Infinite Races

Because this is the outer planes, the campaign setting allows for more races that can possibly be written. In a method to illustrate potential races, the following general rules are used for creating your own race with the point system below. You have 40 points to create a race.


Points Racial Ability
20 Breath weapon. This breath weapon is an ability that uses either the AoE, Cone, or Line type of attack and does not provoke an attack of opportunity. Must be worth no less than 20 points
10 Improved Natural Attack. Like the natural attack ability, except it is improved to be like any weapon, not just Dagger, Club, or Crossbow.
5 Natural attack. This is an attack that the race possesses, such as claws, a bite, a tail swipe or eye beams. The attack acts as either a Dagger, Club, or Crossbow (slashing, bludgeon, piercing, or fire). Treated as a weapon
10 Darkvision
5 Low-light vision
10 Breathe underwater
10 +1 racial bonus on all saving throws
10 +2 AC bonus versus large-size foes
10 +2 racial bonus to AC against opportunity attacks
10 Gain one extra power
10 You have resist cold 10
10 You have resist fire 10
10 You have resist radiant 10
10 +5 racial bonus to saving throws against charm effects
10 +5 racial bonus to saving throws against fear effects
10 +5 racial bonus to saving throws against poison effects
*5 +2 to one ability score
*5 +1 racial bonus to attack rolls made against one racial group
*5 Racial proficiency in four military weapons of choice.
5 You gain training in one additional skill selected from the skill list in Chapter 5
5 You gain a +1 racial bonus to your Fortitude defense
5 You gain a +1 racial bonus to your Reflex defense
5 You gain a +1 racial bonus to your Will defense
5 When you’re bloodied, you gain a +1 racial bonus to attack rolls
5 You gain a +1 racial bonus to attack rolls against bloodied foes
*5 +2 racial bonus to one skill
5 When an attack would knock you prone, you can immediately make a saving throw to avoid falling prone
+10 +5 racial bonus to saving throws against all supernatural/magical effects. Cannot cast magic & use activated magic item powers (such as wands)
+5 -2 to one ability score
0 Tiny, Small, or Large-sized race

Note: An asterisk next to a racial abilities cost may be purchased twice.
Note: A small character cant use two-handed weapons (page 215). When a small character uses a Versatile weapon (page 217), such as a long sword, you must use it two handed, but you don’t deal additional damage for doing so. A small race cannot purchased a racial +2 to strength ability score increase.
Note: A tiny character can’t use two-handed weapons (page 215). All other weapons deal two dice less damage and must be custom made for the tiny-sized character (for example, a 1d8 weapon now deals 1d4 damage). A small race cannot purchase a racial +2 to strength ability score increase. A tiny race gains a +2 bonus towards their Dexterity score. A tiny race gains a +1 bonus to AC and Reflex, and a +2 bonus towards Stealth checks.
Note: A large character may use two-handed weapons in one hand (page 215). Versatile weapons now have the Off-hand trait, and any Off-hand and Light weapons cannot be used. A large race cannot purchase a racial +2 to dexterity ability score increase. A large race gains a +2 bonus towards their Strength score. A large race gains a -1 penalty to AC and Reflex, and a -2 penalty towards Stealth checks.


Sample Races

The following below are the average racial parameters for each race listed. This my no means the rule set in stone for each race below, and you may choose to create your own version of each race.

Human (40 Points)

  • +2 to one ability score of choice (5)
  • +2 racial bonus to one skill of choice (5)
  • Gain one extra power (10)
  • You gain training in one additional skill selected from the skill list in Chapter 5 (5)
  • You gain a +1 racial bonus to your Fortitude defense (5)
  • You gain a +1 racial bonus to your Reflex defense (5)
  • You gain a +1 racial bonus to your Will defense (5)

Elf (40 Points)

  • Low-light vision (5)
  • +2 Dexterity, -2 Constitution, +2 Charisma (5)
  • +2 Nature, +2 Perception (10)
  • +1 racial bonus to attack rolls made against orcs (5)
  • Racial proficiency in the short sword, long sword, short bow, or long bow (5)
  • +5 racial bonus to saving throws against charm effects (10)

Dwarf (50 Points)

  • Darkvision (10)
  • +2 Constitution, -2 Dexterity, +2 Wisdom (5)
  • +2 AC bonus versus large-size foes (10)
  • When an attack would knock you prone, you can immediately make a saving throw to avoid falling prone. (5)
  • +1 racial bonus to attack rolls made against goblinoids (5)
  • Racial proficiency in the battleaxe hand axe, warhammer, and war pick (5).
  • +5 racial bonus to saving throws against poison effects. (10)
  • +5 racial bonus to saving throws against all supernatural/magical effects. Cannot cast magic & use activated magic item powers (such as wands) (extra 10)

Hobbit (40 Points)

  • Small-sized race (0)
  • +2 Dexterity, +2 Charisma (10)
  • +2 Perception, +2 Stealth (10)
  • +2 racial bonus to AC against opportunity attacks (5)
  • You gain a +1 racial bonus to your Reflex defense. (5)
  • +1 racial bonus on all saving throws. (10)

Gnome (40 Points)

  • Small-sized race (0)
  • Darkvision (10)
  • +2 Intelligence, +2 Wisdom (10)
  • +2 History, +2 Insight (10)
  • +5 racial bonus to saving throws against poison effects. (10)

Infinite Races

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