Aarakokra |
Dwarves |
Elves |
Half-elves |
Half-giants |
Halflings |
Humans |
Muls |
Pterrans |
Thri-kreen |
Standard abilities are listed in in plain text; the optional custom racial characteristics are shaded.
Each Race has required minimum and maximum statistics. For example, a character with an intelligence over 15 or a strength under 17 cannot be made into a half-giant.
When the player decides on a race, the characters statistics are adjusted for that race as described in the individual race descriptions below. For example a player who has rolled a strength of 17 and intelligence of 15 for his character opts to make the character a half-giant; since a half-giant receives +4 to strength and -2 to intelligence, the character ends up with a 21 strength, and a 13 intelligence (the ultimate maximum intelligence and minimum strength for a half-giantrelative to other half-giants, this one is a weak nerd).
Standard humans receive an extra 10 charps to spend on traits and disadvantages in Step IV; standard non-humans have no charps that carry over. Custom characters, both human and non-human, can carry up to 10 charps over to Step IV: Traits and disadvantages.