PLAYER’S COMPANION NOTES ON CREATING CUSTOM RACES
- Calculate number of racial powers.
- Subtract 1, to represent the fact that racial classes lose 1 maximum level of experience at Race 0.
- Add 1 if the class has racial value powers at 1+ that are not available to humans.
- Multiply the result by 40.
- Round the product to the nearest interval of 25 (25, 50, 75, 100, 125, etc.)
- If the race’s racial value mimics a class (such as elf and mage), divide the Racial Value XP cost at Value 4 by the cost for elf 4 (2,625) and multiply the result by 50,000. This is the additional cost per level after 8.
- If the race’s racial value does not mimic a class (such as dwarf), divide the Racial Value XP cost at Value 4 by the cost for dwarf 4 (1,400) and multiply the result by 10,000 for 2 class types and 30,000 for 2 class types. This is the additional cost per level after 8.
GNOMES
• Nose for Potions: Because of their familiarity with alchemy, gnomes may make a proficiency throw of 11+ to determine the magical properties of a potion or oil on taste. Starting at 5th level, all gnomes may brew potions as if mages of their class level. (2.5)
• Gnome Tongues: All gnomes speak four bonus languages: Dwarf, Elf, Goblin, and Kobold. (1)
• Infravision: The Gnomish tendency to underground life has granted them extended infravision to 90’. (2.5)
• Resistance to Illusions: A lifetime spent in the company of illusionists leaves gnomes hard to fool. Gnomes receive a +4 bonus on saving throws to disbelieve magical illusions. (1)
NOBIRANS
• Divine Protection: As the favored of the Empyrean powers, all Nobirus characters receive a +2 bonus to all saving throws. (1)
• Blood of Kings: The blood of ancient kings and heroes flows in every Nobirus. The character may hire one more henchman than his Charisma would otherwise permit, and the base morale score of any henchmen is increased by 1. (1)
• Heroic Spirit: Because of the Nobir’s courageous spirit, the maximum class level for any Nobirus class is increased by 1. (1)
• Longevity: All Nobirus characters are ageless and enjoy a lifespan three times longer than that of normal men. Like elves, they are immune to ghoul paralysis. (1)
THRASSIAN
Thrassian 0: cost = 250xp
• Claws and Bite: The character gains a claw/claw/bite attack routine. The claws deal 1d2 damage each, while the bite deals 1d4 damage. (2)
• Infravision: The character gains infravision to a range of 30’. (1)
• Scaly Hide: The character’s base unarmored AC is 1 instead of 0. (1)
• Swimming: The character gains a swimming movement rate of 60’ per turn. The character may hold his breath for 12 rounds (2 minutes). (2)
Thrassian 1: cost = 400xp
• Claws and Bite: The character gains a claw/claw/bite attack routine. The claws deal 1d3 damage each, while the bite deals 1d6 damage. (3)
• Infravision: The character gains infravision to a range of 45’. (1.5)
• Scaly Hide: The character’s base unarmored AC is 2 instead of 0. (2)
• Swimming: The character gains a swimming movement rate of 90’ per turn. The character may hold his breath for 30 rounds (5 minutes). (3)
Thrassian 2: cost = 1,000xp
• Claws and Bite: The character gains a claw/claw/bite attack routine. The claws deal 1d3 damage each, while the bite deals 1d8 damage. (4)
• Infravision: The character gains infravision to a range of 60’. (2)
• Scaly Hide: The character’s base unarmored AC is 3 instead of 0. (3)
• Superior Fighting: The class’s Fighting Value is effectively increased by 1 for all purposes. (+500)
• Swimming: The character gains a swimming movement rate of 120’ per turn. The character may hold his breath for 1 turn. (2.5)
Thrassian 3: cost = 1,250xp
• Claws and Bite: The character gains a claw/claw/bite attack routine. The claws deal 1d4 damage each, while the bite deals 1d8 damage. (5)
• Infravision: The character gains infravision to a range of 90’. (2.5)
• Scaly Hide: The character’s base unarmored AC is 4 instead of 0. (4)
• Superior Fighting: The class’s Fighting Value is effectively increased by 1 for all purposes. (+500)
• Swimming: The character gains a swimming movement rate of 120’ per turn. The character may hold his breath for 1 turn. (3)
Thrassian 4: cost = 1,825
• Claws and Bite: The character gains a claw/claw/bite attack routine. The claws deal 1d4 damage each, while the bite deals 1d10 damage. (6)
• Flying: The character gains a flying movement rate of 30’ per turn. (+500)
• Infravision: The character gains infravision to a range of 120’. (3)
• Scaly Hide: The character’s base unarmored AC is 5 instead of 0. (5)
• Superior Fighting: The class’s Fighting Value is effectively increased by 2 for all purposes. (+1000)
• Swimming: The character gains a swimming movement rate of 120’ per turn. The character may hold his breath for 1 turn. (3)
ZAHARANS
• Ancient Pacts: In elder days, the lords of Zahar ensorcelled the dark powers of the world in pacts of service and obedience. Some creatures still remember these pacts and will aid Zaharans when commanded. All Zaharans gain a +2 bonus to reaction rolls when encountering intelligent chaotic monsters. Intelligent chaotic monsters suffer a -2 penalty to saving throws against any charm spells cast by a Zaharan. [1]
• Zaharan Tongues: All Zaharans speak four bonus languages: Ancient Zaharan, Goblin, Orc, and Kemeshi. [1]
• Inexorable: Zaharans are unflinching in the face of horrors that terrify normal men. The character is immune to all natural and magical fear effects. [1]
• Dark Soul: The grim embrace of death holds special perils for Zaharan characters. Whenever a deceased Zaharan rolls on the Tampering With Mortality table, he suffers a penalty on the 1d20 roll of -1 per level of experience. [-1]
• After the Flesh: Through undeath, the black sorcerers of Zahar can grow stronger. If transformed into intelligent undead, they retain their racial powers and any class abilities. Their class abilities must still be paid for as special abilities (see below). [3]