EFU Subraces

Started by Howlando, October 14, 2014, 04:26:27 PM

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Howlando

Races of EFU:R

Standard Subraces (Non-App)

The following subraces do not require an application to play. If you'd like to play one of the non-standard subrace variants, simply enter the relevant keyword into the subrace field on character creation. After entering EFU, re-logging will be required. Note that the ability score changes listed here are applied after the standard subrace ability score changes. So for example, a Gold Dwarf's -2 Dex and +2 Cha simply negates the standard dwarf charisma penalty and replaces it with a dexterity penalty instead.

[hide=Dwarves and their Subrace Choices] Dwarves and their Subrace choices:

Gold Dwarf: Unlike the shield dwarves, the gold dwarves maintained their great kingdom in the Great Rift and did not decline in terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride.

Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of Faerûn. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.

       
  • Ability Adjustments: -2 Dex, +2 Cha.
  • Bonus Feats: Favored Enemy (Aberration).
  • Favored Class: Fighter.
  • Favored Alignment: Lawful neutral.
  • Keywords:gold dwarf.
Shield Dwarf(1): The sculpted halls and echoing chambers of dwarven kingdoms are scattered throughout the Underdark like forgotten necklaces of semiprecious stones. Dwarven kingdoms such as Xonathanur, Oghrann, and Gharraghaur taught the less civilized races of Faerûn what it meant to hold and wield power. Unlike the ancient human empires, the dwarves distrusted magic, so they were never seduced by the heights of magical folly that toppled Netheril and Imaskar. Instead, the dwarves become locked in eternal wars with goblin-kind and the other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark.

The clans that survived these battles are the shield dwarves. For many human generations there were divided into two types: the Hidden, given to reclusion and secrecy, and the Wanderers, comfortable with other races and inclined to exploration. Since the Thunder Blessing, the older members of Hidden clans are beginning to change their hearts. Within a few decades the differences between Hidden and Wanderer may become meaningless.

       
  • Favored Alignment: Lawful neutral.
  • Keywords: N/A.
[/hide][hide= Elves and their Subraces Choices:]Elves and their Subrace Choices:

Moon Elf(1): Moon elves are the most common sort of elves in Faerûn. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue (though rare, humanlike colors are possible). Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind and most half elves are descended from moon elves.

       
  • Favored Alignment: Chaotic good.
  • Keywords: N/A.
Sun Elf: Sun elves are less common across Faerûn than moon elves, because most live on Evermeet, where non-elves are not allowed to tread. Also called gold elves, they have bronze skin; hair of golden blond, copper, or black; and green or gold eyes. They are seen as the most civilized and haughty of elves, preferring to remain separate from humankind and other non-elven races.

       
  • Ability Adjustments: -2 Dex, +2 Int.
  • Skills: Lore +1.
  • Favored Class: Wizard.
  • Favored Alignment: Lawful good, lawful neutral.
  • Keywords: sun elf.
 

[/hide][hide=Gnomes and their Subrace Choices] Gnomes and their Subrace Choices:

Rock Gnome(1): Rock Gnomes are the most common type of gnomes in Faerûn, and are usually just called gnomes since they are the only sort that surface dwellers ever see. They are inquisitive, irrepressible, and at times insincere. Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gem cutting, toy making and clockwork engineering.

       
  • Favored Alignment: Neutral good.
  • Keywords: N/A.
[/hide][hide=Half-Elves and their Subrace Choices] Half-Elves and their Subrace Choices:

Half-elf(1): Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes.

       
  • Favored Alignment: Any.
  • Keywords: N/A.
[/hide][hide=Halfings and their subrace choices:] Halflings and their subrace choices:

Lightfoot Halfling(1): The most common type of halfling seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. Lightfoot halflings are more likely to worship non-halfling deities than any other halfling subrace.

       
  • Favored Alignment: Neutral good, chaotic good.
Strongheart Halfling: While the lightfoot halflings value the experience of travel and sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They build to last and fiercely defend their homelands against threats that their lightfoot kin would simply flee. Northland humans familiar with the easy-going ways of the lightfoot halflings are surprised to learn that some halflings are capable of a warrior tradition and aren't afraid to show a hint of arrogance or confidence in their own abilities and strengths. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.

       
  • Removed Feats: Lucky.
  • Bonus Feats: Strong Soul.
  • Favored Class: Fighter.
  • Favored Alignment: Neutral good.
  • Keywords: strongheart halfling.
[/hide][hide=Half-Orcs and their subrace choices:] Half-Orcs and their subrace choices:

Half-Orc(1): Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty.

       
  • Favored Alignment: Any.
  • Keywords: N/A.
[/hide][hide=Humans and their subrace choices:] Humans and their subrace choices:

Human(1): Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

       
  • Favored Alignment: Any.
  • Keywords: N/A.
[/hide]
(1 Default. These sub races have no associated keywords. No unassociated keyword entered will have any in game effect.)
NOTE: At this time, "Favored Class" for subraces does not actually change anything to do with XP penalty purposes

Howlando

App-Free Subrace

Goblin and Kobold characters can be made (application free) under the basic NWN race of halfling with the subrace keyword of "Goblin" or "Kobold." Application-free goblins/kobolds are unable to proceed past level 6, respawn from death, or be subdued (they can only be killed). These restrictions can be removed if an application is submitted and approved. Note that this experience is intended to be a unique survival-challenge and players are expected to play them as the evil monsters that they are. Other characters are completely entitled to kill them out of hand (standard PvP rules still apply).

Base race: HALFLING
[hide=Goblin:]Goblin: Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldom more than a nuisance when alone, in great numbers they can cause great havoc.

Goblins stand at 3 to 3-1/2 feet tall at 40 to 45 pounds, with dull and glazed eyes in colors ranging from red to yellow -- much like the color of their skin.

       
  • Racial Type: Goblinoid.
  • Ability Adjustments: -2 Str, -2 Cha.(keeping +2 dex from halfling)
  • Removed Feats: Lucky.
  • Skills: Move Silently +2
  • Saves: Fear -1.
  • Favored Class: Rogue.
  • Favored Alignment: Neutral evil.
  • Keywords: goblin.
[/hide]
[hide=Kobold:]Kobold: Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldom more than a nuisance when alone, in great numbers they can cause great havoc.

Kobolds reach heights of only 2 to 2-1/2 feet, have scaly skin in dark rusty brown to near black shades, glowing red eyes, and nonprehensile tails.

       
  • Racial Type: Reptilian.
  • Ability Adjustments: -4 Str, -2 Con, (keeping +2 dex from halfling)
  • Removed Feats: Lucky.
  • Bonus Feats: Dodge.
  • Skills: Search +2
  • Bonus AC: +1 (natural).
  • Favored Class: Sorcerer.
  • Favored Alignment: Lawful evil.
  • Keywords: kobold.
[/hide]
NOTE: At this time, "Favored Class" for subraces does not actually change anything to do with XP penalty purposes

Howlando

Application-Only Subraces

New players are generally unlikely to have an application race approved, instead app-only subraces are mostly reserved for players who demonstrate a familiarity with the EFU setting and its many nuances of role-play and pvp.

Applications should be submitted here and will be then reviewed by the DM team.

Before writing and submitting an application, please take a moment to read through the explanation of the application process.

Aside from Drow, Duergar, Wild Dwarf, Deep Gnomes, all the other Application Subraces's documented ability score adjustments are not manipulated at all by whatever the base race is.


[hide=Example:]Taking Joe the Troglodyte with a 10/10/10/10/10/10 (Str/Dex/Con/Int/Wis/Cha) in character creation. Don't forget that the Master Race you had to choose was a Half Orc which has the adjustment: +2 Str, -2 Int, -2 Cha.

Then when you log and the Sub-Race system works, first, it fixes those adjustments back to the standard (Human). So Joe's stats now are: 8/10/10/12/10/12.

Only after that the Ability Adjustments of Troglodyte come into play (-2 Dex, +4 Con, -2 Int) and Joe's stats are now: 8/8/14/10/10/12.
[/hide]

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Base Race: HUMAN

[hide=Aasimar]Aasimar: Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Some have a minor trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion of a Faerûnian deity often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith.

       
  • Ability Adjustments: +2 Cha, +2 Wis.
  • Bonus Feats: Darkvision.
  • Skills: Listen +2, Spot +2.
  • Other: Damage resistance acid 5/-, cold 5/-, electrical 5/-, light (5) 1/day.
  • Favored Class: Paladin.
  • Favored Alignment: Lawful good.
  • Level Adjustment: 1.
  • Keywords: aasimar.
[/hide][hide=Tiefling]Tiefling: Because they are descended from evil outsiders, those who know of their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odour of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion of a Faerûnian deity often carry a birthmark of the deity’s holy symbol or another trait related to that evil faith.

       
  • Ability Adjustments: +2 Dex, +2 Int, -2 Cha.
  • Bonus Feats: Darkvision.
  • Skills: Bluff +2, Hide +2, Lore +1.
  • Other: Damage resistance cold 5/-, electrical 5/-, fire 5/-, darkness (3) 1/day.
  • Favored Class: Rogue.
  • Favored Alignment: Chaotic neutral.
  • Level Adjustment: 1.
  • Keywords: tiefling.
[/hide][hide=Air Genasi]Air Genasi: Air genasi are fast and free-willed. Because the traits that identify an air genasi are subtle, many go unrecognized for what they are for many years and are sometimes mistaken for sorcerers. Those who are overtly different quickly learn to disguise their nature from common folk, at least until they are able to protect themselves and strike out on their own.
Air genasi look human except for one or two distinguishing features related to their elemental ancestor, such as light blue skin, white hair, or flesh that is cool to the touch.

       
  • Ability Adjustments: -2 Str, +2 Dex, +2 Int, -2 Wis.
  • Skills: Move Silently +3, Tumble +3.
  • Other: Choke immunity, spell immunity cloud of bewilderment, cloudkill, drown, mind fog, stinking cloud.
  • Favored Class: Fighter.
  • Favored Alignment: Any neutral.
  • Level Adjustment: 1.
  • Keywords: air genasi.
[/hide][hide=Earth Genasi]Earth Genasi: Earth genasi are patient, stubborn, and contemplative in their decision making. Marked at birth with obvious traits reflecting their heritage, earth genasi are often shunned by others, but their physical gifts make them able to defend themselves against most attackers. Earth genasi are obviously not human, but have mostly human features except for one or two distinguishing traits related to their elemental ancestors like earthlike skin, eyes like black pits or gems, very large hands or feet, iron gray hair, or metallic sheen to skin or hair.

       
  • Ability Adjustments: +2 Str, +2 Con, -2 Dex, -2 Int.
  • Skills: Discipline +2.
  • Favored Class: Fighter.
  • Favored Alignment: Any neutral.
  • Level Adjustment: 1.
  • Keywords: earth genasi.
[/hide][hide=Fire Genasi]Fire Genasi: Fire genasi are usually thought of as hot-blooded and quick to anger, and they have earned that reputation. Mercurial, proud, and often fearless, they are not content to sit and watch the world pass them by. Fire genasi have obvious physical traits that mark them as different from humans, and they are often the target of mistrust and persecution. Some fire genasi are able to use their quick wits to turn the tables on their tormentors, while others find that their barbed words only make their foes more angry. Many fire genasi are destroyed as infants by their own parents, who fear that they are demonspawn.

Fire genasi often have charcoal gray or deep red skin, red-hued hair, eyes that glow when the genasi is angry, or a constant smell of smoke about them.

       
  • Ability Adjustments: +2 Int.
  • Saves: Fire +1, +1/5 levels.
  • Other: 50% Fire Immunity.
  • Favored Class: Fighter.
  • Favored Alignment: Any neutral.
  • Level Adjustment: 1.
  • Keywords: fire genasi.
[/hide][hide=Roachman]Roachman:



After more than a year of surviving in one of a handful of desperate communities or alone in the blasted wastes of the surface, many survivors have begun to manifest extreme physical changes and deformities. In the most severe examples, former humans have begun to grow quivering antennae, mandibles, elaborate bug-like compound eyes, and even develop a chitinous exoskeleton around the face. These survivors have become what is known as a "Roachman." Often driven from small surface communities or forced to hide their bizarre mutations, a few Roachmen have started to trickle into the Underdark...

Some Roachmen find the strange new changes that they have experienced to be a fresh new horror, others have learned to embrace their new powers and roachlike features. Perhaps it is the roach that will truly inherit the earth?

The life of a Roachman is certainly a strange one. After submitting an application and naming their class, approved players may choose one stat to 'lock' in at 18 with all other stats being determined via random roll from 6-17. INT score can not drop below 8. Additionally, the Roachman may be subject to minor rolls at anytime according to DM discretion. Finally, there is an additional major roll at level 8 and a different major roll at level 9. Both rolls may re-shuffle stats once more or cause strange, zany new effects.

After an application is received and approved, players should contact a DM to supervise their roll IG with another PC. It's possible that, according to the role, the concept may need to be adjusted somewhat - you should be prepared to be somewhat flexible with the concept as obviously rolls may have a big impact on who the character is.

Roachmen may (unless directed otherwise) use a helm to attempt to disguise their features. Roachmen should not receive a Sanctuary Ring through regular channels without DM supervision, and may not enter Upper Sanctuary without being thoroughly disguised. Roachmen may remove their helm in Lower Sanctuary & the Canal, but of course it is entirely acceptable that Roachmen will be persecuted and full-damage killed purely for being what they are: a freak.

Roachmen PCs should use the skin color for their skin color (nearly any color is allowed although most will be a reddish-brown), hair color for coloring of side mandibles, tattoo 1 for eye color, and tattoo 2 for mandible color. Roachmen are male only.

As Roachmen rely on the luck of dice to determine their stats, re-rolling is something to be discouraged. As such players should be aware that getting a second roachman approved will be very difficult unless the first was played to a very satisfying and epic end!

Thanks to Zool for help with setting up the unique headset models!

       
  • Ability Adjustments: Special - determined by random
  • Saves: None
  • Skills: None
  • Other: Resist Disease, Survivor Perk, Darkvision, Light Sensitivity, Keen Senses, Roachman Mutant Powers
  • Favored Class: Non-druid, non-paladin
  • Favored Alignment: Non-good
  • Level Adjustment: 1.
  • Keywords: contact DM to learn this when application is approved
[/hide][hide=Water Genasi]Water Genasi: Water genasi are patient and independent, used to solving problems on their own and not afraid to take a lot of time doing so. At times they are fierce and destructive like terrible storms, but more often than not they present a tranquil appearance, despite whatever emotions run underneath that quiet surface. Because their elemental forebear usually has no interest in them, water genasi are often abandoned by their human parents and raised instead by aquatic creatures such as aquatic elves, dolphins, locatha, merfolk, sahuagin, or even aboleths. Water genasi usually leave their parents (real or adoptive) upon reaching maturity, taking to the open sea in order to explore, learn, and develop their own personality and place in the world.

Water genasi are set apart from humans in appearance with traits such as lightly scaled skin, blue-green skin or hair, or webbed hands and feet.

       
  • Ability Adjustments: +2 Con.
  • Saves: +1 Reflex.
  • Skills: Tumble +1.
  • Other: Water breathing, Immunity to Drown spell.
  • Favored Class: Fighter.
  • Favored Alignment: Any neutral.
  • Level Adjustment: 1.
  • Keywords: water genasi.
[/hide]----------------------------------------------

Base Race: DWARF

[hide=Gray Dwarf (Duergar)]Grey Dwarf: Long ago, mind-flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar rose against their masters and regained their freedom. They emerged as a new subrace of dwarf with limited mental powers.

The gray dwarves are an evil and bitter race, but retain the superior skill and workmanship of dwarvenkind. They have found a niche for themselves in the Underdark, creating armor and weapons to trade with the warring races of that realm. They seem to have been denied the Thunder Blessing.

Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. For some, this means abandoning the evil gods of the duergar and embracing the traditional pantheon, while for others it is a more practical betrayal, usually involving stealing from other gray dwarves. When discovered, an outcast is typically stripped of his possessions, tattooed on the face and arms to mark him as a criminal, and cast out under penalty of death. Some clans secretly aid their outcasts â€" or encourage them to leave before they are found out. To return is to die.

This grim fate drives most outcasts to the surface, where they struggle to survive in an unwelcoming world. The surface dwarves hate the duergar because they turned to evil, and no other surface race holds much love for the gray dwarves. Most of the gray dwarves met by surface dwellers are tattooed exiles, although a small number were lucky or smart enough to leave before being discovered. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair, and gray skin.

       
  • Ability Adjustments: -2 Cha (applied after the ‘standard’ dwarf +2 Con, -2 Cha).
  • Skills: Listen +1, Spot +1, Move Silently +4.
  • Other: Invisibility 1/day, Light sensitivity, Immunity: Poison, Paralysis. Spell Immunity: Phantasmal killer, Weird
  • Favored Class: Fighter.
  • Favored Alignment: Lawful evil.
  • Level Adjustment: 1.
  • Keywords: duergar, gray dwarf.
[/hide][hide=Wild Dwarf]Wild Dwarf: Wild dwarves, who call themselves "dur Authalar" (the People), are the primitive inhabitants of the Jungles of Chult and the Mhair and Black Jungles. They have largely rejected the clan-based craft and smith-oriented culture of their gold, gray, and shield dwarf cousins, choosing instead to live in hunting bands with ever-shifting memberships. Eschewing all trappings of civilization, wild dwarves live like beasts, engaged in an endless hunt for survival. Only those who dare the shadowy depths of Faerûn's southern jungles are even aware of the existence of this barbaric dwarven sub race, for these elusive hunters keep to the depths of their woodland homes.

Wild dwarves are dark-skinned, short, and stout, with dark brown eyes. Their heavily tattooed bodies are covered with grease to ward off insects and make them hard to hold. Wild dwarves wear little except their long, woven hair, which serve as adequate clothing. They plaster their hair and skin with mud to form a crude armor when going to war.

       
  • Ability Adjustments: None (‘standard’ dwarf +2 Con, -2 Cha)
  • Bonus Feats: Use Poison.
  • Skills: Lore +2.
  • Saves: Disease +4, poison +1.
  • Other: Damage resistance fire 5/-.
  • Favored Class: Ranger.
  • Favored Alignment: Lawful neutral.
  • Level Adjustment: 1.
  • Keywords: wild dwarf.
[/hide]----------------------------------------------

BASE RACE: ELF

[hide=Wild Elf]Wild Elf: The very rare wild elves are rarely seen by others, because they live in the heard of thick forests and they have incredible skill at keeping hidden. Also called green elves, their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.

       
  • Ability Adjustments: +2 Con, -2 Int.
  • Favored Class: Sorcerer.
  • Favored Alignment: Chaotic good.
  • Keywords: wild elf.
 [/hide]
[hide=Wood Elf]Wood Elf: Wood elves are reclusive, but less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery red occasionally found.

       
  • Ability Adjustments: +2 Str, +2 Con, -2 Int, -2 Cha.
  • Favored Class: Ranger.
  • Favored Alignment: Chaotic good.
  • Keywords: wood elf.
[/hide]
[hide=Drow]Drow: Descended from the original dark-skinned elven subrace called the illythiiri, the drow are cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes (so pale as to be often mistaken for white) in shades of lilac, silver, pink, and blue. They also tend to be smaller and thinner than most elves. Most drow on the surface are evil and worship Vhaeraun, but some outcasts and renegades have a more neutral attitude.

       
  • Ability Adjustments: +2 Int, +2 Cha (applied after the ‘standard’ elf +2 Dex, -2 Con).
  • Bonus Feats: Darkvision.
  • Skills: Lore +1.
  • Saves: Will +2.
  • Other: Darkness (3) 1/day, light sensitivity, SR 11 + class level.
  • Favored Class: Wizard (male), cleric (female).
  • Favored Alignment: Neutral evil.
  • Level Adjustment: 2.
  • Keywords: dark elf, drow.
[/hide]----------------------------------------------

Base Race: GNOME

[hide=Deep Gnome (Svirfneblin)]Svirfneblin Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor or openness of their surface cousins. Where a rock gnome community bursts with energy, excitement and laughter, a svirfneblin city is a dull and colorless place of echoing silence and furtive motion in the shadows. All hands are raised against the svirfneblin â€" or so the deep gnomes believe, anyway. The deep gnome may be the world's stealthiest and most elusive folk.

Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention. In their cavern homes, they are nearly undetectable with magic and even in the strange and threatening (to them) surface world, the deep gnome's natural stealth makes them difficult to spot or catch. Svirfneblin have gnarled physiques, brown or gray skin, gray eyes, and gray hair (although males are bald). Then tend to be sullen, withdrawn, and suspicious to a fault.

       
  • Ability Adjustments:+2 Dex, +2 Wis, -4 Cha (applied after the ‘standard’ gnome +2 Con, -2 Str).
  • Bonus Feats: Darkvision. Skills: Craft Trap +2, Hide +2. Saves: Universal +2 universal.
  • Bonus AC: +4 (natural).
  • Other: Light sensitivity, blindness/deafness (3) 1/day, Blur 1/day, SR 11 + class level.
  • Favored Class: Rogue.
  • Favored Alignment: Any neutral.
  • Level Adjustment: 3.
  • Keywords: deep gnome, svirfneblin.
[/hide]----------------------------------------------

Base Race: HALF-ORC

[hide=Gray Orc]Grey Orc: The orcs of the eastern lands are concentrated in the Moonsea and Endless Wastes today, with a much smaller number scattered through the various lands that lie between. A gray orc looks less bestial than their more savage northern kin, but is still obviously nonhuman. They are somewhat hairy, with long manes of bristly hair on their heads, shoulders, and backs. Their faces are less porcine than the mountain orcs, with the exception of their tusks. They have yellow, orange, or red eyes, lupine ears, and black or gray hair. Gray orcs are more apt to wear "civilized" clothing than mountain orcs, and prefer varying shades of brown, black, blue, and other dark colors. Skin tones tend towards gray with mottled patches of lighter or darker gray on the chest and flanks.

       
  • Racial Type: Orc.
  • Ability Adjustments: +2 Str, -2 Int, +2 Wis, -2 Cha.
  • Bonus Feats: Weapon Proficiency (Martial).
  • Other: Light sensitivity.
  • Favored Class: Cleric.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 1.
  • Keywords: gray orc.
[/hide][Hide=Mountain Orc]Mountain Orc: The orcs of the North and Spine of the World comprise the oldest and most numerous of the various orc sub races active on Faerûn. In fact, many people assume that all orcs are like the savage warmongers found in these regions, and do not identify gray orcs or even half-orcs as separate races.

A mountain orc is quite obviously a monstrous creature to most of the civilized folk of Faerûn. Mountain orcs look vaguely like primitive humans but are a fair bit taller at seven or more feet in height; a rare few exceed eight feet in height. They have stocky, powerful necks, and their bestial heads seem to sit directly on their massive shoulders. Their eyes are always a deep shade of red, and their faces are dominated by porcine snouts and large tusks. Mountain orcs often weave braids and tiny bones into their thick matted hair, which is usually black. Their clothing is crude and primitive, often composed of unpleasant colors like blood red, mustard yellow, yellow-green, and deep purple. Far from the cleanest race on Faerûn, they delight in decorating their bodies with scars and warpaint.

       
  • Racial Type: Orc.
  • Ability Adjustments: +2 Str, -2 Wis.
  • Bonus Feats: Weapon Proficiency (Martial).
  • Other: Light sensitivity.
  • Favored Class: Barbarian.
  • Favored Alignment: Chaotic evil.
  • Keywords: mountain orc.
[/Hide][hide=Deep Orc (Orog)]Deep Orc (Orog): Orogs are very similar in appearance to large mountain orcs, except for somewhat larger ears and huge, pale eyes adjusted to the luminosity of the Underdark. They average six and a half feet in height.

Over the years, orogs have become excellent at forging arms and armor from the many metals of the Underdark, equipment they will only rarely leave without.

       
  • Racial Type: Orc.
  • Ability Adjustments: +4 Str, -2 Dex, +2 Int, -2 Wis, +2 Cha.
  • Bonus Feats: Weapon Proficiency (Martial)
  • Skills: Craft Armor +2, Craft Weapon +2, Lore +5.
  • Bonus AC: +2 (natural).
  • Other: Damage resistance cold 5/-, fire 5/-, light sensitivity.
  • Favored Class: Fighter.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 2.
  • Keywords: deep orc, orog.
[/hide][Hide=Wild Orc]Wild Orc: A special EFU subrace of orcs, native to the Ymphian Archipelago. Savage and fierce, tempered by their shamans affinity for fire magic and evolving in the hot, volcanic islands of Ymph...

       
  • Racial Type: Orc.
  • Ability Adjustments: +2 Str, -2 Int, +2 Cha.
  • Other: 50% Fire immunity.
  • Favored Alignment: Any evil.
  • Level Adjustment: 1.
  • Keywords: wild orc.
[/Hide][Hide=Troglodyte]Troglodyte: Troglodytes are revolting, warmongering lizards who savour the taste of their enemies, humanoids in particular. Their ferocity and innate cunning more than compensate for their low intelligence. Fiercely territorial, and thoroughly evil, they often lead bloody raids against humanoid settlements or ambush caravans that get too close to their hunting grounds. Sometimes, they even expand their hunting grounds just to excuse a raid.

       
  • Racial Type: Reptilian.
  • Ability Adjustments: -2 Dex, +4 Con, -2 Int.
  • Skills: Hide +4.
  • Bonus AC: +6 (natural).
  • Other: Stinking cloud (5) 1/day.
  • Favored Class: Cleric.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 2.
  • Keywords: troglodyte.
[/Hide][hide=Ogre]Ogre:Big, ugly, and greedy creatures, ogres survive by raiding and scavenging. They associate freely with giants and trolls to prey on the weak.

Ogres are notoriously bad-tempered, tending to solve problems by smashing them, or fleeing or ignoring them if that fails. They are not difficult neither when it comes to homes nor food; they will settle almost anywhere and eat nearly anything that can be caught, stolen, or slain.

An adult ogre reaches nine to ten feet in height and weighs in at 650 pounds, with skin colours ranging from dull yellow to dull brown.

       
  • Racial Type: Giant.
  • Ability Adjustments: +8 Str, -2 Dex, +4 Con, -2 Int, -2 Cha.
  • Bonus Feats: Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency, Weapon Proficiency (Martial), Weapon Proficiency (Simple)
  • Bonus AC: +5 (natural).
  • Favored Class: Barbarian.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 3.
  • Keywords: ogre.
[/hide][Hide=Lizardfolk]Lizardfolk:Lizardfolk are primitive reptilian humanoids that can be very dangerous if provoked. Their society is strictly patriarchal, the most powerful member ruling over the others. Shamans offer advice but rarely become leaders themselves. Survival is the utmost concern of lizardfolk, and a threatened or starving tribe will go to incredible lengths (even committing deeds considered abominable by other humanoids) to ensure its continued existence.

Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. They survive by fishing, gathering, and scavenging, while those that live near other humanoids make raids for food, supplies, and slaves.

Lizardfolk are usually 6 to 7 feet tall with green, gray, or brown scales. Their tails, at 3 to 4 feet's length, are used for balance. Lizardfolk average between 200 and 250 pounds. Their patron deity is Semuanya, whose chief concern is the survival and propagation of its charges.

       
  • Racial Type: Reptilian.
  • Ability Adjustments: +2 Str, +2 Con, -2 Int.
  • Removed Feats: Sleeplessness, Hardiness vs. Enchantments, Partial Skill Affinity (Listen), Partial Skill Affinity (Search), Partial Skill Affinity (Spot), Low-light Vision.
  • Bonus Feats: Shield Proficiency, Weapon Proficiency (Simple).
  • Skills: Tumble +4.
  • Saves: Reflex +3.
  • Bonus AC: +5 (natural).
  • Favored Class: Druid.
  • Favored Alignment: Any neutral, any evil.
  • Level Adjustment: 2.
  • Keywords: lizardfolk.
[/Hide]----------------------------------------------

Base Race: HALF-ELF

[hide=Myconid]Myconid: When we wanted to introduce Myconids, we wanted to do so in a way that made the experience of playing them feel genuinely different and unique.

Myconids earn almost no XP from killing monsters, but instead earn continuous advancement XP (reflecting their 'growth') through all levels of their particular life-stage.

What is a life-stage?

There are three Life-Stages, and each one grants a different appearance model (small, medium, huge). Each life-stage is associated with a particular level range: 1-6 for small ('Sproutling'), 7-9 (Medium), and 10+ (Elder). Each life-stage grants different subrace abilities.

How does one advance from one life-stage to another?

Progressing to the next highest life-stage is not only a matter of simply gaining the necessary XP. Instead, Myconid PCs must acquire the necessary rare nutrients and spiritual essence of another Myconid PC - in essence, they must undertake the very sacred Ritual of Absorption and 'absorb' two other Myconids of their life-stage. Generally the Myconids consider absorption a very sacred and secret aspect of their culture - something often done between close friends or allies. When a Myconid PC absorbs another PC Myconid, that Myconid PC is permanently gone - however, to some extent elements of the absorbed PC should be reflected in the absorbing Myconid's personality. Absorption can be performed on willing participants as part of a sacred ritual, OR it can be done on an unwilling, subdued Myconid victim - this is an evil act, though, and completely forbidden by Myconid tradition. Naturally, rogue and evil Myconids do sometimes exist.

So what is the standard Myconid Story?

Due to overpopulation in Mycopolis, Myconid PCs are being sent out into the wider Underdark to establish a new grove/Myconid Colony. They will do this through the Monster Lair system which has been set up for them. Myconid PCs must thus go around the Underdark and collect the necessary material to slowly grow their Grove and turn it into a true Myconid Colony. Of course, the Underdark is a dangerous place and establishing a new home will not be easy!

Myconid Stats:

       
  • Racial Type: Vermin
  • Preferred Alignment: LN, TN
  • XP Progression: Special
  • Immunities: Critical Hits, Death Magic, Disease, Fear, Level/Ability Drain, Mind-Affecting, Paralysis, Poison, Confusion (spell), Entangle (spell), Stinking Cloud (spell)
  • Bonus Feat: Armor Skin (for +2 AC)
  • Racial Abilities: stinking cloud 1/day, cloud of bewilderment 1/day
  • Light armor only
Myconid Sproutlings are small size with ability adjustments of -2 Str, +2 Con, -2 Int, -2 Cha.

As a Sproutling you are also a little bit slower than normal movement speed.

Ability scores are adjusted appropriately as the Myconid progresses.

Myconid have stubby little hands that can't grasp standard weapons properly and so instead have bludgeoning creature weapons.

Myconid PCs are a monster race and, although not evil, may well be hunted and destroyed for what they are - survival challenge is part of the theme. Players of Myconids should expect a very different play-style; far from the town and only rarely interacting with the rest of the playerbase.

Additional Information:

Druid, Ranger, Barbarian, Fighter are suitable classes for Myconids. Tribal themed sorcerers, bards, and clerics of Psilofyr are more unusual possibilities.

Most Myconids are relatively peaceful, contemplative, and shy. They are suspicious of outsiders and highly cautious in their dealings with them.

In EFU spore-communication/telepathy is not scripted and not supported. Myconids should therefore be considered as using vocal communication with the additional use of emotes about puffing spores to communicate intangibles with other Myconids. In order to reflect their curious and stilted communication style it has long been the EFU tradition that dashes are placed in between words when a Myconid speaks (please see Mycopolis Myconid NPCs for examples).

This subrace is closely tied to the idea of developing and expanding the Myconid Grove, of which there is currently only one available to all Myconid PCs (but can be shared if IC'ly appropriate).

As the Grove is expanded and developed, it begins to produce special Myconid-themed loot objects that can be used, traded, or given away as appropriate.
[/hide][hide=Half-Drow]Half-Drow: Half-drow have dusky skin, silver or white hair, and a broad range of eye colors. They are often just as dark-hearted as their elven parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. In human society, half-drow are distrusted nearly as much as their full-blooded cousins. Despite this, good half-drow are much less rare than good drow. Whether this has to do with the influence of their human blood, or the desire to rebel against the drow who treat them so poorly, is difficult to tell.

       
  • Skills: Bluff +2. Note that all standard half-elf bonuses remain.
  • Favored Alignment: Chaotic evil.
  • Keywords: half-drow, half drow.
[/hide][hide=Hobgoblin]Hobgoblin: Hobgoblins are the larger cousins of goblins, and far more aggressive. They are at constant war with elves and harbor a deep hatred of them. Hobgoblins stand over 6 feet tall, with reddish-brown hair and fur-covered hide. These creatures have a strong grasp of strategy and tactics, and are capable of developing sophisticated battle plans. Their society is geared toward military activities, with young being raised for battle. Under the leadership of a skilled warrior, hobgoblin bands can be formidable opponents.

       
  • Racial Type: Goblinoid.
  • Ability Adjustments: +2 Dex, +2 Con.
  • Bonus Feats: Darkvision.
  • Skills: Move Silently +4.
  • Favored Class: Fighter.
  • Favored Alignment: Lawful evil.
  • Level Adjustment: 1.
  • Keywords: hobgoblin.
[/hide][hide=Gnoll]Gnoll: Gnolls appear as anthropomorphic hyenas. They are usually around seven feet tall and use armor made of horn, metal plates, and leather, and large weapons. Gnolls are generally depicted as savage, barbaric creatures that often practice cannibalism, and enjoy eating the flesh of other sentient species. Gnolls are not especially strong or intelligent, but they are cunning and, when pressed, will fight to the death.

       
  • Racial Type: Goblinoid.
  • Ability Adjustments: +4 Str, +2 Con, -2 Int, -2 Cha.
  • Bonus AC: +1 (natural).
  • Favored Class: Ranger.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 1.
  • Keywords: gnoll.
[/hide]----------------------------------------------

Base Race: HALFLING

[hide=Goblin:]Goblin:Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldom more than a nuisance when alone, in great numbers they can cause great havoc.

Goblins stand at 3 to 3-1/2 feet tall at 40 to 45 pounds, with dull and glazed eyes in colors ranging from red to yellow -- much like the color of their skin.

The difference between an application goblin and a non-application goblin is that you can respawn and will earn XP without any hindrances. You can always submit an application for an existing non-app goblin.

       
  • Racial Type: Goblinoid.
  • Ability Adjustments: -2 Str, -2 Cha.
  • Removed Feats: Lucky.
  • Skills: Move Silently +2, Listen -2.
  • Saves: Fear -1.
  • Favored Class: Rogue.
  • Favored Alignment: Neutral evil.
  • Keywords: goblin.
[/hide][hide=Kobold:]Kobold: Mortal enemies of halflings and gnomes, respectively, and just general enemies of pretty much everyone else, the filthy goblins and kobolds are a menace to societies everywhere. Although fiercely territorial and mostly far away from heavily populated areas, they do not often shy away from raiding when the potential is good; and where they are seldom more than a nuisance when alone, in great numbers they can cause great havoc.

Kobolds reach heights of only 2 to 2-1/2 feet, have scaly skin in dark rusty brown to near black shades, glowing red eyes, and nonprehensile tails.

The difference between an application kobold and a non-application kobold is that you can respawn and will earn XP without any hindrances. You can always submit an application for an existing non-app kobold.

       
  • Racial Type: Reptilian.
  • Ability Adjustments: -4 Str, -2 Con.
  • Removed Feats: Lucky.
  • Bonus Feats: Dodge.
  • Skills: Search +2
  • Bonus AC: +1 (natural).
  • Favored Class: Sorcerer.
  • Favored Alignment: Lawful evil.
  • Keywords: kobold.
[/hide]----------------------------------------------

Base Race: ANY

[hide=Lycanthropes]Lycanthropes:
The harsh life of the two-faced lycanthrope makes for a fight-or-die mentality in most cases. While some gladly embrace their fates, others consider their situation more of a curse, but common for all is that the animalistic drives of their alter egos always get the better of them. Whether intentionally or not (but mostly intentionally), death follows in the wake of shapeshifters everywhere.

Over time, lycanthropes commonly adopt traits of their other half, such as whisker-like hair, refined senses, or fast growing nails. Sinister nature complemented by freakish appearances means lycanthropes rarely die to natural causes.

Adjustments to animal and hybrid forms are applied on top of any adjustments to the base race.
[hide=Wereboar]Wereboar:
Base form:

       
  • Racial Type: Shapechanger.
  • Ability Adjustments: +2 Wis.
  • Bonus Feats: Alertness, Iron Will, Low-light Vision, Toughness, Weapon Proficiency (Creature).
  • Skills: Listen +7, Spot +5
  • Saves: Fortitude +3, Reflex +3, Will +1.
  • Bonus AC: +2 (natural).
  • Favored Class: Any.
  • Favored Alignment: Neutral evil.
  • Level Adjustment: 3.
  • Keywords: wereboar.
Animal/hybrid form:

       
  • Ability Adjustments: +4 Str, +6 Con.
  • Other: DR 10/+1 and 5/+2.
[/hide][Hide=Werecat]Werecat:
Base form:

       
  • Racial Type: Shapechanger.
  • Ability Adjustments: +2 Wis.
  • Bonus Feats: Iron Will, Low-light Vision, Stealthy, Toughness, Weapon Finesse, Weapon Proficiency (Creature).
  • Skills: Hide +3, Listen +3, Move Silently +3, Spot +3, Tumble +4.
  • Saves: Fortitude +2, Reflex +4, Will +1.
  • Bonus AC: +2 (natural).
  • Favored Class: Any.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 3.
  • Keywords: werecat.
Animal/hybrid form:

       
  • Ability Adjustments: +6 Dex, +2 Con.
  • Saves: Fortitude +4, Reflex -1, Will +1.
  • Other: DR 10/+1 and 5/+2.
[/Hide][hide=Wererat]Wererat:
Base form:

       
  • Racial Type: Shapechanger.
  • Ability Adjustments: +2 Wis.
  • Bonus Feats: Alertness, Iron Will, Low-light Vision, Weapon Finesse, Weapon Proficiency (Creature).
  • Skills: Hide +8, Listen +4, Move Silently +4, Spot +4.
  • Saves: Fortitude +3, Reflex +5, Will +3.
  • Bonus AC: +2 (natural).
  • Favored Class: Any.
  • Favored Alignment: Lawful evil.
  • Level Adjustment: 3.
  • Keywords: wererat.
Animal/hybrid form:

       
  • Ability Adjustments: +6 Dex, +2 Con.
  • Saves: Fortitude +3, Reflex -2, Will -1.
  • Other: DR 10/+1 and 5/+2.
[/hide][hide=Werewolf]Werewolf:
Base form:

       
  • Racial Type: Shapechanger.
  • Ability Adjustments: +2 Wis.
  • Bonus Feats: Alertness, Iron Will, Low-light Vision, Weapon Focus (Creature), Weapon Proficiency (Creature).
  • Skills: Hide +3, Listen +3, Move Silently +3, Spot +6.
  • Saves: Fortitude +5, Reflex +5, Will +1.
  • Bonus AC: +2 (natural).
  • Favored Class: Any.
  • Favored Alignment: Chaotic evil.
  • Level Adjustment: 3.
  • Keywords: werewolf.
Animal/hybrid form:

       
  • Ability Adjustments: +4 Str, +4 Dex, +4 Con.
  • Other: DR 10/+1 and 5/+2.
[/hide][/hide]----------------------------------------------

Special Subraces (for DM plots):

The following Subraces exist technically and have been already scripted, however you probably shouldn't bother with applying for them as it is incredibly unlikely it will be approved if not part of a particular plot that a DM is running at the moment:

Minotaur, Githyanki, Githzerai, Sahuagin, Undead variants, Deep Imaskari, Yuan-ti, Satyr, Kuo-Tua, Ghostwise Halfling, Stargazer Halfling, Tree Genasi...

…And many more… not for public view!


A very special thanks to SN, Vlaid, Tala, and Granny for helping compile & format this information! They have done the EFU Community a big service and deserve our thanks.

Howlando

Roachman documentation added