PC Races

PC RACES

 

The following are the Scarred Lands races that I think would fit well in this Vigil of Vesh campaign. It has all of the races found in the Scarred Lands players Guide with a few exceptions. These are the races from which you will choose your character. Core races are slightly changed for the Scarred Lands setting, but the Scarred Lands Player's Guide only lists the new additions to the core races, meaning you have to use both books to compile all of that race's abilities. Here I have compiled all races with all racial abilities from both books – everything listed here supersedes the core guide lines for races.

Unfortunately, there are no gnomes native to the continent of Ghelspad, so that core race is not a player character option. The Scarred Lands people did not bother to update half-elves or half-orcs (but they have full-blooded orcs as a PC race), so if you wish to play either of those half-human races talk to me and it can be done easily. Races from the Scarred Lands Player's Guide that I am omitting from this campaign are the Hollow Legionnaires and manticora.

Racial archetypes, racial feats and alternate racial traits need to be taken from The Scarred Lands Player's Guide, the Core Rule book, the Advanced Player's Guide, Ultimate magic or Ultimate combat; if a race's description in the SLPG suggests or references abilities from source books other than those listed, please ignore them.

Asaatth Racial Traits

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

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

Reptilian: Asaatthi are humanoids with the reptilian subtype.

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

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

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

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

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

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

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

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

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

 

Alternate Racial Traits –

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

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

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

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

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

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

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

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

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

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

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

 

 

 

Dwarves

Standard Racial Traits

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

Defense Racial Traits

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

Feat and Skill Racial Traits

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

Senses Racial Traits

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

 

 

Offense Racial Traits

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

 

Alternate Racial Traits

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

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

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

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

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

 

 

Elves

Standard Racial Traits

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

 

Defense Racial Traits

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

Feat and Skill Racial Traits

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

Magical Racial Traits

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

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

Senses Racial Traits

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

 

Alternate Racial Traits

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

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

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

 

 

 

Halflings

Standard Racial Traits

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

 

Defense Racial Traits

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

Feat and Skill Racial Traits

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

Offense Racial Traits

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

Senses Racial Traits

 

Alternate Racial Traits

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

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

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

 

 

Human

Standard Racial Traits

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

Feat and Skill Racial Traits

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

 

Alternate Racial Trait

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

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

 

 

Ironbred

Ironbred Racial Traits

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

 

Alternate Racial Traits

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

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

 

 

 

Orc Racial Traits

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

Alternate Racial Traits

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

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

 

 

 

Slitherin Racial Traits

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

Alternate Racial Traits

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

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

PC Races

Bloodhollow and Beyond - A Vigil of Vesh Campaign WiHa05