Races

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==Races==
Races are divided into categories rather than selecting an individual race. Each category has a few different choices you can make to customize exactly the kind of race/character you want to play, and while racial labels exist for each individual permutation of a category, and even different labels for the same permutation that are similar mechanically but have small differences descriptively, regionally, lore-wise, or for any number of other reasons, often those labels are forgotten in favor of the common label, such as calling the small tribal village of shark people found on the northern coast near the Kurik Mountains simply "Beastfolk", when their offical academic title is "Vrashlok", or the race of angelic humanoids with avian wings "Demi-humans", though they differentiate from other demi-humans with the name Aesaurilian, where the demi-humans found in the eastern forests have ears and tails (and sometimes claws) like cats, and call themselves Nekomimi, though anyone else will just refer to them as demi-humans, or a derivitive of such, like demi-cat, or catgirl/catboy, if the distinction absolutely must be made. This design is so that any sort of character you might have in mind can be made, even if the race isn't one that could normally be found in pre-existing materials, and also so I don't have to write out hundreds of different races so as to catch all possible things a player could conceivably want to play. For example, you want to make an Argonian, but the previously listed Lizardfolk race doesn't really match, as they tend to be brutish, barbaric sorts, and Argonians, while visually similar to lizardfolk for the most part, are very different mechanically, and lore-wise to the standard lizardman. With the new system, you simply pick "Beastfolk" with a focus on agility, toughness, and wisdom (gaining +2 to dexterity and wisdom, and a +4 to constitution, or perhaps +4 to dexterity, and +2 to constitution and wisdom), the primary traits of argonians, and select waterbreathing as a special trait, totaling up to +10 max bonus. Then you simply note that, for this campaign, you come from a tribe of beastfolk from the southern Lorkheran swamps, and everything from there is as written.
Also note that (usually) any given choice of category can pair with and have viable offspring with others in the same category, but not others, though there are exceptions, normally with the Beastfolk category.
Then there are the Custom races, If the character you have in mind absolutely doesn't fit in any way to any of the other general categories (for example, if they have a very specific ability or trait, or are referenced from another material such as a show or game, or just don't seem to fit another category for whatever reason), then it goes here. You can work with the DM to put a rating bonus on the ability/trait if that's what makes your race unique, then go through the normal process, similar to making a General character, except able to choose from more options, possibly any and all available.
The last category, Template, are races that are add-ons to other races rather than their own unique race, such as vampirism, lycanthropy, dragoon, and any such race that isn't a race in the technical sense of the word but provides bonuses like one and/or causes significant enough change in the character that it definitely isn't simply a member of it's normal race. Templates, unlike normal races, give specific bonuses/penalties with no choices, taking them as written. Some templates can be added to the character at almost any time, such as vampirism or lycanthropy, both added via magical disease, but others are templates added at generation/birth, such as Half-dragons, or demonic or angelic characters. Note that normal half-this-half-that characters such as half-elves are part of the general race category Half-Bloods, and are not templates, only the specific ones listed such as half-dragon are templates due to the unique and powerful nature of the parent being.
Finally, many characters can be born with wings, such as many of the dragonkin, or an avian beastfolk, and may even be known for their flying affinity. Rather than starting off with the ability to fly, however, characters must take a feat to allow normal flight. These wings are otherwise decorative/flavorful and do nothing mechanically until the feat is taken. Note that some races start out with this feat, though this is at a bonus cost.
==Size Differences for All Races Small and Large==
Unless otherwise stated, armor class, grapple bonus, speed, and carry weight are all affected by size.
Small characters have a +2 size bonus to AC, -2 to grapple, a 20 ft land speed, and carry x3/4 the load.
Medium characters have +0 to AC, +0 to grapple, 30 ft land speed, and carry x1 load.
Large characters have -2 to AC +2 grapple, 40 ft land speed, and carry x1.5 load.
All characters know Common, and can learn any one extra language as a "racial" language, the language they grew up speaking, even if it doesn't make sense normally (i.e., a goblin raised in elven lands knows elven, not goblin). You may choose not to have an extra language if that is what fits you character/backstory (i.e., humans raised in human lands only know common, why would they know or need to learn anything else?).
==Humans==
Exactly what you'd expect, though with a couple special variations, the "common" human and proto-humans, both of which are just humans outside of mechanical differences, and are treated as such for any concievable reason besides their starting bonuses. Common humans are de-powered in comparison to everyone else, as luck rarely plays into gameplay mechanics, and are there to somewhat explain as to why humans are the most common/dominant race, despite being considered inferior (since they're "average", which in a DnD campaign with access to many special races, most of which were meant as monsters that don't gain class levels, means, well, inferior) in many ways to the other races. Proto-humans, on the other hand, are meant to be "souped up" versions with the ability to match the really high stats of "mythical" races like elves and dragonborn.
Common Human - The normal, standard human found throughout most of the world.
: +2 to any stat
: +8 to Luck
Heroic Human - The usual type of human that goes on to do important things in life, such as a noble, a mayor, or... an adventurer!
: +2 to any two different stats (+4)
: Bonus Feat at 1st level (+4)
: Bonus 4 skill points at first level, and 1 for each level after (Essentially a bonus skill to choose) (+2)
Proto-Human - A "superhuman", capable of much more than a regular human, though besides the mechanical bonuses are no different. Often specially bred or born via magical enhancement, or even technically some sort of alien that coincidentally are compatible with normal humans.
: +8 distributed in any configuration, but no more than +6 in any one stat. (+10)
Halfling - Technically just a very small human, called halflings because they are just that, half height compared to a human. Pairings with other sorts of humans will depend on the mother as to whether the child is normal size or halfling size (i.e., a halfling mother will always have a halfling child, and vise versa).
: +2 Dexterity (+2)
: +2 Luck (+2)
: Bonus Feat at 1st level (+4)
: Bonus 4 skill points at first level, and 1 for each level after (Essentially a bonus skill to choose) (+2)
Common Giant - Just like halflngs are small humans, giants, or at least those of the common variety, are just large humans, and follow the same rules in regards to pairings.
: +2 Strength
: +2 Con
: Bonus Feat at 1st Level
: Bonus 4 skill points at first level, and 1 for each level after (Essentially a bonus skill to choose) (+2)
==Elves==
While they appear to simply be humans with pointy ears (and in some cases, really are pretty much just that), they have enough of a physical and especially cultural difference and special different types of elves to get their own category.
Common Elf - The afore-mentioned "human with pointed ears", though they also often have finer facial features, pale skin, and wild (i.e., any color) hair and eye colors. Mechanically almost no different, however.
: +2 to any two different stats (+4)
: Eagle Vision (+2)
: Bonus Feat at 1st level (+4)
Vaelurin Elf - Much like a proto-human compared to a normal human, a vaelurin elf is a "true" elf, bringing the best of their noble, magical core to bear as a proper representation of what elves can and should be. This kind of elf is also often the immortal (ageless) type of elf in most settings, such as Lord of the Rings.
: +2 Str (+2)
: +4 Dex (+4)
: +2 Int (+2)
: +2 Cha (+2)
Dark Elf - Dark-skinned (like actually dark, usually dark blue, purple, or light gray to pitch black) elves that often dwell in dark caves far underground or deep in eternally dark forests, also referred to as drow.
: +2 Dex (+2)
: +2 Cha (+2)
: Choice of either +2 to any stat and Light Sensitivity, or nothing (either get the bonus stat with a penalty, which is a net +0, or have neither, which is a +0 since it's nothing)
: Darkvision (+2)
: Bonus Feat (+4)
Gnome - Much like how halflings are just half sized humans, gnomes are essentially half sized elves. Except they usually hate everyone taller than 3 feet, elves included. 
: +4 Int (+4)
: +4 Cha (+4)
: +2 to Craft (Alchemy) and Craft (Mechanical) (+2)
==Dwarves==
Short, but stocky and stout, with a penchant for boisterousness, found most often in grand cavern castles and labyrinths under and inside mountains and volcanoes, though "surface-dwellers" (hill dwarves) who are found almost everywhere else, integrated into other cultures and towns, are usually quite different from the mountain dwarves culturally, who are different again from the deep dwarves (or duergar) found in the furthest, darkest reaches of the underground along with dark elves.
Mountain Dwarf - Those found in underground castles and deep labyrinthine caves, they are very insular and usually only leave their mountains when exiled, or under similar exceptional circumstance.
: +2 Str
: +4 Con
: Darkvision
: Choice of +2 to Str, +4 to Craft (Metal) or+4 to Craft (Stone)
Hill Dwarf - Often still live in elaborately carved caves, but stay close to the surface or even just live on the surface, even among other races such as in Dracovar.
: +2 Str
: +4 Con
: Choice of +2 Str or +2 to Appraise and Craft (Mechanical)
: Choice of +2 Wis or +2 to Craft (Metal) and Craft (Stone)
Deep Dwarf - Often called "duergar", they live in the realm of drow, deep underground, even further than mountain dwarves. Like the dark elves, they often have similar shades of dark skin.
: +4 Str
: +4 Con
: Darkvision
: Choice of either +2 to any stat and Light Sensitivity, or nothing (either get the bonus stat with a penalty, which is a net +0, or have neither, which is a +0 since it's nothing)
==Dragonkin==
Creatures that are draconic in nature, and carry the dragon type, including true dragons themselves for which this category is based on.. Defining key features include scaled bodies, an elemental breath weapon or affinity for magic,  and above average strength and/or intelligence. Creatures listed here are generally humanoid in nature in that they walk on two legs and have hands that can hold and use tools and weapons, and those of a more feral nature (walking on all fours and mostly unable to use weapons or tools physically) won't be listed except by popular request.
Dragonborn - The primary draconic race, founders of the capital hub city of Dracovar. Often considered the default mode for dragonkin, and are generally what come to mind when a dragonkin is mentioned, despite actual dragonkin being the cause of the title.
: +2 Strength (+2)
: +2 Constitution (+2)
: +2 Intelligence (+2)
: +2 Natural AC (+2)
: Breath Weapon (+2) - Allows use of a breath weapon. Upon creation, choose an element and either cone (30 ft) or line (60 ft). Breath deals 1d6/lv of damage, allows a reflex save for half damage (DC = 10+Con Modifier+Level). After every use, roll 1d6 to see how many rounds you must wait until you can use breath again, going no lower than 1 even with feats/abilities. A 1 means you may use it the very next turn.
Dragonkin - Much like dragonborn, except larger. Also considered by some to be most draconic of any humanoid dragonkin race, and so bear the dragonkin title both as a general race and specific race, though this claim is generally just boasting as there is no significant difference in effects that affect only dragon type creatures when comparing dragonkin and others.
: +4 Str
: +2 Con
: +2 Natural AC
: Breath Weapon (+2) - Allows use of a breath weapon. Upon creation, choose an element and either cone (30 ft) or line (60 ft). Breath deals 1d6/lv of damage, allows a reflex save for half damage (DC = 10+Con Modifier+Level). After every use, roll 1d6 to see how many rounds you must wait until you can use breath again, going no lower than 1 even with feats/abilities. A 1 means you may use it the very next turn.
Common Kobold - Small versions of dragonborn, with little difference in abilities.
: +2 Con
: +2 Dex
: +2 Int
: +2 Nat AC
: Breath Weapon (+2) - Allows use of a breath weapon. Upon creation, choose an element and either cone (30 ft) or line (60 ft). Breath deals 1d6/lv of damage, allows a reflex save for half damage (DC = 10+Con Modifier+Level). After every use, roll 1d6 to see how many rounds you must wait until you can use breath again, going no lower than 1 even with feats/abilities. A 1 means you may use it the very next turn.
Cave Kobold - Similar to common kobolds in appearance, cave kobolds focus on mental and mechanical pursuits and tend to live underground
: +4 Int
: +2 Nat AC
: +4 to Craft (Mechanical) and Craft (Metal)
Spellscale - Dragonkin born with inherent magical abilities, often becoming leaders in magical advancement, research, and study, both arcane and divine.
: +6 divided in any configuration between Intelligence, Wisdom, and/or Charisma
: Bonus spell/day for every spell level you can cast (+4)
Wildscale - A type of dragonkin that originated from the wilds of Lorkheran as wise druids, rangers, and etc., but have fully integrated into society while keeping their wise nature intact, including clerics, priests, and other such classes in their specialties.
: +2 Con
: +4 Wisdom
: +2 Natural AC
: +2 on saves against effects originating from arcane spellcraft
Ironclaw - A type of dragonkin that embodies the pure physical power of a dragon. Can be both medium size and large size, with no other differences.
: +8 Strength
: +2 Natural AC
Shieldscale - Dragonkin warriors with an altruistic side, using their hardened scales to defend those they consider friends, often becoming paladins and guardians.
: +2 Str
: +4 Con
: +4 Nat AC
Shadowscale - Often some shade of black or dark gray (but can technically be any color, just as with other dragonkin), and sometimes confused with a lizardlike beastfolk that go by the same name, shadowscales are often thieves and assassins, but those of higher moral standards become duelists and weaponmasters.
: +4 Str
: +4 Dex
: +2 Nat AC
True Dragon - An immortal, ageless, highly magical beast. Any player playing a dragon or any NPC deciding to take a class follows different rules when it comes to character creation than normal NPC's/Enemies, and follow the normal +10 max bonus rules everyone else does, rather than using the Dragon Advancement chart of age.
: +4 in any configuration of stats
: +2 Nat AC
: Breath Weapon (+2) - Allows use of a breath weapon. Upon creation, choose an element and either cone (30 ft) or line (60 ft). Breath deals 1d6/lv of damage, allows a reflex save for half damage (DC = 10+Con Modifier+Level). After every use, roll 1d6 to see how many rounds you must wait until you can use breath again, going no lower than 1 even with feats/abilities. A 1 means you may use it the very next turn.
: Polymorph (+0) - Allows you to take on one alternative medium humanoid form of your choice, such as dragonborn, human, orc, a beastfolk, etc. If it walks on two legs and can use tools/weapons, you may pick it for your form. Your alternative form must match your true form in significant ways, such as matching scales to hair color, matching eye colors, etc., and the form you polymorph into will always be the same once you've picked a form. Changing forms is a full round action, and any equipped items become de-equipped if they cannot fit on the resultant form.
: +2 to any stat, or True Polymorph (+2) - As above, but any number of forms, and no limit to medium humanoid. However, the polymorphed form must still match appearance in significant ways, and any specific type of form, such as human, or squirrel, will always be the same form, as above.
Morphic Dragonkin - An odd, unique sort of dragonkin that seems to have taken the dragon's polymorph abillity to extreme, able to become whatever the situation needs. Often (if such a rare race can be considered to have an often) become adventurers or other jack of all trades sorts of classes, since they themselves are as flexible as the class can be.
: -8 Luck
: Can polymorph, like the true dragon ability, into any medium dragonkin race except true dragon, except you gain their racial bonuses, and lose any racial bonuses gained from previous polymorphs. For example, polymorphing into a Ironclaw gives +8 Strength and +2 natural AC. Polymorphing into a Shieldscale afterwards causes you to lose that +8 Str and +2 AC and gain +2 Str, +4 Con, and +4 Nat AC, for a net loss of 6 Str but a net gain of +2 AC and +4 Con.
==Demihumans==
Mostly humanoid people with distinctive, but limited animalistic features, such as having animal ears and a matching tail but otherwise looking like any other human. Not strictly limited to real animals, and may include features from mythical creatures such as dragons, demons, angels, unicorns, or other such magical beasts. Keep in mind that a character that becomes more than about 20-25% animal and are more anthropomorphic than human-like (the cut-off is usually fur/scale/feathers/etc. covering most of the body rather than skin, or having a non-human face/skull shape, such as a snout/muzzle), they're probably beastfolk rather than demihumans. Keep in mind that most types of demihumans retain the generally human trait of a bonus feat, where beastfolk have higher overall starting stats.
The demihumans listed here are based on general types, and you may follow convention or not as you desire, such as having a cat demihuman be agile or a boar demihuman be strong/built (both conventional and what you would expect given how their animal traits are), or having a snake demihuman be average (rather than agile as one would expect a snake to be, defying convention/expectation), simply because the customization appeals and you wish to make a wizard, who would be worse off if using the expected dex-focused starting stats. 
After the general types are listed some specific types of demihumans, such as Tieflings, though remember that you can still play a Tiefing while choosing a general type, and that the specific listings are more to state that these are important/common types of demihumans, and serve to highlight what a such a type of demihuman should typically have for strengths.
Average - The average demi-human that doesn't morph too strongly into any one body type, retaining mostly human-like qualities.
: +2 to any two different stats (+4)
: Eagle Vision or Greater Scent (+2)
: Bonus Feat at 1st level (+4)
Strong/Built - Large, strong, and tough, but usually on the slow or dumb side
: +2 Str. (+2)
: +2 Con. (+2)
: -2 Dex. or Int. (-2)
: Eagle Vision or Greater Scent (+2)
: Natural Armor Class +2 (+2)
: Bonus Feat (+4)
Agile - Lithe and quick, though usually of average stats elsewhere.
: +4 Dex. (+4)
: Eagle Vision or Greater Scent (+2)
: Bonus Feat (+4)
Enhanced - Both strong and quick, but often unable to take hits; somewhat of a glass cannon.
: +4 Str (+4)
: +4 Dex (+4)
: -2 Con (-2)
: Pick two out of Eagle Vision, Darkvision and Greater Scent (+4)
Wise - Sensible and cool/level-headed, often take mentoring/support roles.
: +4 Wisdom
: Eagle Vision or Greater Scent
: Bonus Feat
Magical - Intelligent and often hold great magical potential, usually due to a mythical creature as the demi part of them (though any "regular" sort of demihuman may be this way for a number of reasons)
: +2 Int
: Bonus spell/day for every spell level you can cast (+4)
Bonus Feat at 1st level (+4)
Tiefling - A race of demihumans tracing an ancient demonic lineage, retaining many such traits like horns, a triangularly tipped, prehensile tail and sometimes red or purple skin.
: +2 Con
: +2 Int
: +2 Charisma
: +2 to Int or Cha
: Blood Magic (+2) - Recovers a spell slot in exchange for 10 HP per spell level of that slot (i.e., a 4th level spell costs 40 hp, 7th cost 70, etc.) You may recover once per turn as a free action.
Centaur
: +2 Str
: +2 Dex
: +2 Wis
: 80 ft land speed
Aesaurilian - 
: +2 Dex
: +2 Wis
: Flight - Gain Flight feat free at 1st level
: Auran Mastery - Gain +2 to attack, damage, and AC as long as you are more than 5 feet off the ground (e.x., flying). Take a -2 instead if grounded.
==Beastfolk==
Mostly animalistic people that can walk on two legs and have hands that can hold and use tools and weapons. Not strictly limited to real animals, and may include features from mythical creatures such as dragons, demons, angels, unicorns, or other such magical beasts. Keep in mind that a character that becomes less than about 35% animal and are more human-like than anthropomorphic (the cut-off is usually skin covering most of the body, rather than fur/scale/feathers/etc., or having a human face and skull shape, with no other animal features in the face), they're probably demihumans rather than beastfolk. Keep in mind that most types of demihumans retain the generally human trait of a bonus feat, where beastfolk have higher overall starting stats.
The beastfolk listed here are based on general types (just like demihumans), and you may follow convention or not as you desire, such as having a cat beastfolk be agile or a boar beastfolk be strong/built (both conventional and what you would expect given how their animal traits are), or having a snake beastfolk be magical or average (rather than agile as one would expect a snake to be, defying convention/expectation), simply because the customization appeals or you wish to make a wizard, who would be worse off if using the expected dex-focused starting stats. 
After the general types are listed some specific types of beastfolk, such as Naeroth, though remember that you can still play a Naeroth while choosing a general type, and that the specific listings are more to state that these are important/common types of beastfolk, and serve to highlight what a such a type of beastfolk should typically have for strengths.
Average
: +2 to any two different stats (+4)
: +2 to any two different stats (+4)
: Eagle Vision or Greater Scent (+2)
Strong/Built
: +4 Str
: +4 Con
: -2 Dex or Int
: +2 Nat AC
: Eagle Vision or Greater Scent (+2)
Agile
: +6 Dex
: +2 Wis
: Eagle Vision or Greater Scent (+2)
Enhanced
: +4 Str
: +4 Dex
: +1 to Str and Dex and -2 Con, or nothing
: Eagle Vision or Greater Scent (+2)
Wise
: +4 Con
: +4 Wis
: Eagle Vision or Greater Scent (+2)
Magical
: +6 divided in any configuration between Intelligence, Wisdom, and/or Charisma
: Bonus spell/day for every spell level you can cast (+4)
: Choice of (-2 to Str or Con, and gain either Eagle Vision or Greater Scent), or (gain/lose nothing)
Naeroth
: +2 Str
: +2 Dex
: +2 Wis
: Greater Scent
: Survival Instinct (+2) - +1 to Reflex saves, +2 to all AC except when prone, paralyzed, or etc.
Griffin
: +4 Dex
: +2 Str or Con
: Eagle Vision
: Flight - Gain the Flight feat free at 1st level
==Goblinoids==
Those of monstrous typing from orcs, to goblins, to ogres and everything in between. Some, such as orcs and bugbears are generally seen (and with good reason) as evil races, though others, such as goblins and imps, are simply crude, barbaric, emotional, or destructive, not meaning to cause chaos and evil, but doing it anyways and garnering a bad reputation as a result.
Crude Goblin - The smallest and most common type of goblinoid, perhaps even more numerous than humans due to their prolific breeding and short lifespans. They often live wherever they can, but most prefer a warrens, which is simply a large cave system filled with goblins.
: +2 Dex
: -2 Int
: +2 Wisdom
: Darkvision
: Breaker (+6) - Whenever you destroy something significant or a significant number of things (DM's discretion), enter a frenzy, gaining +4 to Str, Con, and Dex for 10 minutes. Breaking more things during a frenzy adds 10 more minutes each time. Once the frenzy is over, you cannot enter another frenzy until you have rested. Every time you activate this ability, you gain an attribute point if you haven't gained an attribute point from Breaker this level.
Imp - Only slightly bigger than crude goblins (just an inch or so on average), imps are not much different outside of a slight inclination away from barbaricy.
: +2 Con
: +2 Wisdom
: Darkvision
Bonus feat at 1st Level
Steelworker Goblin - Unlike their brothers the crude goblins, steelworker goblins are very intelligent and talented when it comes to mechanics, but are also prone to exploding at inopportune times, perhaps due to their motto of "Needs more fire!"
: +2 Dex
: +4 Int
: Darkvision
: +4 to Craft (Metal) and Craft (Mechanical) , but any failure on either of these checks is considered a critical failure, and if at all possible causes an explosion of some kind.
Hobgoblin - Bigger than a normal goblin, but smaller than a human, about the size of a dwarf but slightly taller and nowhere near as stocky. Hobgoblins are considered the normal, or average goblinoid, and its abilities reflect that.
: +2 to any two different stats
: Darkvision
: Bonus Feat at 1st level (+4)
Mogg - The biggest type of true goblin, just slightly bigger than a human, about the size of an orc.
: +2 Str
: +4 Con
: Sacrifice - You may take the damage for one melee attack for an adjacent character per round. You may decide to take the damage either before or after damage rolls, but must make a reflex save with a DC equal to half the attack bonus if you choose to take the damage after.
Orc - Orcs are the point at which you can't really call them goblins, but are affected by targeted effects all the same. Slightly bigger in size than a human, and usually much more muscular even if they're not actually stronger.
: +4 Str
: +2 Con
: Bonus feat at 1st Level
Uruk - Very similar to orcs, but significantly larger and tougher, though not quite large sized creatures.
: +4 Str
: +2 Dex
: +4 Con
Bugbear - A large, furred goblinoid known for a bad disposition and a penchant for destruction. Most recommend steering far clear of the big brutes
: +6 Str
: +6 Con
: -2 Int
Ogre - Like bugbears, Ogres are Large brutish creatures, though their intelligence varies wildly. It should be noted that the dumb ones are absolute powerhouses, matched in raw strength only by Ironclaw Dragonkin.
: +4 Str
: +4 Con
: Either +2 Int or -4 Int and +4 to Str
Troll - Large goblinoids that have a huge healing factor, but also a very well known weakness to fire, which coincidentally stops them from regenerating. Also usually on the dumb side.
: +4 Str
: +4 Con
: -2 Int
: +2 Nat AC
: Weakness to Fire - Take double damage from any source that deals fire damage.
: Troll Regen - Regenerate 1 HP per level every round at the beginning of your turn. If you take fire damage, your regeneration is halted for that round. If you are set on fire, you cannot regenerate until the fire is extinguished.
Oni - Demonic goblinoids of either medium or Large size boasting powerful innate magic, at a cost they often forget to mention.
: +2 Str
: +2 Int
: +2 Charisma
: +2 Int or Cha
: Demon-Pact - Whenever you cast a spell, you may spend experience to boost it, gaining a temporary caster level for each (100 x character level) experience you spend, just for that spell. (i.e., a 7th level sorcerer wants to cast fireball, and to raise it one caster level would cost him 700 Experience, or 1400 for 2 levels).
==Template Races==
Races like vampires and werewolves don't have their own race, and are instead a sort of add-on to another race, and give bonuses and penalties independent of their base race. There are actually two rough sections of templates, the first of which is balanced tempates characters can start with if they desire, and the second are power boosting templates that must either be acquired in game or are upgrades of the former templates, available after certain prerequisites are met.
==Custom Race==
If none of the races listed here already tickle your particular fantasy, simply make your own, even if it's basically already present in the list (such as making a nacatl, which would be an agile beastfolk normally, but making a custom version since none of the defaults match what you had in mind for that particular character).
You have 10 maximum bonus points with which to design your character's bonuses mechanically.
Generally stat bonuses are on a 1-1 basis and are probably the bulk of your points, but any single stat exceeding a +6 bonus generally gets an additional point or two because of the extreme specialization.
Most special abilities will account for a +2 bonus, things like darkvision, greater scent, etc. (see listed races above or list [not written yet] below).
Bonus feats are a +2 if you are making it one specific feat that makes sense for the race you're making to always have (such as flying, or a breath weapon), otherwise they allow a simple free feat of your choice at first level for a +4.
Skills generally go 2-1, giving a +4 to a skill for +2 bonus, though any single bonus higher than +8 will add more points.
Natural Armor is also a 1-1 basis, all the way up to +10 if that's your fancy.
Land Speed is +1 for 10, +2 for 20 feet, +4 for 30 feet, +6 for 40 feet, and +10 for 50 feet.. Centaurs are an exception to this as they are quadrupeds, and horses at that.
Saves are a 1-1 just like armor class.
Penalties, should you decide to have any, work in the same way as bonuses, subtracting from your total so you can get other and more bonuses. There are only two types of penalties, however, stat penalties and special penalties, and you can take no more than a -4 to any one stat.
Special abilities not listed here will have to be rated and approved by your DM, but besides that, that's pretty much all there is.
==Old Race Index==
The races of Dracaniss are as follows at the moment. Please note that the races are all subject to change/modification, and that some may be added, removed, or renamed.
Aesaurilians
Aevolitar
Burmecian
Centaurs
Dragons
Dragonborn
Dragoons
Dwarves
Elves
Gnomes
Griffins
Halflings
Half-Bloods
Human
Kobold
Lizardfolk
Minotaurs
Nacatl
Naeroth
Orcs
Vampirism and other magical "diseases"
Vrashloks
Warforged
Yuan-Ti