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Races of the Mistwell University World

The world that Mistwell University resides in is inhabited by hundreds of different races. Some races are native and have lived here for uncounted thousands of years. Others arrived over centuries of migration and conquest from other planes and worlds. For brevity, this list only briefly describes those races which the player characters are aware of, either through personal contact, study in class, books on the subject, or rumor and myth. A more detailed description will be made available to a player interested in reading more about a particular race.

Player characters may choose almost any listed race, though restrictions may apply to some of the more powerful ones, and compelling background stories may be necessary for the more exotic races. In addition, if a player has a new race in mind that is not listed here, it is possible the race will be permitted. Please consult the DM.

Additionally, some of the races available in this campaign setting are significantly more powerful than the races from the Player's Handbook. To maintain the balance of power between player characters, adjustments have to be made to characters of these races so that the game remains fair and enjoyable for all involved. In such instances, a racial trait has been included called Level Adjustment ("LA"), and will be listed as a number from -1 to -4. A character with a Level Adjustment starts the campaign at a character level 1, like all other characters, but does not advance levels initially as quickly as other characters, and may have some ability restrictions that are lifted as experience is gained. Experience obtained must first be applied to wipe out the negative Level Adjustment, and such characters will not advance to character level two (or beyond) until the negative Level Adjustments are gone. For example, the Niomus race (a race of winged humanoids) has a Level Adjustment of -2. Niomus characters must obtain 6000 experience points, ordinarily the equivalent of fourth level, before advancing to second level (1000 experience to wipe out one negative Level Adjustment, and another 2000 to wipe out the second negative Level Adjustment, and then another 3000 to advance to second level. See table 3-2 on page 22 of the Player's Handbook for list of experience points and level advancement). Once the negative levels are cleared, the character advances normally.

The Races

To see an detailed example of one of the races, click here

Humans: Standard as in the Player's Handbook

Half-Elves: Standard as in the Player's Handbook

Half-Orcs: Standard as in the Player's Handbook

Dwarves:

  • Gold Dwarves: +2 Con, -2 Dex; +1 attack against aberrations; otherwise as standard dwarf
  • Gray Dwarves: (Duergar): +2 Con, -4 Chr; Darkvision; Spell-like abilities (Invis, enlarge); LA -2
  • Deep Dwarves: +2 Con, -4 Chr; Darkvision; +3 resistance to poisons and spells
  • Derro: Evil human-dwarf crossbreed, generally not permitted as a PC
  • Shield Dwarves: Standard Dwarf as in the Player's Handbook

Elves

  • Drow: +2 Dex, -2 Con, +2 Int., +2 Chr; Spell-like abilities (dancing lights, darkness, faerie fire), Darkvision; Fav class Wizard (male), Cleric (female); spell resistance 11+lev; LA -2
  • Moon Elves: Standard Elf as in the Player's Handbook
  • Sun Elves: +2 Int, -2 Con, otherwise as standard elf Wild Elves: +2 Dex, -2 Int, Fav. Class Sorceror or Barbarian
  • Wood Elves: +2 Str, +2 Dex, -2 Con, -2 Int, -2 Chr, Fav. Class Ranger
  • Gray Elves: -2 Str, +2 Dex, -2 Con, +2 Int, otherwise as standard elf

Gnomes

  • Deep Gnomes (Svirfneblin): -2 Str, +2 Dex, +2 Wis, -4 Chr; Darkvision; Spell-like abilities (blindness, blur, change self. Replaces 0-level spells); Dwarf-like Stonecutting; Spell resistance 11+char lev; +4 dodge vs all creatures; +2 all saves; +2 hide; LA -3
  • Rock Gnomes: Standard Gnome as in the Player's Handbook
  • Forest Gnomes: As standard gnome except Fav. Class Druid; innate pass without trace; Hide bonus; speak with forest animals
  • River Gnomes: +1 Init; Speedy swim; Speak w/river-dwelling animals; no 0-lev spells
  • Arcane Gnomes: +2 Con, -2 Str, +2 Int, -2 Wis; Use magic device skill; Fav Class Wizard; No speak w/animals

Halflings

  • Ghostwise Halflings: innate telepathy; Fav class Barbarian or Sorceror; No saving throw bonus
  • Lightfoot Halflings: Standard Halfling as in the Player's Handbook
  • Tallfellow: +2 Search/spot/listen; Elf-like detect secret doors; No climb/jump/move silent bonus
  • Strongheart Halflings: +1 feat at first lev; no saving throw bonus
  • Deep Halfling: Darkvision; Dwarf-like stonecutting; +2 Appraise/Craft (stone/metal); No climb/jump/move silent bonus

Aasimar: Part celestial (Outsider type); Med size (30 ft); +2 wis, +2 Chr; Resist acid/cold/ electri-city; Spell-light ability (light); +2 listen/spot; Darkvision; Fav Class paladin; LA -1

Gensai: Part elementals (Outsider type); All medium size (30ft), fav class fighter, darkvision, +1 vs spells of their elemental type, LA -1

  • Air Gensai: +2 dex, +2 int, -2 wis, -2 chr; Spell-like ability (levitate); Breathless
  • Earth Gensai: +2 Str, +2 con, -2 wis, -2 chr; spell-like ability (pass without trace)
  • Fire Gensai: +2 int, -2 chr; Spell-like ability 9control flame)
  • Water Gensai: +2 con, -2 chr; Swim (30 ft); spell-like ability (create water)

Tiefling: Part evil outsider (Outsider type); Med size (30 ft); +2 dex, +2 int, -2 chr; resist cold/fire/electricity; +2 bluff/hide; darkvision; spell-like ability (darkness); fav class rogue; LA -1

Saurials - Dinosaur-like humanoids. All have Scent feat, +4 vs. Sonic attacks, Cold & Gas vulnerability

  • *Bladeback Suarials: +2 Str, +2 Chr; Med size (30 ft); low-light vis; Fav Class Cleric; +4 natural armor; claw/claw/tail natural attacks; +2D8 hit dice, +1 attack bonus, +3 reflex save, +7 skill points, +1 feat; LA -2
  • *Finhead Saurials: +2 Dex, +2 Wis; Med size (30 ft); Low-light vis; Fav Class: Paladin; +4 natural armor; claw/claw/bite natural attacks; +2D8 hit dice, +1 attack bonus, +3 reflex save, +7 skill points, +1 feat; LA -2
  • *Flyer Saurials: +4 dex, -2 con, -2 chr; Small (20 ft/50 fly); low-light vision; Fav class Rogue; +4 Natural armor; claw/claw/tail natural attacks; +2D8 hit dice, +1 attack bonus, +3 reflex save, +7 skill points, +1 feat; LA -3
  • *Hornhead Saurials: +2 Str, +2 Int; Large ( 30 ft); 10 ft tail reach; Low-light vision; Fav Class: wizard; +5 Natural armor; claw/claw/tail natural attacks; +2D8 hit dice, +1 attack bonus, +3 reflex save, +7 skill points, +1 feat; LA -2

Monsters as Characters: Various - see DM

Aaleear: A race of diminutive artistic fey creatures. The aaleear are basically gnomes taken one step toward fairies. The included prestige class is aaleear enchanter, which has the ability to give items temporary enchantments. The aaleear enchanter has a botched progression table, and appears to be fairly weak unless you give it spell progression. As it stands, no spell progression is mentioned. +2 Wis, +2 Chr, -2 Str; Tiny size (20 ft); low-light vision; fey-bow weapon proficiency; +2 listen/move silent/sense motive; spell-like abilities (detect magic, ghost sound, mending, enlarge), additional spell-like abilities depending on level and charisma; fav class bard; LA -2

Anaema: The anaema are an essentially human race with one major difference: they are insubstantial, existing in a state halfway between material and incorporeal creatures. They do not use the d20 rules for incorporeal creatures, probably a step to keep the race more playable. They take only subdual damage from non-magical weapons, but must make Concentration checks to interact with corporeal objects. There is a feat that allows them to create special items that they may handle normally. The featured prestige class is the anaeman crafter, which is a spellcaster with a focus on item creation. +2 Con; medium size (30 ft); Partially insubstantial (all non-magical damage is subdual, immune to natural poisons); Concentration requirement to interact with all corporeal objects (including armor), and lowered strength with non-magical weapons/objects; Fav class sroceror; LA -3

Animen: Animen are basically animal-headed humanoids. The text describes them as being planetouched, originating as a race from a plane of wild chaos tinged with benevolence. Despite calling the race planetouched, nowhere in the system text does it mention Animen being outsiders. Animen receive one animalistic ability owing to their heritage in addition to some standard bonuses. Animen have an ECL modifier of 3, which seems a little high for the abilities granted, especially if they are not considered outsiders. The prestige class for Animen is the animan atavist, which gains abilities to take the form of or conjure a representation of their aspect creature. +2 Con; medium size (30 ft); Partially insubstantial (all non-magical damage is subdual, immune to natural poisons); Concentration requirement to interact with all corporeal objects (including armor), and lowered strength with non-magical weapons/objects; Fav class sroceror; LA -3

Artathi: Artathi are the first catlike race described in Mythic Races. The artathi are catlike humanoids. They are split into seven castes, each resembling one of seven great cat types: lion, tiger, puma, lynx, cheetah, leopard, and jaguar, plus an eighth separate type, the snow leopards. Each type has differing ability score modifiers and favored classes. So if you have been hankering to play a thundercat since your youth, this is your chance! The presented prestige class for the artathi is the chosen of Ba En Aset, religious champions chosen of their deity. They receive several paladin-like and spell-like abilities. medium size (30ft, 40ft for cheetah type); low-light vision; +2 hide/move silent, +6 balance; +2 dodge bonus to AC; claw attack; ability score changes vary depending on type; fav class varies based on type.

Blickish: Blickish are a planetouched race of people related to halflings. The blickish possess the ability to blink as the spell. The presented prestige class is the blickish infiltrator, which further develops their character's natural blink ability. Small (20 ft); +2 chr, +2 str, -2 con, -2 wis; +2 intimidate; track feat; spell-like ability (blink); fav class rogue; LA -1

Coivald: The coivalds are another somewhat gnome-like race, with a bit more of a pronounced bent toward nature. The presented prestige class is the Green Mystic, a diving spellcasting class with the ability to read natural omens and call totem creatures. Small (20 ft); +2 wis, -2 str; low-light vision; +2 diplomacy/innuendo/sense motive/craft/heal/knowledge (nature); fav class; cleric or druid

The Curst: The curst are a race of humanlike creatures that are the victims of a divine curse. All curses bear some physical deformity. However, they are immune to the bestow curse spell and resistant to a number of other spells. The featured prestige class is the soulless, a desperate curst who bargains with outsiders to gain powers drawn from their affliction. medium size (30 ft); +2 int, -2 chr; immunity to curses, resistance to certain curse-like spells; +2 hide/move silent; low-light vision; fav class any

Eleti: The eleti are a race of intelligent skeletons. As banal as that sounds, they are actually fairly well done, and they are definitely among the neatest creatures in the book. An eleti reproduces by gathering energy into one of its own bones over a year, and then places that bone in an inanimate skeleton to give a new eleti birth. Eleti are subject to most of the influences that undead are affected by, but also share undead immunities. The featured prestige class is the eletum aemidum, which gains improved control over its undead abilities. medium or small (20 or 30ft); +2 dex, no con; immune to most fort-save effects; darkvision; +2 hide/move silent; immune cold, half-dam from piercing or slashing weapons; vulnerable to turning; Fav class fighter; LA -3

Fairies: Hopefully, this needs little explanation. Fairies are tiny butterfly-winged fey creatures. As with classical myth, there are two varieties of fairies: seelie and unseelie. In addition to the obvious abilities granted by their stature and wings, fairies receive natural invisibility ability, faerie fire ability, and a set of additional spell-like abilities that vary depending on whether the fairy is seelie of unseelie. The one aspect I found troubling is that all fairies receive d4 HD, regardless of class, which seems problematic and unbalanced. The presented prestige class is fairy dreamer, which is a spellcaster with spell-like abilities with regards to dreams.

  • Seelie: (good align, rarely neutral); Tiny (30 ft/50 ft fly); +2 dex, +2 chr, -4 str, -2 con; hit dice always d4; spell-like abilities (invis & faerie fire at will, bless, detect evil, dispel magic, daylight, dancing lights, sleep, obscuring mist, wood shape 2/day); fav class sorc; LA -3
  • Unseelie (evil align, rarely neutral); tiny (30ft/50 ft. fly); +2 dex, +2 chr, -4 str, -2 con; hit dice always d4; spell-like abilities (invis & dark faerie fire at will, bane, detect good, dispel magic, darkness, dancing lights, sleep, obscuring mist, chill touch 2/day); fav class sorceror; LA -3

Illonis: The illonis are another cursed human-like race of wanderers. The illonis are universally blind, but have an echosense ability. The featured prestige class is the illonis doomsinger, a class that sings haunting songs that can have harmful effects. Medium (30 ft); +2 dex, + chr, -2 str; echosense (blindsight); ambidexterity feat (6 fingers & toes also); +2 perform; Fav class bard; LA -1

The Luminous: The luminous are elf-like humanoid beings with a close connection to the positive energy plane. Luminous have enhanced turning abilities, ability to shed light and resist necromancy spells, as well as access to feats that let them further use their racial abilities. The featured prestige class is the luminous lightbringer, which further sharpens the luminous racial abilities against evil foes. medium size (30 ft); +2 wis, -2 chr; +4 vs necromancy; poison immunity; natural glowing body; enhanced turning ability; fav class paladin.

Mhuintirrs: The mhuintirrs are shapechangers that may take on the form of jaguars. They are born in human forms but realize their shapeshifting heritage upon maturity. Mhuintirrs have access to a number of feats that allow them to better master their shapeshifting abilities. Their featured prestige class is the mhuintirr claw of the hunt, a class that focuses on stalking and hunting in the mhuintirr's alternate form. low-light vision; +2 balance/climb/hide/jump/move silent; control shape skill; unique feats; animal form (+4 str, +6 dex, +4 con, +1 AC, 40 ft. speed move, 20 ft climb, scent, claw/claw/bite natural weapons; Fav class Ranger; LA -2

Niomus: The niomus are a race of bat-winged humanoids that dwell on windswept peaks. The featured prestige class is the niomus windweaver, a spellcaster that has enhanced mastery over air and electricity based spells. Medium size (30 ft/ 50 ft fly); +2 int, +2 chr, -2 str; cold resistant; +2 jump/search/spot; fav class wizard; LA -2.

For more detail about the Niomus, Click Here

Ooloi: The ooloi are friendly amphibious race of people that dwell primarily in the sea, that are generally blue-skinned and with prominent head-tails. The featured prestige class is the ooloi journeyman, a divine spellcaster specializing in diplomacy; Medium size (30 ft, 60 ft. swim, +8 swim checks); +2 wis, -2 chr; water & air breathing; darkvision; fav class cleric

Pevishan: The pevishan are a race of humanoid creatures that are touched by the essence of arcane magic. Each pevishan has a birth school corresponding to one of the eight schools of magic in d20. In addition to hair color and markings, the birth school determines the nature of the pevishan's spell-like abilities. The featured prestige class is the pevishan spell siphon, whose abilities build a closer connection with the nature of the arcane and eventually grant them the ability to absorb spells. medium size (30 ft); +2 chr, -2 str; low-light vision; +4 spellcraft and saves from birth school; +1 Dc to birth school spells; spell-like abilities (read magic at will, and many others depending on birth school); fav class sorceror; LA -2.

Quissians: The quissians are a reptilian warrior race. The featured prestige class is the quissian blademaster, a combat oriented class with the ability to strike with great precision. Medium size (30 ft); +2 con, -2 chr; darkvision; +4 hide, +2 climb; +2 natural AC bonus; Fav class fighter; LA -1. Rezurbeks: Rezurbeks are a short, muscular, hairy, bore-like race of uncivilized brutes that can rage as a racial ability. I guess you can call them "more half-orc than half-orc." The featured prestige class is the rezurbek buerin, rezurbek champions that essentially become wereboars. Small (20 ft); +2 con, -2 chr, -2 wis; low-light vision; +4 search/spot/listen; +1 attack vs orcs and goblinoids; +4 dodge vs Giants; Rage once/day; Fav class Barbarian; LA -1

Rhonians: [Players cannot play the Rhonian race at present]. The rhonians are a race of wingless bird-like creatures. The are very diplomatic in nature, receiving bonuses to skill checks involved in influencing others. The featured prestige class is the rhonian emissary, which gains abilities enhancing their roles as diplomats and bodyguards. Medium size (30 ft); +2 dex, +2 chr, -2 con; Prof crossbows and longbows; +2 craft/animal empathy/bluff/diplomacy/gather information/innuendo/ intimidate, +1 Listen/spot; Fav class Bard; LA -1

Rhoode: [Players cannot play the Rhoode race at present]. The rhoode are servants of the rhonians and physically resemble toad-like humanoids. Rhoodes are laborers by nature and receive skill bonuses to that end. The featured prestige class is the rhoode recorder, which gains abilities enhancing their secretarial role. small (20 ft); +2 dex,+2 con,-2 int,-2 wis; +2 bluff/forgery/gather info/innuendo/listen/move silent/swim/craft, -2 sense motive; Fav class rogue.

Risen Demon: The idea behind the risen demons is fairly straightforward: fiends that have somehow come to turn their back on the twisted ways of their kind. These creatures are stripped of their power and banished to the land of men. Risen demons appears as humans with some diabolical traits that reflect their heritage. Risen demons are treated as outsiders, and for the purposes of spells and effects they are treated as both their true alignment and the alignment opposite to it. There are two featured prestige classes for the risen demon: the risen avenger and the risen redeemer. The risen avenger can sacrifice bits of their own demonic essence to improve their combat capabilities. The risen redeemer can channel their own demonic essence to heal others instead. Medium size (30 ft); +2 wis, +2 chr, -2 con; Vulnerable to evil & good effecting spells; Darkvision; +1 attack vs evil outsiders; +1 save vs spells; +2 knowledge (religion); Smite Evil Outsider ability; Fav class paladin; LA -1.

Sendasti: The sendasti are a desert dwelling humanoid race that only looks vaguely human. They have a special hardiness and skill bonuses that enhance their ability to survive the desert environment. The featured prestige class is the sendasti windmaster, a master of desert survival who is also very handy with a blade. Medium size (30 ft); +2 con, -2 chr; low-light vision; Prof w/falchion or scimitar; +2 save poison, disease, charm person, illusions; +2 handle animal/intuit direction/listen/spot/wilderness lore; fasting ability; fav class rogue.

Siarrans: The siarrans are a gentle artistic race of four-armed humanoids. As they advance in level, they may select feats that allow them to take advantage of their extra arms. The featured prestige class is the siarran bladedancer, who develops the art of fighting with all arms. Medium size (30 ft); +2 dex, -2 con; multi-arm feats available; weaker lower arms (-2 str); fav class Any.

Sktak: The Sktak are a race of bulky humanoids with scaly skin. They are hardy, resistant to heat, and proficient in mounted combat. The featured prestige class is the sktak windrider, mounted holy warriors with some spellcasting ability. medium size (30 ft); +2 str, +2 con, -2 int, -2 chr, -2 dex; Fasting ability; Heat resistant; +2 intuit direction/ride/wilderness lore; Prof scimitar or lance; Mounted combat feat; fav class Ranger.

Stonegrunts: Stonegrunts are a race of creatures that appear to be made of stone and were originally brought to life by the dwarves. They are strong and resilient (with racial damage reduction) but none too dexterous. The featured prestige class is the siege grunt. The siege grunts are specialized in the defense of fortifications. Large size (30 ft); +4 str, +2 con, -4 dex, -2 int; +2 vs spells & natural poisons; Stoneskin 10/+2 damage reduction; non-breathing; Fav class fighter; LA -4.

Tremen: Tremen are a race of intelligent mobile plants with the likeness of trees. They have the plant creature type. Their featured prestige class is the forest guardian, a divine spellcasting class charged with defending the forest and capable of calling for its aid. Medium size (30 ft); +4 str, +2 wis, -4 dex, -2 int; Not vulnerable to person-spells, vulnerable to plant spells; +1 natural AC bonus; +2 animal empathy/handle animal/wilderness lore, -2 disable device/open lock/pick pocket; -2 vs fire effects; fav class Druid. Uthuk Y'llan: If you have purchased a number of the FFGs Legends & Lairs instant adventures, you will already be familiar with the

Uthuk Y'llan. The Uthuk Y'llan are the brutal followers of the dark goddess Y'llan. They appear as large humans that often have bone spurs protruding from their bodies. The featured prestige class is the Uthuk Qi'nok, a very powerful (probably too powerful) arcane spellcasting class that has fighter-type BAB advancement, full spellcasting advancement, and a decent set of class abilities. Medium size (30 ft); +2 con, +2 str, -2 int; +2 intimidation, -4 with animals, can't learn handle animal; spell drug rules; fav class barb; LA -1.

Vermen: The vermen are a malicious race of insect headed humanoid creatures created and since forgotten by a demon lord. Vermen receive the ability to disguise themselves as humans with illusions, as well as having the qualities of vermin and one ability from a list owing to their vermin nature. The featured prestige class for the vermen is the vermen corrupter. The vermen corrupter gains abilities to spread disease, poison, and other maladies Medium size (30 ft); +2 dex, +2 con, -2 chr; +2 hide/listen/gather info; May learn decipher script; darkvision; Frightful presence ability; Veil of manseeming ability (look like humans); vulnerable to vermin spells; Restricted diet; Improved sneak attack; -2 handle animal/ride/animal empathy; Special vermin ability (various); fav class rogue; LA -3

Ittakkens: Giant insectoids; Large size (40 ft/80ft depending on legs); +2 str, -2 wis, -2 chr; Telepathy to their queen; can use all skills untrained; +2 will save vs mind effects; must wear special, expensive armor; gen -4 with non-thrown range weapons; +2 intimidate; Natural arnor +2-6 (type-dependant); flight, digging, or claws (type-dependant); fav class rogue or fighter (type-dependant)

Mahkim: Amphibian-like four-armed race; Medium size (40 ft); +2 con, -2 wis; low-light vision; +4 search/spot/listen; Exotic weap prof w/racial weapons; two-weapon & ambidex feats; fav class fighter; LA -2

Mannikins: Intelligent, self-replicating constructs; medium size (30 ft); +2 str, +2 con, -4 dex; No smell or taste senses; +4 natural AC bonus; +10 swim; Immune: disease, poison, petrification, critical hits, subdual damage, extreme temperature, charm person, chill or heat metal, iron or warp wood, animate dead; breathless; fasting ability; Hardness 5; +2d10 hit dice; nautral weapon; fav class fighter; LA -4

 

 

JD's Campaign

Ptolus - logs
AU - logs
Kalamar - logs

Todd's Campaign

Evenstar - logs
Spider Queen - logs

Mark's Campaign

Mistwell - logs

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