The Playable Races

Straight Hit Points

You will not have to roll any dice to get your HP, you will have to do math though. At first level, your total HP is your CON score + CON Modifier + Race HP. Every level after that the character gains their Con Score + Racial Mod. Characters hp cap is Level 20. Apon reaching level 20, PC’s/NPC’s no longer gain HP.

The “Regular Guys”

Humans
Humanoid (Human)
Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Racial HP Mod: 4

Gray Elf
They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.

+2 Intelligence and Dexterity, –2 Strength and Constitution .
Humanoid (Elf).
Medium
speed is 30 feet.
Racial HP Mod: 3
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

Low-Light Vision: A high elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

Automatic Languages: Elven.
Bonus Languages: Draconic, Gnome, Goblin, Orc, and Sylvan.

Dark Elf
White is the most common hair color, but almost any pale shade is possible. Their eyes are often a vivid red.
+2 Dexterity, –2 Constitution, +2 Intelligence, +2 Charisma.
Medium size.
speed is 30 feet.
Racial HP Mod: 3
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
Darkvision out to 120 feet.
Spell-Like Abilities: Can use the following spell-like abilities once per day: darkness, faerie fire. Caster level equals the drow’s class levels.

Spell resistance equal to 11 + class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
+2 racial bonus on Listen, Search, and Spot checks.
An Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common, Elven
Bonus Languages: Abyssal, Aquan, Draconic, Dark Elf Sign Language, Gnome, Goblin.

Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds dark for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Level adjustment +2.

Changelings
Medium
+2 against sleep and charm effects.
+2 racial bonus on Bluff, Intimidate, and Sense Motive checks.
Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.
Racial HP Mod: 4

Minor Change Shape (Su): Changelings have the supernatural ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This is not an illusory effect but a minor
physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. Using this ability is a full-round action.
Skills: *When using its minor change shape ability, a changeling gets a +10 circumstance bonus on Disguise Checks

Aasimar
Usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.

+2 Wisdom, +2 Charisma.
Outsider (Native)
Medium size.
speed is 30 feet.
Racial HP Mod: 4

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

Resistance to acid 5, cold 5, and electricity 5.

Spell-Like Ability: 1/day—daylight. Caster level equals the aasimar’s class levels.

+2 racial bonus on Spot and Listen checks.

Automatic Languages: Common,
Bonus Languages: Draconic, Dwarven, Elven, Gnome,

Level Adjustment: +1.

Tiefling
Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.
+2 Dexterity, +2 Intelligence, –2 Charisma.
Medium size.
speed is 30 feet
Racial HP Mod: 4

Darkvision out to 60 feet.

+2 racial bonus on Bluff and Hide checks.

Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).

Resistance to cold 5, electricity 5, and fire 5.

Automatic Languages: Common, Infernal.
Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Orc.

Level adjustment +1.

The “Little Guys”

Dwarves
Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.

+2 Constitution, –2 Charisma.

Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size.
Hill dwarf base land speed is 20 feet. However, Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

Racial HP Mod: 6

Darkvision: 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hill dwarves can function just fine with no light at all.

Stonecunning: This ability grants a hill dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

+2 racial bonus on saving throws against poison.

+2 racial bonus on saving throws against spells and spell-like effects.

+1 racial bonus on attack rolls against orcs and goblinoids.

+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

+2 racial bonus on Appraise checks that are related to stone or metal items.

+2 racial bonus on Craft checks that are related to stone or metal.

Automatic Languages: Common and Dwarven
Bonus Languages: Giant, Gnome, Goblin, Orc

Gnome
Standing 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards.

+2 Constitution, –2 Strength.
Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
speed is 20 feet.
Racial HP Mod: 2
Low-light vision.

+2 racial bonus on saving throws against illusions.

Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

+1 racial bonus on attack rolls against kobolds and goblins

+4 dodge bonus to Armor Class against creatures of the giant type (such as trolls).

+2 racial bonus on Listen checks.

+2 racial bonus on Craft (alchemy/pharmaceuticals) checks.

Automatic Languages: Common, Gnome.
Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.

Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier.
Goblin
Standing 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red.

–2 Strength, +2 Dexterity, –2 Charisma.

Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
speed is 30 feet.
Base Hp/Lev: 5

Darkvision out to 60 feet.

Malicious ingenuity: +2 to one Craft or Knowledge Check.

+1 racial bonus on attack rolls against Gnomes.

+4 racial bonus on Move Silently and Drive checks.

Automatic Languages: Common, Goblin.
Bonus Languages: Draconic, Elven, Giant, Orc

Kobolds
Short, reptilian humanoids, with cowardly and sadistic tendencies. A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds.

+2 Dexterity, –4 Strength, –2 Constitution.

Humanoid (Reptilian).

Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 of those of
Medium characters.

speed is 30 feet.
Racial HP Mod: 3

Darkvision out to 60 feet.

+1 natural armor bonus.

Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

+2 racial bonus on Craft (Electrical or Mechanical), Profession , and Search checks.

Automatic Language: Draconic.
Bonus Languages: Common

The “Big Guys”

Orcs
An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. An adult male orc is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller.

+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.
Medium Size
speed is 30 feet.
Racial HP Mod: 6

Darkvision out to 60 feet.

Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

Automatic Languages: Common, Orc.
Bonus Languages: Dwarven, Giant, Goblin

Half-Orcs
Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair.

+2 Strength, –2 Intelligence, –2 Charisma.
Medium size.
speed is 30 feet.
Racial HP Mod: 5

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: For all effects related to race, a half-orc is considered an orc.

Automatic Languages: Common, Orc.
Bonus Languages: Draconic, Giant, Goblin, Abyssal.

Ogre
Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown.
Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Ogre characters possess the following racial traits.

+10 Strength, –2 Dexterity, +4 Constitution, –4 Intelligence, –4 Charisma.

Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

Space/Reach: 10 feet/10 feet.

speed is 40 feet.
Racial HP Mod: 6

Darkvision out to 60 feet.

An ogre begins with four levels of giant:

which provide 48 Hp + 4 x Con mod

base attack bonus of +3, and

base saving throw bonuses of Fort +4, Ref +1, and Will

Racial Skills: An ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1).

Racial Feats: An ogre’s giant levels give it two feats.

+5 natural armor bonus.

Automatic Languages: Common, Giant.
Bonus Languages: Dwarven, Orc, Goblin, Terran.

Trolls
Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.
A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.
Trolls speak Giant.

+12 Strength, +4 Dexterity, +12 Constitution, –4 Intelligence (minimum 3), –2 Wisdom, –4 Charisma.

Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
30 feet.
Racial HP Mod: 8

Darkvision out to 60 feet and low-light vision.

Racial Hit Dice: A troll begins with six levels of giant, which provide 72 + Con mod x 6

base attack bonus of +4

Base saving throw bonuses of Fort +5, Ref +2, and Will +2

Racial Skills: A troll’s giant levels give it skill points equal to 9 x (2 + Int modifier, minimum 1).
Racial Feats: A troll’s giant levels give it three feats.

+5 natural armor bonus.

Natural Weapons: Claw (Base Damage 4+1d6) and bite (Base damage 4+1d6).

Special Attacks – Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh damage Base Damage 4+2d6 + 1-1/2 times Str modifier.

Special Qualities: Regeneration 5, scent.

Automatic Languages: Giant. Bonus Languages: Common, Orc.

Level adjustment +5.

When trying to convert Creatures /Monsters HP for this system, you can use the base con score provided, and then add the hp from the list below.
Creature_Type.png

The Playable Races

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