Advanced Player Races

Aasimar LA 0
Creature Type: Outsider (Native)

Size: Medium

Space/Reach: 5’/5’

Racial Stat Bonuses: +2 Wisdom, +2 Charisma.

Senses: Darkvision 60 Feet

Speed: Aasimars have a base speed of 30 feet.

Special Defenses: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Racial Skills: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.

Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling,and Sylvan


Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar’s class level)


Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. While not always benevolent, aasimars are more inclined toward acts of kindness rather than evil, and they gravitate toward faiths or organizations associated with celestials. Aasimar heritage can lie dormant for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens, though it must be acknowledged that some aasimars take advantage of the reputation of their kind, brutally subverting the expectations of others with acts of terrifying cruelty or abject venality. “It’s always the one you least suspect” is the axiom these evil aasimars live by, and they often lead double lives as upstanding citizens or false heroes, keeping their corruption well hidden. Thankfully, these few are the exception and not the rule.

Physical Description: Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features include hair that shines like metal, jewel-toned eyes, lustrous skin color, or even glowing, golden halos.

Society: Aasimars cannot truly be said to have an independent society of their own. As an offshoot of humanity, they adopt the societal norms around them, though most find themselves drawn to those elements of society that work for the redress of injustice and the assuagement of suffering. This sometimes puts them on the wrong side of the law in more tyrannical societies, but aasimars can be careful and cunning when necessary, able to put on a dissembling guise to divert the attention of oppressors elsewhere. While corrupt aasimars may be loners or may establish secret societies to conceal their involvement in crime, righteous aasimars are often found congregating in numbers as part of good-aligned organizations, especially (though not always) churches and religious orders.

Relations: Aasimars are most common and most comfortable in human communities. This is especially true of those whose lineage is more distant and who bear only faint marks of their heavenly ancestry. It is unclear why the touch of the celestial is felt so much more strongly in humanity than other races, though it may be that humanity’s inherent adaptability and affinity for change is responsible for the evolution of aasimars as a distinct race. Perhaps the endemic racial traits of other races are too deeply bred, too strongly present, and too resistant to change. Whatever dalliances other races may have had with the denizens of the upper planes, the progeny of such couplings are vanishingly rare and have never bred true. However, even if they generally tend toward human societies, aasimars can become comfortable in virtually any environment. They have an easy social grace and are disarmingly personable. They get on well with half-elves, who share a similar not-quite-human marginal status, though their relations are often less cordial with half-orcs, who have no patience for aasimars’ overly pretty words and faces. Elven courtiers sometimes dismiss aasimars as unsophisticated, and criticize them for relying on natural charm to overcome faux pas. Perhaps of all the known races, gnomes find aasimars most fascinating, and have an intense appreciation for their varied appearances as well as the mystique surrounding their celestial heritage.

Alignment and Religion: Aasimars are most often of good alignment, though this isn’t necessarily universal, and aasimars that have turned their back on righteousness may fall into an unfathomable abyss of depravity. For the most part, however, aasimars favor deities of honor, valor, protection, healing, and refuge, or simple and prosaic faiths of home, community, and family. Some also follow the paths of art, music, and lore, finding truth and wisdom in beauty and learning.

Adventurers: Aasimars frequently become adventurers, as they often do not quite feel at home in human society and feel the pull of some greater destiny. Clerics, oracles, and paladins are most plentiful in their ranks, though bards, sorcerers, and summoners are not uncommon among those with a fondness for arcane magic. Aasimar barbarians are rare, but when born into such tribes they often rise to leadership and encourage their clans to embrace celestial totems.

Gnoll LA 0
Creature Type: Medium Humanoid

Space/Reach: 5’/5’

Racial Stat Bonuses: +4 Strength, +2 Constitution, −2 Intelligence, −2 Charisma

Senses: Darkvision 60 Feet

Speed: Gnolls have a base speed of 30 feet.

Special Defenses: Gnollss have a +1 natural armor bonus.

Racial Skills: Gnolls gain a +2 racial bonus on Perception.

Languages: Gnoll, Common


Gnolls are a race of hulking, humanoids that resemble hyenas in more than mere appearance; they show a striking affinity with the scavenging animals, to the point of keeping them as pets, and reflect many of the lesser creatures’ behaviors.

Gnolls are capable hunters, but are far happier to scavenge or steal a kill than to go out and track down prey. This laziness impels them to acquire slaves of whatever type is available, whom they force to dig warrens, gather supplies and water, and even hunt for their gnoll masters.

Creatures other than hyenas and other gnolls are either meat or slaves, depending upon the temperament of the tribe. Even a dead or fallen comrade is a fresh meal for a gnoll, who might honor a distinguished tribe member with a brief prayer, or thoroughly cook one that has died of a wasting disease, but otherwise view a dead gnoll as little different from any other creature. The more “civilized” gnolls do not eat their prisoners, but instead keep them as slaves, either to defend or improve their lair or to trade with other tribes or slaver bands.

Gnolls relish combat, but only when they have the obvious advantage of numbers. In other situations, they prefer to avoid combat except as a means of winning a kill from another hunter, or as a clever ambush to bring down a large meal. These hyena-men see no value in courage or valor, instead preferring to flee once it becomes clear that victory is not possible, noting that it is better to run with tail tucked away than to lose one’s tail entirely.

Goblin LA 0
Creature Type: Humanoid (Goblinoid)

Size: Small – Goblins are Small creatures and so gain a +1 size bonus to AC and attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Space/Reach: 5’/5’

Racial Stat Bonuses: –2 Strength, +4 Dexterity, –2 Charisma.

Senses: Darkvision 60 Feet

Speed: Goblins have a base speed of 30 feet.

Racial Skills: Goblins gain a +4 racial bonus on Ride and Stealth checks

Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.


Goblins are a race of childlike creatures with a destructive and voracious nature that makes them almost universally despised. Weak and cowardly, goblins are frequently manipulated or enslaved by stronger creatures that need destructive, disposable foot soldiers. Those goblins that rely on their own wits to survive live on the fringes of society and feed on refuse and the weaker members of more civilized races. Most other races view them as virulent parasites that have proved impossible to exterminate.

Goblins can eat nearly anything, but prefer a diet of meat and consider the flesh of humans and gnomes a rare and difficult-to-obtain delicacy. While they fear the bigger races, goblins’ short memories and bottomless appetites mean they frequently go to war or execute raids against other races to sate their pernicious urges and fill their vast larders.

Physical Description: Goblins are short, ugly humanoids that stand just over 3 feet tall. Their scrawny bodies are topped with over-sized and usually hairless heads with massive ears and beady red or occasionally yellow eyes. Goblins’ skin tone varies based on the surrounding environment; common skin tones include green, gray, and blue, though black and even pale white goblins have been sighted. Their voracious appetites are served well by their huge mouths filled with jagged teeth.

Society: Violent but fecund, goblins exist in primitive tribal structures with constant shifts in power. Rarely able to sustain their own needs through farming or hunting and gathering, goblin tribes live where food is abundant or near places that they can steal it from. Since they are incapable of building significant fortifications and have been driven out of most easily accessible locations, goblins tend to live in unpleasant and remote locations, and their poor building and planning skills ensure that they dwell primarily in crude caves, ramshackle villages, and abandoned structures. Few goblins are good with tools or skilled at farming, and the rare items of any value that they possess are usually cast-off implements from humans or other civilized cultures. Goblins’ appetites and poor planning lead to small tribes dominated by the strongest warriors. Even the hardiest goblin leaders quickly find out that their survival depends on conducting frequent raids to secure sources of food and kill off the more aggressive youth of the tribe. Both goblin men and women are ugly and vicious, and both sexes are just as likely to rise to positions of power in a tribe. goblin babies are almost completely self-sufficient not long after birth, and such infants are treated almost like pets. Many tribes raise their children communally in cages or pens where adults can largely ignore them. Mortality is high among young goblins, and when the adults fail to feed them or food runs low, youths learn at an early age that cannibalism is sometimes the best means of survival in a goblin tribe.

Relations: Goblins tend to view other beings as sources of food, which makes for poor relations with most civilized races. Goblins often survive on the fringes of human civilization, preying on weak or lost travelers and occasionally raiding small settlements to fuel their voracious appetites. They have a special animosity toward gnomes, and celebrate the capturing or killing of such victims with a feast. Of the most common races, half-orcs are the most tolerant of goblins, sharing a similar ancestry and experiencing the same hatred within many societies. Goblins are mostly unaware of half-orcs’ sympathy, however, and avoid them because they are larger, meaner, and less flavorful than other humanoids.

Alignment and Religion: Goblins are greedy, capricious, and destructive by nature, and thus most are neutral or chaotic evil. When they bother to worship, goblins follow the god Maglubiyet.

Adventurers: goblin adventurers are usually curious and inclined to explore the world, though they are often killed off by their own foolish misdeeds or hunted down for their random acts of destruction. Their pernicious nature makes interacting with civilized races almost impossible, so goblins tend to adventure on the fringes of civilization or in the wilds. Adventurous individuals who survive long enough often ride goblin dogs or other exotic mounts, and focus on archery to avoid close confrontation with larger enemies. goblin spellcasters prefer fire magic and bombs over almost all other methods of spreading mayhem.

Hobgoblin LA 0
Creature Type: Humanoid (Goblinoid)

Size: Medium

Space/Reach: 5’/5’

Racial Stat Bonuses: +2 Dexterity, +2 Constitution.

Senses: Darkvision 60 Feet

Speed: Hobgoblins have a base speed of 30 feet.

Racial Skills: Hobgoblins receive a +4 racial bonus on Stealth checks.

Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc.


Fierce and militaristic, hobgoblins survive by conquest. The raw materials to fuel their war machines come from raids, their armaments and buildings from the toil of slaves worked to death. Naturally ambitious and envious, hobgoblins seek to better themselves at the expense of others of their kind, yet in battle they put aside petty differences and fight with discipline rivaling that of the finest soldiers. Hobgoblins have little love or trust for one another, and even less for outsiders. Life for these brutes consists of duty to those of higher station, domination of those below, and the rare opportunities to seize personal glory and elevate their status.

Physical Description: Burly and muscled, hobgoblins stand a few inches shorter than the average human, and their long arms, thick torsos, and relatively short legs give them an almost apelike stature. Hobgoblins’ skin is a sickly gray-green that darkens to mossy green after long exposure to the sun. Their eyes burn fiery orange or red, and their broad faces and sharply pointed ears give their features a somewhat feline cast. Hobgoblins lack facial hair, and even hobgoblin women are bald. Except for their size, hobgoblins bear a strong physical resemblance to their goblin cousins.

Society: Hobgoblins live in militaristic tyrannies, each community under the absolute rule of a hobgoblin general. Every hobgoblin in a settlement receives military training, with those who excel serving in the army and the rest left to serve more menial roles. Those deemed unfit for military service have little social status, barely rating above favored slaves. Despite this, hobgoblin society is egalitarian after a fashion. Gender and birth offer no barrier to advancement, which is determined almost solely by each individual’s personal merit. Hobgoblins eschew strong attachments, even to their young. Matings are matters of convenience, and are almost always limited to hobgoblins of equal rank. Any resulting baby is taken from its mother and forcibly weaned after 3 weeks of age. Young mature quickly—most take no more than 6 months to learn to talk and care for themselves. Hobgoblins’ childhoods last a scant 14 years, a mirthless span filled with brutal training in the art of war.

Relations: Hobgoblins view other races as nothing more than tools—implements to be enslaved, cowed, and put to work. Without slaves, hobgoblin society would collapse, so reliant is it on stolen labor. An injured, sickly, or defiant slave is like a broken tool, useless waste to be tossed out with the day’s garbage. Not surprisingly, hobgoblin communities count no other races as their friends, and few as allies. Elves and dwarves earn special enmity, and are devilishly hard to break into proper slavery as both races hold blood feuds against goblinkind. Halflings and half-orcs make especially prized slaves—the former for their agile skills and the ease of breaking them to the collar, and the latter for their talent at thriving under the harshest of conditions. Hobgoblins have little love for the rest of goblinkind, though they typically treat goblinoid slaves better than they do other races.

Alignment and Religion: hobgoblin life is nothing if not ordered and hierarchical, and hobgoblins lean strongly toward the lawful alignments. While not innately evil, the callous and brutal training that fills the too-short childhood of hobgoblins leaves most embittered and full of hate. Hobgoblins of good alignment number the fewest, and almost exclusively consist of individuals raised in other cultures. More numerous but still rare are hobgoblins of chaotic bent, most often exiles cast out by the despots of their homelands. Religion, like most non-militaristic pursuits, matters little to the majority of hobgoblins. Most pay lip-service to one or more gods and occasionally make offerings to curry favor or turn aside ill fortune. Those hobgoblins who feel a stronger religious calling venerate fearsome, tyrannical gods and devils.

Adventurers: hobgoblin adventurers tend to be iconoclasts, loners who chafe under the strict hierarchy of military life. Others have fled or been exiled in disgrace for showing weakness or cowardice. Some harbor dreams of one day returning to the hobgoblin flock flush with wealth and tales of great deeds. A few serve farsighted hobgoblin generals, who send the most promising youths out into the world that they might someday return as mighty heroes for the hobgoblin cause. Hobgoblins lean toward martial classes, particularly cavaliers, fighters, monks, and rogues. The arcane arts are distrusted in hobgoblin society and consequently their practitioners are rare, save for alchemists, who gain grudging praise and admiration for their pyrotechnic talents.

Kobold LA 0
Creature Type: Humanoid (Reptilian)

Size: Small – Kobolds are Small creatures and so gain a +1 size bonus to AC and attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Space/Reach: 5’/5’

Racial Stat Bonuses: –4 Strength, +2 Dexterity, –2 Constitution.

Senses: Darkvision 60 Feet

Speed: Kobolds have a base speed of 30 feet.

Special Defenses: Kobolds have a +1 natural armor bonus.

Racial Skills: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (trapmaking) and Stealth are always class skills for a kobold.

Languages: Kobolds begin play speaking only Draconic. Kobolds who have high Intelligence scores can choose any of the following bonus languages: Common, Dwarven, Gnome, and Undercommon.


Light Sensitivity: Kobolds have light sensitivity which means they are dazzled when in areas of bright light.


Kobolds are weak, craven, and seethe with a festering resentment for the rest of the world, especially members of races that seem stronger, smarter, or superior to them in any way. They proudly claim kinship to dragons, but beneath all the bluster, the comparison to their glorious cousins leaves kobolds with a profound sense of inadequacy. Though they are hardworking, clever, and blessed with a natural talent for mechanical devices and mining, they spend their days nursing grudges and hatreds instead of celebrating their own gifts. Kobold tactics specialize in traps and ambushes, but kobolds enjoy anything that allows them to harm others without putting themselves at risk. Often, they seek to capture rather than to kill, taking out their frustrations on the helpless victims they drag back to their claustrophobic lairs.

Physical Description: Kobolds are small, bipedal reptilian humanoids. Most stand around 3 feet tall and weigh about 35 pounds. They have powerful jaws for creatures of their size and noticeable claws on their hands and feet. Often kobolds’ faces are curiously devoid of expression, as they favor showing their emotions by simply swishing their tails. Kobolds’ thick hides vary in color, and most have scales that match the hue of one of the varieties of chromatic dragons, with red scales being predominant. A few kobolds, however, have more exotic colors such as orange or yellow, which in some tribes raises or lowers an individual’s status in the eyes of his fellows.

Society: Kobolds thrive in cramped quarters far from the light of the sun. Most live in vast warrens deep beneath the earth, but a few instead prefer to make their homes beneath tangles of overgrown trees and brush. Saving their malice for other races, most kobolds get along well with their own kind. While squabbles and feuds do occur, the elders who rule kobold communities tend to settle such conflicts swiftly. Kobolds delight in taking slaves, relishing the chance to torment and humiliate them. They are also cowardly and practical, and often end up bowing to more powerful beings. If these creatures are of another humanoid race, kobolds often scheme to free themselves from subjugation as soon as possible. If the overlord is a powerful draconic or monstrous creature, however, kobolds see no shame in submission, and often shower adoration on their new leader. This is especially true if the kobolds serve a true dragon, who they tend to worship outright.

Relations: Kobolds often seethe with hatred and jealousy, but their innate caution ensures that they only act on these impulses when they have the upper hand. If unable to safely indulge their urge to physically harm and degrade members of other races, they resort to careful insults and “practical jokes” instead. They consider both dwarves and elves to be deadly rivals. Kobolds fear the brute power of half-orcs and resent humans for the dominant status that race enjoys. They believe half-elves blend the best qualities of both parent races, which strikes kobolds as fundamentally unfair. Kobolds believe halflings, small in stature, make wonderful slaves and targets for kobold rage and practical jokes. When the gnomes first arrived in the mortal realm, kobolds saw them as perfect victims. This sparked waves of retaliation and reprisal that have echoed on down through the centuries and earned the kobolds’ permanent enmity.

Alignment and Religion: Kobolds readily knuckle under to superior force but rarely stop scheming to gain an edge over their oppressors. Most kobolds are lawful evil, though some, more concerned with procedure than their own personal advantage, become lawful neutral instead. Kobolds often pray to Kurtulmak in hopes of bringing ruin to their foes or power to themselves. In addition to Kurtulmak, kobolds, supremely opportunistic, also sometimes worship nearby monsters as a way of placating them or earning their favor.

Adventurers: Kobolds rarely leave their cozy warrens by their own choice. Most of those who set out on adventures are the last of their tribe, and such individuals often settle down again as soon as they find another kobold community willing to take them in. Kobolds who cannot rein in, or at least conceal, their spiteful and malicious natures have great difficulty surviving in the larger world.

Minotaur ECL 0
Creature Type: Monstrous Humanoid

Space/Reach: 5’/5’

Racial Stat Bonuses: +4 Strength, −4 Dexterity, +2 Constitution, −2 Intelligence, −4 Charisma

Senses: Darkvision 60 Feet

Speed: Minotaurs have a base speed of 30 feet.

Racial Skills: Minotaurs are sharp-eyed survivors and gain a +2 racial bonus on Perception, Profession (sailor), and Survival checks. These skills are always class skills for a minotaur

Languages: Common, Giant


Natural Cunning: Minotaurs are never caught flat-footed.

Horns: All minotaurs have a natural attack to gore with their horns for 1d6, even if otherwise unarmed. As a Full Round Action, when Fighting with a weapon, Minotaurs may use their horns as a secondary light – off hand weapon to attack, such an attack incurs the standard two-weapon fighting penalties unless the character has the two weapon fighting feat, in which case he takes those penalties accordingly.

Powerful Build: The physical stature of Minotaurs lets them function in many ways as if they were one size category larger.

Whenever a Minotaur is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the Minotaur is treated as one size larger if doing so is advantageous to him.

A Minotaur is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him. A Minotaur can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

At 5th Level or any level afterward, where the Minotaur is elligible for a character level feat; The Minotaur may instead choose to permanently increase their size to large, granting them all of the benefits and penalties associated for that size. This increases the Minotaur space and reach to 10’/10’. A Minotaur Character may only take this feat once and if he does his new size replaces the Powerful Build Racial Trait


The bull-folk have many of the same characteristics as the bulls they resemble. Both genders have horned heads covered with shaggy hair. Warriors braid their hair with teeth or other tokens of fallen enemies. The thick hair covering their large bodies varies widely in color, from bright white to medium red-browns to dark brown and black. Many minotaurs shave or dye their fur in patterns signifying their allegiances and beliefs. Other methods of decoration include brands, ritual scars, and gilding or carving their horns.

Adult males can reach a height of 6 ½ – 7 feet, with females averaging 3 inches shorter. Both genders have a great deal of muscle mass even for their considerable size, and physical prowess plays a large part in their social structure. Minotaurs can live as long as humans but reach adulthood 3 years earlier. Childhood ends around the age of 10 and adulthood is celebrated at 15. However, most minotaurs don’t form their own families until at least the age of 25. They spend those 10 years proving themselves to their elders.

Minotaurs are omnivores and consume large quantities of both meat and vegetation. Great banquets mark important social and religious occasions, and a successful feast is often a point of regional pride; competition between regional cuisines is fierce, sometimes violent, and eagerly anticipated. The minotaurs are particularly mindful of meals before great ceremonies or displays of skill, and the hosts of such events can earn nearly as much honor as the champions by providing memorable feasts. To fail as a host brings deep shame.

Minotaur Horns:

The most valued accessories of any minotaur are his or her horns. Grown by both sexes, horns display an individual’s status and strength, and they provide a ready weapon in battle. Those who lose part or all of a horn suffer considerable stigma and must constantly prove themselves; the term “brokehorn” is a fighting insult. Some temples will magically regrow a damaged horn for a minotaur who completes a quest or series of trials, though a few famous warriors have gone through life “broken” as a mark of pride and resilience. Those minotaurs who choose to keep a reminder of their failing are the most driven among them. Many minotaurs chronicle their victories with carving or etchings on their horns. Warriors display representations of defeated foes, and artisans mark theirs with accolades their work has won. For instance, the killer of a cyclops might have a square rune with an eye in the middle, and the maker of the killer’s weapon might have an axe rune with a crown above it. Others earn markings from the great mazes they have solved. All who honor their heritage take great care of their horns, polishing and shining them. Some even gild their horns with precious metals to draw attention to their achievements.

Orc LA 0
Creature Type: Humanoid (Orc)

Size: Medium

Space/Reach: 5’/5’

Racial Stat Bonuses: +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.

Senses: Darkvision 60 Feet

Speed: Orcs have a base speed of 30 feet.

Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon.


Light Sensitivity: Orcs have light sensitivity which means they are dazzled when in areas of bright light.

Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.

Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.


Orcs are aggressive, callous, and domineering. Bullies by nature, they respect strength and power as the highest virtues. On an almost instinctive level, orcs believe they are entitled to anything they want unless someone stronger can stop them from seizing it. They rarely exert themselves off the battlefield except when forced to do so; this attitude stems not just from laziness but also from an ingrained belief that work should trickle down through the pecking order until it falls upon the shoulders of the weak. They take slaves from other races, orc men brutalize orc women, and both abuse children and elders, on the grounds that anyone too feeble to fight back deserves little more than a life of suffering. Surrounded at all times by bitter enemies, orcs cultivate an attitude of indifference to pain, vicious tempers, and a fierce willingness to commit unspeakable acts of vengeance against anyone who dares to defy them.

Physical Description: Powerfully built, orcs typically stand just a few inches taller than most humans but have much greater muscle mass, their broad shoulders and thick, brawny hips often giving them a slightly lurching gait. They typically have dull green skin, coarse dark hair, beady red eyes, and protruding, tusk-like teeth. Orcs consider scars a mark of distinction and frequently use them as a form of body art.

Society: Orcs usually live amid squalor and constant mayhem, and intimidation and brutal violence are the glue that holds orc culture together. They settle disputes by making increasingly grisly threats until, when a rival fails to back down, the conflict escalates into actual bloodshed. Orcs who win these ferocious brawls not only feel free to take whatever they want from the loser, but also frequently indulge in humiliating physical violation, casual mutilation, and even outright murder. Orcs rarely spend much time improving their homes or belongings since doing so merely encourages a stronger orc to seize them. In fact, whenever possible, they prefer to occupy buildings and communities originally built by other races.

Relations: Orcs admire strength above all things. Even members of enemy races can sometimes win an orc’s grudging respect, or at least tolerance, if they break his nose enough times.

Orcs regard dwarves and elves with an odd mix of fierce hatred, sullen resentment, and a trace of wariness. They respect power, and, on some level, understand that these two races have kept them at bay for countless ages. Though they never miss a chance to torment a dwarf or elf who falls into their clutches, they tend to proceed cautiously unless certain of victory. Orcs dismiss halflings and gnomes as weaklings barely worth the trouble of enslaving. They often regard half-elves, who appear less threatening than full-blooded elves but have many elven features, as particularly appealing targets. Orcs view humans as race of sheep with a few wolves living in their midst. They freely kill or oppress humans too weak to fend them off but always keep one eye on the nearest exit in case they run into a formidable human.

Orcs look upon half-orcs with a strange mixture of contempt, envy, and pride. Though weaker than typical orcs, these half-breeds are also usually smarter, more cunning, and better leaders. Tribes led, or at least advised, by half-orcs are often more successful than those led by pure-blooded orcs. On a more fundamental level, orcs believe each half-orc also represents an orc exerting dominance over a weaker race.

Alignment and Religion: Orcs have few redeeming qualities. Most are violent, cruel, and selfish. Concepts such as honor or loyalty usually strike them as odd character flaws that tend to afflict members of the weaker races. Orcs are typically not just evil, but chaotic to boot, though those with greater self-control may gravitate toward lawful evil. Orcs pray to gods of fire, war, and blood, often creating tribal “pantheons” by combining these aspects into uniquely orc concepts.

Adventurers: Orcs usually leave their tribes only after losing out in a power struggle. Facing humiliation, slavery, or even death at the hands of their own kind, they opt instead to live and work with members of other races. Orcs who fail to rein in their tempers and the instinctive drive to dominate rarely last long once they strike out on their own. Though orcs who do manage to get by in other societies often enjoy the luxuries and comforts these societies can deliver, they still tend to dream of returning home, seizing power, and taking revenge.

Advanced Player Races

A Manifestation of Chaos Leonidas300