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Races

Races receive little in the ways of changes in Reignited, most changes being related to racial abilities they have as well as potentially offering new racial abilities or alternate racial abilities.

All bonuses listed, unless otherwise specified, are racial bonuses. (Example, an Elves’ Keen Senses grants a racial bonus to Awareness)


Core Races

Dwarf

  • Defensive Training: Dwarves receive a +1 dodge bonus to AC. This bonus increases to a +4 against creatures with the orc, giant, or goblinoid subtype.
  • Hatred: Dwarves receive a +1 bonus on attack rolls against creatures of the orc, goblinoid, or giant subtypes because of their special training against these hated foes.
  • Eye for Detail: Dwarves receive a +2 bonus to Awareness checks. This bonus is instead a +4 on Awareness rolls made to appraise, as well as for unusual stonework (such as traps and hidden doors located in stone walls). They receive a check to notice such features in stonework whenever they pass within 10 feet of them, whether or not they are actively looking.
  • Weapon Familiarity: Dwarves receive weapon proficiency in either axes or hammers, as well as a +1 attack and damage to all weapons with “dwarven” in its special properties or name. They treat any weapon with “dwarven” in its name as a simple weapon.

Elf

  • Keen Senses: Elves receive a +2 bonus to Awareness checks.
  • Elven Magic: Elves receive a +2 bonus to caster level checks. In addition to this they receive a +2 bonus on spellcraft checks, this bonus is instead +4 on spellcraft checks made to identify the properties of a magic item.
  • Weapon Familiarity: Elves receive weapon proficiency in either swords or bows, as well as a +1 attack and damage to all weapons with “elven” in its special properties or name. They treat any weapon with “elven” in its name as a simple weapon.

Gnome

  • Keen Senses: Gnomes receive a +2 bonus to Awareness checks.
  • Defensive Training: Gnomes receive a +1 dodge bonus to AC. This bonus increases to a +4 against creatures with the reptilian, giant, or goblinoid subtype.
  • Obsessive: Gnomes receive a +2 bonus to all Artisan checks.
  • Hatred: Gnomes receive a +1 bonus on attack rolls against creatures of the reptilian, goblinoid, or giant subtypes because of their special training against these hated foes.
  • Weapon Familiarity: Gnomes receive weapon proficiency in either hammers or pistols, as well as a +1 attack and damage to all weapons with “gnome” in its special properties or name. They treat any weapon with “gnome” in its name as a simple weapon.

Half-Elf

  • Keen Senses: Half-Elves receive a +2 bonus to Awareness checks.

Half-Orc

  • Orc Ferocity: Half-Orcs remain conscious and stabilized, even while at 0 hit points or below. They aren’t staggered so long as they possess at least 1 stamina point, and while in this state can take a free second wind as an immediate action.
  • Weapon Familiarity: Half-orcs receive weapon proficiency in either swords or axes, as well as a +1 attack and damage to all weapons with “orc” in its special properties or name. They treat any weapon with “orc” in its name as a simple weapon.

Halfling

  • Halfling Luck: Halflings receive a +1 luck to all saving throws.
  • Sure-Footed: Halflings receive a +2 bonus to Acrobatics and Stealth checks.
  • Keen Senses: Halflings receive a +2 bonus to Awareness checks.
  • Weapon Familiarity: Halflings receive weapon proficiency in either polearms or bows, as well as a +1 attack and damage to all weapons with “halfling” in its special properties or name. They treat any weapon with “halfling” in its name as a simple weapon.

Featured Races

Aasimar

  • Skilled: Aasimar receive a +2 bonus to Awareness and Diplomacy.

Catfolk

  • Natural Hunter: Catfolk receive a +2 bonus on Awareness, Stealth, and Survival checks.

Dhampir

  • Manipulative: Dhampir receive a +2 bonus to Awareness and Bluff.

Drow

  • Weapon Training: Drow treat hand crossbows, rapiers, and short swords as simple weapons.
  • Keen Senses: Drow receive a +2 bonus to Awareness.

Goblin

  • Weapon Familiarity: Goblins receive weapon proficiency in either polearms or axes, as well as a +1 attack and damage to all weapons with “goblin” in its special properties or name. They treat any weapon with “goblin” in its name as a simple weapon. (Note: the horsechopper and dogslicer are both goblin weapons).

Ifrit

  • Fire Affinity: Ifrit receive a +1 caster level when casting spells which deal fire damage or have [fire] as a tag.

Kobold

  • Crafty: Kobolds receive a +2 bonus on Artisan (miner), Artisan (trapmaker), and Awareness. Artisan (trapmaking) and Stealth are always class skills for the Kobold.

Orc

  • Weapon Familiarity: Orcs receive weapon proficiency in either swords or axes, as well as a +1 attack and damage to all weapons with “orc” in its special properties or name. They treat any weapon with “orc” in its name as a simple weapon.
  • Ferocity: Orcs remain conscious and stabilized, even while at 0 hit points or below. They aren’t staggered so long as they possess at least 1 stamina point, and while in this state can take a free second wind as an immediate action.

Oread

  • Earth Affinity: Oread receive a +1 caster level when casting spells which deal acid damage or have [acid] or [earth] as a tag.

Ratfolk

  • Tinker: Ratfolks receive a +2 racial bonus on Artisan (alchemy), Awareness, and Use Magic Device checks.
  • Rodent Empathy: Ratfolk receive a +4 racial bonus to Diplomacy, Bluff, and Handle Animal checks made to influence rodents or rodent-like magical beasts. This does not work on other ratfolk however.

Sylph

  • Air Affinity: Sylphs receive a +1 caster level when casting spells which deal electricity damage or have [electricity] or [air] as a tag.

Tengu

  • Swordtrained: Tengu are proficient with Swords, as well as receiving a +1 racial bonus to attack and damage with all swords.
  • Sneaky: Tengu receive a +2 bonus to Awareness and Stealth.

Tiefling

  • Fiendish Sorcery: Tieflings who cast spells of the [evil] descriptor or spells drawn from a bloodline or other class feature related to demons, devils, or daemons, they receive a +1 bonus to the caster level of these spells.

Undine

  • Water Affinity: Undine receive a +1 caster level when casting spells which deal cold damage or have [cold], [water], or [ice] as a tag.

 


Standard Races

Lizardfolk

  • Natural Attacks: Lizardfolk have the following as natural attacks; a bite (1d4), two claws (1d4 each), and a tail slap (1d6).
  • Amphibious: Lizardfolk can breathe both water and air.

Locathah

  • Wet Feet: Locathah have a 20 foot land speed so long as their feet are wet or have been moisturized within the past hour. Moisturizing their feet takes a full-round action, and requires at least a full waterskin. If their feet are not moisturized they only have a 10 foot land speed.

Triaxian

  • Keen Senses: Triaxians receive a +2 bonus on Awareness checks.

 


Uncommon Races

Nagaji

  • Serpent’s Sense: Nagaji receive a +2 bonus to Awareness checks, and a +2 bonus to Handle Animal on reptiles and creatures of the reptilian subtype.

Strix

  • Nocturnal: Strix receive a +2 bonus to Awareness and Stealth while in dim light or darkness.

Suli

  • Negotiator: Suli receive a +2 bonus to Awareness and Diplomacy checks.

Vishkanya

  • Keen Senses: Vishkanya receive a +2 bonus to Awareness checks.
  • Limber: Vishkanya receive a +2 bonus to Acrobatics and Stealth.
  • Weapon Familiarity: Vishkanya treat blowguns, kukris, and shurikens as simple weapons.

Wayang

  • Lurker: Wayang receive a +2 bonus to Awareness and Stealth checks.

 


Advanced Races

Android

  • Alert: Androids receive a +2 bonus to Awareness checks.
  • Emotionless: Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
  • Constructed: For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.

Gathlain

  • Type: Gathlain are Fey with the Gathlain subtype.

Ghoran

  • Delicious: Ghorans take a –2 penalty on Acrobatics and combat maneuver checks to escape a grapple against a creature that has a bite attack with the grab ability.
  • Light Dependence: Ghorans are heavily light dependent and so take 1d4 points of Constitution damage each day they go without exposure to sunlight. In addition to this, Ghorans can choose to stay in exposure to sunlight in order to heal 1d4 points of damage per hour they remain within the sun.

Kasatha

  • Desert Runner: Kasathas have a +4 racial bonus on Endurance checks and Fortitude saves to avoid fatigueexhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Syrinx

  • Nocturnal: Syrinx receive a +2 bonus to Awareness and Stealth while in dim light or darkness.

Syrinx

  • Nocturnal: Syrinx receive a +2 bonus to Awareness and Stealth while in dim light or darkness.

 


Miscellaneous Races

Aphorites

  • Skilled: Aphorites receive a +2 bonus to a single Artisan skill of their choice.

Ganzi

  • Skilled: Ganzi receive a +2 bonus to Awareness and Survival checks.

Vine Leshy

  • Climber: Vine Leshy receive a +2 bonus to Acrobatics checks; this bonus is a +4 when using Acrobatics for climbing.