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The Witch-King
2009-09-21, 09:03 AM
The Races of Fairybottom Saga

So...

Fairybottom Saga started as a joke but more and more the concept of a light-hearted fey-centered campaign set in an eternal forest in eternal summer is starting to grow on me.

I put together a set of racial packs for the setting and would appreciate some assistance in creating Level Adjustments for them and generally having them PEACHED.

All of these should be assumed as having only 1 hit die.


* * *

Elfling

Elflings are a small race of elf-like humanoid fey standing about 3 to 3 1/2 feet tall. They are the central race of Fairybottom Saga.


Fey

+2 Dexterity, -2 Strength, +2 Charisma.

Small: As a Small creature, a Elfling 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 medium creatures use, and his lifting and carrying limits are three-quarters of those of a Medium character.

Elfling base land speed is 20 feet.

Elfin Magic: +2 to Spellcraft checks. Spellcraft is always a Class Skill for Elflings.

Low-Light Vision: An Elfling 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.

Elflings receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Proficiency: Elflings receive the Martial Weapon Proficiency feats for the shortsword and shortbow (including composite shortbow) as bonus feats.

+1 racial bonus on attack rolls against redcaps, goblinoids and lizardfolk.

+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

+2 racial bonus on Listen checks.

+2 racial bonus on Ride (Wolfling). Wolflings are intelligent wolves that have had a close relationship with the Elflings since the dawn of time.

+4 racial bonus on Hide checks, improves to +8 in a wooded area.

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

Spell-like Ability: Can speak with animals.

Automatic Languages: Common and Sylvan. Bonus Languages: Goblin, Lizardfolk and Toad.

Favored Class: Ranger or Druid.

Redcaps

Redcaps are short mean-spirited cannibalistic fey who draw strength magically from their red conical hats.


Fey

+2 Strength, -2 Charisma.

Small: As a Small creature, a Redcap 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 medium creatures use, and his lifting and carrying limits are three-quarters of those of a Medium character.

+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

A redcaps base land speed is 20 feet (base land speed is 30 when wearing iron boots).

Low-Light Vision

Weapon Proficiency: Redcaps receive the Martial Weapon Proficiency feat for the scythe as a bonus feat.

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

Powerful Build (only when wearing a bright red hat) (Su)

Automatic Languages: Common and Sylvan. Bonus Languages: Giant, Ogre, Goblin, Troll, Toad.

Favored Class: Barbarian or Warlock


Raccoona

Raccoona are a race of short anthropomorphic raccoon fey with a penchant for stealing things.


Fey

+2 Intelligence, -2 Strength.

Small: As a Small creature, a Raccoona 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 medium creatures use, and his lifting and carrying limits are three-quarters of those of a Medium character.

A raccoona's base land speed is 20 feet.

+1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.

+4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).

+2 racial bonus on Listen checks

+4 racial bonus on Hide checks, which improves to +8 in a wooded area.

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Fey receive Immunity to disease.

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Automatic Languages: Common and Sylvan. Bonus Languages: Giant, Goblin, Lizardfolk and Toad.

Favored Class: Rogue.


Pixie

Pixies are six-inch tall fey humanoids with insect wings. Think Tinkerbell.


Fey

-4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma

Diminutive: As a Diminutive creature, a Pixie gains a +4 size bonus to Armor Class, a +4 size bonus on attack rolls, and a +12 size bonus on Hide checks, but he uses smaller weapons than medium creatures use, and his lifting and carrying limits are one-quarter of those of a Medium character.

A pixie's land speed is 20 ft. Her flight speed is 60 ft. with good maneuverability.

Pixie Kisses: If a willing fey is kissed by a pixie after sunset, that person shrinks to the size of a pixie and grows pixie wings and can fly. This effect lasts as long as the two are in physical contact and the effect is canceled by sunlight.

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

Low-light vision.

Racial Feats: A pixie receives Dodge and Weapon Finesse as bonus feats.

+1 natural armor bonus.

Damage reduction: A pixie gains damage reduction equal to half her total levels, up to a maximum of 10. This damage reduction is canceled by either magic weapons or cold iron weapons.

Lack of armor: Pixies are so small that armor sized to them provides no protection. Magic armor sized for a pixie can still provide it's magical bonus.

Automatic Languages: Common, Sylvan. Bonus Languages: Goblin, Toad, Redcap.

Favored Class: Sorcerer.

Ravena

Ravena are small-sized raven-like flightless humanoid fey.


Fey

Small: As a Small creature, a Ravena 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 medium creatures use, and his lifting and carrying limits are three-quarters of those of a Medium character.

+2 Dexterity, -2 Strength.

A ravena's base land speed is 30 feet.

Great Ally (Ex): Ravena work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a ravena applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a ravena gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).

Mimicry (Ex): A Ravena can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the Ravena to speak languages it can't normally speak. To duplicate a specific individual's voice, a Ravena makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn't genuine.

Natural Weapons: 2 claws (1d3).

+2 racial bonus on Hide checks and Move Silently checks.

Low-light vision.

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

Automatic Languages: Common and Sylvan. Bonus Languages: Toad, Lizardfolk and Goblin.

Favored Class: Rogue.


Sylph

Sylphs are elemental spirits of air which take the form of young, beautiful humanoid women with insect wings.


Outsider (Air)

Medium

-2 Strength, +2 Dexterity, -2 Constitution, +4 Intelligence, +6 Wisdom, +6 Charisma.

A Sylph's land speed is 30 feet. Her fly speed is 90 feet (good maneuverability).

Lightning blast (Su): As a Standard Action, you may generate a ray that does Electrical Damage to one target within 30’ (no save, SR applies) (½ damage to objects). The amount of damage done is equal to the Sylph's total levels divided by two round down in d6.

Elemental Traits (Ex): A Sylph is immune to poison, sleep, paralysis and stunning. She cannot be raised or resurrected. A Sylph has darkvision (60-foot range).

Whirlwind (Su): Once per day, a Sylph can transform herself into a whirlwind and remain in that form for up to 1 round for every 2 HD she has. Any creature of the Sylph's size category or less that comes into contact with the whirlwind must make a successful Reflex save (DC 10 + Sylph's total levels) or take 2d6 points of damage. It must also succeed at a second Reflex save (DC 10 + Sylph's total levels) or be picked up bodily and held suspended in the powerful winds, automatically taking 2d6 points of damage per round. A creature that can fly is allowed a reflex save at the same DC each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The Sylph can eject any carried creatures whenever she wishes, depositing them wherever she happens to be.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the Sylph and has a diameter of 5 feet. The cloud obscures all vision, including darkvision within its radius. Creatures adjacent to the cloud have one-half concealment. Anyone caught in the cloud must succeed at a Concentration check (DC 10 + Sylph's total levels) to cast a spell.

Sylphs gain +2 Knowledge (Planes).

Sylphs are immune to disease.

Automatic Languages: Common and Sylvan. Bonus Languages: Toad, Lizardfolk and Goblin.

Favored Class: Sorcerer


Mooncat

Mooncats are feline humanoid fey with a short-ranged teleport ability. Legend has it that the first mooncats came from the moon, hence the name.


Fey

Medium

Moonstep (Su): Three times a day, a mooncat can teleport to any location within 25 feet that is within his or her line of sight.

Cat Form (Su): At will as a standard action you may transform into a cat (or from a cat back to your normal form). You assume the form of a Tiny Cat (which covers most breeds of housecats). Stats are +6 Dex, -6 Str. Minimum Strength is 3. In Cat Form you gain Low Light Vision, Scent, a Primary Claw attack doing 1d2 plus Strength Bonus, and a Secondary Bite attack doing 1d3 plus half Strength Bonus. If you make a Full Attack you get 2 Claw attacks and a Bite. You also get a +4 Circumstance Bonus on Climb, Hide, and Move Silently checks; and a +8 Circumstance Bonus on Balance and Jump checks. In areas of tall grass or heavy undergrowth the Hide bonus raises to a +8.

When transforming all clothes and equipment are transmuted into your collar. While in Cat Form you may use your Dexterity or your Strength bonus for Climb Checks, whichever is greater. Since you do not have hands, certain skill checks (Craft, Disable Device, Disguise, Forgery, Open Lock, and Use Rope) will be all but impossible. You can only speak as a cat in Cat Form. You may not cast spells with Verbal or Somatic components unless you have a Feat allowing you to do so. If you are killed or knocked unconscious in Cat Form you revert to humanoid form next round. You gain a Luck Bonus to your Armor Class equal to your Charisma modifier while in Cat Form.

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

Automatic Languages: Common and Sylvan. Bonus Languages: Toad, Lizardfolk and Goblin.

Favored Race: Ranger.


Lizardfolk

Lizardfolk are reptilian humanoids.


Medium Humanoid (Reptilian)

+2 Strength, +2 Constitution, -2 Intelligence.

Medium size.

A Lizardfolk’s base land speed is 30 feet.

Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.

+5 natural armor bonus.

Natural Weapons: 2 claws (1d4) and bite (1d4).

Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.

Reptilian: Lizardfolk are immune to a Nymph's racial abilities and treat all Nymphs and Dryads as if they were six Charisma lower when resolving interactive checks.

Automatic Languages: Common, Lizardfolk, Sylvan, Toad. Bonus Languages: Goblin, Ogre, Giant, Troll.

Favored Class: Barbarian or Druid

Groger

Grogers are froglike egglaying mammalian humanoid fey.


Fey

Small: As a Small creature, a Groger 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 medium creatures use, and his lifting and carrying limits are three-quarters of those of a Medium character.

+2 Intelligence, -2 Charisma.

Amphibious

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

A Groger's base land speed is 30 feet.

Tongue: Grogers can attempt grappling at up to 10' range.

+8 racial bonus to Jump checks

A Groger’s coloration gives it a +4 racial bonus on Hide checks.

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

Low-Light Vision: A groger 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.

Automatic Languages: Common, Sylvan, Lizardman and Toad. Bonus Languages: Goblin, Troll, and Ogre.

Favored Class: Wizard

Satyr/Faun

Satyrs and Fauns are horned half-human, half-goat creatures. If male, they are called Satyrs, if female, they are called Fauns.


Fey

+2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.

Medium size.

A satyr’s base land speed is 40 feet.

Low-light vision.

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

Natural Weapons: Head butt (1d6).

Pipes (Su): Satyr and faun bards can play a variety of magical tunes on their pan pipes. When a satyr or faun bard plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level is the satyr/faun's bard caster level; the satyr chooses the tune and its effect).

In the hands of other beings, or even in the hands of a non-bard satyr or faun, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.

Automatic Languages: Common and Sylvan. Bonus Languages: Toad, Lizardfolk, Troll, Goblin.

Favored Class: Bard

Dryad

Dryads are tree spirits that take the form of green-skinned, beautiful young humanoid women.


Fey

Medium

+8 Dexterity, +4 Intelligence, +4 Wisdom, +8 Charisma

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

A dryad cannot use metal or wooden armor or shields. A dryad who wears prohibited armor or carries a prohibited shield is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Automatic Languages: Common and Sylvan. Bonus Languages: Toad, Lizardfolk and Goblin.

Favored Class: Druid


Nymph

Nymphs are powerful spirits associated with the land that take the form of beautiful humanoid women.


Fey

Medium

+6 Dexterity, +2 Constitution, +6 Intelligence, +6 Wisdom, +8 Charisma

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

Blinding Beauty (Su)

This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.

The save DC is Charisma-based.

Spell-Like Ability: 1/day―dimension door. Caster level 7th.

Stunning Glance (Su)

As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su)

A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Empathy (Ex)

This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.

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

A nymph cannot use metal armor or shields. A nymph who wears prohibited armor or carries a prohibited shield is unable to cast spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.

Automatic Languages: Common and Sylvan. Bonus Languages: Toad, Lizardfolk and Goblin.

Favored Class: Beguiler

Myrmidon

Myrmidons are small, egg-laying mammalian humanoid fey resembling ant-like humanoids (their appearance has a blend of ant and human features).


Fey

+2 Charisma, -2 Strength, -2 Wisdom.

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 ¾ of those of Medium characters.

base land speed is 20 feet.

+3 natural armor bonus.

Myrmidons receive a +2 racial bonus on a Craft or Profession skill of their choice.

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

Racial Skills: have a +2 racial bonus on Spot checks due to their compound eyes.

Racial Feats: Myrmidons gain Blind-Fight as a bonus feat.

Insect speech: Myrmidons may use Speak with Animals with insects.

Automatic Languages: Common and Sylvan. Bonus Languages: Goblin and Lizardfolk.

Favored Class: Sorcerer

Goblin

Goblins are green-skinned mean-spirited fey who enjoy carnage and picking on those weaker than themselves. They are ruled by the Goblin King (who may or may not resemble David Bowie).


Fey

-2 Strength, +2 Dexterity, -2 Charisma.

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.

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

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, Sylvan, Goblin. Bonus Languages: Giant, Lizardfolk, Ogre.

Favored Class: Rogue

Grig

Grigs are like centaurs except instead of being half-horse, they are half-grasshopper. Grigs can leap great distances. A grig stands 6 inches tall and weighs about 1 pound.


Fey

Diminutive: As a Diminutive creature, a Pixie gains a +4 size bonus to Armor Class, a +4 size bonus on attack rolls, and a +12 size bonus on Hide checks, but he uses smaller weapons than medium creatures use, and his lifting and carrying limits are one-half of those of a Medium character.

Charm Immunity (Ex): Fey are immune to magical charm spells and effects.

Nature Sense (Ex): Fey can identify plants and animals (their species and special traits) with perfect accuracy. She can tell whether water is safe to drink or dangerous (polluted, poisoned, or otherwise unfit for consumption).

Saves: Fey receive a +2 racial bonus to Reflex and Will saves.

Fey receive a +4 racial bonus to Perform, Spot, and Wilderness Lore checks.

Fey receive Immunity to disease.

Spell-Like Abilities: 3/day―disguise self, entangle (DC 13), pyrotechnics (DC 14), ventriloquism (DC 13). Caster level 9th. The save DCs are Charisma-based.

Fiddle (Su): Grig bards carry tiny, grig-sized fiddles. When a Grig bard fiddler plays, any non-fey within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based.

Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.

Automatic Languages: Common, Sylvan. Bonus Languages: Goblin, Lizardfolk, Ogre.

Favored Class: Bard

Troll

Trolls are fierce medium-size humanoid fey with horns and a tail and a bad attitude. They tend to think of pillaging and raiding as generally having a good time.


Fey

+2 Strength, +2 Constitution, +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma

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

Forest troll base land speed is 30 feet.

Low-Light Vision: Forest trolls can see twice as far as humans in starlight, moonlight, torchlight and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Rapid Healing (Ex): forest trolls heal twice as quickly as normal (they heal double the normal number of hit points after a period of rest). Trolls can improve this natural ability even further by taking racial levels.

+1 racial bonus on attack rolls with thrown weapons. Forest trolls are skilled hunters and are particularly fond of the javelin and the throwing axe.

+2 racial bonus on Survival checks. Survival is a class skill for all forest troll characters. Forest trolls spend most of their time in the wilderness and know its tricks.

+2 racial bonus on Jump and Tumble checks. Jump and Tumble are class skills for all forest troll characters. Forest trolls are amazingly agile and acrobatic.

Automatic Languages: Common, Troll and Sylvan.

Bonus Languages: Goblin, Ogre and Giant.

Favored Class: Barbarian and Druid

Kuma Kode
2009-09-21, 10:48 PM
These are just rough estimates from eyeballing them. I haven't gone into any detailed analysis, but....

Elfing: +1 or +2
Redcap: +1, or +0 if everyone is fey
Raccoona: +0
Pixie: +2 or +3
Ravena: +0
Sylph: +3 or +4
Mooncat: +0 or +1
Lizardfolk: +2
Groger: +0 or +1
Satyr: +2 or +3
Dryad: +3
Nymph: That's probably upwards of +6 or +8
Myrmidon: +0
Goblin: +0
Grig: +1 or +2
Troll: +1

Dragon Elite
2009-09-21, 11:11 PM
I agree. Also, sizes would be nice.

The Witch-King
2009-09-22, 11:37 AM
I agree. Also, sizes would be nice.

Not sure what you mean by this--if you're referring to the sizes of the races: Small, Medium, etc., that's already been included in the listings.