In addition to the classes in the Player’s Handbook the following are available-


“My ancestors were more beautiful than you can imagine.”

While the fiends of the Abyss are most known for it, the devils of Baator, especially Harvesters, Erinyeses, Pleasurers, and even Paeliryons, and even the celestials of Heaven, Bytopia, the Beastlands, and other upper planes all take mortal lovers, some more than others. The unions of the most beautiful of these outsiders will occasionally produce children, who go on to find their own loves and produce their own children, who go on to do the same, and so on. Those who have these creatures far back in their blood lines are known as Aasimar, bearing their ancestor’s physical perfection as a mark of their mingled blood.

  • Medium Size
  • 30’ movement.
  • Outsider Type (Native and Human subtype)
  • Darkvision
  • +2 Charisma, +2 Wisdom
  • Aasimar with a Charisma of at least 10 may cast light as a spell-like ability with a caster level equal to their character level once per day.
  • +2 bonus to Spot, and Listen checks.
  • Favored Classes: Paladin and Sorcerer
  • Automatic Languages: Common
  • Bonus Languages: Abyssal, Aquan, Auran, Celestial, Formian, Ignan, Slaad, Sylvan, Terran.


“Time to die for the spider queen”

The drow are dark elves known amongst the surface races for treachery, sadomasochistic torture obsessions, and being matriarchal.

It is also known that they are related in some way to high elves, but the relation is somewhat obscure. Corellon Larethian told his elven followers that the spider queen of the drow was a member of his court who betrayed him to the false promises of evil, and in her flight from the righteous and goodly court of Corellon, took with her many surfaces elves she had misled to those same lies of the Abyss.

However, the drow are told another tale. The fall of the drow occurred long after Corellon took Gruumsh’s eye. The elf god had become proud and arrogant in the centuries, driving his warriors to slay all orcs on sight and slowly relegating the women to more and more subservient roles. His consort, Lolth, was all for the idea of elven superiority, but disagreed staunchly with Corellon’s hyper specific target, and, of course, his increasing insistence that she stay safe and uninvolved.

Lolth began to gather a cult around herself, teaching them all manners of magic, caring more about how useful it was than it’s source.

Eventually, she was driven away from the courts of the elven pantheon and took a sizable number of the surface elves with her. She led them to the sprawling caverns of the underdark, where they could form their own kingdom where naught mattered but the efficiency and accomplishments of a thing. This has led to a viciously pragmatic society where the end always justifies the means, and any end is justifiable.

  • Medium Size
  • 30’ movement.
  • Humanoid Type (Elf subtype)
  • Darkvision 120’
  • +2 Dexterity, -2 Constitution
  • Daylight Sensitivity: While in brightly lit surroundings (such as a daylight spell), a Drow suffers a -2 penalty to attack rolls and precision-based skill checks.
  • Drow with a Charisma of at least 10 may cast deeper darkness (duration 4 hours), and fairie fire as spell-like abilities with a caster level equal to their character level once per day each.
  • +2 bonus to saving throws against spells and spell-like abilities.
  • +2 bonus to Spot, and Listen checks.
  • Drow never sleep and are immune to sleep e ects. Drow must still perform their 4 hour daily trance to stay coherent and rested.
  • Drow live an exceedingly interesting life and every Drow has pro ciency with the rapier and an exotic ranged weapon of their choice.
  • Favored Classes: Cleric and Wizard
  • Automatic Languages: Elvish
  • Bonus Languages: Abyssal, Beholder, Common, Draconic, Drow Sign Language, Dwarvish, Gnome, Kuo-Toa, Terran, Undercommon.


“All my life, I have never fit in. Not in town, not in the forest. In some integral fashion I am unlike those around me, and I believe it is my fate to live and die alone.”

  • Fey Type
  • 30 foot movement rate
  • Low-Light Vision
  • +2 Dexterity, +2 Charisma, -2 Constitution. Feytouched are graceful and those which are not beautiful are terrifying, but they are fragile like flowers.
  • Immunity to [Compulsion] Effects
  • Magic Affinity: Every Feytouched is di erent, and marked by the signature magics of the fey in a different manner. Every Feytouched has one spell that can be used once per day as a spell-like ability. This spell is chosen at 1st level and cannot be changed. Any 1st level Illusion or Enchantment spell from the Sorcerer/Wizard list is fair game, and the save DC is Charisma-based.
  • Favored Class: Bard
  • Feytouched speak Common and Sylvan. Bonus Languages may be selected from the following list: Aquan, Auran, Elvish, Draconic, Dwarvish, Druidic, Goblin, Gnoll, Gnome, Halfling.


“You weren’t hired to think. You were hired because you have opposable thumbs.”

Goblins live beyond the margins. Orcs are pushed to the margins of society and the wastelands and marshes by the other races, but the goblins are pushed out by even orcs. In their desperation to find some ally in life, goblins ingratiated themselves with wargs. The intelligent canines were seen as mere pets, at best, by other races, and hounds of war more commonly, and so were in a similar position to goblins, socially. Meanwhile, goblins had opposable thumbs and a single goblin walking into a town isn’t usually met with a crossbow bolt in the neck immediately.

The two races came to an agreement which placed physicaly stronger wargs at the top, and their goblin lackeys beneath them, but the intelligence of goblins and the wargs’ reliance on their humanoid underlings, slowly shifted the balance of power to the point where most sapient races assume that goblins somehow tamed wargs.

And perhaps they did.

  • +2 Dexterity, -2 Strength, -2 Charisma
  • Small Size
  • 30’ movement (despite small size).
  • Humanoid Type (Goblinoid subtype)
  • Darkvision
  • +4 bonus to Move Silently and Ride checks.
  • Able to take Goblin and Monstrous feats. Every Goblin or Monstrous feat taken also confers a physical trait (apart from those granted by the feat normally)
  • Mounted Combat
  • Goblins benefit from an ancient pact with spiders, and every Goblin receives a +2 bonus to any Bluff, Diplomacy, Handle Animal, Sense Motive, or Survival check made with respect to a spider.
  • Favored Classes: Rogue and Wizard
  • Automatic Languages: Common, Goblin
  • Bonus Languages: Abyssal, Draconic, Elvish, Dwarvish, Giant, Gnoll, Infernal, Orcish, Undercommon, and Arachnid.


“The many souls of my blade each thirst for your blood”

Just a short 200 years ago, the orcs, through the bravery of a singular orc, an adventurer, who rallied many clans and former lackeys around him, managed to break the hold that The Lifeless had upon them. With this came an end to his meddling in the bloodlines, and within a few generations, orcs were breaking the stereotype of being dimwitted savages. While still “evil,” they have emerged on the world stage with a more disciplined and cunning form of evil, and are now considered to produce the best mercenaries in the realms. Orcs are largely atheists, not out of disbelief, but out of a disdain for submitting to yet another lord. When they do get spiritual, it’s generally over heirloom weapons, and other items of significance which they believe to act as conduits to the soul of every former owner.

  • Medium Size
  • 30’ movement.
  • Humanoid Type (Orc subtype)
  • Darkvision 60’
  • +4 Strength, -2 Intelligence, Charisma or Wisdom, chosen at character creation.
  • +1/3 character level Natural Armour.
  • Daylight Sensitivity: While in brightly lit surroundings (such as a daylight spell), an Orc suffers the dazzled condition and is thus at a -1 penalty to attack rolls and precision-based skill checks. (Many orcs wear sun goggles to prevent this.)
  • +2 bonus to saving throws vs. Poison and Disease.
  • Immunity to ingested poisons.
  • Proficient in one martial or exotic weapon for free.
  • +2 to Jump and Survival checks.
  • Favored Classes: Barbarian and Fighter
  • Automatic Languages: Orc, Common. Bonus Languages: Dwarvish, Elvish, Giant, Gnoll, Goblin, Sylvan, Undercommon.


Where as Aasimar are descended from the beautiful temptresses of the lower planes and knights of the higher planes, Tieflings are descended from monsters and beasts. Their fore fathers would not win beauty contests, but they might just rip your arms off and feed them to you, and definitely look badass doing it.
Whether as a manifestation of a grandparent’s internal darkness, or to aid in the stalking methods passed down by one, many Tieflings can use darkness. They also find secrecy, whether social or physical, quite easy.

  • Medium Size
  • 30’ movement.
  • Outsider Type (Native and Human subtype)
  • Darkvision
  • +2 Dexterity, +2 Intelligence, -2 Charisma
  • Tieflings with a Charisma of at least 10 may cast darkness as a spell-like ability with a caster level equal to their character level once per day.
  • +2 bonus to Bluff, Hide, and Move Silently checks.
  • Favored Classes: Rogue and True Fiend
  • Automatic Languages: Common
  • Bonus Languages: Abyssal, Aquan, Auran, Celestial, Formian, Ignan, Slaad, Sylvan, Terran.

Yuan Ti- Purified One

“Our god has always slept, we see no difference in this new age, and so are stronger than you”

The Yuan Ti are a race of magically augmented snake cultists. They worship the slumbering god Mershulk, and have seen no difference in the Divine Absence. Some have alleged that this proves Mershulk is, at best, a snake demon, not truly a god. They’ve been forced to concede this may be a distinction without a difference at the end of yuan ti daggers, just before dying or being turned into guards for yuan ti broods. The yuan ti welcome converts of all races, and initiate the most devout through a ritual and an exotic potion. The potion kills many, but those who fight off the powerful narcotic venom that is the potion’s primary ingredient are changed into yuan ti. Further rituals initiate yuan ti into higher echelons of their cult.

  • Medium Size
  • 30’ Movement
  • Humanoid (Scaly kind, augmented, human)
  • +2 Dexterity, +2 Intelligence, +2 Charisma
  • Yuan Ti with a Charisma of at least 10 have basic access to the Yuan Ti sphere.
  • +2 racial bonus to saving throws against spells and spell like abilities
  • -2 circumstance penalty to Bluff and Diplomacy checks made against non-yuan ti who know they are yuan ti, and such people have a 50% chance to start with an initial attitude one step more negative than normal. However, people who make Sense Motive checks against them are at a -2 penalty because they already assume that the Yuan Ti’s motive is duplicitous and are not as open to knowing the true motives.
  • +10 bonus to Disguise checks made to appear as a normal human. Disguising themselves as humans allows them to ignore the above social penalties, unless the other person sees through the disguise.
  • Favored Classes: Ranger and Druid
  • Automatic Languages: Common and Yuan Ti
  • Bonus Languages: Any, as humans


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