Ok so Im sure there is a list of ALL the races allowed on CD but finding said list isn't easy. So what I'm asking is that some one makes a list of all the a allowed Races. Meaning Non App ones along with all the Templates that stay under the ECL cap for the server... I know Im not the only one that doesn't know all the FR3.5 lore/rules/races ect. It would just be very helpful for a guide on races and what not for people to use. Its up to the maker of this guide if they want to add the info on the templates or not. It would just be nice to know what there is to pick from. I myself HATE playing run of the mill characters, If I wanted normal I wouldn't be playing NwN in the first place lol.
If there is no one interested in making this guide.. Then I ask that one of the admins with the correct books that they pull their info from to please send me them and I will make the guide. As long as I have the right information I have no problem trying to do this on my own. I just need the tools to do so seeing as I do not know what strictly is being used and not used.
XoXo
Lola
There is a temp list in the Custom Content sub-forum under Announcements.
If it's okay with the staff, I could probably take some time to go through all the setting-neutral 3.5 books I have and come up with a quick list of races presented there. Especially things like the "Races of" books that tuck a few short-description races away after the longer elaborations on the core races provided within. I know we already have a handful of selections from these races (two of which are admittedly my own - Kestal is Dragonborn from Races of the Dragon, Shezzarin is Killoren from Races of the Wild; plus I know we've had a Whisper Gnome in the past, and maybe one or two more of those options).
My FR lore library is much, much smaller so someone else will have to complete that list, though I can submit what I can find from what I do have.
Ideally I would like to list out the templates we use of the official Races. (ie: those we have full support for), as well as those we have allowed or some how set up. (ie: the various fey, dragonborn, etc)
By all means go for it then. Saves me some time.
Woot ! Im so glad some one picked up on this. I have no idea what races are non app and what is. I swear i saw something that said you need an app for ecl +2 but not +1 but then i could never find it. But who knows whats +1 and whats +2. *sighs*
Common Planetouched
By "Common" here I mean the standard core plus the Genasi. Uncommon Planetouched are any beyond this list, and will be listed separately. All of these are already fully supported, with racial feats coded into our haks.
Tiefling
Tieflings are humanoids with fiendish ancestry.
Type changes to Outsider (Native). Immune to dismissal and banishment.
+2 Dexterity, +2 Intelligence, -2 Charisma.
Medium size.
Skin additions:
Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
Special Qualities: Resistance to cold 5, electricity 5, and fire 5.
Feat additions:
Gains Darkvision.
Racial spell: darkness 1/day.
Automatic Languages: Common and Infernal or Abyssal.
Level adjustment +1.
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Aasimar
Aasimars are humanoids with celestial ancestry.
Type changes to Outsider (Native). Immune to dismissal and banishment.
+2 Wisdom, +2 Charisma.
Medium size.
Skin additions:
Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
Special Qualities: Resistance to acid 5, cold 5, and electricity 5.
Feat additions
Gains Darkvision.
Racial spell: light 1/day
Automatic Languages: Common, Celestial.
Level adjustment +1.
----
Genasi
Genasi are humanoids with elemental ancestry.
Fire Genasi
Type changes to Outsider (Native). Immune to dismissal and banishment.
+2 Intelligence, -2 Charisma
Medium Size.
Skin additions:
Resist fire 5.
Feat additions:
Darkvision.
Racial Spell: combust 1/day
Level Adjustment +1
----
Earth Genasi
Type changes to Outsider (Native). Immune to dismissal and banishment.
+2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma.
Medium Size.
Skin additions:
Resist acid 5.
Feat additions:
Darkvision.
Racial spell: earthskin (functions as barkskin) 1/day.
Level Adjustment +1
----
Water Genasi
Type changes to Outsider (Native). Immune to dismissal and banishment.
+2 Constitution, -2 Charisma
Water Genasi can breathe water.
Skin additions:
Resist cold 5.
Feat additions:
Darkvision.
Racial spell: melf's acid arrow 1/day
Level Adjustment +1
----
Air Genasi
Type changes to Outsider (Native). Immune to dismissal and banishment.
+2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
Air Genasi do not breathe, and are immune to drowning as well as spells that require breathing (such as stinking cloud)
Skin additions:
Resist electricity 5.
Feat additions:
Darkvision.
Racial spell: gedlee's electric loop 1/day
Level Adjustment +1
Woot ! Im so glad some one picked up on this. I have no idea what races are non app and what is. I swear i saw something that said you need an app for ecl +2 but not +1 but then i could never find it. But who knows whats +1 and whats +2. *sighs*
You need an app for everything that is not a core race minus Half-Orc. So Human, Half-Elf, Elf, Dwarf, Halfling, or Gnome. Anything else requires an App.
Though I do recall we were considering letting up on the Half-Orc restriction with the addition of the Undercity, I don't recall if it went through. It's been a while.
Oh ok thank you Edge

I wasn't sure. I guess Ill just stick to a normal elf

Variant Races
These are the variants of the core races that require separate application.
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Drow
Drow are subterranean-dwelling black-skinned elves with a strong cultural bent towards chaos and evil.
These traits are in addition to the standard elf traits, except where noted.
+2 Intelligence, +2 Charisma.
Skin additions:
Spell resistance equal to 11 + class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
Feat additions:
Darkvision. This trait replaces the high elf's low-light vision.
Spell-Like Abilities: Drow can use the following spell-like abilities once per day: flare, darkness, faerie fire.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a light spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
Automatic Languages: Common, Elven, Undercommon.This trait replaces the high elf's automatic and bonus languages.
Level adjustment +2.
----
Aquatic Elves
Aquatic elves, or sea elves, are ocean-dwelling semi-amphibious cousins to land-dwelling elves.
These traits are in addition to the standard elf traits, except where noted.
+2 Dexterity, -2 Intelligence. These adjustments replace the standard elf's ability score adjustments.
Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution. They can breathe water.
----
Avariel
Avariel, or winged elves, are sky-faring, cliff-dwelling cousins of landbound elves.
These traits are in stead of the standard elf traits, except where noted.
+4 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom. These adjustments replace the standard elf's ability score adjustments.
Avariel have wings and can fly.
Level Adjustment: +2
----
Star Elf
Star Elves are reclusive extraplanar elves from a secluded extradimensional pocket-plane.
These traits are in addition to the standard elf traits, except where noted.
-2 CON, +2 CHA.
Type: Humanoid (extraplanar) [Yes is implemented]
Otherworldly Touch: Between sunset and sunrise a star elf confers the ghost touch ability on any melee weapon she wields and any armor she wears, but only so long as she keeps the weapon in hand or wears the armor. Star elves have a magical affinity for starlight that gives them an unusual edge in fighting extradimionsional foes. (RP ability only)
Extraplanar: Star elves are not outsiders, but they are not native to Faerun. Spells and effects that target extraplanar creatures affect star elves. Banishment, dismissal, and similar effects that banish outsiders return a star elf to Sildeyuir (rped unless it can be scripted) [Is Functional!]
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Duergar
Duergar are militaristic subterranean dwarves with a strong cultural bent towards evil and tyrannical order.
These traits are in addition to the standard dwarf traits, except where noted.
-4 Charisma instead of -2.
Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a light spell.
Skin additions:
Immunity to paralysis and phantasms (phantasmal killer and weird)
+2 racial bonus on saves against spells and spell-like abilities.
+4 racial bonus on Move Silently checks.
+1 racial bonus on Listen and Spot checks.
Feat additions:
Spell-Like Abilities: 1/day—invisibility, self only, at double the character's level.
Automatic Languages: Common, Dwarven, Undercommon. This trait replaces the hill dwarf's automatic and bonus languages.
Level adjustment +2
----
Svirfneblin
Svirfneblin, or deep gnomes, are reclusive subterranean cousins of the surface gnomes.
These traits are in addition to the standard gnome traits, except where noted.
-2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. These adjustments replace the rock gnome's ability score adjustments.
Automatic nondetection, as per the spell.
Light Sensitivity: Svirfneblin are dazzled in bright sunlight or within the radius of a light spell.
Skin additions:
Spell resistance equal to 11 + class levels.
+2 racial bonus on all saving throws. This trait replaces the rock gnome's racial bonus on saving throws against illusions.
Feat additions:
Darkvision and low-light vision.
Automatic Languages: Undercommon, Gnome, Common. This trait replaces the rock gnome's automatic and bonus languages.
Level adjustment +3.
----
Ghostwise Halflings
Ghostwise are reclusive, nomadic halflings with limited telepathic ability, dwelling in hidden locales in deep forests, and the rarest of their kin.
These traits are in addition to the standard halfling traits, except where noted.
+2 racial bonus to Move Silently checks
Speak without Sound: ability to communicate telepathically with any creature within 20' just as if speaking with him or her. They must share a common language or the link is broken (RP ability)
+2 morale bonus to saving throws versus fear
+1 racial bonus with a thrown weapon
+2 racial bonus to Listen checks
Half-Breed Races
These are race templates that can be applied to any base race. Do note if the base race has an ECL, it stacks with the ECL of the template. It also makes a more exotic character that may be more difficult to pass muster and be accepted by the staff.
As these are templates and not base races, all of their racial qualities are in addition to the qualities of the base race unless stated otherwise.
Half-Breed races are banned from the Dragon Disciple class.
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Half-Dragon
Half-Dragons come in many different varieties based on the coloration of the draconic parent. C/D supports all five core metallic and all five core chromatic dragon types, as well as Half-Shadow Dragons. (The list is the same as the Dragon Disciple list.)
Str +8, Con +2, Int +2, Cha +2
The creature's type changes to dragon.
A half-dragon has wings and can fly.
Skin adjustments:
Armor Class: Natural armor improves by +4.
Claws: Half-Dragons will receive a pair of "claw" gloves that allow them to deal unarmed slashing damage based on their size. (1d4 for Medium half-dragons, 1d3 for Small.)
Immune to sleep and paralysis.
Immune to the element of its dragon parent:
> Black, Green, Copper: acid
> Blue, Bronze: electricity
> White, Silver: cold
> Red, Brass, Gold: fire
> Shadow: negative energy
Feat adjustments:
Darkvision and Low-Light vision.
Breath weapon: A half-dragon gains a breath weapon based on its dragon type (see above), usable once per day.
Level Adjustment: +3.
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Half-Fiend
Most half-fiends share the same statistics regardless of which fiend(s) provided their heritage. Variant half-fiend statistics must be approved on a case-by-case basis. Only the basic core half-fiend will be detailed here.
Str +4, Dex +4, Con +2, Int +4, Cha +2
The creature's type changes to outsider.
A half-fiend has wings and can fly.
Skin adjustments:
Natural armor improves by +1.
Claws: Half-Fiends will receive a pair of "claw" gloves that allow them to deal unarmed slashing damage based on their size. (1d4 for Medium half-fiends, 1d3 for Small.)
Immunity to poison.
Resistance to acid 10, cold 10, electricity 10, and fire 10.
Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
Spell resistance equal to creature's HD + 10 (maximum 35).
Feat adjustments:
Darkvision.
Spell-Like Abilities: Half-Fiends gain an array of spell-like abilities as they gain levels (not counting ECL). (1/day unless specified otherwise)
1 - Darkness 3/day
7 - Poison 3/day
9 - Contagion
11 - Blasphemy
13 - Unholy aura 3/day, unhallow (RP ability only)
15 - Horrid wilting
17 - Summon monster IX
19 - Destruction
Level Adjustment: +4.
----
Half-Celestial
Most half-celestials share the same statistics regardless of which celestial(s) provided their heritage. Variant half-celestial statistics must be approved on a case-by-case basis. Only the basic core half-celestial will be detailed here.
Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4
The creature's type changes to outsider.
A half-celestial has wings and can fly.
Skin additions:
Natural armor improves by +1.
Immunity to disease.
Resistance to acid 10, cold 10, and electricity 10.
Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
Spell resistance equal to creature's HD + 10 (maximum 35).
+4 racial bonus on Fortitude saves against poison.
Feat additions:
Darkvision.
Half-celestials can use a light effect (as the spell) at will.
Spell-like abilities: Half-Celestials gain an array of spell-like abilities as they gain levels (not counting ECL). (1/day unless specified otherwise)
1 - Protection from evil 3/day, bless
3 - Aid, detect evil
5 - Cure serious wounds, neutralize poison
7 - Holy smite, remove disease
11 - Holy word
13 - Holy aura 3/day, hallow (RP ability only)
17 - Summon monster IX (celestials only)
19 - Resurrection
Level Adjustment: +4.
(placeholder for Vampire, Dhampir, and Necropolitan)
(placeholder for lycanthropes)
That covers all the races that are currently supported by in-game scripting and feats already implemented in our haks. Races beyond this point will be races that may be available - due to being published in official Wizards 3rd/3.5 edition products - but are not currently supported by any intrinsic scripts, coding, or hak implementation. Players interested in playing one of these races, or an unlisted race, might want to keep in mind that NWN may not have anything that properly implements some of the racial traits of the creatures in question, and thus such abilities and traits may have to be omitted, or replaced by a kludge/approximation that is available in the game's engine as-is.
Races of Faerun/Underdark
Fey'Ri
Fey'Ri, or daemonfae, are a specific breed of Half-Fiend elf, created by a vengeful and secretive elven exile society. There are a very small, very limited number that breed true, creating a specialized and exalted caste in their hidden home.
These traits are in addition to the standard elf traits, except where noted.
+2 Dex, +2 Int, -2 Con. These adjustments replace the standard elf's racial scores.
Fey'Ri are native outsiders.
Fey'Ri have wings and can fly.
Alter self: Fey'Ri can use alter self at will, with an indefinite duration.
Spell-like abilities: Fey'Ri have a choice of four of the following abilities:
> charm person 1/day
> darkness 1/day
> clairaudience/clairvoyance 1/day
> Damage Reduction 10/magic *
> detect thoughts 1/day
> dimension door 1/day *
> enervation 1/day *
> Fire resist 10
> suggestion 1/day (RP ability only)
> +2 saves vs Electricity
> +2 saves vs Poison
A Fey'Ri can only have one ability with an *asterisk by it.
Skin additions:
+2 racial bonus on Bluff and Hide checks.
Feat additions:
Darkvision.
Level adjustment: +2.
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Shade
The Shades are remnants of the ancient empire of Netheril, one of whose surviving cities traveled into the Shadow Plane. In that time, its rulers have infused some of its citizens with the essence of that dark realm. Most Shades are enhanced Humans.
These adjustments are in addition to the traits of the base race.
+2 Con, +2 Cha
Increased Speed (+20 ft, +15 ft in armor; may be represented by Barbarian Speed?)
Skin additions:
+4 AC
+4 bonus to all saves
+4 Listen, Spot; +8 Hide, Move Silently
Regen 2
Spell resistance equal to 11 + character level.
Feat additions:
Darkvision.
Other additions:
Invisibility - at will.
Shadow Image - as mirror image, 3/day, creates 1d4 +1/3 levels mirror images of the Shade. (RP ability)
Control Light - can increase or decrease the volume of light in the area at will. (May function as light and/or darkness?)
Shadow Stride - as dimension door, once every 2 rounds.
Shadow Travel - 1/day at 12th level or higher, a Shade may use teleport without error to reach a shadowy location on the same world or plane shift to enter the Shadow Plane.
Level Adjustment: +4.
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Yuan-Ti (Pureblood)
Purebloods are the most human-looking of the serpentine Yuan-Ti, with innate camouflage that allows them to blend in among the mammalian races. They work at the behest of their more warped kin, infiltrating humanoid societies and enacting their plots alongside those of their masters.
+2 Dex, +2 Int, +2 Cha.
Yuan-Ti are Monstrous Humanoids.
Skin additions:
+1 AC
Spell resistance equal to 11 + character level.
+5 Disguise racial bonus to impersonate a Human
Feat additions:
Darkvision.
Bonus Feats: Yuan-Ti Purebloods gain Alterness and Blind-Fight as racial bonus feats.
Other additions:
Spell-like abilities: 1/day - animal trance (RP only), cause fear, charm person, darkness, entangle, neutralize poison, suggestion (RP only), At will - detect poison (RP ability), aversion (fear effect from snakes and Yuan-Ti, RP ability)
Alternate Form - A Yuan-Ti can transform into a Tiny to Large viper as per polymorph self.
Level Adjustment: +2.
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Deep Imaskari
Deep Imaskari are degenerate humans descended from the lost Imaskar empire.
+2 Int, -2 Dex
Skin additions:
+4 Hide
Feat additions:
Low-Light Vision
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Gloamings
Gloamings are small, winged Shadow planetouched native to extreme parts of the Underdark.
-2 Str, +2 Dex, -2 Wis, +2 Cha
Gloamings are native Outsiders.
Small size
Gloamings have wings and can fly.
Light Blindness
Feat additions:
Low-Light Vision.
Gloamings cast illusion (shadow) spells at +1 Caster Level. (May be duplicated by Gnome Magic trait?)
Other additions:
Luminescence: Gloamings can cause their skin to glow, providing illumination equal to a torch. (light at will?)
Portal Sensitive: Bonus feat (RP ability)
Level adjustment: +2.
Variant RacesStar ElfStar Elves are reclusive extraplanar elves from a secluded extradimensional pocket-plane.
These traits are
in addition to the standard elf traits, except where noted.
-2 CON, +2 CHA.
Type: Humanoid (extraplanar) [Unsure if implemented]
Otherworldly Touch: Between sunset and sunrise a star elf confers the ghost touch ability on any melee weapon she wields and any armor she wears, but only so long as she keeps the weapon in hand or wears the armor. Star elves have a magical affinity for starlight that gives them an unusual edge in fighting extradimionsional foes. (RP ability only)
Extraplanar: Star elves are not outsiders, but they are not native to Faerun. Spells and effects that target extraplanar creatures affect star elves. Banishment, dismissal, and similar effects that banish outsiders return a star elf to Sildeyuir (rped unless it can be scripted) [Unsure if implemented]
((Oh it's implemented Edge! Aniváro has to be very careful not to banish Mirage back to Sildeyuir when they are in the midst of battle! Many a times, Aniváro had to tell other clerics in battles with them to avoid those spells. However, there are times where Ani has casted 'anchor' upon Mirage in hopes that will help if a banishment spell is cast by accident.))
Side note: House rule, Fey'ri are ECL 2 no matter what SLAs are chosen.
Yeah I saw that and fixed it.
Torch: Thanks! Noted as such in the original post.
I'll get started on the "Races of" series probably tonight or tomorrow night, probably starting with
Races of Destiny.
We have more than one Star Elf out there.
Sorry if this is a bit of thread necromancy, but is there a list of allowable fae templates somewhere?
nope.... its all a guessing game.... I tried to get a Race section going for people that do not know everything about the setting but it seems to have flopped sadly. Sorry
You can commonly google "_____ racial template 3.5" and get a hit.
Ebola, the race thing will never be comprehensive due to the sheer number of templates that are available.
Modron, there are the standard half-fey and feytouched (which you can find with google, as RM suggested). Fully Fey creatures can be found in the various Monster Manuals, and templates created from those.
Thanks guys! I must have been on crack on my initial search because I didn't find much of anything. Searched again and found almost exactly what I think I want. The internet fae are a capricious lot...
Would it be helpful to take the meat if this and post it with. Sticky somewhere in the player resources section?
There have been a handful of pixie PCs. A brownie. I believe we have had a half pixie and a half-nymph. not sure of any other fey types, but those have been made so we do have a template that was determined for them.
I'll add all this into a resource thread when I'm not busy being doped up on painkillers.
I'll add all this into a resource thread when I'm not busy being doped up on painkillers.
Inc sticky in 2035.
We should probably discuss the specific half-fiend templates that have been approved, since there are several. Essentially it starts with the Half-Fiend template, and adjusts it to better emulate the parent fiend, based on an article from Dragon magazine that I have lying around here, along with printed templates that we've used in the past.
For instance, a Half-Succubus has a higher charisma mod, but that comes out of the other ability adjustments. A Half-Balor might have higher +str, etc.
Here is the one I think we used for the current Half-Succubus, though they may need to be tweaked them a bit, as some stuff doesn't quite work in NWN. Vincent can chime in on the exact spell-like abilities we ended with:
Half-Succubus
Speed: Batlike wings that fold back, fly 30 ft. (average)
Armor Class: +2 natural armor improvement
Special Attacks: smite good, 1-2 HD detect thoughts 3/day, 3-4 HD suggestion 1/day
Special Qualities: darkvision 60 ft., immune to poison, acid/cold/electric/fire resistance 10, DR 5/+1,
Spell Resistance
Abilities: Increase from the base creature as follows: Str +2, Dex +2, Int +4, Cha +8
That's more stats for a half-fiend at level 1 not counting the stats they'd get going to level 28 than a human gets at level 30 getting nothing but great stat feats while epic.
Overall gain is on par with the vanilla half-fiend, and less than half-celestial. Just reorganized, which the templates allow for due to variances in parentage.