The Savages

The continent of Oerik has many intelligent races which are considered by humans and their allies to be "uncivilized," savage even. Many are more powerful than humans, elves, dwarves, etc, but would still make suitable characters.

### A Note About ECL

ECL is dumb. Like the master of the inn from Les Miserables, it charges you coming, going, and for everything in between. LA is likewise dumb, but, at low levels, namely +1, it's acceptable.

So, that said, non-standard, powerful races have either a modest LA, or are considered to be a certain level. This was the intent of ECL, but it never actually worked.

Monster Classes were likewise terrible. Endeavour to not use them. If you really want to play an inexperienced version of a powerful creature, we can work something out that is basically a monster class that doesn't kick you in the junk.

## Unusual Races

The following races are equivalent in power to standard races, or only have a small LA.

### Feytouched

The fae are inordinately concerned with the affairs of mortals. Whether they are hunting them, bedding them, or stealing them from their cribs, the fae often Prey Upon mortals. Strangely, mortals, for their part, frequently go along with it--wedding fae princes, following sidhe to strange markets, and taking offered favours not thinking about what might be asked in return.

* +2 Dexterity, +2 Charisma, -2 Constitution. Feytouched are graceful and those which are not beautiful are terrifying, but they are fragile like flowers.
* Fey Type
* 30 foot movement rate
* Low-Light Vision
* Immunity to [Compulsion] Effects
* Magic Affinity: Every Feytouched is different, and marked by the signature magics of the fey in a different manner. Every Feytouched has one spell that can be used once per day as a spell-like ability. This spell is chosen at 1st level and cannot be changed. Any 1st level Illusion or Enchantment spell from the Sorcerer/Wizard list is fair game, and the save DC is Charisma-based.
* Favored Class: Bard or Sorcerer
* Feytouched speak Common and Sylvan. Bonus Languages may be selected from the following list: Aquan, Auran, Elvish, Draconic, Dwarvish, Druidic, Goblin, Gnoll, Gnome, Halfling.

### Githyanki

The Githyanki do not often speak of their history, but it is known they have an ancient enmity with the strange race known as the illithids. Though they are often at odds with other races, they will famously cease hostilities with their opponents, even joining with them, to fight an illithid which appears. Githyanki are also known for a racial alliance with Red Dragons, and a propensity for plane-hopping.

* +2 Dexterity, +2 Constitution, -2 Wisdom
* Medium Outsider (Native)
* 30 ft. Movement Speed
* Darkvision 60'
* Psionics: 3/day--*daze*, *mage hand*. At 3rd level and above, *blur* 3/day. At 6th level and above, *dimension door* 3/day. At 9th level and above, *telekinesis* 3/day and *plane shift* 1/day. Caster Level is equal to character level, and DCs are Charisma based.
* +4 Diplomacy with Red Dragons
* Spell Resistance 5+Character Level
* Automatic Language: Gith. Bonus Languages: Common, Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Slaad, Terran, Undercommon.
* Favoured Classes: Fighter and Wizard
* LA +1

### Githzerai

The Githzerai and Githyanki were once one race, and they share a hatred of illithid. Where the Githyanki became cruel and spiteful, the Githzerai turned xenophobic and isolationist. They retreated to monasteries hidden on floating terra firma on the plane of Limbo. Githzerai are contemplative, and practice the martial arts as a form of mental and physical honing.

* +6 Dexterity, -2 Intelligence, +2 Wisdom
* Medium size Outsider (Native)
* 30 ft Movement Speed
* Darkvision 60'
* Psionics: 3/day--*daze, feather fall, shatter*. At 11th level and beyond, *plane shift* 1/day. Caster level is equal to character level and DCs are Charisma based.
* *Inertial Armour*:
* Spell Resistance 5+Character Level
* Automatic Languages: Gith. Bonus Languages: Common, Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Infernal, Slaad, Terran, Undercommon.
* Favoured Classes: Monk and Cleric
* LA +2

### Goblins

Goblins are small, cunning humanoids known for being easily overpowered, living in what would be squalor by human standards, and having close ties to more physically powerful monsters such as wargs and ogres.

* -2 Str, +4 Dex, +2 Int, -2 Cha: Goblins are small and physically weaker than larger races, and considered by most other races to be ugly--a fact which leaves them somewhat lacking in confidence. However, they are amazingly agile, and quite cunning.
* 30' movement (despite small size).
* Humanoid Type (Goblinoid subtype)
* Darkvision 60'
* +4 bonus to Move Silently and Ride checks.
* Born in the Saddle: Goblins may consider Mounted Combat a regional feat.
* Goblins benefit from an ancient pact with the Worgs, and every Goblin receives a +2 bonus to any Bluff, Diplomacy, Handle Animal, Sense Motive, or Survival check made with respect to a Worg.
* Favored Classes: Rogue and Wizard
* Automatic Languages: Common, Goblin
* Bonus Languages: Draconic, Elvish, Dwarvish, Giant, Gnoll, Infernal, Orcish, Undercommon, and Worg.

### Half-Orcs

Orcs live alongside humans in many parts of the Flanaess. Aside from raids, when not on war footing, it's not uncommon for orcs to mingle with humans. Compared to human women, orc women are often gullible. Compared to orc women, human women are often weak. It's not hard to create a half-orc, though half-orcs born from a happy couple are rare.

* +2 Strength
* Medium Size
* 30' movement
* Humanoid Type (Orc and Human subtype)
* Darkvision
* +2 to Intimidate, Gather Information, and Survival checks.
* Favored Classes: Rogue and Barbarian
* Automatic Languages: Orc, Common
* Bonus Languages: Any.

#### Half-Orc Regional Feats

**Badge of Bondage** *Half-orc--* Your experiences as a slave have made you more resistant to torture and mental manipulation, granting you a bonus on Fortitude and Will saves, as well Bluff checks.

**Mercenary Background** *Half-Orc--* You've traveled across the Flanaess as a hired mercenary, learning a smattering of local flavor on every mission in a foreign land. Because you've known so many fellow mercenaries from distant lands, you have little difficulty picking up foreign languages, making Linguistics a class skill for you, and granting you a bonus on Kn. Local checks. Additionally, there is always a good chance that you will run into people you know from your time in the mercenary companies.

**Raider's Spirit** *Half-Orc--* You're a fearless raider, granting you a bonus on Intimidation check and saves against fear effects.

**Rapscallion** *Half-Orc--* Your stunning wit improves the credulity of your lies and bluffs, allowing you to add your Intelligence bonus to your Bluff checks.

### Hobgoblins

Hobgoblins are strong, generalist goblinoids. The label of "Savage" is deeply ironic when applied to hobgoblns, given that their civilization is more structured and rigid than most human, elven or dwarven cultures. Hobgoblins have intricate, incredibly baroque caste systems and laws governing them.

* +2 Dexterity, +2 Constitution: Hobgoblins are flexible and hardy.
* Medium Size
* 30' movement.
* Humanoid Type (Goblinoid subtype)
* Darkvision
* +4 bonus to Move Silently checks.
* Favored Classes: Fighter and Samurai
* Automatic Languages: Common, Goblin
* Bonus Languages: Draconic, Elvish, Dwarvish, Giant, Gnoll, Ignan, Infernal, Orcish.

### Kobolds

Kobolds are finely built, small, dragon-like humanoids. They live in sprawling burrow-mines, digging for valuable stones and metals as well as the lost wealth of the dragon gods. They claim, in a thin roar, descent from the mighty dragons.

### Orcs

Orcs are savage, usually evil humanoids who are every dark lord's favourite soldier race. They are strong and durable, able and willing to eat virtually anything. They are also typically stupid, dense, or weak of personality, and thus easily controlled.

* +4 Strength, -2 to a mental stat of your choice.
* Medium Size
* 30' movement.
* Humanoid Type (Orc subtype)
* Darkvision 60'
* Daylight Sensitivity: While in brightly lit surroundings (such as a *daylight* spell), an Orc suffers the *dazzled* condition and is thus at a -1 penalty to attack rolls and precision-based skill checks.
* +2 bonus to saving throws vs. Poison and Disease.
* Immunity to ingested poisons.
* +2 to Jump and Survival checks.
* Favored Classes: Barbarian and Cleric
* Automatic Languages: Orc, Common
* Bonus Languages: Dwarvish, Elvish, Giant, Gnoll, Goblin, Sylvan, Undercommon

#### Common Orc Regional Feats

**Badge of Bondage** *North Kingdom, Pomarj--* Your experiences as a slave have made you more resistant to torture and mental manipulation, granting you a bonus on Fortitude and Will saves, as well Bluff checks.

**Blooded** *Bone March, Geoff, Pomarj--* You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard, granting you a bonus to Initiative and Spot checks.

**Border Watch** *Geoff--* Your experience watching the horizon for enemy troop movements has made you a better soldier, granting you a bonus on Spot and Profession (Soldier) checks.

**Celestial Scion** *North Kingdom--* You are a member of one of the noble houses of the former Great Kingdom, granting you benefits depending on which precise house you hail from.

**Fiendsign** *North Kingdom--* Your body bears a readily identifiable mark of your traffic with fiends, chosen from the list of physical signs of Fiendish taint. You bond to the denizens of the Lower Planes grants you some measure of control over your fiendish associates, meaning that Outsiders with the evil subtype take a penalty on their saves against your spells, and granting you a bonus to your caster level check to overcome their spell resistance.

**Giantkiller** *Geoff--* Your experience fighting giants has given you a Tactical Advantage against them, granting you a bonus on attack rolls to confirm Critical Hits against giants, and a dodge bonus on AC against them.

**Landless Nobility** *Bone March, Geoff--* You belong to a noble line that has utterly lost its homeland due to war, incompetence, politics or fate. Your status as a noble nonetheless grants you some measure of financial comfort, despite your lack of land, granting you maximum starting gold for your class, a bonus on Charisma-based skills made against residents of your homeland, including expatriates, and allowing you to generally find food and lodging from such people wherever you go.

**Mountain Fighter** *Pomarj--* You know how to make the most of terrain-inspired advantages when fighting in mountainous terrain, granting you a dodge bonus to AC in such terrain.

**Raider's Spirit** *Bone March, Pomarj--* You're a fearless raider, granting you a bonus on Intimidation check and saves against fear effects.

**World Weary** *Bone March, Geoff, North Kingdom, Pomarj--* Your crushed spirit makes you difficult to scare or intimidate, granting you a bonus on saves against fear, and allowing you to treat fear conditions as one rank lower.

### Planetouched- Aasimar and Tieflings

There are those on Oerth who hail from a line touched by the divine or profane, an outsider having mingled with their ancestors at some point. Those descended of beautiful outsiders, such as Solars, Mariliths and Erinyes, are known as Aasimar. Those descended of bestial or ugly outsiders, such as Leonals or Kytons, are known as Tieflings. The Mortal and Outsider blood mingle to create what is essentially a new race, tielflings and aasimar vary somewhat, but are typically more recognizable as what they are than what their ancestors were.

* See Planetouched

## Powerful Races

The following are races which are acceptable to play, but are powerful enough to effectively be leveled characters before taking class levels. Each of them has a level equivalency.