Forest of Titan Character Backgrounds

The legendary Forest of Titan is inhabited by many playable creatures. All of the creatures here have had their racial hit dice, racial skills, and racial feats removed in order to be replaced by a character class. Racial traits have been reduced to a level appropriate for a character with 1 hit die. In effect, every creature here has become a playable race.

See Monsters as Races.

Primary Backgrounds
Background Size and Type Level Adjustment Ability Adjustments Favored Class
Jotun Medium giant +0 +2 Str, –2 Dex, +2 Con Fighter
Wild elf Medium humanoid +0 +2 Dex, –2 Int1 Sorcerer
Faun Medium fey +1 +2 Dex, +2 Con Bard
Half-elf Medium humanoid +0 Any
Half-orc Medium humanoid +0 +2 Str, –2 Int, –2 Cha Barbarian
Tallfellow Small humanoid +0 +2 Dex, –2 Str Rogue
1 A character’s starting Int score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, the score remains 3.
Secondary Backgrounds
Background Size and Type Level Adjustment Ability Adjustments Favored Class
Aasimar Medium outsider (native) +1 +2 Wis, +2 Cha Paladin
Hobgoblin Medium humanoid (goblinoid) +1 +2 Dex, +2 Con Fighter
Kobold Small humanoid (reptilian) +0 –4 Str, +2 Dex, –2 Con Sorceror
Wood gnoll Medium humanoid (gnoll) +1 +4 Str, –2 Int1, –2 Cha Ranger
Tiefling Medium outsider (native) +1 +2 Dex, +2 Int, –2 Cha Rogue
1 A character’s starting Int score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, the score remains 3.
Other Backgrounds
Background Size and Type Level Adjustment Ability Adjustments Favored Class
Changeling Medium humanoid +1 +2 Wis Rogue
Fairy Small fey +0 –4 Str, +4 Dex, +2 Int, +2 Cha Sorcerer
Goblin Small humanoid +0 -2 Str, +2 Dex, –2 Cha Rogue
Maenad Medium humanoid +0 Barbarian
Selkie Medium humanoid +0 Bard
Taurus Medium humanoid +2 +2 Str, +2 Dex, –4 Int1, –2 Cha Barbarian
1 A character’s starting Int score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, the score remains 3.

Backgrounds A-Z

All of the backgrounds listed here are equivalent to creatures with 1 or fewer HD. Such creatures replace their monster levels with their character levels" as outlined in Monsters as Races, so they are represented here as additional to SRD standard races.

Aasimar

An aasimar is an outsider with the native subtype.

Aasimar characters possess the following racial traits.

— +2 Wis, +2 Cha.

—Outsider (native subtype).

—Medium: As Medium creatures, aasimar have no special bonuses or penalties due to their size.

—An aasimar’s base land speed is 30 feet.

—Darkvision: Aasimars can see in the dark up to 60 feet.

—Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.

—Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.

—Special Qualities: Resistance to acid 5, cold 5, and electricity 5.✗

—Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.

—Favored Class: Paladin.

—Level adjustment +1.

Sources

This background is based on the SRD aasimar (planetouched).

Monsters O-R.

Changeling

Changeling characters possess the following racial traits.

— +2 Wis.

—Medium: As Medium creatures, changelings have no special bonuses or penalties due to their size.

—A changeling’s base land speed is 30 feet.

—Darkvision: Changelings can see in the dark up to 60 feet.

—Skills: A changeling has a +4 racial bonus on Bluff and Disguise checks.

—Spell-like ability: A changeling can use detect thoughts once per day (caster level equal to class levels).

—Immunity to sleep and charm effects.

—Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.

—Favored Class: Rogue.

—Level adjustment +1.

Sources

This background is based on the SRD doppelganger.

Monsters Di-Do.

Fairy

Fairy characters possess the following racial traits.

— –4 Str, +4 Dex, +2 Int, +2 Cha.

—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

—A fairy’s base land speed is 20 feet.

—Low-light vision.

—Weapon Proficiency: Fairies are automatically proficient with the short sword and the composite longbow.

—Skills: Fairies have a +2 racial bonus on Listen, Search, and Spot checks.

—Spell-like abilities: 1/day—dancing lights, detect magic, ghost sound. Caster level 1st; save DC 10 + Cha modifier + spell level.

—Automatic Languages: Common, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals. Bonus Languages: Elven, Gnome, Halfling.

—Favored Class: Sorcerer.

Sources

This background is based on the SRD pixie (sprite).

Monsters S.

Faun

Faun characters possess the following racial traits.

— +2 Dex, +2 Cha.

—Medium: As Medium creatures, fauns have no special bonuses or penalties due to their size.

—A faun’s base land speed is 40 feet.

—Low-light vision.

—Fauns have a +2 racial bonus on Hide and Move Silently checks.

—Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.

—Favored Class: Bard.

—Level Adjustment: +1.

Sources

This background is based on the SRD satyr.

Monsters S.

Goblin

Goblin characters possess the following racial traits.

— –2 Str, +2 Dex, –2 Cha.

—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

—A goblin’s base land speed is 30 feet.

—Darkvision out to 60 feet.

— +4 racial bonus on Move Silently and Ride checks.

—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.

—Favored Class: Rogue.

Sources

This background is based on the SRD goblin.

Monsters G.

Goblin, Blue

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Blues are a subrace of goblins with an innate knack for spell energy. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black.

Blue goblin characters possess the following racial traits.

— –2 Str, +2 Int, –2 Cha.

—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters.

—Blue goblin base land speed is 30 feet.

—Darkvision out to 60 feet.

—Channeler: Blue goblin spellcasters gain bonus spells as if the governing ability score were 1 point higher. This benefit does it grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Ability Modifiers and Bonus Spells. Basics.

—Racial Skills: A blue goblin has a +4 racial bonus on Move Silently checks and Ride checks.

—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.

—Favored Class: Wizard.

—Level Adjustment: +1.

Half-elf

Half-elves possess the following racial traits.

—Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.

—A half-elf’s base land speed is 30 feet.

—Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.

—Low-light vision.

— +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf ’s ability to notice secret doors simply by passing near them.

— +2 racial bonus on Diplomacy and Gather Information checks.

—Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.

—Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).

—Favored Class: Any.

Sources

This background is based on the SRD half-elf.

Monsters E-F.

Half-giant

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Half-giants are a hybrid species born from experiments deep in the deserts of Ares.

Half-giant characters possess the following racial traits.

— +2 Str, +2 Con, –2 Dex: Half-giants are tough and strong, but not too nimble.

—Giant: Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

—Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.

—Half-giant base land speed is 30 feet.

—Low-Light Vision: A half-giant 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.

—Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.

—Powerful Build: 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.

—Channeler: Half-giant spellcasters gain bonus spells as if the governing ability score were 2 points higher. This benefit does it grant them the ability to cast spells unless they gain that ability through levels in a spellcaster class. See Ability Modifiers and Bonus Spells. Basics.

—Stomp (Sp): Once per day as a standard action, a half-giant precipitate a shock wave that travels along the ground, toppling creatures and loose objects. The shock wave affects only creatures standing on the ground within a 20-foot cone. Creatures that fail a Reflex save with a DC equal to 11 + the half-giant's Cha modifier are thrown to the ground, become prone, and take 1d4 points of nonlethal damage.

—Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.

—Favored Class: Fighter.

—Level Adjustment: +1.

Half-orc

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

These orc–human crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.

Half-orcs possess the following racial traits.

— +2 Str, –2 Int, –2 Cha.

—Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.

—A half-orc’s base land speed is 30 feet.

—Darkvision: Half-orcs can see in the dark up to 60 feet.

—Orc Blood: For all effects related to race, a half-orc is considered an orc.

—Automatic Languages: Common, Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, Abyssal.

—Favored Class: Barbarian.

Sources

This background is based on the SRD half-orc.

Monsters O-R.

Hobgoblin

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Hobgoblin characters possess the following racial traits.

— +2 Dex, +2 Con.

—Medium: As Medium creatures, hobgoblins have no special bonuses or penalties due to their size.

—A hobgoblin’s base land speed is 30 feet.

—Darkvision out to 60 feet.

— +4 racial bonus on Move Silently checks.

—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.

—Favored Class: Fighter.

—Level adjustment +1.

Sources

This background is based on the SRD hobgoblin.

Monsters H-I.

Jotun

Jotnar (singular jotun) are medium humanoids with a distant frost giant lineage. They often live in temperate forests, but retain their affinity for cold.

Jotun characters possess the following racial traits.

— +4 Str, –2 Dex, +2 Con: Jotun are tough and strong, but not too nimble.

—Giant: Jotnar are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.

—Medium: As Medium creatures, Jotun have no special bonuses or penalties due to their size.

—Jotun base land speed is 30 feet.

—Low-Light Vision: A Jotun 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.

—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.

—Special Quality: Resistance to cold 5.

—Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.

—Favored Class: Barbarian.

Sources

This background is based on the SRD half-giant.

Psionic Races.

Kobold

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.

Kobold characters possess the following racial traits.

— –4 Str, +2 Dex, –2 Con.

—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

—A kobold’s base land speed is 30 feet.

—Darkvision out to 60 feet.

—Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.

— +1 natural armor bonus.

—Light Sensitivity: Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.

—Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.

—Favored Class: Sorcerer.

Maenad

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Maenad characters possess the following racial traits.

—Medium: As Medium creatures, maenads have no special bonuses or penalties due to their size.

—Maenad base land speed is 30 feet.

—Spell-like Ability: 1/day—energy ray. This spell-like ability works as ray of frost except it deals 1d6 of sonic damage. It is accompanied by a tremendous scream of rage. Caster level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Cha-based.

—Outburst (Ex): Once per day, for up to 4 rounds, a maenad can subjugate her mentality to gain a boost of raw physical power. When she does so, she takes a –2 penalty to Int and Wis but gains a +2 bonus to Str.

—Automatic Languages: Common, Maenad. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Goblin.

—Favored Class: Barbarian.

Sources

This background is based on the SRD maenad.

Psionic Races

Orc

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller.

The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.

Orcs possess the following racial traits.

— +4 Str, –2 Int, –2 Wis, –2 Cha.

—An orc’s base land speed is 30 feet.

—Darkvision out to 60 feet.

—Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.

—Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.

—Favored Class: Barbarian.

Sources

This background is based on the SRD orc.

Monsters O-R.

Selkie

A selkie is a semiaquatic medium humanoid with the shapechanger subtype. Its natural form resembles that of a seal with a human upper-body.

Selkie characters possess the following racial traits.

—Medium: No special bonuses or penalties due to their size.

—Shapechanger Subtype: A selkie has the ability to transform into a human with a land speed of 30 feet.

—A selkie’s base land speed is 5 feet. Swim speed 50 feet.

—Skills: A selkie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

—Hold Breath: A selkie can hold its breath for a number of rounds equal to 6 × its Con score before it risks drowning.

—Change Shape: A selkie can assume its human form, or revert to its natural form, as a standard action. In human form, a selkie has no swim speed and loses its requisite benefits to Swim checks, but gains a land speed of 30 feet. A selkie remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the selkie reverts to its natural form when killed. A true seeing spell reveals its natural form.

—Automatic Languages: Common, Aquan. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Orc, Sahuagin, Sylvan.

—Favored Class: Bard.

Sources

This background is based on the SRD merfolk.

Monsters M-N.

Tallfellow

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Tallfellows possess the following racial traits.

— +2 Dex, –2 Str.

—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.

—A tallfellow’s base land speed is 20 feet.

— +1 racial bonus on all saving throws.

— +2 morale bonus on saving throws against fear. This bonus stacks with the tallfellow’s +1 bonus on saving throws in general.

— +1 racial bonus on attack rolls with thrown weapons and slings.

— +2 racial bonus on Listen, Search, and Spot 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, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.

—Favored Class: Rogue.

Sources

This background is based on the SRD tallfellow (halfling).

Monsters H-I.

Taurus

Titan is home to a smaller species of minotaur. While the taurus' ability score adjustments are greatly reduced compared to its stronger cousin, it still has natural traits which give it a significant level adjustment.

Taurus characters possess the following racial traits.

— +2 Str, +2 Con, –4 Int (minimum 3), –2 Cha.

—Medium: As Medium creatures, taurus have no special bonuses or penalties due to their size.

—A taurus’ base land speed is 30 feet.

—Darkvision out to 60 feet.

—Racial Skills: Taurus have a +2 racial bonus on Search, Spot, and Listen checks.

—Weapon Proficiency: Taurus are automatically proficient with the greataxe.

— +2 natural armor bonus.

—Natural Weapons: Gore (1d4).

—Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.

—Favored Class: Barbarian.

—Level adjustment +1.

Sources

This background is based on the SRD minotaur.

Monsters M-N.

Tiefling

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

A tiefling is an outsider with the native subtype.

Tiefling characters possess the following racial traits.

— +2 Dex, +2 Int, –2 Cha.

—Medium: As Medium creatures, tieflings have no special bonuses or penalties due to their size.

—A tiefling’s base land speed is 30 feet.

—Darkvision out to 60 feet.

—Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.

—Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).

—Special Qualities: Resistance to acid 5, cold 5, and electricity 5.✗

—Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.

—Favored Class: Rogue.

—Level adjustment +1.

Sources

This background is based on the SRD tiefling (planetouched).

Monsters O-R.

Wild Elf

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

Wild elves possess the following racial traits.

— +2 Str, –2 Int.

—Medium: As Medium creatures, wild elves have no special bonuses or penalties due to their size.

—A wild elf’s base land speed is 30 feet.

—Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.

—Low-light vision.

—Weapon Proficiency: Wild elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.

— +2 racial bonus on Listen, Search, and Spot 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, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.

—Favored Class: Sorcerer.

Sources

This background is based on the SRD wild elf (elf).

Monsters E-F.

Wood Gnoll

A forest-dwelling offshoot of the plains-dwelling gnoll.

This character must accept a +1 level adjustment to account for natural armor and increased Str.

Wood gnoll characters possess the following racial traits.

—Str +4, Int –2, Cha –2.

—Medium: As Medium creatures, wood gnolls have no special bonuses or penalties due to their size.

—A wood gnoll’s base land speed is 30 feet.

—Darkvision out to 60 feet.

— +1 natural armor bonus.

—Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.

—Favored Class: Ranger.

—Level adjustment +1.

Sources

This background is based on the SRD gnoll.

Monsters G.

Appendix A: All As-Character Monsters

There are 45 creatures in the SRD which have a section detailing their traits as a character. These creatures range in effective character level from 1 to 16, and many of them are "usually" or "often" evil.

Table: Standard Backgrounds
Background Alignment Level Adjustment Ability Adjustments Favored Class Environment
Human Any +0 Any Any
Dwarf Often lawful good +0 +2 Con, –2 Cha Fighter Temperate mountain
Elf Usually chaotic good +0 +2 Dex, –2 Con Wizard Temperate forest
Gnome Usually neutral good +0 +2 Con, –2 Str Bard Temperate hill
Goblin Usually neutral evil +0 -2 Str, +2 Dex, -2 Cha Rogue Temperate plain
Half-elf Usually chaotic (any) +0 Any Temperate forest
Half-orc Usually chaotic (any) +0 +2 Str, –2 Int, –2 Cha Barbarian Temperate hill
Halfling Usually neutral +0 +2 Dex, –2 Str Rogue Warm plains
Kobold1 Usually lawful evil +0 –4 Str, +2 Dex, –2 Con Sorcerer Temperate forest
Orc Often chaotic evil +0 +4 Str, –2 Int, –2 Wis, –2 Cha Barbarian Temperate hill
1 This creature has an entry in Races of the Dragon.
Table: Improved Backgrounds
Background Ability Adjustments Environment Alignment Favored Class Level Adjustment
Aasimar +2 Wis, +2 Cha Temperate plain Usually good (any) Paladin +1
Centaur1 +2 Dex, –2 Int Temperate forest Usually neutral good Ranger Ignored
Doppelganger1 +2 Con Any Usually neutral Rogue Ignored
Gnoll1 Str +2, Int –2, Cha –2 Warm plain Usually chaotic evil Ranger Ignored
Minotaur1 +2 Str, +2 Con, –4 Int (minimum 3), –2 Cha. Underground Usually chaotic evil Barbarian Ignored
Tiefling +2 Dex, +2 Int, –2 Cha Temperate plain Usually evil (any) Rogue +1
Troll1 +4 Str, +2 Con, –4 Int (minimum 3), –2 Wis, –4 Cha Cold mountain Usually chaotic evil Fighter Ignored
1 This creature must take levels in a "monster class" before multiclassing into a character class.
Table: Advanced Backgrounds
Background Alignment Level Adjustment Ability Adjustments Hit Dice Favored Class Environment
Aasimar1 Usually good (any) +1 +2 Wis, +2 Cha 1 Paladin Temperate plain
Bugbear Usually chaotic evil +1 +4 Str, +2 Dex, +2 Con, –2 Cha 3 Rogue Temperate mountain
Centaur2 Usually neutral good +2 +8 Str, +4 Dex, +4 Con, –2 Int, +2 Wis 4 Ranger Temperate forest
Drow Usually neutral evil +2 +2 Int, +2 Cha 1 Wizard/Cleric Underground
Duergar Often lawful evil +1 +2 Con, –4 Cha 1 Fighter Underground
Gnoll2 Usually chaotic evil +1 Str +4, Con +2, Int –2, Cha –2 2 Ranger Warm plain
Grimlock Often neutral evil +2 +4 Str, +2 Dex, +2 Con, –2 Wis, –4 Cha 2 Barbarian Underground
Hobgoblin Usually lawful evil +1 +2 Dex, +2 Con 1 Fighter Warm hill
Lizardfolk Usually neutral +1 +2 Str, +2 Con, –2 Int 2 Druid Temperate marsh
Locathah Usually neutral +1 2 Barbarian Warm aquatic
Merfolk Usually neutral +1 1 Bard Temperate aquatic
Minotaur Usually chaotic evil +2 +8 Str, +4 Con, –4 Int (minimum 3), –2 Cha. 6 Barbarian Underground
Ogre Usually chaotic evil +2 +10 Str, –2 Dex, +4 Con, –4 Int, –4 Cha. 4 Barbarian Temperate hill
Svirfneblin Usually neutral +3 –2 Str, +2 Dex, +2 Wis, –4 Cha 1 Rogue Underground
Tiefling1 Usually evil (any) +1 +2 Dex, +2 Int, –2 Cha 1 Rogue Temperate plain
Troglodyte Usually chaotic evil +2 –2 Dex, +4 Con, –2 Int 2 Cleric Underground
1 This creature has an entry in Races of Destiny
2 This creature has an entry in Races of the Wild
Table: Greater Backgrounds
Background Alignment Level Adjustment Ability Adjustments Hit Dice Favored Class Environment
Azer Always lawful neutral +4 +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha 2 Fighter Elemental Plane of Fire
Doppelganger1 Usually neutral +4 +2 Str, +2 Dex, +2 Con, +2 Int, +4 Wis, +2 Cha 4 Rogue Any
Gargoyle Usually chaotic evil +5 +4 Str, +4 Dex, +8 Con, –4 Int, –4 Cha 4 Fighter Any
Hill giant Often chaotic evil +4 +14 Str, –2 Dex, +8 Con, –4 Int, –4 Cha 12 Barbarian Temperate hill
Hound Archon Always lawful good +5 +2 Str, +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha 6 Ranger Any lawful good-aligned plane
Janni Usually neutral +5 +6 Str, +4 Dex, +2 Con, +4 Int, +4 Wis, +2 Cha 6 Rogue Warm desert
Ogre Mage Usually lawful evil +7 +10 Str, +6 Con, +4 Int, +4 Wis, +6 Cha 5 Sorceror Cold hill
Pixie Always neutral good +4 –4 Str, +8 Dex, +6 Int, +4 Wis, +6 Cha 1 Sorceror Temperate forest
Rakshasa Always lawful evil +7 +2 Str, +4 Dex, +6 Con, +2 Int, +2 Wis, +6 Cha 7 Sorceror Warm marsh
Satyr Usually chaotic neutral +2 +2 Dex, +2 Con, +2 Int, +2 Wis, +2 Cha 5 Bard Temperate forest
Stone Giant Usually neutral +4 +16 Dex, +4 Dex, +8 Con, +2 Wis 14 Barbarian Temperate mountain
Troll Usually chaotic evil +5 +12 Str, +4 Dex, +12 Con, –4 Int (minimum 3), –2 Wis, –4 Cha 6 Fighter Cold mountain
1 This creature has an entry in Races of Destiny
Table: Five Main Humanoid Races (AD&D)
Background Alignment Level Adjustment Ability Adjustments Favored Class Environment
Gnoll Usually chaotic evil +1 Str +4, Con +2, Int –2, Cha –2 Ranger Warm plain
Goblin Usually neutral evil +0 –2 Str, +2 Dex, –2 Cha Rogue Temperate plain
Kobold Usually lawful evil +0 –4 Str, +2 Dex, –2 Con Sorcerer Temperate forest
Orc Often chaotic evil +0 +4 Str, –2 Int, –2 Wis, –2 Cha Barbarian Temperate hill
Troll Usually chaotic evil +5 +12 Str, +4 Dex, +12 Con, –4 Int (minimum 3), –2 Wis, –4 Cha. Fighter Cold mountain
1 The normal creature was reduced to a starting effective character level of 1.
Table: Dwarfs and Gnomes
Background Alignment Level Adjustment Ability Adjustments Favored Class Environment
Hill dwarf Often lawful good +0 +2 Con, –2 Cha Fighter Temperate mountain
Deep dwarf Usually lawful neutral or neutral +0 +2 Con, –2 Cha Fighter Underground
Duergar Often lawful evil +1 +2 Con, –4 Cha Fighter Underground
Mountain dwarf Often lawful good +0 +2 Con, –2 Cha Fighter Temperate mountain
Rock gnome Usually neutral good +0 +2 Con, –2 Str Bard Temperate hill
Svirfneblin Usually neutral +3 –2 Str, +2 Dex, +2 Wis, –4 Cha Rogue Underground
Forest gnome Usually neutral good +0 +2 Con, –2 Str Bard Temperate forest
Table: Humans and Half-humans
Background Alignment Level Adjustment Ability Adjustments Favored Class Environment
Human Any +0 Any Any
Half-elf Usually chaotic (any) +0 Any Temperate forest
Half-orc Usually chaotic (any) +0 +2 Str, –2 Int, –2 Cha Barbarian Temperate hill
Orc Usually chaotic evil +0 +4 Str, –2 Int, –2 Wis, –2 Cha Barbarian Temperate hill
Aasimar Usually good (any) +1 +2 Wis, +2 Cha Paladin Temperate plain
Doppelganger1 Usually neutral Ignored +2 Con Rogue Any
Tiefling Usually evil (any) +1 +2 Dex, +2 Int, –2 Cha Rogue Temperate plain
Table: Elfs, Halflings, and Wildlings
Background Alignment Level Adjustment Ability Adjustments Favored Class Environment
High elf Usually chaotic good +0 +2 Dex, –2 Con Wizard Temperate forest
Half-elf Usually chaotic (any) +0 None Any Temperate forest
Aquatic elf Usually chaotic good +0 +2 Dex, –2 Int Fighter Temperate aquatic
Drow Usually neutral evil +2 +2 Int, +2 Cha Wizard (male), cleric (female) Underground
Gray elf Usually chaotic good +0 +2 Int, –2 Str Wizard Temperate mountains
Wild elf Usually chaotic good +0 +2 Dex, –2 Int Sorcerer Warm forest
Wood elf Usually neutral +0 +2 Str, –2 Int Ranger Temperate forest
Lightfoot halfling Usually neutral +0 +2 Dex, –2 Str Rogue Warm plains
Tallfellow halfling Usually neutral +0 +2 Dex, –2 Str Rogue Temperate forest
Deep halfling Usually neutral +0 +2 Dex, –2 Str Rogue Warm hill
Centaur1 Usually neutral good Ignored +2 Dex, –2 Int Ranger Temperate forest
Gnoll1 Usually chaotic evil Ignored Str +2, Int –2, Cha –2 Ranger Warm plain
1 This creature must take levels in a "monster class" before multiclassing into a character class.