Note: In the future hala based subraces will most likely be added. And if you have a bug with one of the subraces , please report it as soon as you can.
Note 2: Credits go to Red Golem for creating the Autobic Plugin.
Subraces Descriptions
Aasimar
Base: Half-Elf
Favored Class: Paladin
Stats: +2 Wisdom, +2 Charisma. Acid, cold, and electricity resistance 5. Light (1/day). Skill Affinity Listen, Skill Affinity Spot. Darkvision. ECL 1 (Outsider).
Carrying the blood of a celestial, an aasimar is usually good-aligned and fights against evil in the world. Aasimar are blessed with insight and personal magnetism. Some aasimar have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion of a deity often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 18.]
Deep Gnome
Base: Gnome
Favored Class: Wizard
Stats:-2 Str, -2 Dex, +2 Wis, -4 Cha. Darkvision, Cause Blindness (1/day), Blur (displacement 1/day), Change Self (Eagle's Splendor 1/day). Stonecunning, Nondetection, +4 dodge bonus against all creatures, +2 bonus on all saving throws, Small Stature, Hardiness Vs. Illusions, Offensive Training vs. Reptilians, Offensive Training vs. Goblinoids, Defensive Training vs. Giants, Skill Affinity Listen, Skill Affinity Concentration, Spell Focus Illusion. +4 racial bonus to hide. ECL 3.
The Deep Gnomes (Svirfneblin) are a subrace of gnomes from the Underdark. They are quick and perceptive, yet suspicious and reclusive to an extreme. Svirfneblin have gnarled physiques, brown or gray skin, gray eyes, and gray hair (although males are often bald). They tend to be sullen, withdrawn, and suspicious to a fault.
The deep gnomes may be the among the stealthiest and most elusive of races. Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention. In their cavern homes they are nearly undetectable with magic. Even in the strange and threatening (to them) surface world, the deep gnomes' natural stealth makes them difficult to spot or catch.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 11-13.]
Drow
Base: Elf
Favored Class: Cleric
Stats: +2 Dex, -2 Con, +2 Int, +2 Cha. Darkness (1/day), Faerie Fire (Flare 1/day). Darkvision, Light Blindness, Spell Resistance +2 Will Save, Immunity to Sleep, Hardiness vs. Enchantment, Elven Weapon Proficiencies, Skill Affinity Listen, Skill Affinity Search, Skill Affinity Spot, Keen Senses. ECL 2.
The drow are an evil subrace of elves who are from deep underground in the dangerous Underdark. The drow have been ruthlessly selected for agility, intelligence, and for personality over generations.
Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of pale lilac, silver, pink, and blue. Drow also tend to be smaller and thinner than most elves. Most drow are evil and worship the goddess Lolth, but some outcasts and renegades have a more neutral attitude.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 13.]
Duergar
Base: Dwarf
Favored Class: Fighter
Stats Text: +2 Con, -4 Cha. +4 bonus on Move Silently, +1 bonus on Listen and Spot, Enlarge (1/day), Invisibility (1/day), Light Sensitivity, Stonecunning, Darkvision, Hardiness vs. Poisons, Hardiness vs. Spells, Offensive Training vs. Orcs and Goblinoids, Defensive Training vs. Giants, Skill Affinity (Lore). ECL 2.
The gray dwarves (Duergar) are an evil and bitter race of dwarves who dwell deep in the Underdark. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair and gray skin. Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. The surface dwarves hate the duergar because they turned to evil, and no other surface races hold much love for the gray dwarves. Most of the gray dwarves met by surface dwellers are tattooed exiles who were marked by the duergar community as criminals.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 11-12.]
Ghostwise Halfling
Base: Halfling
Favored Class: Barbarian
The Ghostwise halflings are wild, nearly feral halflings who rarely leave the confines of the deep forests.
Stats: +2 Dex, -2 Str, Small Stature, Skill Affinity Move Silently, Skill Affinity Listen, Fearless, Good Aim. Speak without Sound (may roleplay telepathic communication through tells).
The Ghostwise halflings are wild, nearly feral halflings who rarely leave the confines of the deep forests.
Strange and reclusive, they form close-knit communities because of their amazing talents and are uncomfortable with strangers. Their culture is almost entirely cut off from the outside world and their awareness of other kinds of halflings is very low. A ghostwise halfling, unlike other halflings, can communicate telepathically with any creature within 20 feet, just as if speaking to him or her (use tells in role-play).
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 17-18.]
Githyanki (Renegade)
Base: Half-Elf
Favored Class: None
Stats: +2 Dex, +2 Con, -2 Wis. Darkvision. Clairaudience/clairvoyance 3/day. Dimension door 3/day. Mage hand 3/day. Telekinesis 3/day. Spell resistance. Level Adjustment +2 (humanoid).
Githyanki are an ancient line of militaristic humanlike beings who reside in the Astral Plane. Generations of combat training have made the githyanki agile and sturdy. However, their single-minded devotion to warfare has stolen much of their intuition and judgment. Githyanki are gaunt, averaging 6 feet 3 inches tall and typically weighing around 170 points. They possess rough, yellow skin and black hair that is often pulled into one or more topknots. Their eyes gleam darkly and their ears are pointed and serrated in back.
Renegade Githyanki are those Githyanki who are discontent with the githyanki doctrine or power structure, and want a different life for themselves.
[Source: Manual of the Planes by Jeff Grubb, Bruce R. Cordell, and David Noonan. Published by Wizards of the Coast. p.174-175. Also PS3E, Chapter 2, p.19-22]
Githzerai
Base: Half-Elf
Favored Class: None
Stats: +4 Dex, +2 Wis, -2 Int. Darkvision. Daze (3/day), Feather fall (3/day), Shatter (3/day). Inertial Armor. Spell Resistance. Level Adjustment +2 (humanoid).
The githzerai are a hard humanlike people who dwell in the plane of Limbo. The githzerai highly regard their lightning reflexes and iron will; both traits are essential for survival in the tumult of Limbo. Creative thought, however, is not.
Githzerai are taller and thinner than humans, with sharp features, long faces, and eyes of gray and yellow. Severe and serious, the githzerai tend toward somberness both in dress and personality. As a rule, githzerai are close-mouthed, keep their own counsel, and trust few outside their own kind. Many githzerai are monks; however, sorcercers, rogues, and multiclass githzerai (called zerths) are also indispensable members of a monastery.
[Source: Manual of the Planes by Jeff Grubb, Bruce R. Cordell, and David Noonan. Published by Wizards of the Coast. p.175-176. Also PS3E, Chapter 2, p.24]
Gold Dwarf
Base: Dwarf
Favored Class: Fighter
Stats Text: Gold dwarves have all the dwarven racial traits except for: +2 Constitution, -2 Dexterity. +1 racial bonus on attack rolls against abberations (instead of combat training against orcs and goblinoids).
Gold dwarves are an unfallen race of dwarves with a repuation for haughtiness and pride. Gold dwarfs are of golden tanned skin. They take great pride in their race and are often aloof and suspicious of others, but for the most part they are forthright warrios and shrewd traders.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 11.]
Lightfoot Halfling
Base: Halfling
Favored Class: Rogue
Stats Text: +2 Dex, -2 Str. Small Stature, Skill Affinity Move Silently, Skill Affinity Listen, Lucky, Fearless, and Good Aim.
Lightfoot halflings are the most common type of halflings seen and are most likely to give into their desire to wander. Lightfoot halflings are at home living side by side with folk of many different races and cultures. Lightfoot halflings are more likely to worship nonhalfling deities than any other halfling subrace.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 18]
Moon Elf
Base: Elf
Favored Class: Wizard
Stats: +2 Dex, -2 Con, Immunity to Sleep, Hardiness Vs. Enhancements, Elven Weapon Proficiencies, Skill Affinity Listen, Skill Affinity Search, Skill Affinity Spot, Keen Senses, Low-Light Vision.
Moon Elves are a common pale skinned subrace of elves. They are the elven subrace most tolerant of humankind and most half-elves are descended from moon elves. Also called silver elves, they have fair skin (sometimes tinged with blue), and hair of silver-white, black, or blue. Their eyes are blue or green, with gold flecks.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 13-14.]
Rock Gnome
Base: Gnome
Favored Class: Wizard
Stats: +2 Con, -2 Str. Small Stature, Hardiness vs. Illusions, Offensive Training vs. Reptilians, Offensive Training vs. Goblinoids, Defensive Training vs. Giants, Skill Affinity Listen, Skill Affinity Concentration, Spell Focus Illusion, Low-Light vision.
Rock gnomes are a common type of gnomes, and are usually the only sort that surface dwellers ever see. Rock gnomes are inquisitive, irrepressive, and at times insincere. Equipped by nature with keen curiosity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toymaking, and clockwork engineering. They happen to be fine gunsmiths and they are the most likely of any race to arm themselves with smokepower firearms.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 16.]
Shield Dwarf
Base: Dwarf
Favored Class: Fighter
Stats Text: +2 Con, -2 Cha. Stonecunning, Darkvision, Hardiness Vs. Poisons, Hardiness Vs. Spells, Offensive Training vs. Orcs, Offensive Training vs. Goblinoids. Defensive Training vs. Giants, Skill Affinity Lore.
This is the default race of NWN dwarves. Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 13.]
Strongheart Halfling
Base: Halfling
Favored Class: Rogue
Stats: +2 Dex, -2 Str. Small Stature, Skill Affinity Move Silently, Skill Affinity Listen, Fearless, and Good Aim. One Extra Bonus Feat at 1st level. [Note: In-game bonus feat selection conversation not added yet.]
Strongheart halflings are a subrace of halflings with a strong drive to compete and many oppurtunities to practice their skills. However, they have not experienced the same kind of adversity that the common lightfoot halflings have survived.
Compared with other halfling subraces, the stronghearts are a more organized, orderly, and industrious race. They build to last, and fiercely defend their homelands against threats that other halfling subraces would simply flee. Some are surprised to learn that some halflings are capable of a warrior tradition and aren't afraid to show a hint of arrogance or confidence in their own abilities and strengths. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 18.]
Sun Elf
Base: Elf
Favored Class: Wizard
Stats: +2 Int, -2 Con. Immunity to Sleep, Hardiness vs. Enchantments, Elven weapon proficiencies, Skill Affinity Listen, Skill Affinity Search, Skill Affinity Spot, Keen Senses, Low-Light Vision.
Sun elves are seen as the most civilized and haughty elves, preferring to remain separate from humankind and other nonelven races. Sun elves value study and contemplation over the feats of agility learned by most other elves. Also called gold elves, Sun Elves have bronze skin, hair of golden blond, copper, or black, and green or gold eyes.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 15.]
Tiefling
Base: Half-Elf
Favored Class: Rogue
Stats: +2 Dex, +2 Int, -2 Cha. Acid, fire, and electricity resistance 5. Darkness (1/day). +2 racial bonus on Persuade and Hide. Darkvision. ECL 1 (outsider).
Tieflings are descendants of evil outsiders. Their tainted blood grants them heightened reflexes and cunning, but also tends to disturb people with whom they interact.
Because they are descended from evil outsiders, those who know of their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just and unnatural aura of wrongness. Those descended from an infernal minion of a deity often carry a birthmark of the deity's unholy symbol or another trait related to that faith.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 20.]
Wild Elf
Base: Elf
Favored Class: Sorcerer
Stats: +2 Dex, -2 Int. Immunity to Sleep, Hardiness vs. Enchantments, Elven weapon proficiencies, Skill Affinity Listen, Skill Affinity Search, Skill Affinity Spot, Keen Senses, Low-Light Vision.
The almost feral wild elves are hardier than other elves. They favor physical action and feats of athleticism instead of learning to solve problems. The very rare wild elves are seldom seen by others because they typically live in the hearts of thick forests and have incredible skill at keeping hidden. Also called green elves, their skin tends to be dark brown and their hair ranges from black to light brown, lightening to silvery white with age.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 15.]
Wood Elf
Base: Elf
Favored Class: Ranger
Stats Text: +2 Str, +2 Dex, -2 Con, -2 Int, -2 Cha. Immunity to Sleep, Hardiness vs. Enchantments, Elven weapon proficiencies, Skill Affinity Listen, Skill Affinity Search, Skill Affinity Spot, Keen Senses, Low-Light Vision.
Wood elves are strong but slight, and tend to be less cerebral and intuitive than other elves. Also called copper elves, the reclusive wood elves have coppery skin tinged with green and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found.
[Source: Forgotten Realms Campaign Setting by Greenwood, Reynolds, Williams, and Heinsoo, published by Wizards of the Coast, page 15.]
Kobold
Base: Half-Orc , Dwarf , Gnome
Favored Class: Barbarian
Stats Text: -1 Str -1 Con Size Category: 2 Feats: Alertness
Kobolds are small reptillian humanoids, dangerous only in great numbers.
While Kobolds are often considered little more than a nuisance, an unchecked population can often balloon into a serious threat to normally civilized areas. On Hala, kobolds are often the slave labor for lizard man societies, though they do occasionally make small settlements of their own in humid jungle areas. Unlike other worlds, they are not so much the rubbish and filth race of cookie cutter monsters that people kill on sight, but rather a race with real ideals and goals.
Goblin
Base: Half-Orc , Dwarf, Gnome
Favored Class: Barbarian
Stats Text: -1 Str -1 Cha Size Category: 2 Feats: Alertness
Goblins are small and often dirty little creatures with skin ranging from brown to green, with an orange tinge. Their small frame makes them weak, though they make up for it in numbers when necessary.
While Goblins are often considered little more than a nuisance, an unchecked population can often balloon into a serious threat to normally civilized areas. On Hala, goblins can often act as second class citizens of a nation or town, especially in orcish societies. Unlike other worlds, they are not so much the rubbish and filth race of cookie cutter monsters that people kill on sight, but rather a race with real ideals and goals.
Half-Ogre
Base: Half-Orc
Favored Class: Fighter
Stats Text: +3 Str -1 Dex -2 Int -1 Cha Feats: Cleave
Lowlight Vision
Half-ogres arise from unions between other humanoids and an ogre, with the non-ogre parent most often being human. They are not as big and strong as a full ogre, but they dwarf most other humanoid races.
Depending on which society the half-ogre tries to live, it can have varying success in life. Those who try to live with ogres often find themselves either living a bullied existence in squalor, or under the dominion of orcs. Those who strike it out on their own with the other races can sometimes find peace through extreme trials.
Wemic
Base: Half-Elf
Favored Class: Barbarian
Stats Text: +7 Str, +1 Dex, -2 Cha. +1 Con, +1 Natural Armor (Hide). Feats: Alertness, Skill Focus Hide ,Skill Affinity Move Silently, Skill Affinity Listen, Skill Affinity Spot
Wemics are lion-centaur creatures that originate from primitive societies in unsettled lands.
Wemics are generally benign creatures, but are quick to anger when provoked. In addition to being good hunters and having imposing personalities, Wemics are loyal and proud. This combination of traits makes them good to have as friends, and deadly as enemies. Because of their less than cosmopolitan norm, Wemics are often very superstitious and naive when it comes to the ways of the world.
Gnoll
Base: Half-Orc
Favored Class: Ranger
Stats Text: +4 Str +2 Con -2 Int -2 Cha Feats: Skill Afinity Listen, Skill Affinity Search ,Skill Affinity Spot, Keen sense, Darkvision Special Abilities: Natural AC Bonus Level Adjustment: +2
Gnolls are dog-headed humanoids that tend to live in roving packs. Gnolls are the nomadic wanderers of Hala. They never call an area their home for very long, preferring to move from place to place, scrounging off of others. If their moods suits them, they will become involved in the local dealings for a time, but they are often too scattered to make any meaningful headway in society.
How do I create a custom race char?
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Looking through the 2da files, that isn't true... hold on, I'll edit this post with the lines.ApproachingWinter wrote:The favored class should be the same as what the base race used to make the character was.Khaelindra wrote:What is the favoured class of each of these custom races?
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50 Half-Nymph Hn 16877216 16877217 16877218 16877219 16877220 1 0 0 -2 5 0 0 30 3
51 Orc Ao 16877222 16877223 16877224 16877235 16877226 140 3 -2 1 0 0 0 30 4
52 Drangonari De 16877228 16877229 16877230 16877241 16877232 1 0 0 1 -3 0 0 30 10
53 Half-Dryad Hd 16877234 16877235 16877236 16877247 16877238 1 0 0 -1 0 0 0 30 3
54 Half-Tiger Ht 16877240 16877241 16877242 16877253 16877244 293 -1 0 0 0 0 2 30 9
55 Goblin Gb 16877246 16877247 16877248 16877259 16877250 86 -1 0 0 -1 0 0 30 0
56 Kobold Ko 16877252 16877253 16877254 16877265 16877256 302 -1 0 0 0 0 -1 30 0
57 Half-Ogre Hg 16877258 16877259 16877260 16877271 16877262 127 5 -1 -2 -1 0 0 30 4
58 Lizardman Lm 16877264 16877265 16877266 16877277 **** 134 0 0 0 0 0 0 30 8
59 Tiefling Tf 16877268 16877269 16877268 16877269 16877270 6 0 2 2 -2 0 0 30 8
60 Drow Dr 16877272 16877273 16877274 16877275 16877276 1 0 2 2 2 0 -2 30 2
61 Gnoll Gl 16877282 16877283 16877284 16877285 16877286 388 4 0 -2 -2 0 2 30 7
62 Centaur Cn 16877402 16877403 16877404 16877405 16877406 842 0 -2 0 0 1 1 30 3
63 SunElf Se 16877288 16877289 16877290 16877291 16877292 1 0 0 2 0 0 -2 30 10
64 GoldDwarf Gd 16877294 16877295 16877296 16877297 16877298 0 0 -2 0 0 0 2 20 4
65 WoodElf Wo 16877300 16877301 16877302 16877303 16877304 1 2 2 -2 -2 -2 0 30 7
66 Svirfneblin Sv 16877306 16877307 16877308 16877309 16877310 2 -2 2 0 -4 2 0 20 10
67 HalfDrow Hd 16877312 16877313 16877313 16877312 16877314 1 0 0 0 0 0 0 30 4
68 GhostwiseHalfling Gh 16877316 16877317 16877318 16877319 16877320 3 -2 2 0 0 0 0 20 0
69 StrongheartHalfling Sl 16877322 16877323 16877324 16877325 16877326 3 -2 2 0 0 0 0 20 8
70 Aasimar As 16877328 16877329 16877330 16877331 16877332 6 0 0 0 2 2 0 30 6
71 Duergar Dr 16877334 16877335 16877336 16877337 16877338 0 0 0 0 -4 0 2 20 4
72 WildElf We 16877276 16877277 16877278 16877279 16877280 1 0 2 -2 0 0 0 30 9
73 Wemic Wm 16808686 16808686 16808687 16808688 16808689 1000 7 1 0 -2 0 1 40 0
74 "Ghost Elf" Ge 16877408 16877409 16877410 16877411 16877412 1 -2 4 0 0 0 -2 30 10
75 Changeling Ch 16877426 16877427 16877428 16877429 16877430 23 0 2 -2 0 -3 2 30 8
76 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
77 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
78 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
79 **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
80 Drider Dr 16808691 16808691 16808692 16808693 16808694 1206 3 3 3 4 4 4 40 2
81 "CoPaP Wemic" Aw 16808686 16808686 16808687 16808688 16808689 852 7 1 0 -2 0 1 40 0
82 Plant Pl 16808696 16808696 16808697 16808698 16808699 1055 0 -2 0 0 0 0 0 ****
83 Brownie Br 16808701 16808701 16808702 16808703 16808704 1002 0 2 0 0 0 0 0 ****
DJ Micah: [Tell] *your alignment has shifted 5 points towards smooth*