Getting Started

A collection of humanoid races has been gathered in this chapter. These races have been selected for their playability and plausibility as player characters. You won't find any undead or spirits among them. There are no monsters that have "instant kill" powers. With few exceptions, all of the humanoids range in size from small to large. We've included a tiny humanoid for variety, but none above the large (7' to 12') size.

Each entry includes background information, role-playing suggestions, monstrous traits and superstitions inherent to the race, minimum and maximum ability scores, racial ability adjustments, and class restrictions. These will be important when you begin generating ability scores and filling out a character sheet.

Take a few moments to look over the selection of humanoid races. Try to find a race that you want to role-play, not just a race that will generate a powerful character. The goal of this book is to show you how to create characters that can be role-played powerfully, not how to create all-powerful monster PCs. In fact, the more powerful a humanoid PC is, the harder it will be for that character to operate in a campaign setting (see Role-Playing Humanoids for more information).

After you've selected a race and a couple of alternates, discuss your choices with your Dungeon Master. The one you decide to go with should be the one that you are both comfortable with and fits easily into your DM's campaign. You may have to provide your DM with suggestions on integrating your choice into the campaign setting. By working together to come up with clear campaign hooks and explanations for the humanoid PC's presence, you'll be building something you can both live with. In the long run, cooperating on developing the campaign story will be a rewarding experience for both the Dungeon Master and the players.

When choosing a humanoid race to play, keep in mind the following things. You want to choose a humanoid race that you like, because it's no fun playing a character you can't stand. Your selection should spark plenty of ideas for role-playing the character you want to create. If you have no idea how to run or role-play the ape-like alaghi, or you just hate the thought of playing a lizard man, then you should not choose those races.

Finally, you want to select a race that will add positive elements to the story you, the other players and the DM are telling through the role-playing game campaign. A disruptive character, like a disruptive player, will spoil the fun for everyone involved.

Generating Ability Scores

After you've selected the humanoid race you want to play, it's time to create a humanoid player character. To generate your Ability Scores use method VII. If you want to generate a specific character class, and your DM approves, use either method V or VI.

Each humanoid race entry in this chapter includes ability score modifiers. These are applied to the numbers you generate when creating a humanoid character of a particular racial type. Each humanoid race has its own set of ability minimums and maximums. No ability score can fall below the minimum or rise above the maximum without magical or divine aid. If you have your heart set on playing a particular humanoid race and you roll ability scores that are too high or too low, your DM has the option to allow you to use the racial minimum or maximum for that ability score.

Humanoid Races

Each humanoid race has advantages and disadvantages. If the humanoid race you select has a lot of advantages, it will take more experience points to progress in level. Also, many advantages are often balanced by monstrous traits and superstitions.

Special Note: Except for swanmays, no humanoid can benefit from a Raise Dead spell. As with elves, other methods of reviving a slain humanoid must be used.

Groups, Classes, and Kits

All four major character groups (warrior, wizard, priest, and rogue) can be found among the humanoid races, though not every character group is open to every race. The individual race entries will list the restrictions, if any, which apply. Similarly, the classes within these groups may be off limits to certain humanoid races.

Character kits for the humanoid races are also available. A kit is a specialized role, designed to augment and enhance the character class system. Kits do not replace classes. Every character who uses a kit still belongs to a particular character class. Kits add detail to characters after their class has been selected.

Kits are entirely optional, though they are recommended. Humanoid characters can be created without them, but the kits add detail that might otherwise be missing. Only one humanoid kit is allowed per character.

Multi-Class Characters

Most humanoids can be Multi-class characters, though the combinations available to them varies depending upon what race a humanoid is. If you decide to play a multi-class character, read over the benefits and limitations of such characters.

As an option, if a character is ineligible to be multi-classed due to low ability scores, and later has the scores raised to the point of eligibility, the DM may allow the character to declare immediately for multi-class status.

Adding Humanoids to a Campaign

There are any number of ways to introduce humanoid player characters into a campaign. While the method chosen will be determined by you and your Dungeon Master, this section has a few models that might make the process easier. Consider these models as adventure hooks to introduce a newly-created humanoid player character into the action.

Campaign Model #1: "A Friend in Need..."

Bright Mane found himself at the bottom of a deep pit. The wemic, a cross between lion and human just as a centaur is a cross between human and horse, had stumbled into the trap while hunting for food. The pit, which smelled of humans and their strange tools, was deep enough to keep Bright Mane from leaping out, even if he hadn't injured his hind leg in the fall. The sides of the pit were too steep to climb, and he was quickly running out of ideas. Soon, he knew, the humans would come to see what they had caught in their pit. Then his exploration of the world beyond his nation's territory would end — as would his freedom, and perhaps his life.

As twilight stretched across the land, Bright Mane heard the sound of clanking armor approaching. He tensed, tightening his grip on his primitive spear. He would not give up without a fight! That was not the way of a warrior of the pride!

"What have they caught this time?" a gravelly voice asked. Bright Mane looked up to see a dwarf peering down at him. Behind the dwarf was a human, dressed in the polished armor of a paladin.

"Whatever it is, I won't see it taken as slave by those vile predators," the paladin proclaimed. "Let's see if we can extract it before Barrot and his men return..."

In this campaign model, the human and demihuman PCs who have been operating in the DM's campaign world come to the rescue of the newly-created humanoid PC. Like the lion with a thorn in its paw, the humanoid is in some kind of trouble that only the non-humanoid PCs can save him from. They take on the role of the mouse, who pulls the thorn free and earns the respect and favor of the terrible lion. By saving the humanoid, the other PCs gain a companion — and perhaps even a friend.

Once saved, the humanoid PC forms a bond with his rescuers. He feels he owes them a debt he can never repay, or at least that he owes them a debt which must be paid off through the course of subsequent adventures. Even if the other PCs protest, the humanoid will not be swayed from paying back his debt in whatever way he can think of. He will follow his saviors, protect them, aid them in their quests, and seek to return the great favor that they have bestowed upon him.

Humanoids can be saved from a variety of situations, including angry mobs, other adventurers, town guards, hostile monsters, natural disasters, and even other humanoids. A humanoid PC who has been rescued will be totally devoted to his saviors if he is of the proper alignment and personality. Even the most independent and chaotic humanoids will see the other player characters as companions who will keep them from getting into deadly trouble again.

Campaign Model #2: "...Is a Friend Indeed."

The trolls were closing in on Grellor at last, and the ranger had nowhere else to run to. He had reached the end of the path. Above him was the steep cliff walls of the mountain pass, below him was a dizzying drop into oblivion. His only option was to turn and face the trio of trolls, though this would only delay the inevitable. His sword and tiring muscles were no longer a match for the regenerating monsters.

The trolls appeared from around the bend, first one with drooling jaws and outstretched talons, then another, and another. They moved slowly, sensing that the chase had ended and wanting to continue the game for a while longer. Grellor swung his sword before him, hoping to keep the monsters at bay. By the look on the lead troll's face, that tactic wasn't going to work. He watched as the vile creature tensed, preparing to leap across the remaining space and sink its claws into his tender, tired flesh.

What happened next was a confused jumble. The lead troll leaped. Grellor screamed and jumped back, plunging over the side of the cliff. He heard another scream over his own, like the cry of a huge bird. "Skree-ya!" it called, and Grellor felt bony hands grasp him. He looked up to see a winged humanoid — an aarakocra, he believed it was called — grab him. While it could not hold his weight and main- tain flight, it could slow their fall toward the water below.

"Breeka save human," the aarakocra crowed in broken common as they glided downward. "She have wings enough for both of us... "

In this model, it is the human or demihuman player characters who are in deadly trouble. While this model works best on an individual level (one human/demihuman PC, one humanoid PC), it can be developed to apply to an entire player character group.

On an individual level, the human and the humanoid form a bond due to the heroic efforts of the humanoid character. This bond can start as one of gratitude and a debt to be repaid, but it often develops into a long-term adventuring companionship or even a close personal friend- ship between the human in need of help and his humanoid savior.

On a group level, the humanoid character provides the means for adventurers to get out of a terrible jam. She may know a secret passage out of the dungeon, or a hidden pass through goblin territory, or she may even charge into battle to save the adventurers from certain doom. In this way, the entire group owes a debt to the humanoid. They may not all become fast friends with their savior, but they will show a grudging respect and will feel obligated to her.

Adventurers get into all sorts of situations that they might need to be rescued from. A trap in a dungeon could leave them all unconscious and dying until the humanoid pulls them to safety. Hordes of monsters could be closing in and the adventurers must prepare to fight to the death, when the humanoid shows them a way to escape. Or perhaps the humanoid leads them to a pool of healing, or to a much needed cache of supplies, or even intercedes on behalf of the adventurers to save them from her own people.

Whatever the situation, a humanoid who helps a group of adventurers out of a life-or-death encounter becomes very attached to her charges. She believes that they will always need her help, that if she leaves them to their own devices they will simply wind up back in trouble again — or worse. Because of this, the humanoid decides to accompany them on their adventures. For their part, the adventurers feel beholden to the humanoid, so they tolerate her presence. As the humanoid shows her resourcefulness and ability to help over and over again, she will become an important part of their group. Perhaps over several gaming sessions, she will even become their friend.

Campaign Model #3: "Hello, Again..."

Freg the Rogue sat staring into the dying campfire, trying not to think about what his beloved Dreeya might return as. The woman warrior was struck down in their escape from the Underdark, and the only option that had been open to Freg was to allow the priest Joun to cast her miracle. Now he could only wait.

"Are you certain you have no idea what form Dreeya will come back in?" Freg asked the cleric for the tenth time since they had finished dinner.

"Reincarnate is not an exact spell," Joun explained again. "She may return as an animal, or perhaps even as a humanoid."

Freg jabbed a long stick into the fire, producing a burst of sparks. "If you knew Resurrection we wouldn't be sitting here waiting to see ..."

The conversation ended abruptly as a sound broke the stillness beyond the camp. The thief and the priest turned in the direction of the noise, trying to make out shapes in the darkness beyond the fire's glow. They heard it again. Someone or something was approaching the camp.

"Dreeya?" Freg called cautiously. "Dreeya, is that you?"

"Yes, my dearest," a voice called back. It was a feminine voice, but it was also very deep and not quite human. Freg gulped.

A dark shadow reached the edge of the camp, hesitated, then slid into the fire's light. Standing before Freg and Joun, barely able to contain a smile, was a huge, obviously female, bugbear.

"Dreeya has returned," the bugbear said, fixing Freg wiih a loving look. "Miss me?"

A human or demihuman player character eventually faces a foe that is stronger, tougher, and luckier than he is. On such an occasion, the result is often the untimely death of the player character. Of course, death is not always final for PCs in a campaign. There are a number of methods for rescuing a favorite character from the bony clutches of death. The method which concerns us here is the priest spell, reincarnate.

The list of possible incarnations has been expanded to include the humanoid races listed in this book. Now that there are rules for creating and playing humanoid characters, it makes sense to provide this method for turning a dead human or demihuman PC into a live humanoid PC.

This method creates a situation that is unlike the other methods for introducing a humanoid PC into a campaign. While the other methods bring an "uncivilized" humanoid into the company of human and demihuman adventurers, reincarnate places the memories and personalities of deceased humans into the body of a humanoid. The character must now cope with life from inside a very different body than he was used to. He must face all of the prejudices directed at that body without the benefit of growing up in the culture it belongs to. A new humanoid character introduced through reincarnate may look like a bugbear or satyr, but it has all (or at least most) of the knowledge and understanding of the human character it used to be.

The reincarnated character recalls the greater part of his former life and form. The character class of the new incarnation can be anything the player wants, as long as it fits the rules presented in this book and matches the humanoid race in question.

If a humanoid character is being created using the reincarnate spell, it follows these rules: If the character returns as the same class as his previous incarnation, the reincarnated humanoid has half his previous levels and hit points. If the humanoid returns as a new character class, his hit points are half his previous total, but he must begin again at first level.

Campaign Model #4: "All that Glitters..."

The goblin sat across from Valkira and her companions, slurping the mug of wine she had offered it with greedy delight. It drained the contents quickly, licking the last drops from the bottom of the mug. Then it belched loudly, licked again, and finally dropped the empty mug before turning its unusually bright eyes upon Valkira.

"Can you really lead us through the passages beneath the Sunset Mountains?" the warrior woman asked, watching the goblin closely for signs of deception or betrayal.

"Grolip know passages like Grolip know back of foot," the goblin boasted easily. "Grolip lead you — if pay is right."

"We'll pay what we agreed upon," Valkira assured him. "Half now, half on the other side. Plus, if all goes well, we'll give you an additional fifty as a bonus."

The goblin's eyes widened at the promise, and his fangs protruded in a lopsided grin. "For that, Grolip even help you carry your treasure!"

"That's okay," Valkira said quickly. "Just lead us through the passages safely."

"You safe with Grolip," the goblin nodded eagerly. "Grolip know way ... "

In this campaign model, the adventurers hire the services of a humanoid for a particular adventure and wind up getting a life-long companion. Perhaps they aren't able to pay him right away and he decides to hang around until the money becomes available. Maybe circumstances turn employers and employee into partners or even friends. In most cases, what starts as an honest business arrangement evolves into something more. The humanoid might be in it for the money in the beginning, but circumstances often turn business associates into boon companions — especially in the violent, dangerous realms where adventurers tend to roam.

Humanoids can be hired for any number of jobs, including hired muscle, as guides or interpreters, and even for some particular skill or knowledge the humanoid might have. Those humanoids who make good player characters often hire themselves out in order to earn money until they can hook up with an adventuring party that will accept them. Often, the only legal employment a humanoid can find is as a hireling to adventurers.

During the course of employment, the humanoid will come to enjoy the company of the adventurers, perhaps even hooking onto one particular character as a friend. He will demonstrate his own abilities and worth to the party as the adventure progresses, and even prove his loyalty on more than one occasion. When the time comes to collect his pay and move on, the humanoid will make excuses to stay. He may admit to wanting to stay out of friendship, or he may pretend that only the promise of more wealth keeps him around. In either case, the party gains the skills of the humanoid character, and the humanoid gains the companionship of the adventurers.

[Complete Book of Humanoids]

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