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The COMPLETIST’S
GUIDE to HUMANOID
CHARACTERS
Iain Fyffe
Compatible with the 3rd edition of the world’s most popular fantasy role-playing game.
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The Completist’s Guide to
Humanoid Characters
Credits
esign
Iain Fyffe
Editing
Sean
unphy
Illustrations
Jon Kauf
an
Layout
Iain Fyffe
Copyright and Trademark Information
The Completist’s Guide to Humanoid Characters is 8 Iain Fyffe, 2008, except the illustrations which are © Jon Kaufman (used
with permission). All rights reserved. Reproduction of non-Open Game Content of this work by any means without
permission is expressly prohibited. The Completist’s Guide to Humanoid Characters is presented under the Open Game License
version 1.0a. Fifth Element Games is a trademark of Iain Fyffe, all rights reserved.
Product Identity: All content identified above as being protected by trademark, and all illustrations are to be considered
Product Identity as per the terms of the Open Game License version 1.0a.
Open Game Content: All text and information contained in this work, except that indicated as being Product Identity, is to
be considered Open Game Content as per the terms of the Open Game License version 1.0a. All other content, including
that not expressly indicated as Open Game Content is to be considered Product Identity as per the terms of the Open Game
Licence version 1.0a, and is copyright Iain Fyffe, except as noted above. All rights reserved.
Contact Information
Please contact us at info@5egames.com . Find us on the web at www.5egames.com .
The Completist’s Guide to
Humanoid Characters
Table of Contents
Introduction
1
Goblin
25
Part II: Half-Elves, Half-Orcs
and Other Crossbreeds
Discussion
Grimlock
27
Part I: Racial Class Levels
Aasimar
Halfling, Lightfoot
28
53
2
Halfling, Deep
29
Darkheart
55
Bugbear
3
Halfling, Tallfellow
31
Dwelf
56
Centaur
4
Hobgoblin
32
Elfling
57
Dwarf, Hill
6
Human
33
Erlking
58
Dwarf, Deep
9
Kobold
35
Gobel
59
Dwarf, Duergar
10
Lizardfolk
36
Half-Dwarf
60
Dwarf, Mountain
11
Locathah
37
Half-Gnome
61
Elf, High
12
Merfolk
38
Hammerling
62
Elf, Half
13
Minotaur
39
Kabouter
63
Elf, Aquatic
14
Ogre
41
Nisser
64
Elf, Drow
15
Ogre, Merrow
42
Puki
65
Drider (Prestige Class)
17
Orc
42
Treiling
66
Elf, Grey
18
Orc, Half
43
Vetter
67
Elf, Wild
18
Sahuagin
44
Elf, Wood
20
Satyr
46
Appendix: Feats
69
Gnoll
20
Tiefling
48
Gnome, Rock
22
Triton
49
Open Game License
70
Gnome, Forest
23
Troglodyte
51
Gnome, Svirfneblin
24
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The COMPLETIST’S GUIDE to HUMANOID CHARACTERS
INTRODUCTION
Most fantasy role-playing games are filled with dozens of
different sentient humanoid races. The "Big 7" races that
are available as standard PC races (human, dwarf, elf,
gnome, halfling, half-elf* and half-orc*) form the bulk of
most adventuring parties. But it doesn't seem consistent
that individuals from other sentient races wouldn't also
become adventurers. And it's always fun to try out a new
race, be it a gnoll or a svirfneblin. Of course, some sense
of game balance must be kept, and that is where it gets
complicated.
levels in its racial class to explain its higher ECL. This
would also allow a high-ECL race to be deconstructed
into lower levels, allowing it to be balanced with other
characters at low levels.
This is precisely what Part I of The Completist's Guide to
Humanoid Characters endeavours to do. Each humanoid
race (and a few others for good measure) is broken down
into a set of racial traits (all at +0 LA so as to be available
to a standard 1st-level character), and three or more racial
class levels. Each is balanced such that a character with
the appropriate number of racial class levels is roughly
equivalent to the standard version of that race; for
example, a minotaur character with 8 racial class levels
should be equivalent to a standard minotaur, which is
ECL 8 (6 racial Hit Dice + 2 Level Adjustment). Racial
class levels presented here do not count when determining
a character's experience point penalty from multiclassing.
If you're playing a nonstandard race, you'll likely have to
worry about racial Hit Dice, class Hit Dice, Level
Adjustments, and Effective Character Levels. And don't
let Challenge Rating slip in there; it doesn't belong in this
discussion. Then there's the question of wanting to start a
new 1st-level campaign with a high-ECL race. This
character would outshine the others significantly until
later levels when the other characters catch up, and as
such most referees simply don't allow such a situation.
Of course, most such creatures will not be precisely the
same as the standard creature. Class levels always grant
Hit Dice and skill points and attack and save bonuses, so
balancing is required to ensure that the creatures are of
approximately the same power, so that these new rules
can be incorporated into your games without significantly
changing the creatures in question.
There really isn't any need for these complications. There
is a simple solution to all of this, which falls back on the
basis of OGL fantasy role-playing game characters:
classes and levels. Building on the idea of racial paragon
classes, why not make each race a class as well, with
levels and class abilities unique to each? This way, a
more-powerful race could simply be considered to have
* You might point out that half-elves and half-orcs are not races by themselves, but crossbreeds. Heck, you might also point
out that the term "race" is applied incorrectly here. However, despite these perfectly valid arguments, this book will use the
standard terminology and call them all races. Also, see Part II for discussion of crossbreed races.
1
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The COMPLETIST’S GUIDE to HUMANOID CHARACTERS
AASIMAR
AASIMAR ADVANCEMENT
An aasimar who takes levels in his racial class uses the
following game rule information.
Aasimars are 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. While an onlooker might not
realize why, they often find aasimars to be strangely
captivating.
Hit Die: d8.
Skill Points at Each Level: 2 + Int modifier (x4 if 1st
level is the character's 1st character level).
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.
Class Skills: Climb (Str), Craft (Int), Diplomacy (Cha),
Jump (Str), Knowledge (religion or the planes) (Int),
Listen (Wis), Profession (Wis), Spot (Wis), Survival
(Wis), and Swim (Str).
Aasimars usually like a fair, straightforward contest.
Against a particularly evil foe, however, they fight with
utter conviction and to the death. They dislike deception
and most would rather suffer consequences than act
dishonourably.
Weapon and Armour Proficiency: Aasimar with racial
class levels are proficient with all simple weapons, with
light and medium armour, and with shields (but not tower
shields).
Daylight (Sp) : At 1st level, an aasimar can use daylight
once per day, as the spell. His caster level is equal to his
class levels, and the save DC is Charisma-based.
AASIMAR TRAITS
Aasimar characters have the following racial traits.
Wisdom Boost : At 1st level, an aasimar's Wisdom score
increases by 2 points.
• +2 Charisma.
Medium: As Medium creatures, aasimars have no
special modifiers due to their size.
Improved Resistance (Ex) : At 2nd level, one of an
aasimar's natural resistances to energy (fire, cold, or
electricity) improves from 5 to 10. The character can
choose which of his three resistances improves, but once
he makes this choice it can never be altered.
Aasimar base land speed is 30 feet.
Darkvision (Ex): Aasimars can see in the dark up to
60 feet. Darkvision is black and white only, but is
otherwise like normal sight, and aasimars can
function just fine with no light at all.
Spells per Day: At 2nd, 3rd and 5th level, an aasimar
gains new spells per day as if he had also gained a level in
cleric. He does not, however, gain any other benefit a
character of that class would have gained. This essentially
means that he adds the level of aasimar to his level in
cleric, then determines spells per day and caster level
accordingly.
+2 racial bonus on Listen and Spot checks.
Resistance to acid 5, cold 5 and electricity 5.
Automatic Languages: Common and Celestial. Bonus
Languages: Draconic, Dwarven, Elven, Gnome,
Halfling, and Sylvan.
Favoured Class: Cleric. A multiclass aasimar’s cleric
class does not count when determining whether he
takes an experience point penalty for multiclassing.
If an aasimar has no levels in cleric, this class feature has
no effect.
Table I: Aasimar Racial Levels
Level
Attack
Fort
Ref
Will
Special
Spells per Day
1st
+0
+2
+0
+0
Daylight , Wisdom boost
-
+1
+3
+0
+0
Improved resistance
+ 1 level of cleric
2nd
3rd
+2
+3
+1
+1
Skill bonus
+1 level of cleric
4th
+3
+4
+1
+1
Searing light
-
5th
+3
+4
+1
+1
Charisma boost
+1 level of cleric
2
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