Primitive Races The following traits can be used to represent a truly primitive race that has had little or no exposure to technology. * +2 racial bonus to Climb, Handle Animal, Intuit Direction, Jump, Listen, Ride, Spot, Swim, and Wilderness Lore checks * -2 penalty to Demolitions, Freefall, Knowledge (all), Navigation, Pilot, Repair, Research, Urban Lore, and Use Device checks. * In addition, a character from such a race must spend two full levels gaining experience with advanced technology before acquiring the Technical Proficiency feat. Advanced Races The following traits can be used to represent a race that has progressed byond the typical technology available in the Dragon Empire. * -2 penalty to Climb, Handle Animal, Intuit Direction, Jump, Listen, Ride, Spot, Swim, and Wilderness Lore checks. * +2 racial bonus to Demolitions, Freefall, Knowledge (all), Navigation, Pilot, Repair, Research, Urban Lore, and Use Device checks. * In addition, a character from such a race begins play with the Technical Proficiency feat Amphibious "Amphibious" is a racial template that can be applied to any race that lacks a swim speed. When colonizing a world that is rich in aquatic resources, sometimes colonists are modified to survive both above and below water. Personality: As the base species. Physical Description: The feet and hands of amphibious races are webbed to make swimming easier, and they posess a small set of gills - either on the throat or behind the ears. Body hair is minimal to reduce friction underwater, and the skin itself is often softer and damp to the touch. Relations: As the base species. Alignment: As the base species. Amphibious Lands: Amphibious races often settle near the shore to harvest resources from both sea and land. Religon: As the base species. Language: Amphibious creatures speak Aquan in addition to any languages spoken by their base species. Names: As the base species. Adventurers: As the base species. Amphibious Racial Traits * Gills. An amphibious race can breathe normally above and below water. * Swimming. Aquatic races gain a swim speed equal to their base species' speed +10 ft. However, they are somewhat clumsy on land and their normal ground speed is equal to their base species' speed -10 ft. (minimum 5 ft.). A race with a swim speed can move through the water at the listed speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The race can always take 10 on Swim checks, even if rushed or threatened. Races can use the run action while swimming, provided they swim in a straight line. * Regardless of the nature of the race's attack types, it suffers no penalties when attacking underwater with a natural attack. Weapon attacks follow the normal rules for attacking underwater. * The race can use all of its skills and feats underwater without penalty (except those that do not normally function underwater). * Drying Out: An amphibious race suffers 1 point of temporary Constitution damage for every 6 hours it spends without exposure to water. The rate of damage increases to 1 point every 3 hours in particularly dry and arid conditions, but decreases to 1 point every 12 hours in especially moist and humid conditions. * Automatic Languages: As base species, plus Aquan. * Level Equivalent: Same as base species. High-G "High-G" is a racial template that can be applied to any race. After a race has lived on a planet with high gravity for several generations, the younger members of the race acclimate to the new environment. Their muscle strength increases, but fine muscle control atrophies. Personality: As the base species. Physical Description: A high-G race is shorter and stouter than the base species. While its average weight remains the same, its average height decreases by 6 inches. Relations: As the base species. Alignment: As the base species. High-G Lands: As the base species, except on planets with a higher gravity. Religon: As the base species. Language: As the base species. Names: As the base species. Adventurers: As the base species. High-G Racial Traits * +2 Strength, +2 Constitution, -4 Dexterity: High-G races are extraordinarily strong and tough, but their movements are clumsier than their base species. * Excellent Stamina: High-G races gain a +4 racial bonus to checks for physical actions that extend over a period of time (running, swimming, holding their breath, and so on). * High-G races suffer a -2 racial penalty to Jump, Balance, Tumbling, and Freefall checks. High-G races are clumsy at tasts requiring grace. * High-G Acclimation: High-G races are used to high gravity rather than standard gravity. Therefore, they use the chart below instead of the standard gravity modifiers (see GG, Chapter 5, Gravity.) Gravity Dex Str Misc Fall Flying Mod Mod Mod* Mod** Mod Microgravity -16 +16 x16 1/16 x5 Very Low -8 +8 x8 1/8 x4 Low -4 +4 x4 1/4 x3 Standard -2 +2 x2 1/2 x2 High - - - - - Very High -2 - 1/2 x2 1/2 Extreme -4 -4 1/4 x4 1/3 *Applies to Jump checks, carrying capacity, up speed, base speed, and range increments. **Applies to falling damage and down speed. * Automatic Languages: As base species. * Level Equivalent: Same as base species +1. Low-G "Low-G" is a racial template that can be applied to any race. After a race has lived on a planet for several generations, the younger members of the race acclimate to the new environment. Their muscle strength atrophies, but muscle control is heightened. Personality: As the base species. Physical Description: The race is taller and thinner than the base species. While its average weight remains the same, its average height increases by 6 inches. Relations: As the base species. Low-G Lands: As the base species, except on planets with lower gravity. Alignment: As the base species. Language: As the base species. Names: As the base species. Adventurers: As the base species. Low-G Racial Traits * -2 Strength, -2 Constitution, +4 Dexterity. Low-G races are extremely agile and numble, but easily tire and lack strength in their limbs. * Low-G races gain a +2 racial bonus on Jump, Balance, Tumbling, and Freefall checks. Lw-G races are extremely adept at tasks requiring grace. * Poor stamina: Low-G races suffer a -4 racial penalty to checks for physical actions that extend over a period of time (running, swimming, holding their breath, and so on). * Low-G Acclimation: Low-G races are used to low gravity rather than standard gravity. Therefore, they use the chart below instead of the standard gravity modifiers (see GG, Chapter 5, Gravity.) Gravity Dex Str Misc Fall Flying Mod Mod Mod* Mod** Mod Microgravity -4 +4 x4 1/4 x3 Very Low -2 +2 x2 1/2 x2 Low - - - - - Standard -2 -2 1/2 x2 1/2 High -4 -4 1/4 x4 1/3 Very High -8 -8 1/8 x8 1/4 Extreme -16 -16 1/16 x16 1/5 * Automatic Languages: As base species. * Level Equivalent: Same as base species. *Applies to Jump checks, carrying capacity, up speed, base speed, and range increments. **Applies to falling damage and down speed. Night-Adapted "Night-Adapted" is a racial template that can be applied to any race that has eyes and does not have darkvision 90 ft. or more. Some worlds will only support subterranean colonies, and sometimes the Dragon Empire is only interested in a planet as a mining resource. In these instances, rather than waste the energy it would take to light the tunnets the Empire recruits colonists that are at home in the dark already. Personality: As the base species. Physical Description: The only physical difference between a night-adapted race and its base species is a brilliant shine to the eyes that reflects in the light. Relations: As the base species. Alignment: As the base species. Language: Night-adapted creatures speak Undercommon in addition to any languages spoken by their base species. Names: As the base species. Adventurers: As the base species. Night-Adapted Racial Traits * Night Eyes: A night-adapted race has darkvision 60 feet. If the base species already has darkvision, its range is increased by 60 ft. The "shine" applied to the night-adapted race's eyes allows them to see in the dark much more efficiently than members of their base species. * Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a night-adapted race for 1 round. They also suffer a -1 circumstance penalty on all attack rolls, saves, and checks when operating in bright light. If the base species already had such a penalty, then it is increased by -1. * Automatic Languages: As base species, plus Undercommon. * Level Equivalent: Same as base species. Space-Hardeneed "Space-hardened" is a racial template that can be applied to any race. Space-hardened races have been adapted to survive unprotected in space for short periods of time. Personality: As the base species. Physical Description: Space-hardened races have thicker skin than their base species, along with protective membranes that can be closed over their eyes. Relations: As the base species. Alignment: As the base species. Space-Hardened Lands: Space-harndened races prefer to dwell in space where their abilities are most useful. Religon: As the base species. Language: As the base species. Names: As the base species. Adventurers: As the base species. Space-Hardened Racial Traits * Reinforced Lungs: A space-hardened race can hold their breath in vacuum as though they were underwater. Extensive pressure baffles and synthetic reinforcements in the space-hardened race's respiratory system prevent the air from being sucked out of their lungs. * Enhanced Lung Capacity: Space-hardened races can hold their breaht for a number of rounds equal to five times their Constitution score. * Internal Gyroscope: You receive a +4 competence bonus to all Freefall checks. In addition, if you are spinning out of control, you may make a free attempt to right yourself once per round. You can do this even if there is nothing for you to grab onto or propel yourself with, but you suffer a -4 penalty to the check in those circumstances. * Gas Susceptibility: -4 racial penalty to saves against gas-based attacks or effects. Space-hardened races have extremely efficient lungs, which ironically makes them more susceptible to gas attacks than their base species. * Slow Healing: The natural healing rate of a space-hardened race is halved. Due to the complex and delicate machinery laced throughout their respiratory system, space-hardened races need more time to recover from injuries as the machinery repairs itself. * Automatic Languages: As base species. * Level Equivalent: As base species. Arctic "Arctic" is a racial template that can be applied to any race. Arctic races have been adapted for worlds that are extremely cold and barren. Personality: As the base species. Physical Description: Arctic races have a thick white coat of fur on their skin. Their feet (if humanoid) are heavily furred with claws on their toes and thick bads on the bottom. Relations: As base species. Alignment: As base species. Arctic Lands: Arctic races prefer lands that are perpetually covered in snow. Religon: As the base species. Language: As the base species. Names: As the base species. Adventurers: As the base species. Arctic Racial Traits * Insulated: Arctic races have cold resistance 5. If an arctic race's base species already had cold resistance, it is increased by 5. Arctic races never suffer damage from extremely cold conditions (see DMG, Chapter 3, Cold Dangers). * Reduced Food Needs: Arctic races only have to eat half as often as normal races, but when they do eat, they require twice as much food as normal (see DMG, Chapter 3, Starvation and Thirst Dangers). * Fire vulnerability: Arctic races suffer a -4 racial penalty to all saving throws caused by heat or fire damage. * Heat Weakness: When a member of an arctic race fails a Fortitude save to avoid suffering damage from very hot conditions, the damage dealt is normal instead of subdual damage (see DMG, Chapter 3, Heat Dangers). * Snow Walking: Arctic races suffer no movement penalties when walking on snow or ice. * Automatic Languages: As base species. * Level Equivalent: As base species. Desert "Desert" is a racial template that can be applied to any race. Desert races have been adapted for worlds that are extremely hot and arid. Personality: As the base species. Physical Description: Desert races have thick, rugged skin. Their feet (if humanoid) are wider and flatter than their base species with thick pads on the bottom. Relations: As base species. Alignment: As base species. Desert Lands: Desert races prefer lands that are very hot and dry, ideally covered in sand or ash. Religon: As the base species. Language: As the base species. Names: As the base species. Adventurers: As the base species. Desert Racial Traits * Insulated: Desert races have cold resistance 5. If an arctic race's base species already had fire resistance, it is increased by 5. Desert races never suffer damage from extremely hot conditions (see DMG, Chapter 3, Heat Dangers). * Reduced Water Needs: Desert races only have to drink half as often as normal races, but when they do drink, they require twice as much water as normal (see DMG, Chapter 3, Starvation and Thirst Dangers). * Ice vulnerability: Desert races suffer a -4 racial penalty to all saving throws caused by cold or ice damage. * Cold Weakness: When a member of a desert race fails a Fortitude save to avoid suffering damage from very cold conditions, the damage dealt is normal instead of subdual damage (see DMG, Chapter 3, Cold Dangers). * Sand Walking: Arctic races suffer no movement penalties when walking on loose sand. * Automatic Languages: As base species. * Level Equivalent: As base species.