Character Creation help page- Racial stats

Important Information
Class Information
Canon Istarian Races
Sentient creatures of Istaria

Note: These are for the Aradothean races. there may be similar races on the other contidents.

Complicated Adulthood

Fluff: Dragons are large fire breathing flying lizard-like creatures who are considered to be the creations of Drulkar, the fire god. They are very arrogant and have a superiority complex, as a whole, and are very fond of shiny objects and metals.
When the Gift was bestowed upon the living races, it screwed with natural dragon growth, requiring them to go through a spiritual rite of passage before they could grow in body.

Dragons have two factions: Lunus, an ancient faction that are proud of their warrior tradition and strength. They seek to dominate all of the other races of Istaria and to make them bow before their might. The Helians are a more ‘recent’ faction, focusing on the good they can do in the world. They seek to uplift the lesser races, to make them bow before superior knowledge and wisdom to the benefit of all.
The factions tend to favor different styles of education and also tend to dislike each other immensely, though associatiations are kept carefully cordial to prevent a severe civil war, with only the gifted able to rise above this in any way.

A spell typically is taught to young dragons that allows them to take on a biped form. Although some dislike the form, and dislike the other races of istaria, it has become obvious that dealings with them are unavoidable and being a big lizard creature sometimes makes this difficult.
So many use their biped, known as a khutit, form for general purposes. Its also useful for getting into buildings not built to a dragon’s proportions, and it allows dragons to use weapons they would normally not be able to.
Its a rough transformation that takes alot of concentration and due to the lesser needs of the khutit body, some dragons in Naka society stay in their khutit forms and shift to dragon form on occasion. When among dragons, this is reversed.

Lifespan: Adulthood near 50 or so, average lifespan: 500-800 years

  • Medium size
  • Base land speed is 30 feet, burrow at 10ft
  • Base racial stats: Cha +2, Dex -2,
  • 2 claw attacks, one bite attack: see Dragon Class listing below for information
  • Low light vision, Darkvision 60ft
  • Unusual Shape: Dragons, as quadrupeds, are not built like the other Living Races, and as such, armor and weapons designed for them cost double (Or more as the dragon grows, see this table )
  • immunity to fire attacks, vulnerable to cold (x2 damage)
  • Automatic Language: Imperial, Dragon
  • Favored Class: Lunus faction dragons have fighter and barbarian as favored classes. Helians have mage and sorcerer as favored classes.
  • Notes: Hatchling dragons are not proficient with any weapons or armor other than their natural ones

Dragons must also take the appropriate level in the Dragon class. They may take either one or two to start, and may choose to level up in the dragon class instead of their character class.

Dragon Levels:
Hit Dice: d12
Skill points: 6 + Intelligence Modifier

lvl 1: Hatchling. Medium size.
1 natural Armor
Special ability: They gain a breath weapon that is a 15-foot cone of fire that does 1d4 fire damage per level and has a reflex save DC of 10
1/2 character level + Constitution modifier.
The damage for their Claw and Bite attacks are 1d4 and 1d6 respectively. This may be used once per encounter.

lvl 22: Adult. (REQUIRES QUEST IF NOT STARTED AT THIS LEVEL) Large Size (+4 to strength, +2 to constitution, -2 to AC, -2 to Dexterity).
Movement speed changes to: 30 ft, 20ft burrow, 40ft flying (poor)
NOTE: A flying dragon cannot hover, and will become fatigued at the DMs discretion.

+2 natural armor
Special ability: Adult dragons gain a breath weapon that does 1d6 fire damage per level and may be breathed in a 20 ft cone or a 40 ft line. The Reflex Save DC is equal to 10 1/2 character level + constitution modifier.
The damage for claw and bite attacks are 1d6 and 1d8 respectively
Gains the Khutit Form ability: Khutit form allows dragons to take on a bipedal form that can use weapons and wear armor not designed specifically for dragons.

The Khutit form has these stats:
Medium size
Khutit form is weaker than dragons, so any modifiers for their larger size are lost \ or, in the case of dexterity, regained.
Movement speed, 30ft
1d4 claw attack, no bite attack
Special ability: Khutit form dragons can breathe fire in a 15 ft cone and deal 1d4 damage for every two levels. Reflex Save DC is equal to 10 1/2 character level + constitution modifier. This ability may be used once per day.

Lvl 3:
+1 Base Attack Bonus
Gain two wing slap attacks which deal 1d6 damage and one tail slap attack which deals 1d8 damage. These attacks can only be done in dragon form, but the wing slap can be done while flying.

lvl 4:
+1Natural armor Base attack bonus
Gains the Flyby Attack feat and the Snatch feat

Lvl 5: (Requires a Quest) Ancient Dragon:
Huge size (an additional +4 to strength and +2 to constitution and -2 to dexterity and AC)
+2 natural armor
Movement speed changes to: 40 ft, 30ft burrow, 50ft flying (poor)
NOTE: A flying dragon cannot hover, and will become fatigued at the DMs discretion.

Special ability: Ancient dragons gain a breath weapon that does 1d8 fire damage per level and may be breathed in a 30 ft cone or a 50 ft line. The Reflex Save DC is equal to 10 1/2 character level + constitution modifier.
The damage for claw and bite attacks are 1d8 and 1d10 respectively

Fluff: Humans are primate bipeds who are the Jacks of all trades of Istaria. They are capable of great extremes and great moderation. Great Heroes, such as the legendary Ryson Stormbringer, have come from their ranks, as have great villains such as Torrin Macalir. They can break the world, and they can fix it.
Variable in many of their traits, they are sometimes hard for the other races to deal with.
There are colonies of humans spread across Istaria, not just the contident of Aradoth, so there is much variation in humanity itself.
However, the Aradoth humans are more likely to resemble humans of Europe in our world (AKA, they tend to be white). Other humans from other places are unlikley, but possible. (However, the DM hasn’t yet built those places yet…)

Lifespan: adulthood at 15-18, average lifespan about 75 years


  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Automatic Language: Common.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.


_Fluff: Elves are a very regimented race, with a focus on military discipline and strategy. While they claim to be in tune with nature, they are city dwellers at heart, more at home in a tree-filled city than in an open field. They are quite comfortable with trees and building sin general and dislike wide open spaces such as plains and deserts. They are trained with bows and spears from an early age and military service is required for all elves. They are fragile, but stubborn and arrogant beings, though they give gratitude and respect where it is due. They do not forget grudges, nor do they forget kindness shown, and will try to repay either and both in kind. _

Lifespan: Adulthood at 28-35, Average lifespan: 150-200 years

– +2 Dexterity, -2 Constitution.
– Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
– Elf base land speed is 30 feet.
– +2 racial saving throw bonus against enchantment spells or effects.
– Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
– Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, spear, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
– Elves are sharp of ear and keen of sight. +2 racial bonus on Perception checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
– Automatic Languages: Common and Elven. Bonus Languages: Draconic, Sylvan
– Favored Class: Scout


Fluff: Dwarves are enigmatic short folk, though their stature is compensated for by their hardy nature. They are stubborn to an extreme, and resilient as hell. They are master craftsmen and judges, and their warriors are a fine sight. While somewhat rarer and less spectacular, their magic users as well have made their mark. Their society is very Law Oriented and strict, so many tend to be lawfully aligned.
They are known for terrible food, great alcohol, and for being able to handle enormous quantities of said alcohol.

Lifespan: Adulthood at age 35-45, average lifespan: 150-200 years


  • +2 Constitution, -2 Charisma
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Low Light vision
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: They are considered proficient in All melee martial weapons that are not exotic
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Gnome, Saris
  • Favored Class: Fighter, Wizard


Fluff: Gnomes are brilliant. Even the dumbest among them is typically smarter than the average human. These are the genius inventors, the brilliant minds of istaria, and are usually enthusiastic and cheerful, able to bounce back from failures and setbacks and misfortune with a spring in their step and a whistle on their lips, however strained. Some call them crazy. Some are right.
They are responsible for a large proportion of the technological invention and general innovation of the empire, and have significant representation in just about any university. They are strongly chaotically oriented. Many have alot of compassion, but some are blinded to the consequences of their work, if any. Either way, talking with a gnome is sure to be enlightening, interesting, and to give you a headache.

Lifespan: Adulthood at 22, average lifespan: 120-150 years


  • +2 Intelligence -2 Wisdom
  • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Gnome base land speed is 20 feet.
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on Listen checks.
  • +2 on attack and dodge rolls against Constructs
  • +2 racial bonus on Craft (alchemy), Craft (Tinkering), Disable Device, and Use device checks.
  • When crafting magical items or devices, a gnome does not have to spend EXP to make it
  • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
  • Favored Class: Bard.


The Satyr were once enslaved to the Aegis but since they gained their freedom, they have vowed to be bound by nobody and nothing ever again. They are the wild and free embodyment of nature, a parallel to the regimented orchard-city dweller elves. They are hedonistic and partying, but absolutely focused and vicious when it comes to fighting the Aegis that held them for so long. They tend to be disorganized and to not make plans beyond simple pack tactics.

NOTE: I tried to balance the stats, but I’m not sure…

Lifespan: Adulthood at 13, Average lifespan: 50-70 years


  • +2 Dexterity, +2 Charisma, -2 Intelligence, -2 Strength
  • Medium size.
  • A satyr’s base land speed is 40 feet.
  • Low-light vision.
  • Racial Hit Dice: A satyr begins with 2d6 Hit Dice of HP, a base attack bonus of 1, and base saving throw bonuses of Fort +2, Ref +3, and Will +2, as well as 6intelligence modifier skill points.
  • Racial Skills: +4 racial bonus on Hide, Listen, Move Silently, Perform, Knowledge (Nature), and Spot checks. These are considered Class skills for all intents and purposes.
  • Racial Feats: A satyr receives Alertness as a bonus feat.
  • +4 natural armor bonus.
  • Natural Weapons: Head butt (1d6).
  • Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.
  • Favored Class: Bard, Druid
  • Level adjustment: +1


_Half Giants are Big humanoids, likely of human stock that live in longhouses in the icy wastes of the north Aradoth and on the cold ruined volcanic island of Trandladar. They are hardy and strong, valuing strength above all other attributes. _

Lifespan: Adulthood at 17, average lifespan: 80-85 years

  • +2 Constitution, +2 Strength, -2 Dexterity.
  • Medium size.
  • Half-giant base land speed is 30 feet.
  • Low-light vision.
  • Cold Acclimated: Half-giants have a +2 racial bonus on saving throws against all Cold spells and effects.
  • Powerful build: Powerful Build (Ex)
    The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Automatic Language: Common. Bonus Language: Draconic, Giant, Gnoll, Ignan.
  • Favored Class: Barbarian, Bezerker
  • Level adjustment: +1.


_ Fiends are the blue-skinned, beautiful, horned, and tailed descendants of exiled human mages and necromancers who made a deal with the goddess Niatha Moraven, who changed them and marked them as hers. They are a sorcerous society and are magically adept, creating many classes that fuse magic use with other things, such as swordplay, unarmed combat, and archery. They are very vengeful, and hold grudges for a long time before taking their revenge. After all. Revenge is best served cold._

Lifespan: adulthood at 15-18, average lifespan about 75 years


  • +2 Intelligence, +2 Charisma, -4 Strength
  • Medium size.
  • A Fiend’s base land speed is 30 feet.
  • Racial Skills: Fiends have a +2 racial bonus on Bluff, Diplomacy, and Spellcraft checks.
  • If a fiend does not have a spellcasting class, they are able to cast a single lvl 0 spell 4/day. If they gain a spellcasting class, they lose this special feature and instead gain the spellcasting abilities of the spellcasting class.
  • 20 points resistance to cold
  • Automatic Languages: Common,Fiendish
  • Favored Class: Rogue, necromancer/mage


Saris are catfolk, swift of foot and flexible of spine. They are a very militia-based society, and are the inventors of the main martial art used in istaria. They are communally-minded folk and will do anything for the integrity of the community. the trouble is getting them to do specific things, as that is like herding cats. They are fond of races and other tests of agility.

Lifespan: adulthood at 13-15, Average lifespan: 50-60

- +2 Dexterity, -2 Constitution
  • Medium size.
  • A Saris’ base land speed is 50 feet.
  • Low-light vision.
  • Weapon Proficiency: Spear, shortsword, unarmed
  • +4 racial bonus on Listen, Search, and Spot checks as well as a +2 bonus to Heal checks and to healing spells and to balance, jump, and other acrobatic abilities
  • Automatic Languages: Common, Saris, Sslik
  • Favored Class: scout


_The warm-blooded feathered lizardfolk have a superficial resemblance to dragons, but little more. They are genderless folk, with any sslik being able to fertilize and lay eggs, and even lay fertile eggs on their own. They are very tribal, holding the sslik community as a whole first and their friends the Saris at a close second. They are tough, resilient folk, with a regenerative ability, a strong shamanic and druidic tradition, and a strong sense of identity. _

Lifespan: Adulthood at 16-21 when their crests grow in, average lifespan: 60-90 years

  • +2 Wisdom, -2 Charisma
  • Medium size.
  • A lizardfolk’s base land speed is 30 feet.
  • +2 racial bonus on Balance, Jump, and Swim checks.
  • Sslik Regeneration: A Sslik can heal her own wounds. She can heal a number of hit points of damage equal to her class level +2 once per day, and she can spread this healing out among several uses. This is a standard action that does not provoke attacks of opportunity, and can be preformed unconscious.
    Automatic Languages: Common, Sslik, Saris
    Favored Class: Druid

Nissians are rare crow-people who have only recently reopened their portal to the living world after centuries of sanctuary living in the istarian afterlife. Being the only living beings in a world of dead gives them an interesting view of death and dying, a great sympathy and understanding of the problems that people face, and a hatred of undeath. There are comparatively few in the living world, most remain in the Spirit Realm to look after the children or because they do not wish to go. In the living world, they stick to their forested mountain roosts, and rarely enter the main body of society, though they welcome any and all visitors to their living world outpost and are very social if spoken to.

Adulthood starts after their rite of passage, average lifespan: 45-50, or 75-100 if ascended. Time moves strangely in the spirit realm however so some nissians on their quests barely age at all.

  • Medium
  • Base Land Speed: 30ft
  • Wing-Aided Movement: +10 racial bonus on Jump Checks
  • Gliding: Nissians can use their wings to glide and negate falling damage from any height, and allowing 20ft of forward travel for every 5 ft fallen. They glide at a speed of 40ft average maneuverability. They cannot hover while gliding, and cannot glide when carrying a medium of heavy load. If she becomes unconcious while midair, her wings naturally unfurl and stiffen, allowing her to circle down and take only 1d6 of falling damage, no matter the actual falling distance.
    *Flight: A nissian can fly for a number of rounds equal to their constitution modifier (or 1 if no modifier/ a negative modifier is present)+ their level, these need not be consecutive and can be preceded and followed by gliding, allowing them to remain aloft for extended periods of time without becoming fatigued. They may fly for twice this amount, but are fatigued.
    At 10HD, they are able to fly without any undue exertion and do not become fatigued.

They may make a dive attack while flying, which works like a charge but requires a minimum of 30ft and a decent of at least 10 ft witha piercing weapon. If it hits, it deals double damage.

  • Low Light Vision
  • Sense of Direction
  • Spirit Companion: Nissians, through their unique life history of living for centuries in the afterlife and their close connection to their patron goddess Nyrevin often have a spirit that accompanies them. This spirit cannot attack or influence the environment in any way, but can scout and advise and carry messages. The spirit can be of any Istarian sentient race (usually friendly and aradothean, though beings from the other contidents are allowed) and of any background. They may be merged with the nissians familiar, animal companion, or similar companion creatures, or be the Watchful spirit or equivalent. Animal companions/Familiars merged with a spirit companion gain the ability to speak intelligably and (DM’s Discretion) gain abilities of the class they had in life at half the nissian’s CL. They may be of any alignment, but they are loyal to their Nissian friend and will attempt to maintain their welfare and companionship.
  • Connection with Death: Nissians are so tied to the realm of spirit and the god of death that they cannot be raised by undead raising spells or life-returning spells (IE, raise undead, raise dead) Not even True ressurrection will work. Only a Wish spell or having the gift can return a dead Nissian to life.
  • Nissians start out with a Wakizashi and are proficient in it’s use. They may also have a Katana if they are proficient with martial weapons.
  • Nissians have Samurai and Wu-Jen as favored classes


The Vielo are an engimatic tribe of wandering gypsy like people that appear human in all respects. They are dark of skin and tend to have eye colors that range on the uncommon side of the human spectrum. They are master traders and use their unique abilities to trade in interplanar goods or exotic goods such as chocolate.
Very secretive, many istarians dont know that they are not human.

Lifespan Unknown

  • +4 Constitution, +2 Intelligence, +4 Wisdom, +4 Charisma.
  • Medium size.
  • A Vielo base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A Vielo begins with 3 levels of outsider, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +2, Ref +2, and Will +2.
  • Racial Skills: A Vielo outsider levels give it skill points equal to 3 × (8 + Int modifier). Its class skills are Appraise, Concentration, Craft (any), Escape Artist, Move Silently, Survival, Sense Motive, and Perception.
  • Racial Feats: A Vielo outsider levels give it 2 feats.
  • Spell like Abilities:
    Plane Shift at Will- Can step from one plane into any other plane, including between the three planes of the Prime. They may bring up to 6 people, so long as all are holding hands. This is difficult to do under great stress, however, so use in battle is limited.
  • Special Qualities: Elemental endurance (Can survive on any plane as if it was at most a severe environment. There may be a time limit to this on some planes), plane shift
  • Automatic Languages: Common, Vielo Trade Speech, Vielo
  • Level adjustment +3.

Non-Canon Races:

Elf-Satyr hybrid- has no name as of yet

Fluff: Born of a union of elf and satyr, of the civilized and primal aspects of nature. It doesn’t work out too badly, all told. Offspring of this tend to be born without disabilities or too much trouble. But they don’t fit in with either family. Too chaotic and wild for the elves, too refined for the satyr. And more graceful than either of them.
So they tend to go off adventuring and find their own place in the world.
As yet, there aren’t may of them- the satyrs havent been free that long- but those that are, are making a difference.

_Typically, they have long, tall, willowy elven bodies and faces. Their legs tend to be straight, like elves, and their ears are large and pointed. However, some have hooves instead of feet and their features have a wild, feral or bestial feel to them. They tend to have alot of hair, usually wild on their head and downing their bodies. They have a tail which is more deer than goat-like, a result of thier mixed ancestry, as are their more graceful or deerlike horns. Or antlers, rather. _
They tend to not like staying in one place for too long, but they might also have a territory, a range of ‘places’ that they cycle through.


  • +4 dexterity, -2 Constitution, -2 Strength, +2 Charisma, -2 intelligence
  • Medium: As Medium creatures, Elf-Satyr have no special bonuses or penalties due to their size.
  • base land speed is 35 feet.
  • Low-Light Vision: An Elf-satyr can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Proficiency: Elf-Satyrs receive the Martial Weapon Proficiency feats for the longsword, spear, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • +2 racial bonus on Listen, Search, Spot, Hide, Survival, and Knowledge (Nature) checks
  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Sylvan
  • Favored Class: ???

Character Creation help page- Racial stats

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