Arlandia Races

In addition to the basic races, players can play monster races (classic / demonic). Here is a list of the additional playable races and their special characteristics (all the bonuses and penalties are cumulative with the character's base/original race's characteristics) :

 

Classic races :

 

Brownie

Brownies are distant relatives of halflings (perhaps half halfing, half pixie) but they are smaller and far less common. They are basically friendly to humans and their ilk but because they are shy, they are seldom seen and favour quiet, pastoral areas in which to dwell.

Bonuses and maluses :

Abilities :
- Strength
-2
- Dexterity
+2
- Constitution
-1
- Intelligence
+1
- Wisdom
- Charisma

Saves :
- Fortitude
-5
- Reflex
+5
- Will

Skills :
- Animal empathy
- Appraise
- Bluff
- Concentration
- Craft Armor
- Craft Trap

Skills (suite) :
- Craft Weapon
- Disable Trap
- Discipline
-10
- Heal
- Hide
+10
- Intimidate
- Listen
- Lore
- Move Silently
+10
- Open Lock
- Parry
-10
- Perform
- Persuade
- Pick Pocket
- Ride
-5
- Search
+10
- Set Trap
- Spellcraft
+5
- Spot
- Taunt
- Tumble
-10
- Use Magic Device

Special power = leak.
 

 

 

Bugbear

The biggest and strongest of the goblinoids, Bugbears receive their name from their bear-like noses, strong upper body, and keen sense of smell.

Bonuses and maluses :

Abilities :
- Strength
+1
- Dexterity
- Constitution
- Intelligence
-1
- Wisdom
- Charisma

Saves :
- Fortitude
+5
- Reflex
- Will -
5

Skills :
- Animal empathy
+5
- Appraise
- Bluff
- Concentration
- Craft Armor
- Craft Trap

Skills (suite) :
- Craft Weapon
- Disable Trap
- Discipline
-5
- Heal
- Hide
- Intimidate
- Listen
- Lore
- Move Silently
-5
- Open Lock
- Parry
+5
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
- Spot
+10
- Taunt
-10
- Tumble
- Use Magic Device

Special power = bugbear fart.
 

 

 

Drow

The drow are an evil subrace of elves, living deep underground in the dangerous Underdark.

Bonuses and maluses :

Abilities :
- Strength
-1
- Dexterity
+1
- Constitution
- Intelligence
+1
- Wisdom
- Charisma

Saves :
- Fortitude
- Reflex
-5
- Will
+5

Skills :
- Animal empathy
- Appraise
- Bluff
- Concentration
+5
- Craft Armor
- Craft Trap

Skills (suite) :
- Craft Weapon
- Disable Trap
- Discipline
- Heal
-5
- Hide
- Intimidate
- Listen
- Lore
- Move Silently
- Open Lock
- Parry
+5
- Perform
-5
- Persuade
- Pick Pocket
- Ride
-10
- Search
- Set Trap
- Spellcraft
-5
- Spot
- Taunt
- Tumble
- Use Magic Device
+10

Special power = anti-light power.
 

 

 

Fey

With their webbed fingers and toes, the tiny feys are well suited to their amphibious lifestyle. It's rare to find one far from its lakeshore home.

Bonuses and maluses :

Abilities :
- Strength
-3
- Dexterity
+2
- Constitution
- Intelligence
+2
- Wisdom
- Charisma
+2

Saves :
- Fortitude
- Reflex
- Will

Skills :
- Animal empathy
+20
- Appraise
- Bluff
- Concentration
- Craft Armor
-10
- Craft Trap
-10

Skills (suite) :
- Craft Weapon
-10
- Disable Trap
- Discipline
-10
- Heal
- Hide
+20
- Intimidate
- Listen
- Lore
- Move Silently
- Open Lock
- Parry
-10
- Perform
+10
- Persuade
- Pick Pocket
- Ride
-20
- Search
- Set Trap
- Spellcraft
- Spot
+10
- Taunt
- Tumble
- Use Magic Device

Special power = dream.
 

 

 

Goblin

While Goblins are often considered little more than a nuisance, an unchecked population can often balloon into a serious threat to normally civilized areas.

Bonuses and maluses :

Abilities :
- Strength
-1
- Dexterity
+1
- Constitution
-1
- Intelligence
- Wisdom
+1
- Charisma

Saves :
- Fortitude
+10
- Reflex
+10
- Will

Skills :
- Animal empathy
- Appraise
- Bluff
+5
- Concentration
- Craft Armor
- Craft Trap

Skills (suite) :
- Craft Weapon
- Disable Trap
- Discipline
-5
- Heal
-5
- Hide
+5
- Intimidate
- Listen
- Lore
- Move Silently
- Open Lock
- Parry
+5
- Perform
- Persuade
- Pick Pocket
- Ride
+5
- Search
-5
- Set Trap
- Spellcraft
-5
- Spot
- Taunt
- Tumble
+5
- Use Magic Device
-5

Special power = ruse.
 

 

 

Gnoll

Gnolls are every bit like the hyena they resemble; Cruel and vicious.

Bonuses and maluses :

Abilities :
- Strength
+1
- Dexterity
-1
- Constitution
+1
- Intelligence
- Wisdom
- Charisma

Saves :
- Fortitude
+2
- Reflex
- Will
-2

Skills :
- Animal empathy
-5
- Appraise
-10
- Bluff
- Concentration
-5
- Craft Armor
- Craft Trap

Skills (suite) :
- Craft Weapon
- Disable Trap
- Discipline
+5
- Heal
-5
- Hide
-5
- Intimidate
+5
- Listen
-5
- Lore
+5
- Move Silently
-5
- Open Lock
- Parry
+5
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
- Spot
- Taunt
+5
- Tumble
+5
- Use Magic Device

Special power = speed increase.
 

 

 

Kenku

Kenku are humanoid bird people. They are tricksters but not evil.

Bonuses and maluses :

Abilities :
- Strength
- Dexterity
+2
- Constitution
- Intelligence
- Wisdom
-1
- Charisma
-1

Saves :
- Fortitude
-10
- Reflex
+5
- Will
+5

Skills :
- Animal empathy
+10
- Appraise
-10
- Bluff
- Concentration
+10
- Craft Armor
- Craft Trap

Skills (suite) :
- Craft Weapon
- Disable Trap
-10
- Discipline
+10
- Heal
-10
- Hide
- Intimidate
+5
- Listen
- Lore
+5
- Move Silently
+10
- Open Lock
- Parry
+5
- Perform
-5
- Persuade
- Pick Pocket
- Ride
-10
- Search
- Set Trap
-10
- Spellcraft
- Spot
- Taunt
- Tumble
- Use Magic Device

Special power = haste.
 

 

 

Kobold

Kobolds are small humanoids, dangerous only in great numbers.

Bonuses and maluses :

Abilities :
- Strength
-4
- Dexterity
+4
- Constitution
-2
- Intelligence
+1
- Wisdom
+1
- Charisma

Saves :
- Fortitude
+5
- Reflex
+5
- Will

Skills :
- Animal empathy
- Appraise
+10
- Bluff
- Concentration
+10
- Craft Armor +10
- Craft Trap
+10

Skills (suite) :
- Craft Weapon
+10
- Disable Trap
- Discipline
-10
- Heal
-10
- Hide
+10
- Intimidate
- Listen
- Lore
-5
- Move Silently
+10
- Open Lock
- Parry
-5
- Perform
+5
- Persuade
- Pick Pocket
- Ride
-5
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
-10
- Use Magic Device
-5

Special power = grouping.
 

 

 

Lizardfolk

Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit.

Bonuses and maluses :

Abilities :
- Strength
+1
- Dexterity
- Constitution
+1
- Intelligence
-1
- Wisdom
- Charisma

Saves :
- Fortitude
- Reflex
- Will
+5

Skills :
- Animal empathy
- Appraise
-5
- Bluff
- Concentration
-5
- Craft Armor
- Craft Trap

Skills (suite) :
- Craft Weapon
- Disable Trap
- Discipline
+5
- Heal
-5
- Hide
- Intimidate
- Listen
- Lore
-5
- Move Silently
- Open Lock
- Parry
+5
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
- Spot
- Taunt
-5
- Tumble
- Use Magic Device
-5

Special power = grouping.
 

 

 

Minotaur

Strong, fiercely territorial creatures, Minotaurs often lair in vast underground labyrinths where their keen memory gives them an advantage over their lost and confused prey.

Bonuses and maluses :

Abilities :
- Strength
+3
- Dexterity
-3
- Constitution
+3
- Intelligence
-3
- Wisdom
- Charisma

Saves :
- Fortitude
- Reflex
-5
- Will
+5

Skills :
- Animal empathy
- Appraise
- Bluff
- Concentration
- Craft Armor
- Craft Trap

Skills (suite) :
- Craft Weapon
- Disable Trap
- Discipline
+10
- Heal
- Hide
-10
- Intimidate
- Listen
- Lore
- Move Silently
-10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
- Spot
- Taunt
- Tumble
- Use Magic Device

Special power = minotaur anger.
 

 

 

Narok

Naroks are the most intelligent and advanced creatures in the whole galaxy. They are smart and curious. They are the founders of most of all the transport systems and technology of the universe.

Bonuses and maluses :

Abilities :
- Strength
-3
- Dexterity
+2
- Constitution
-2
- Intelligence
+3
- Wisdom
- Charisma
+1

Saves :
- Fortitude
- Reflex
- Will

Skills :
- Animal empathy
- Appraise
- Bluff
- Concentration
- Craft Armor
+10
- Craft Trap
+10

Skills (suite) :
- Craft Weapon
+10
- Disable Trap
- Discipline
+5
- Heal
-5
- Hide
- Intimidate
-10
- Listen
- Lore
- Move Silently
- Open Lock
- Parry
-10
- Perform
- Persuade
- Pick Pocket
- Ride
-10
- Search
- Set Trap
- Spellcraft
- Spot
- Taunt
- Tumble
-5
- Use Magic Device
+5

Special power = crafting knowledge.
 

 

 

Ogre

Ogres are ugly, greedy creatures who live by raiding and scavenging. They associate freely with Giants and Trolls, banding together to prey on the weak.

Bonuses and maluses :

Abilities :
- Strength
+5
- Dexterity
-3
- Constitution
- Intelligence
-2
- Wisdom
- Charisma

Saves :
- Fortitude
- Reflex
-10
- Will
+5

Skills :
- Animal empathy
+5
- Appraise
-10
- Bluff
- Concentration
- Craft Armor
- Craft Trap

Skills (suite) :
- Craft Weapon
- Disable Trap
- Discipline
-5
- Heal
- Hide
- Intimidate
+10
- Listen
- Lore
- Move Silently
-10
- Open Lock
- Parry
+5
- Perform
- Persuade
- Pick Pocket
- Ride
-5
- Search
+10
- Set Trap
- Spellcraft
- Spot
+5
- Taunt
- Tumble
+5
- Use Magic Device

Special power = canibalism.
 

 

 

Orc

Orcs are aggressive humanoids that raid, pillage, and battle other creatures. They have a hatred of elves and dwarves that goes back many generations.

Bonuses and maluses :

Abilities :
- Strength
+1
- Dexterity
- Constitution
- Intelligence
-2
- Wisdom
- Charisma
+1

Saves :
- Fortitude
+10
- Reflex
+5
- Will
-5

Skills :
- Animal empathy
- Appraise
-5
- Bluff
- Concentration
-5
- Craft Armor
- Craft Trap

Skills (suite) :
- Craft Weapon
- Disable Trap
- Discipline -
10
- Heal
-10
- Hide
- Intimidate
+5
- Listen
- Lore
- Move Silently
- Open Lock
+5
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
+10
- Search
+5
- Set Trap
- Spellcraft
-5
- Spot
- Taunt
- Tumble
- Use Magic Device
-10

Special power = orc cry.
 

 

 

Troll

Trolls are horrid carnivores, devouring everything from grubs to humanoids. Most creatures avoid these beasts, as they know no fear and attack unceasingly when hungry.

Bonuses and maluses :

Abilities :
- Strength
+2
- Dexterity
- Constitution
+2
- Intelligence
-2
- Wisdom
-1
- Charisma
-1

Saves :
- Fortitude
+2
- Reflex
- Will
+2

Skills :
- Animal empathy
-10
- Appraise
-10
- Bluff
- Concentration
-5
- Craft Armor -5
- Craft Trap
-5

Skills (suite) :
- Craft Weapon
-5
- Disable Trap
- Discipline
+5
- Heal
+10
- Hide
- Intimidate
- Listen
+5
- Lore
-5
- Move Silently
- Open Lock
- Parry
-5
- Perform
- Persuade
- Pick Pocket
- Ride
-10
- Search
+5
- Set Trap
- Spellcraft
+5
- Spot
-5
- Taunt
-5
- Tumble
+5
- Use Magic Device

Special power = regenerating.
 

 

 

Werecat

In their hybrid form, Werecats are selfish and manipulative. They have been known to toy with and enslave their prey, often driving them to madness.

Bonuses and maluses :

Abilities :
- Strength
+4
- Dexterity
-4
- Constitution
- Intelligence
- Wisdom
- Charisma

Saves :
- Fortitude
+2
- Reflex
+2
- Will
+2

Skills :
- Animal empathy
-5
- Appraise
-10
- Bluff
- Concentration
- Craft Armor
- Craft Trap

Skills (suite) :
- Craft Weapon
- Disable Trap
+10
- Discipline
- Heal
- Hide
+20
- Intimidate
- Listen
+5
- Lore
- Move Silently
+5
- Open Lock
+10
- Parry
-5
- Perform
-5
- Persuade
- Pick Pocket
- Ride
- Search
+10
- Set Trap
+10
- Spellcraft
-5
- Spot
- Taunt
- Tumble
-10
- Use Magic Device
-10

Special power = shapechanging.
 

 

 

Werewolf

The most common of the lycanthropes, Werewolves are also the most complex, socially. While some lead solitary existences, others form complicated ritual-bound societies.

Bonuses and maluses :

Abilities :
- Strength
+6
- Dexterity
-6
- Constitution
- Intelligence
- Wisdom
- Charisma

Saves :
- Fortitude
- Reflex
- Will

Skills :
- Animal empathy
+5
- Appraise
- Bluff
+5
- Concentration
- Craft Armor
+5
- Craft Trap
+5

Skills (suite) :
- Craft Weapon
+5
- Disable Trap
-10
- Discipline
-5
- Heal
-5
- Hide
+20
- Intimidate
- Listen
- Lore
- Move Silently
+5
- Open Lock
- Parry
- Perform
- Persuade
- Pick Pocket
+5
- Ride
-5
- Search
+5
- Set Trap
- Spellcraft
- Spot
+5
- Taunt
- Tumble
+10
- Use Magic Device
-10

Special power = shapechanging.
 

 

 

Demonic races :

 

Abishai

Demons are aggressive, fire-living creatures brought to the Prime Material plane from the depths of the Abyss to serve their evil masters.

Bonuses and maluses :

Abilities :
- Strength
+2
- Dexterity
-1
- Constitution
- Intelligence
- Wisdom
-2
- Charisma

Saves :
- Fortitude
- Reflex
- Will

Skills :
- Animal empathy
- Appraise
-10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -
10

Skills (suite) :
- Craft Weapon -
10
- Disable Trap
- Discipline
+10
- Heal
- Hide -
10
- Intimidate
+10
- Listen
- Lore
- Move Silently -
10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device

Special power = gate.
 

 

 

Cornugon

Demons are aggressive, fire-living creatures brought to the Prime Material plane from the depths of the Abyss to serve their evil masters.

Bonuses and maluses :

Abilities :
- Strength
- Dexterity
- Constitution
+2
- Intelligence
-2
- Wisdom
- Charisma
-1

Saves :
- Fortitude
- Reflex
- Will

Skills :
- Animal empathy
- Appraise
-10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -
10

Skills (suite) :
- Craft Weapon -
10
- Disable Trap
- Discipline
+10
- Heal
- Hide -
10
- Intimidate
+10
- Listen
- Lore
- Move Silently -
10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device

Special power = summon hell hounds.
 

 

 

Devil

Demons are aggressive, fire-living creatures brought to the Prime Material plane from the depths of the Abyss to serve their evil masters.

Bonuses and maluses :

Abilities :
- Strength
- Dexterity
+2
- Constitution
- Intelligence
- Wisdom
-2
- Charisma
-1

Saves :
- Fortitude
- Reflex
- Will

Skills :
- Animal empathy
- Appraise
-10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -
10

Skills (suite) :
- Craft Weapon -
10
- Disable Trap
- Discipline
+10
- Heal
- Hide -
10
- Intimidate
+10
- Listen
- Lore
- Move Silently -
10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device

Special power = gate.
 

 

 

Glabrezu

Demons are aggressive, fire-living creatures brought to the Prime Material plane from the depths of the Abyss to serve their evil masters.

Bonuses and maluses :

Abilities :
- Strength
+2
- Dexterity
- Constitution
- Intelligence
-2
- Wisdom
-1
- Charisma

Saves :
- Fortitude
- Reflex
- Will

Skills :
- Animal empathy
- Appraise
-10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -
10

Skills (suite) :
- Craft Weapon -
10
- Disable Trap
- Discipline
+10
- Heal
- Hide -
10
- Intimidate
+10
- Listen
- Lore
- Move Silently -
10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device

Special power = summon hell hounds.
 

 

 

Oschore

Demons are aggressive, fire-living creatures brought to the Prime Material plane from the depths of the Abyss to serve their evil masters.

Bonuses and maluses :

Abilities :
- Strength
- Dexterity
- Constitution
-2
- Intelligence
- Wisdom
-1
- Charisma
+2

Saves :
- Fortitude
- Reflex
- Will

Skills :
- Animal empathy
- Appraise
-10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -
10

Skills (suite) :
- Craft Weapon -
10
- Disable Trap
- Discipline
+10
- Heal
- Hide -
10
- Intimidate
+10
- Listen
- Lore
- Move Silently -
10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device

Special power = fire explosion.
 

 

 

Nalfeshnee

Demons are aggressive, fire-living creatures brought to the Prime Material plane from the depths of the Abyss to serve their evil masters.

Bonuses and maluses :

Abilities :
- Strength
- Dexterity
-1
- Constitution
-2
- Intelligence
+2
- Wisdom
- Charisma

Saves :
- Fortitude
- Reflex
- Will

Skills :
- Animal empathy
- Appraise
-10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -
10

Skills (suite) :
- Craft Weapon -
10
- Disable Trap
- Discipline
+10
- Heal
- Hide -
10
- Intimidate
+10
- Listen
- Lore
- Move Silently -
10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device

Special power = summon imps.
 

 

 

Succubus

Demons are aggressive, fire-living creatures brought to the Prime Material plane from the depths of the Abyss to serve their evil masters.

Bonuses and maluses :

Abilities :
- Strength
-2
- Dexterity
-1
- Constitution
- Intelligence
+2
- Wisdom
- Charisma

Saves :
- Fortitude
- Reflex
- Will

Skills :
- Animal empathy
- Appraise
-10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -
10

Skills (suite) :
- Craft Weapon -
10
- Disable Trap
- Discipline
+10
- Heal
- Hide -
10
- Intimidate
+10
- Listen
- Lore
- Move Silently -
10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device

Special power = summon succubus.
 

 

 

Yagnoloth

Demons are aggressive, fire-living creatures brought to the Prime Material plane from the depths of the Abyss to serve their evil masters.

Bonuses and maluses :

Abilities :
- Strength
+2
- Dexterity
-2
- Constitution
- Intelligence
-1
- Wisdom
- Charisma

Saves :
- Fortitude
- Reflex
- Will

Skills :
- Animal empathy
- Appraise
-10
- Bluff
- Concentration
+10
- Craft Armor -10
- Craft Trap -
10

Skills (suite) :
- Craft Weapon -
10
- Disable Trap
- Discipline
+10
- Heal
- Hide -
10
- Intimidate
+10
- Listen
- Lore
- Move Silently -
10
- Open Lock
- Parry
+10
- Perform
- Persuade
- Pick Pocket
- Ride
- Search
- Set Trap
- Spellcraft
+10
- Spot
- Taunt
- Tumble
+10
- Use Magic Device

Special power = summon imps.