Races of Lenne

Aasimar:

Aasimars are humans with a signif icant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos.

  • +2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.
  • Base Speed: 30 feet.
  • Darkvision: 60 feet.
  • Skilled: +2 on Diplomacy and Perception checks.
  • Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar’s class level).
  • Celestial Resistance: resistance 5, cold resistance 5, and electricity resistance 5.
  • Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Half ling, and Sylvan

Catfolk:

Catfolk are a race of natural explorers who rarely tire of trailblazing, but such trailblazing is not limited merely to the search for new horizons in distant lands. Many catfolk see personal growth and development as equally valid avenues of exploration. While most catfolk are nimble, capable, and often active creatures, there is also a strong tendency among some catfolk to engage in quiet contemplation and study. Such individuals are interested in finding new solutions to age-old problems and questioning even the most steadfast philosophical certainties of the day. They are curious by nature, and catfolk culture never discourages inquisitiveness, but rather fosters and encourages it. Many are seen as quirky extroverts by members of other races, but within catfolk tribes there is no shame attached to minor peculiarities, eccentricities, or foolhardiness. All but the most inwardly focused catfolk enjoy being the center of attention, but not at the expense of their tribe, whether it’s the one the catfolk are born into or the tribe they choose through the bonds of friendship with other creatures. catfolk tend to be both generous and loyal to their family and friends.

  • +2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack common sense
  • Base Speed: 30 feet.
  • Low-Light Vision: catfolk have low-light vision allowing them to see twice as far as humans in dim light.
  • Natural Hunter: Catfolk receive a +2 on Perception, Stealth and Survival checks.
  • Cat’s Luck: Once per day when a catfolk makes a Relfex saving throw, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.
  • Languages: Catfolk begin play speaking Common and Catfolk. catfolk with high intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Drow:

Although related to the elves, the drow are a vile and evil cousin at best. Sometimes called dark elves, these cunning creatures prowl the caves and tunnels of the world below, ruling vast subterranean cities through fear and might. Worshiping demons and enslaving most races they encounter, the drow are among the underworld’s most feared and hated denizens. Drow are shorter and a bit more slender than their surface-dwelling kin, but they are otherwise physically similar. Drow have dark skin, ranging from black to a hazy purple hue. Most drow have white or silver hair and white or red eyes, but other colors are not unheard of. Drow society is ruled over by powerful nobility, themselves governed by sadistic and dangerous matriarchs who constantly plot and scheme against rival houses and lesser kin within their own families. The majority of drow are the common soldiers and decadent citizenry, with base stats as presented here—drow nobles are more powerful and dangerous, and are detailed on the facing page. In combat, drow are thoroughly ruthless, with little regard for fairness or mercy. They prefer to attack from ambush or to lure enemies into situations where they clearly have the upper hand. If things turn against them, drow are quick to f lee, leaving slaves and minions to cover their escape.

  • +2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and manipulative.
  • Base Speed: 30 feet.
  • Darkvision: 120 feet.
  • Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
  • Keen Senses: +2 on Perception checks.
  • Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
  • Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.
  • Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area. Poison Use: See Special Abilities, above.
  • Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
  • Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence can choose bonus languages from the following: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin.

Dwarf:

Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, or they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.
  • +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and neuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Darkvision: 60 feet.
  • Stonecunning: +2 bonus on Perception checks to potentially 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.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
  • Slow and Steady: 20 feet, but their speed is never modified by armour or encumbrance.
  • Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.
  • Greed: +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
  • Hatred: +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
  • Hardy: +2 on saving throws against poison, spells, and spell-like abilities.
  • Stability: Dwarves receive a +4 racial bonus to their Combat Ma
  • Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence
    scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommonwise, but also a bit gruff

Elf:

The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration ref lecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  • Base Speed: 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: +2 on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: +2 on Perception checks.
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
  • Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choosefrom the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Fetchling:

Fetchlings are descended from generations of humans trapped on the Plane of Shadow. Infused with the essence of that plane, they are more and less than human, and often serve as middlemen in planar trade and politics. Other than their yellow eyes, their f lesh has no color—it is either stark white, midnight black, or a shade of gray. On the Material Plane, they conceal themselves with heavy clothing or dim light so they can work without prejudice. The name “fetchling” is a human word; their own name for their race is kayal, meaning “shadow people.” A fetchling stands 6 feet tall, but is generally lithe and wiry of frame, weighing only 150 pounds. Fetchlings live as long as half-elves.
  • +2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted easily by errant thoughts.
  • Darkvision: 60 feet.
  • Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.* Skilled: +2 on Knowledge (planes) and Stealth checks.
  • Shadow Blending: See above.
  • Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
  • Spell-Like Abilities: A fetchling can use disguise self once per day as a spell-like ability. It can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, it gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, it gains plane shift (self only, to the Plane of Shadow or the Material Plane only) usable once per day. A fetchling’s caster level is equal to its total Hit Dice.
  • Languages: Fetchlings begin play speaking Common. A fetchling with a high Intelligence score can choose any of the following languages: Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran,

Gnome:

Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. As a result, gnomes are widely regarded by the other races as alien and strange.

  • +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
  • Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: 20 feet.
  • Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
  • Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
  • Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
  • Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
  • Illusion Resistance: +2 bonus against illusion spells or effects.
  • Keen Senses: +2 on Perception skill checks.
  • Obsessive: +2 on a Craft or Profession skill of their choice.
  • Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
  • Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choosefrom the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Grilipi:

These small, intelligent, humanoid tree frogs live in primitive societies deep in the forests and marshes of the world. They hunt giant insects and eat fruits and f lowers from their tree homes. They often barter with more advanced creatures for metal and gemstone ornaments. Grippli hatchlings develop into adults in less than a year. Unless they meet a savage end from a forest threat, they can live 60 years, their skin graying and losing its luster as they age. A grippli stands just over 2 feet in height and weighs 30 pounds.

  • +2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
  • Small: Gripplis are Small sized.
  • Fast Speed: 30 feet and a climb speed of 20 feet.
  • Darkvision: 60 feet.
  • Camouflage: +4 Stealth in marshes or forested areas.
  • Swamp Stride: See site.
  • Weapon Familiarity: Gripplis are proficient with nets.
  • Languages: Gripplis speak Common and Grippli. Gripplis with high Int scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, Sylvan.

Half Elf:

Elves have long drawn the covetous gazes of other races. Their generous life spans, magical aff inity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races f irst came into contact with each other, the humans have held up elves as models of physical perfection, seeing in the fair folk idealized versions of themselves. For their part, many elves f ind humans attractive despite their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-elves, a race descended of two cultures yet inheritor of neither. Halfelves can breed with one another, but even these “pureblood” half-elves tend to be viewed as bastards by humans and elves alike.

  • +2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Base Speed: 30 feet.
  • Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
  • Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
  • Elf Blood: Half-elves count as both elves and humans for any effect related to race.
  • Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw * bonus against
  • enchantment spells and effects.
  • Keen Senses: +2 on Perception checks.
  • Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Chapter 3 for more information about favored classes.
  • Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Halfling:

Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, half lings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, half lings like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a half ling almost never loses his sense of humor. Half lings are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a half ling’s curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes. Though their curiosity drives them to travel and seek new places and experiences, half lings possess a strong sense of house and home, often spending above their means to enhance the comforts of home life.

  • +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
  • Small: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Halflings have a base speed of 20 feet.
  • Fearless: +2 on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
  • Halfling Luck:+1 on all saving throws.
  • Keen Senses: +2 on Perception checks.
  • Sure-Footed: +2 on Acrobatics and Climb checks.
  • Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
  • Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Half Orc:

Half-orcs are monstrosities, their tragic births the result of perversion and violence—or at least, that’s how other races see them. It’s true that half-orcs are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Feared, distrusted, and spat upon, half-orcs still consistently manage to surprise their detractors with great deeds and unexpected wisdom— though sometimes it’s easier just to crack a few skulls.

  • +2 to One Ability Score: +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Base Speed: 30 feet.
  • Darkvision: 60 feet.
  • Intimidating: +2 on Intimidate skill checks due to their fearsome nature.
  • Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
  • Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
  • Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
  • Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Hobgoblin:

Hobgoblins are militaristic and fecund, a combination that makes them quite dangerous in some regions. They breed quickly, replacing fallen members with new soldiers and keeping up their numbers despite the fortunes of war. They generally need little reason to declare war, but more often than not that reason is to capture new slaves— life as a slave in a hobgoblin lair is brutal and short, and new slaves are always needed to replace those who fall or are eaten. Of all the goblinoid races, the hobgoblin is by far the most civilized. They see the larger and more solitary bugbears as tools to be hired and used where appropriate, usually for specific missions involving assassination and stealth, and look upon their smaller goblin kin with a mix of shame and frustration. Hobgoblins admire goblin tenacity, yet their miniscule kindred’s unpredictable nature and fondness for f ire make them unwelcome additions to hobgoblin tribes or settlements. Nonetheless, most hobgoblin tribes include a small group of goblins, typically squatting in the most undesirable corners of the settlement. Many hobgoblin tribes combine their love of warfare with keen intellects. The science of siege engines, alchemy, and complex feats of engineering fascinate most hobgoblins, and those who are particularly skilled are treated as heroes and invariably secure high-ranking positions in the tribe. Slaves with analytical minds are quite valued, and as such raids on dwarven cities are commonplace. It is well known that hobgoblins mistrust and even despise magic, particularly arcane magic. Their shamans are treated with a mix of fear and respect, and are usually forced to live alone on the fringes of the tribe’s lair. It is all but unheard of to f ind a hobgoblin practicing arcane magic, or as hobgoblins call it, “elf magic.” This is the root of their hatred of magic—the hobgoblins’ hatred of elves. A hobgoblin stands 5 feet tall and weighs 160 pounds.

  • +2 Dexterity, +2 Constitution: Hobgoblins are fast and hearty.
  • Darkvision: 60 feet.
  • Sneaky: +4 on Stealth checks
  • Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, Orc.

Human:

Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.

  • +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
  • Base Speed: 30 feet.
  • 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.
  • Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Ifrit:

Ifrits are humans whose ancestry includes beings of elemental fire, such as efreet. Ifrits have pointed ears, red or mottled horns on the brow, and hair that f lickers and waves as if it were af lame. All ifrits are at some level pyromaniacs. Adoring fire in all its forms, they tend to be passionate and quick to action, with a predilection for striking first in any conf lict—a trait which keeps them alive but doesn’t make them a lot of friends. Ifrits generally seek out the company of either less-powerful minions who can be browbeaten into following orders, or calm, cool individuals who can balance the ifrits out.

  • +2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.
  • Darkvision: 60 feet.
  • Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit’s total Hit Dice).
  • Elemental Resistance: Ifrits have fire resistance 5.
  • Elemental Affinity: See above.
  • Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Half ling, and Terran.

Kitsune:

Kitsune, or fox folk, are vulpine shapeshifters known for their love of both trickery and art. Kitsune possess two forms: that of an attractive human of slender build with salient eyes, and their true form of an anthropomorphic fox. Despite an irrepressible penchant for deception, kitsune prize loyalty and make true companions. They delight in the arts, particularly riddles and storytelling, and settle in ancestral clans, taking their wisdom from both the living and spirits.

  • +2 Dexterity, +2 Charisma, -2 Strength: Kitsune are agile and companionable, but tend to be physically weak.
  • Type: Shape changer subtype.
  • Base Speed: 30 feet.
  • Agile: +2 on Acrobatics checks.
  • Change Shape: A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
  • Kitsune Magic: Kitsune add +1 to the DC of any saving throws against enchaantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following:3/day-dancing lights
    Natural Weapons: In her natural form, a kitsune has a bite attack that deals 1d4 points of damage
  • Low-Light Vision: Kitsune can see twice as far as humans in conditions of dim light.
  • Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu. See the Linguistics for more information about these

Kobold:

Kobolds are creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach. Due to their physical similarities, kobolds loudly proclaim themselves the scions of dragonkind, destined to rule the earth beneath the wings of their great god-cousins, but most dragons have little use for the obnoxious pests. While they may speak loudly of divine right and manifest destiny, kobolds are keenly aware of their own weakness. Cowards and schemers, they never fight fair if they can help it, instead setting up ambushes and doublecrosses, holing up in their warrens behind countless crude but ingenious traps, or rolling over the enemy in vast, yipping hordes. Kobold coloration varies even among siblings from the same egg clutch, ranging through the colors of the chromatic dragons, with red being the most common but white, green, blue, and black kobolds not unheard of.

  • –4 Strength, +2 Dexterity, –2 Constitution: Kobolds are fast but weak.
  • Small: +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: 30 feet.
  • Darkvision: 60 feet.
  • Armor: +1 natural armor bonus.
  • Crafty: +2 on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.
  • Weakness: Light sensitivity.
  • Languages: Kobolds begin play speaking only Draconic. Kobolds who have high Intelligence scores can choose any of the following bonus languages: Common, Dwarven, Gnome, and Undercommon

Merfolk:

From the waist up, merfolk bear the torsos of well-built humans and delicate features reminiscent of elves and other humanoids tied to the natural world. A merfolk’s lower body consists of the fins and tail of a great fish. Depending on the region, the scales of merfolk vary in hue, including gleaming silver, pale green, or even blue with stripes of yellow and crimson. Merfolk typically measure 6 to 8 feet in length and weigh over 200 pounds, with females being slightly smaller than males. Although amphibious, merfolk move only with difficulty on land and rarely wander more than a mile from sea. It is quite rare for a merfolk to make contact with a creature not of its kind. In fact, many go to great lengths to steer sailors away from their lands, even resorting to violence if necessary. Ancient accounts hint at merfolk protecting a terrible secret bound to the depths, and though no reports mention what this secret is, the lengths merfolk go to remain isolated from other races highlight the importance of this safeguard. While merfolk outwardly appear to be a beautiful and powerful race, some sages and seafarers whisper that degenerate and mutated merfolk roam the deepest, most isolated regions of the seas and oceans. Some evidence states that this offshoot fell to the worship of twisted and sinister powers lurking in the darkness below, while other theories include all merfolk in this sinister agenda, holding that even those merfolk who believe they control their own destinies are, in fact, merely unknowing puppets of a sinister and unknown master race deep under the sea.

  • +2 Dexterity, +2 Constitution, +2 Charisma: Merfolk are graceful, hale, and beautiful.
  • Aquatic: Merfolk are aquatic and can breathe water. Their land speed is 5 feet, but their swim speed is 50 feet. They are amphibious, but prefer not to spend long periods out of the water.
  • Low-Light Vision: All merfolk have low-light vision.
  • Languages: Merfolk begin play speaking Common and Aquan. Merfolk with high Intelligence scores can choose any of the following bonus languages: Aboleth, Aklo, Draconic, Elven, Sahuagin, and Sylvan.

Orc:

Along with their brute strength and comparatively low intellect, the primary difference between orcs and the civilized humanoids is their attitude. As a culture, orcs are violent and aggressive, with the strongest ruling the rest through fear and brutality. They take what they want by force, and think nothing of slaughtering or enslaving entire villages when they can get away with it. They have little time for niceties or details, and their camps and villages tend to be filthy, ramshackle affairs filled with drunken brawls, pit fights, and other sadistic entertainment. Lacking the patience for farming and only able to shepherd the most robust and self-sufficient animals, orcs almost always find it easier to take what someone else has built than to create things themselves. They are arrogant and quick to anger when challenged, but only worry about honor so far as it directly benefits them to do so.

  • +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and savage.
  • Darkvision: 60 feet.
  • Ferocity: See universal monster rules
  • Light Sensitivity: See universal monster rules,
  • Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
  • Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from among the following bonus languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Oread:

Oreads are humans whose ancestry includes the touch of an elemental being of earth somewhere along its line, often that of a shaitan genie. Oreads are strong and solidly built, and prefer wearing earth tones that match the coloration of their f lesh and hair—shades of gray, brown, black, or white. In rare cases, oreads’ stone-like traits are so strong as to leave no question as to their nature, with growths like rocky outcroppings protruding from their skin or hair like crystalline spikes. Oreads tend to be stoic and contemplative, slow to anger but terrible when roused. Outside of combat, they tend to be quiet, dependable, and protective of their friends.

  • +2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.
  • Darkvision: 60 feet.
  • Spell-Like Ability: Magic stone 1/day (caster level equals the oread’s total Hit Dice).
  • Elemental Resistance: Oreads have acid resistance 5.
  • Elemental Affinity: See above.
  • Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Half ling, Ignan, and Undercommon.

Ratfolk:

Ratfolk are small, rodent-likehumanoids; originally native to subterranean areas in dry deserts and plains, they are now more often found in nomadic trading caravans. Much like the pack rats they resemble, ratfolk are tinkerers and hoarders by nature, and as a whole are masters of commerce, especially when it comes to acquiring and repairing mechanical or magical devices. Though some are shrewd merchants who carefully navigate the shifting alliances of black markets and bazaars, many ratfolk love their stockpiles of interesting items far more than money, and would rather trade for more such prizes to add to their hoards over mere coins. It’s common to see a successful crew of ratfolk traders rolling out of town with an even larger bundle than they entered with, the whole mess piled precariously high on a cart drawn by giant rats.

  • +2 Dexterity +2 Intelligence, -2 Strength: Ratfolk are agile and clever, yet physically weak.
  • Small Size: +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
  • Speed (Slow): 20 ft.
  • Darkvision: 60 feet.
  • Tinker: +2 on Craft (Alchemy), Perceptionand Use Magic Device checks.
  • Rodent Empathy: Ratfolk gain a +4 on Handle Animal checks made to influence rodents.
  • Swarming: Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes’ detriment. Up to two 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.
  • Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon.

Skulk:

Skulks are a race of cowardly and lazy humanoids that live on the fringes of society, stealing what they need and doing what they must—even committing casual murder—to survive. Their unabashed cowardice is perhaps their most widely known trait, but skulks don’t see themselves as particularly craven. Instead, they view their dishonourable behaviours as the most expedient method of survival. They hate most other humanoids, viewing them as lazy and foolish, and think nothing of sneaking into a home, killing all the residents, and burglarizing what they can carry off without getting caught.

  • +2 Dexterity, +2 Wisdom, -2 Charisma:
  • Camouflaged Step: Skulks can pass through forest and subterranean settings almost without a trace. Add +10 to the DC to track a skulk in these environments.
  • Chameleon Skin: A skulk’s racial bonus to Stealth comes from his ability to change the color of his skin to match his surroundings, even complex or regular patterns like bricks and mortar. A skulk loses this conditional bonus if he is wearing armor, or if he wears any clothing that covers more than one-quarter of his body, as skulks can only change their own flesh, not things they carry. A skulk
  • Languages Common, Undercommon

Strix:

Human neighbors tell horrific tales of slaughter woven with frightened suspicion when speaking of strix. Strix, however, tell a tale of encroachment and a struggle for land and resources. For ages, humans invaded strix lands fighting bloody battles against the fierce, black-skinned creatures they thought to be winged devils. Over time, strix have developed a hatred for humankind and now fiercely protect their dwindling numbers.

  • +2 Dexterity and -2 Charisma: Strix are swift and elusive, but tend to be stubborn and swift to anger.
  • Base Speed: 30 feet on land. They also have a fly speed of 60 feet (average).
  • Nocturnal: +2 on Perception and Stealth checks in dim light or darkness
  • Suspicious: +2 on saving throws against illusion spells and effects.
  • Hatred:+1 on attack rolls against humanoid creatures with the Human subtype because of their special training against these hated foes.
  • Darkvision: 60 feet.
  • Low-Light Vision: In addition to their ability to see perfectly in the dark up to 60 ft, Strix have low-light vision, allowing them to see twice as far as humans in conditions of dim light.
  • Languages: Strix begin play speaking Strix. Those with high Intelligence scores can choose from the following: Auran, Common, Draconic, Giant, Gnome, Goblin, Infernal.

Suli:

Sulis, or suli-jann, are the descendents of mortals and Jann. They manifest their otherworldly heritage in adolescence, or when awakened by an encounter with a Genie. Strong and attractive, these dynamic individuals can call forth elemental energies to augment their prowess in combat. Neither Genie nor quite human sulis stand in two worlds and often feel as if they don’t belong to either.

  • +2 Strength, +2 Charisma and -2 Intelligence: Sulis are brawny and charming, but slow-witted.
  • Type: Native subtype.
  • Base Speed: 30 feet.
  • Energy Resistance: acid 5, cold 5, electricity 5, and fire 5.
  • Negotiator: +2 on Diplomacy and Sense Motive checks.
  • Elemental Assault: Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
  • Low-Light Vision: Sulis can see twice as far as humans in dim light.
  • Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran.

Sylphs:

Sylphs are humans whose family trees include elemental beings of air, such as djinn. They tend to be pale and thin to the point of appearing delicate, though their skinny bodies are more resilient than they look. While many can pass unnoticed through crowds of humans, sylphs display their heritage in subtle ways, and those who study them carefully sometimes notice that breezes seem to follow a sylph wherever she goes, even inside rooms with no windows. When consumed by fits of anger or passion, these tendencies become more apparent, as winds surround the sylph and tousle her hair or knock small items from shelves. Many sylphs have complex markings on their pale f lesh that resemble tiny swirling designs like blue and gray tattoos, and the most exotic of their kind have hair that twists and coils almost as if it were made of living mist. As people, sylphs tend to be shy and reclusive, blending into crowds or skillfully avoiding those they don’t desire to meet. Yet while they often prefer to manipulate situations and avoid conf lict themselves, most sylphs remain intensely curious about other people, and often go to great lengths to spy or eavesdrop on those who spark their interest (a hobby frequently referred to as “listening to the wind”). This combined love of subterfuge and ability to slip away from any compromising situation makes sylphs perfectly suited to lives as rogues, thieves, and spies, and beneath the average sylph’s veneer of shy waif ishness lies a mind that’s capable and calculating, constantly sizing up the competition and analyzing the most effective exits from any given room.

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
  • Darkvision: 60 feet.
  • Sylph Magic: Feather fall 1/day (caster level equals the sylph’s Hit Dice).
  • Elemental Resistance: Sylphs have electricity resistance 5.
  • Elemental Affinity: See above.
  • Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores
    can choose any of the following bonus languages: Aquan, Dwarven, Elven, Gnome, Half ling, Ignan, and Terran.

Tiefling:

Tengu:

Tengus are a race of avian humanoids that resemble crows or ravens, and often bear much of the same stigma. Though they frequently choose to live among other races in densely populated cities, their society is tight and closed, and they rarely allow others to see its inner workings. Tengus often band together in small groups to create roosts in vacant warehouses or condemned buildings, and these raucous gathering places are generally assumed to be thieves’ guilds by outsiders—an assumption that’s correct roughly half the time. Like the crows they share physical traits with, tengus are naturally covetous, especially of shiny or colorful items, and prone to bouts of good-natured kleptomania if they don’t carefully keep themselves in check. Vain and prideful creatures, they are easily persuaded with f lattery.

  • +2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast and observant, but relatively fragile and delicate.
  • Low-Light Vision: Sulis can see twice as far as humans in dim light.
  • Sneaky: +2 on Perception and Stealth checks.
  • Gifted Linguist: See above.
  • Swordtrained: See above.
  • Natural Weapon: Tengus possess a bite natural attack that inf licts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.
  • Languages: Tengus begin play speaking Common and their own dialect of Tengu. Tengus with high Intelligence scores can choose any language as a bonus language.

Undine:

Undines are humans whose ancestry includes elemental beings of water, such as marids. This connection with the Plane of Water is most noticeably manifested in their coloration, which tends to mimic that of lakes or oceans—all undines have limpid, blue eyes, and their skin and hair can range from pale blue-white to the deep blue or green of the sea.

  • +2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.
  • Base Speed: 30 feet and a swim speed of 30 feet.
  • Darkvision: 60 feet.
  • Spell-Like Abilities: Hydraulic push* 1/day. (Caster level equals the undine’s total Hit Dice.)
  • Elemental Resistance: cold resistance 5.
  • Elemental Affinity: See above.
  • Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose any of the following bonus languages: Auran, Dwarven, Elven, Gnome, Half ling, Ignan, and Terran.

Vanara:

Vanaras are intelligent, monkey like humanoids that live in deep, warm forests and lush jungles. A vanara’s body is covered in a thin coat of soft fur, and individuals with chestnut, ivory, and even golden coats are common. Despite their fur, vanaras can grow lengthy hair on their head just as humans can, and both male and female vanaras take pains to wear elaborate hairstyles for important social functions. The hair on a vanara’s head matches the color of its fur. All vanaras have long, prehensile tails and handlike feet capable of well-articulated movements. A vanara stands slightly shorter and weighs slightly less than a typical human.

  • +2 Dexterity, +2 Wisdom and -2 Charisma: Vanaras are agile and insightful, but are also rather mischievous.
  • Base Speed: 30 feet and a Climb speed of 30 feet.
  • Nimble:+2 on Acrobatics and Stealth checks.
  • Low-Light Vision: A vanara can see twice as far as a human in dim light.
  • Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
  • Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan.

Vishkanya:

Vishkanyas are a race of exotic humanoids with poisonous blood. Possessed of an alien beauty, these graceful humanoids see the world through serpentine eyes of burnished gold. Their supple skin is covered with tiny scales, often of a light green, which are sometimes arrayed in patterns not unlike those of a serpent. They cannot be generalized as good or evil, but since they truly speak with forked tongues, they are content to accept the gold they’re offered and leave questions of morality to others.

  • +2 Dexterity, +2 Charisma and -2 Wisdom: Vishkanyas are graceful and elegant, but they are often irrational.
  • Base Speed: 30 feet.
  • Poison Resistance: A vishkanya has a racial bonus on saving throws against poison equal to its hit dice.
  • Keen Senses:+2 on Perception checks.
  • Limber:+2 on Escape Artist and Stealth checks.
  • Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
  • Poison Use: Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.
  • Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save: Fort DC: 10 + 1/2 the vishkanya’s Hit Dice+ the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex cure1 save.
  • Weapon Familiarity: Vishkanyas are always proficient with blowguns,kukri and shrueken.
  • Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon.

Race: Ability Modifiers: Bloodline:
Aasimar: +2 CHA, +2 WIS. Decended from Celestials
Catfolk: +2 DEX, +2 CHA, -2 WIS. Cat People.

Drow: +2 DEX, +2 CHA, -2 CON. Dark Elves.
Dwarf: +2 CON, +2 WIS, -2 CHA.
| Elf:
+2 DEX, +2 INT, -2 CON.

Fletchling: +2 DEX, +2 CHA, -2 WIS. Decended From Shadows.
| Gnome:
+2 CON, +2 CHA, -2 STR
| Grippli:
+2 DEX, +2 WIS, -2 STR.: Little Frog People.
Half Elf: +2 to Any One Stat
Halfling: +2 DEX, +2 CHA, -2 STR
Half Orc: +2 to Any One Stat. Half Orc
Hobgoblin: +2 DEX, +2 CON.
Human: +2 to Any One Stat. You and I.
Ifrit: +2 DEX, +2 CHA, -2 WIS. Decended from Fire Elementals.
Kolbold: +2 DEX, -4 STR, -2 CON. Little Lizard People.
Merfolk: +2 DEX, +2 CON, +2 CHA. Beautiful half Fish People.
Orc: +4 STR, -2 INT, -2 WIS, -2 CHA.
Oread: +2 STR, +2 WIS, -2 CHA. Decended from Earth Elementals.
Ratfolk: +2 DEX, +2 INT, -2 STR. Rat People.
Skulk: +2 DEX, +2 WIS, -2 CHA. Cameleon People.
Strix: +2 DEX, -2 CHA. Half Harpies.
Suli: +2 STR, +2 CHA, -2 INT. Half Genies.
Sylph: +2 DEX, +2 INT, -2 CON. Decended from Air Elementals
Teifling: +2 . Decended from Demons
Tengu: +2 DEX, +2 WIS,-2 CON.: Crow People
Undine: +2 DEX, +2 WIS, -2 STR: Decended from Water Elementals
Vanara: +2 DEX, +2 WIS, -2 CHA. Monkey People.
Vishkanya: +2 DEX, +2 CHA, -2 WIS. Snake People

Races of Lenne

The Cronicles of Lenne: Episode 3: Wrath of the Dragon Lords champage champage