnomes

Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor or openness of their surface cousins. The deep gnomes may be the world's stealthiest and most elusive folk. Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention.

Ability adjustment:-2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma

Level adjustment: +3. Deep gnomes are more powerful and gain levels more slowly than other races. It will take much more experience for a deep gnome to reach level 2 than it would for normal races, for example.

Size: Small -- As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Favored class: Rogue. A multiclass gnome's rogue class does not count when determining whether he takes an XP penalty for multiclassing.

  • Darkvision: Deep gnomes can see in the dark up to 120 feet.
  • Stonecunning: +2 bonus to Search checks when inside.
  • Spell Affinity (Illusion): Add +1 to the difficulty class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
  • Spell resistance: 11 + character level.
  • Battle Training vs. Reptilians: +1 racial bonus on attack rolls against kobolds.
  • Battle Training vs. Goblinoids: +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).
  • Slippery Defense: +4 dodge bonus to Armor Class against all opponents. Durability: +2 racial bonus to all saving throws.
  • Skill Affinity (Listen): +2 racial bonus to Listen checks.
  • Skill Affinity (Craft Alchemy): +2 racial bonus to Craft Alchemy checks.
  • Spell-Like Abilities:
    • 1/day - Blindness/deafness as sorcerer of equal level.
    • 1/day - Entropic shield as sorcerer of equal level.
    • 1/day - Invisibility as sorcerer of equal level.

Half Drow

Half-drow are often just as dark-hearted as their elven parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. Despite this, good half-drow are much less rare than good drow. Half-drow tend to have dusky skin, silver or white hair, and a broad range of eye colors

Size: Medium

Favored class: Any. When determining whether a multiclass half-drow takes an XP penalty, her highest-level class does not count.

  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Darkvision
  • Partial Skill Affinity (Listen): +1 racial bonus on listen checks.
  • Partial Skill Affinity (Search): +1 racial bonus on search checks.
  • Partial Skill Affinity (Spot): +1 racial bonus on spot checks.
  • Skill Affinity (Bluff): +2 racial bonus on bluff skill checks.
  • Skill Affinity (Diplomacy): +2 racial bonus on diplomacy skill checks.

Half Elf

Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf 's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave an enduring legacy - half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers, more aloof, more sensitive, less ambitious, and slower to mature. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 300 years of age, sometimes more.

Size: Medium

Favored class: Any. When determining whether a multiclass half-elf takes an XP penalty, her highest-level class does not count.

  • Hardiness vs. Enchantments: +2 racial saving throw bonus against enchantment spells or effects.
  • Immunity to Sleep: Immunity to sleep and magic sleep effects.
  • Low-light vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Partial Skill Affinity (Listen): +1 racial bonus on listen checks.
  • Partial Skill Affinity (Search): +1 racial bonus on search checks.
  • Partial Skill Affinity (Spot): +1 racial bonus on spot checks.
  • Skill Affinity (Bluff): +2 racial bonus on bluff skill checks.
  • Skill Affinity (Diplomacy): +2 racial bonus on diplomacy skill checks.

Half Orc

In the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.

Ability adjustments: +2 Strength, -2 Intelligence, -2 Charisma

Size: Medium

Favored class: Barbarian. A multiclass half-orc's barbarian class does not count when determining whether he takes an XP penalty. Ferocity runs in a half-orc's veins.

  • Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet.

Halfling

Halflings are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or mustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.


 

Lightfoot Halfling

Halflings are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150. The most common type of halflings seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. The features of the lightfoot halfling subrace matches those of the halfling race.

Ability adjustments: +2 Dexterity, -2 Strength.

Size: Small. As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus to Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

Favored class: Rogue. A multiclass halfling's rogue class does not count when determining whether she takes an XP penalty for multiclassing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.

  • Skill Affinity (Move Silently): +2 racial bonus on move silently checks.
  • Lucky: +1 racial bonus on all saving throws.
  • Fearless: +2 morale bonus on saving throws against fear (this bonus stacks with the halfling's +1 bonus on saving throws in general).
  • Good Aim: +1 racial bonus on attack rolls with thrown weapons and slings.
  • Skill Affinity (Listen): +2 racial bonus on listen checks.

Strongheart Halfling

Halflings are clever, capable, and resourceful survivors. While the lightfoot halflings value the experience of travel and the sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They are built to last, and fiercely defend their homelands against threats from which their lightfoot kin would simply flee. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.

Ability adjustments: +2 Dexterity, -2 Strength.

Size: Small. As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

Favored class: Rogue. A multiclass halfling's rogue class does not count when determining whether she takes an XP penalty for multiclassing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.

  • Skill Affinity (Move Silently): +2 racial bonus on move silently checks.
  • Fearless: +2 morale bonus on saving throws against fear
  • Good Aim: +1 racial bonus on attack rolls with thrown weapons and slings.
  • Skill Affinity (Listen): +2 racial bonus on listen checks.
  • Quick to Master: Strongheart halflings gain an extra feat at 1st level.

Humans

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Size: Medium

Favored class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.

  • Quick to Master: 1 extra feat at 1st level.
  • Skilled: 4 extra skill points at first level, plus 1 additional skill point at each following level.

 

Planetouched

 

The planetouched are mortal creatures whose ancestors were extraplanar creatures such as celestials, fiends, or elementals. Aasimar, tieflings, and genasi are the primary planetouched races. Planetouched are considered native outsiders.


 

Aasimar

 

The noble scions of the Upper Planes, aasimar are mortals that bear remnants of celestial blood in their veins: planetouched. Much like their celestial ancestors, aasimar tend to be kind, honorable, and proud. They normally live among humans, often becoming heroes and leaders of their communities as they continuously strive to bring justice and prosperity to their mortal kin. Carrying the blood of a celestial, an aasimar typically fights against evil in the world. Some have a minor physical trait suggesting their heritage such as silver hair, golden eyes, or an "unnaturally" intense stare. Those descended from a celestial minion often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith.

Ability adjustment: +2 Wisdom, +2 Charisma

Level adjustment: +1

Size: Medium

Favored class: Paladin. A multiclass aasimar's paladin class does not count when determining whether he takes an experience point penalty for multiclassing.

  • Darkvision: Aasimar can see in the dark up to 60 feet.
  • Celestial Resistance: damage resistance to Acid, Cold and Electricity all of which are 5.
  • Skill Affinity (Listen): +2 racial bonus to Listen
  • Skill Affinity (Spot): +2 racial to Spot
  • Spell-like abilities: 1/day - Light as sorcerer of equal level.

 

Tiefling

 

Carrying the very taint of evil in their forms, and perhaps their very souls, tieflings are often persecuted and feared throughout the planes. Because they are descended from evil outsiders, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity's holy symbol or another trait related to that evil faith.

Ability adjustments: +2 Dexterity, +2 Intelligence, -2 Charisma

Level adjustment: +1. Tieflings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a tiefling to reach level 2 than it would for normal races, for example.

Size: Medium

Favored class: Rogue. A multiclass tiefling's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.

  • Darkvision: Tieflings can see in the dark up to 60 feet.
  • Infernal Resistance: Damage resistance to Cold, Electricity & Fire 5.
  • Skill Affinity (Bluff): +2 racial bonus to bluff
  • Skill Affinity (Hide): +2 racial bonus to hide
  • Spell-like abilities:
    • Darkness spell 1/day as a sorcerer of equal level.

 

Air Genasi

 

The Air Genasi subrace was not included in the original NWN2, but has been added in the Mask of the Betrayer expansion. Air Genasi see themselves as the inheritors of the sky, the wind and the very air of the world. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch

Ability adjustments: +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma

Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.

Size: Medium

Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.

  • Darkvision (60ft.)
  • Resistance to electricity 5
  • Summon Gale: Once per day, an air genasi can call upon his elemental nature and summon a powerful blast of wind which can knock over foes who fail a Fortitude save as well as disperse any harmful cloud effects in its path. This effect is similar to the Gust of Wind spell.

 

Earth Genasi

 

The Earth Genasi subrace was not included in the original NWN2, but has been added in the Mask of the Betrayer expansion. Earth genasi are slow to act, ponderous in thought and set in their ways. They appear mostly human, with one or two traits reflecting their quasi-elemental nature, such as earthlike skin, rough facial features or eyes like black pits.

Ability adjustments: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma

Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.

Size: Medium

Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.

  • Darkvision (60ft.)
  • Resistance to acid 5
  • Merge with Stone: Once per day, an earth genasi can call upon his elemental nature to make his skin as hard as stone, gaining damage reduction 5/adamantine. The effect lasts for 5 rounds or until it has absorbed 20 points of damage, whichever comes first.

 

Fire Genasi

 

The Fire Genasi subrace was not included in the original NWN2, but has been added in the Mask of the Betrayer expansion. Fire genasi are hot-blooded and quick to anger, proud and unafraid to take action. They appear mostly human, with one or two traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames or eyes that glow when the Genasi is angry.

Ability adjustments: +2 Intelligence, -2 Charisma

Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.

Size: Medium

Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.

  • Darkvision (60ft.)
  • Resistance to fire 5
  • Reach to the Blaze: Once per day, a fire genasi can call upon his elemental nature and radiate flames which damage all those within 5 feet, doing 2d4 points of fire damage per round (Reflex save for half damage). This effect lasts for 5 rounds.

 

Water Genasi

 

The Water Genasi subrace was not included in the original NWN2, but has been added in the Mask of the Betrayer expansion. Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They appear mostly human, with one or two traits reflecting their quasi-elemental nature, such as lightly-scaled skin, clammy flesh, blue-green skin or hair that waves as if underwater.

Ability adjustments:+2 Constitution, -2 Charisma

Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.

Size: Medium

Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.

  • Darkvision (60ft.)
  • Resistance to cold 5
  • Shrouding Fog: Once per day, a water genasi can call upon his elemental nature to summon a dense fog that provides concealment. This effect lasts 5 rounds.

 

Grey Orc

 

Gray orc is a race introduced with Storm of Zehir. The orcs of the eastern lands are concentrated in the Moonsea and Endless Wastes today, with a much smaller number scattered through the various lands that lie between. A gray orc looks less bestial than their more savage northern kin, but is still obviously nonhuman. Grey orcs are more apt to wear "civilized" clothing than mountain orcs, though they typically follow a nomadic existence - dwelling in remote, desolate places and eking out a meager existence as best they can. The true power behind a tribe of gray orcs is not the chieftain, but the tribe's high priest, typically an adept or a cleric (often female), who has held the position for many years. The gray orcs are zealots, and the word of their tribal clerics is law. Gray orcs are just as mean, savage, and barbaric as their northern cousins, but they lack the mountain orc's drive to conquer and enslave. Gray orcs are quite likely to react suddenly and irrationally to events, trusting their heart and instincts more readily than logic. When presented with an opportunity to attack a hated rival, a gray orc doesn't hesitate to attack even having been brutally defeated dozens of times before by the same enemy.

Level adjustment +1: Gray orcs are slightly more powerful and gain levels more slowly than other, more common races. It will take more experience for a gray orc to reach level 2 than it would for normal races, for example.

Size: Medium

Ability adjustments: +2 Strength, -2 Intelligence, +2 Wisdom, -2 Charisma

  • Long Gait: Gray orc base land speed is 40 feet. Their gait is long and loping and they can cover great distances quickly.
  • Light Blindess: Gray orcs suffer a -1 penalty on attack rolls in sunlight or within the radius of a daylight spell.
  • Darkvision: Gray orcs can see in the dark up to 60 feet.
  • Scent: Can detect approaching enemies, sniff out hidden foes, and track by sense of smell. This allows the user to track hidden and invisible targets when using the Track ability.
  • Favored Class: Cleric. Although gray orcs are comfortable with the savage life of the barbarian, they tend to be more calm and collected than northern orcs, focusing their rage and hatred inward. This allows them to excel as clerics of the warlike orc deities.

 

Yuan-ti Pureblood

 

Yuan-ti pureblood is a race introduced with Storm of Zehir. The Yuan-ti are descended from humans whose bloodlines have been mingled with those of snakes. Their evil, cunning, and ruthlessness is legendary. Yuan-ti constantly scheme to advance their own dark agendas. They are calculating and suave enough to form alliances with other evil creatures when necessary, but they always put their own interests first. Yuan-ti that can pass for humans with suitable clothing, cosmetics, and magic are known as purebloods. These creatures are usually charged with infiltrating humanoid societies and managing covert operations that require direct contact with humans.

Ability adjustment: +2 Dexterity, +2 Intelligence, +2 Charisma

Level adjustment: +2. Yuan-ti purebloods are more powerful and gain levels more slowly than other races. It will take more experience for a pureblood to reach level 2 than it would for normal races, for example.

Size: Medium

Favored class: Ranger. A multiclass pureblood's ranger class does not count when determining whether she takes an XP penalty for multiclassing.

  • Bonus Feats: Alertness and Blind-Fight
  • Darkvision: A Yuan-ti Pureblood can see in the dark up to 60 feet.
  • Scaled Skin: +1 Natural Armor.
  • Spell Resistant: 11 + character level
  • Spell-Like abilities:
    • 1/day - Animal Trance at caster level 4
    • 1/day - Cause Fear at caster level 4
    • 1/day - Charm Person at caster level 4
    • 1/day - Darkness at caster level 4
    • 1/day - Entangle at caster level 4