CthulhuM
2007-07-22, 09:13 PM
It has, in the past, been observed that the only half-X" creatures in existence are specifically half X... and half human. Is there any particular reason halflings and gnomes never produce half-breed children, while everything else (up to and including trolls, apparently) is out playing the metaphorical (and highly interracial) field? Well, the simple answer has always been that producing half-breeds for every possible pairing is a logistical impossibility.
Certain monster races have been taken care of by templates, but what about the usual PC races? Somehow making a Half-Dwarf, Half-Elf and even Half-Human template seems clunky and wrong (after all, do you apply the half-dwarf template to the human base creature, or visa-versa?), so Ive come up with an alternate system.
Modular Races
The basic idea here is simple: the stats of every basic PC race are broken up into two components. A full member of a given race has both components of that race, which, together, add up to make him a normally statted Elf or Human or Dwarf. In order to create a half-breed, one simply takes one component from one race and combines it with a component from another race as desired. Together the two of them create one full race. If the DM wishes, one component can be considered nature, and the other nurture, but havent included any specific details on this matter.
Now, to prevent this system from being completely broken, or rather inflexible, I have assigned each racial component a level adjustment of either +1/2 or -1/2. A player can put together a +1/2 component and a -1/2 component for a 0 LA race or two +1/2 components for a +1 race (no -1 LA races allowed, I'd say, because thats just a horrible idea on all counts). By this system, there will actually be three different possible sets of stats for any given half-breed, which seems fine to me mixing together two races shouldnt really be a totally predictable process anyway (except to the player doing the mixing, of course).
Ive been forced to slightly alter a few races to fit this system, or to bring them in line with a +0 LA (notably with races like kobolds and hobgoblins). Im pretty sure theyre all balanced, but suggestions for further fixes are, of course, welcome.
Special notes on size and speed: If no size is specified in any of its components, a races size is medium. If small or large size is specified, the race is the specified size. If both small and large size are specified, the creature is medium. The same goes for slight build and powerful build. If no speed is specified, base speed is 30. If both 20 and 40 are specified, base speed is 30.
Redundant racial bonuses and natural armor bonuses resulting from this system are added together to form one racial bonus for the resulting half-breed. Redundant darkvision adds together the darkvision range from each racial component to determine the half-breeds darkvision range. Redundant low-light vision becomes 4x low-light vision.
Flavor details: For statistics such as height, weight and lifespan, the default for half-breeds is halfway between the values for each parent race, but players should feel free to customize this as necessary. A character with the constitution of a dwarf and the strength of an orc should probably be heavier than either race, for example. Languages known/available and favored class should be determined by the race predominant in the half-breeds upbringing.
Also, of course, DMs should feel free to disallow any particular half-breed combinations (I could certainly understand someone ruling that half-breed Elans do not exist, for example), or to tinker with the stats on any of these entries.
The Races
Dwarves
LA +1/2
+2 Constitution
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 dodge bonus to Armor Class against monsters of the giant type.
LA 1/2
-2 Charisma
60 foot darkvision
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than exotic weapons.
+1 racial bonus on attack rolls against orcs and goblinoids.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Elans
LA +1/2
Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
LA 1/2
-2 Charisma
Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Elans (unlike most aberrations) do not have darkvision.
No maximum lifespan.
Elves
LA +1/2
+2 Dexterity
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+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.
LA 1/2
-2 Constitution
Meditates for 4 hours in lieu of sleep.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: An elf 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.
Gnomes
LA +1/2
+2 Constitution
Low-Light Vision: A gnome 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.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+2 racial bonus on Craft (alchemy) checks.
Spell-Like Abilities: 1/dayspeak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/daydancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnomes Cha modifier + spell level.
LA 1/2
-2 Strength
Small: As a Small creature, a gnome 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 humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type.
+2 racial bonus on Listen checks.
Goblins
LA +1/2
+2 Dexterity, -2 Strength
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 Ύ those of Medium characters.
+2 racial bonus on reflex saving throws
+4 racial bonus on move silently checks
LA 1/2
-2 Charisma
Darkvision out to 60 feet
Low-Light Vision: A goblin 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.
+4 racial bonus on ride checks
Halflings
LA +1/2
+2 Dexterity
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
LA 1/2
-2 Strength
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halflings +1 bonus on saving throws in general
Hobgoblin
LA +1/2
+2 Constitution
+2 racial bonus on reflex saves
+4 racial bonus on move silently checks
LA 1/2
-2 Charisma
Darkvision out to 60 feet
Humans
LA +1/2
One bonus feat at first level.
LA 1/2
-2 Wisdom
+2 to saves versus mind-affecting affects.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Kobolds
LA +1/2
+2 Dexterity, -2 Constitution
Two primary claw attacks that deal 1d4 (1d3 for small) points of slashing/piercing damage plus Strength bonus.
Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
+1 natural armor bonus.
LA 1/2
-2 Strength
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 Ύ those of Medium characters.
Secondary bite attack that deals 1d4 (1d3 for small) points of piercing/slashing/bludgeoning damage plus 1/2 Strength bonus.
Darkvision out to 60 feet.
Light Sensitivity: Kobolds are dazzled in bright sunlight or similar effects.
Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Maenads
LA +1/2
Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psi-Like Ability: 1/dayenergy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
LA 1/2
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 Intelligence and Wisdom but gains a +2 bonus to Strength.
Orcs
LA +1/2
+2 Strength, -2 Charisma
+1 natural armor bonus
LA 1/2
+2 Strength, -2 Intelligence, -2 Wisdom
Darkvision out to 60 feet
Light Sensitivity: Orcs are dazzled in bright sunlight or similar effects.
Xephs
LA +1/2
+2 Dexterity
Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xephs base speed. A burst of speed lasts 3 rounds.
Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
LA 1/2
-2 Strength
Darkvision out to 60 feet.
+1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.
Other Bloodlines
Here Ive taken a statistics from a number of other bloodlines that are normally just represented as original races (tieflings, aasimar, half-giants, etc.), as well as a few other likely heritage choices, and essentially turned them into simple templates that can be applied easily and effectively to any PC race, including those that are already half breeds.
Aquan
LA +1
+2 Dexterity, +2 Constitution, -2 Strength
Outsider: Aquan characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
30 foot swim speed in addition to normal land speed.
Darkvision out to 60 feet
+1 Caster level on spells with the [water] descriptor.
Aquan as a bonus language known
Auran
LA +1
+2 Dexterity, +2 Intelligence, -2 Constitution
Outsider: Auran characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Supernatural 10 foot fly speed (perfect maneuverability) in addition to normal land speed.
Darkvision out to 60 feet
+1 Caster level on spells with the [air] descriptor.
Auran as a bonus language known
Brumal
This template represents characters with one or more of the many cold-subtyped monsters buried somewhere in their ancestry.
LA +1
+2 Constitution, +2 Wisdom, -2 Intelligence
Monstrous humanoid: Brumal-blooded are monstrous humanoids. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Darkvision out to 60 feet
+1 Caster level on spells with the [cold] descriptor.
Energy resistance 10 versus cold
Spell-like ability: 3/day ray of frost, caster level equals character level.
Celestial-blooded
LA +1/
+2 Wisdom, +2 Charisma, -2 Strength
Outsider: Celestial-blooded are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Darkvision out to 60 feet
+1 Caster level on spells with the [light] descriptor.
+2 racial bonus on spot and listen checks
Energy resistance 5 versus acid, cold and electricity.
Spell-like ability: 1/day daylight, caster level equals character level.
Celestial as a bonus language known
Draconic
LA +1/
+2 Strength, +2 Charisma
Monstrous humanoid (dragonblood): Draconic characters are monstrous humanoids with the dragonblood subtype. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person, and they qualify for feats and other options available to dragonblood characters.
2 primary claw attacks (damage is 1d2 for small and 1d3 for medium creatures)
Darkvision out to 60 feet
Low-light vision
+2 racial bonus on intimidate and spot checks
+4 to saves versus sleep and paralysis
Natural armor increases by 1.
Draconic as a bonus language known
Fiend-blooded
LA +1
+2 Dexterity, +2 Intelligence, -2 Constitution
Outsider: Fiend-blooded are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Darkvision out to 60 feet
+1 Caster level on spells with the [darkness] descriptor.
+2 racial bonus on bluff and hide checks
Energy resistance 5 versus cold, fire and electricity.
Spell-like ability: 1/day darkness, caster level equals character level.
Infernal or Abyssal as a bonus language known
Giant-blooded
(No, its not psionic, because that makes no sense at all. I mean, really, not even a little bit.)
LA +1
+2 Strength, +2 Constitution, -2 Intelligence
Giant: Giant-blooded are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Low-Light Vision: A giant-blooded individual 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: The physical stature of giant-blooded individuals 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 may also use weapons designed for creatures one size larger than him without penalty, though his natural attacks and unarmed strikes are still those of a medium creature.
Rock throwing: A giant-blooded individual can throw rocks as a non-improvised ranged weapon they are proficient with, and receives a +1 racial bonus on attack rolls made for throwing rocks. The range increment of these rocks is 60 feet, and they can be thrown up to 5 range increments. A giant-blooded can throw rocks of a size category up to one less than his own (powerful build does not apply to this ability). Small rocks deal 2d6+Str; tiny rocks deal 2d4+Str.
Ignan
LA +1
+2 Dexterity, +2 Charisma, -2 Wisdom
Outsider: Ignan characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Darkvision out to 60 feet
+1 Caster level on spells with the [fire] descriptor.
Energy resistance 10 versus fire
Ignan as a bonus language known
Breath weapon(Su): An ignan-blooded can breathe fire in a 30 foot line as a standard action. This attack deals 1d8 fire damage/2 hit dice to creatures within the effected area (reflex save for half - DC = 10 + 1/2 hit die + Con modifier). The ignan-blooded must wait 1d6 rounds after using his breath weapon before he can use it again.
Terran
LA +1
+2 Strength, +2 Constitution, -2 Dexterity
Outsider: Terran characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
10 foot burrow speed in addition to normal land speed.
Darkvision out to 60 feet
+1 Caster level on spells with the [earth] descriptor.
Terran as a bonus language known
Umbral
This template represents characters with the influence of the plane of shadow, or a creature of shadow, within their blood.
LA +1
+2 Dexterity
Outsider: Umbral characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
+10 feet to all movement speeds.
Darkvision out to 90 feet.
Low-Light Vision: An umbral character 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.
Light blindness(Ex): Abrupt exposure to sunlight or a similarly bright light blinds an umbral creature for 1 round (a fortitude save against the effect DC 15 for natural sunlight negates the blindness) and remains dazzled for as long as it remains within the light.
+1 Caster level on spells with the [shadow] descriptor.
+4 racial bonus on hide checks.
Certain monster races have been taken care of by templates, but what about the usual PC races? Somehow making a Half-Dwarf, Half-Elf and even Half-Human template seems clunky and wrong (after all, do you apply the half-dwarf template to the human base creature, or visa-versa?), so Ive come up with an alternate system.
Modular Races
The basic idea here is simple: the stats of every basic PC race are broken up into two components. A full member of a given race has both components of that race, which, together, add up to make him a normally statted Elf or Human or Dwarf. In order to create a half-breed, one simply takes one component from one race and combines it with a component from another race as desired. Together the two of them create one full race. If the DM wishes, one component can be considered nature, and the other nurture, but havent included any specific details on this matter.
Now, to prevent this system from being completely broken, or rather inflexible, I have assigned each racial component a level adjustment of either +1/2 or -1/2. A player can put together a +1/2 component and a -1/2 component for a 0 LA race or two +1/2 components for a +1 race (no -1 LA races allowed, I'd say, because thats just a horrible idea on all counts). By this system, there will actually be three different possible sets of stats for any given half-breed, which seems fine to me mixing together two races shouldnt really be a totally predictable process anyway (except to the player doing the mixing, of course).
Ive been forced to slightly alter a few races to fit this system, or to bring them in line with a +0 LA (notably with races like kobolds and hobgoblins). Im pretty sure theyre all balanced, but suggestions for further fixes are, of course, welcome.
Special notes on size and speed: If no size is specified in any of its components, a races size is medium. If small or large size is specified, the race is the specified size. If both small and large size are specified, the creature is medium. The same goes for slight build and powerful build. If no speed is specified, base speed is 30. If both 20 and 40 are specified, base speed is 30.
Redundant racial bonuses and natural armor bonuses resulting from this system are added together to form one racial bonus for the resulting half-breed. Redundant darkvision adds together the darkvision range from each racial component to determine the half-breeds darkvision range. Redundant low-light vision becomes 4x low-light vision.
Flavor details: For statistics such as height, weight and lifespan, the default for half-breeds is halfway between the values for each parent race, but players should feel free to customize this as necessary. A character with the constitution of a dwarf and the strength of an orc should probably be heavier than either race, for example. Languages known/available and favored class should be determined by the race predominant in the half-breeds upbringing.
Also, of course, DMs should feel free to disallow any particular half-breed combinations (I could certainly understand someone ruling that half-breed Elans do not exist, for example), or to tinker with the stats on any of these entries.
The Races
Dwarves
LA +1/2
+2 Constitution
Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+4 dodge bonus to Armor Class against monsters of the giant type.
LA 1/2
-2 Charisma
60 foot darkvision
Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isnt stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than exotic weapons.
+1 racial bonus on attack rolls against orcs and goblinoids.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Elans
LA +1/2
Naturally Psionic: Elans gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
LA 1/2
-2 Charisma
Aberration: Elans are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Elans (unlike most aberrations) do not have darkvision.
No maximum lifespan.
Elves
LA +1/2
+2 Dexterity
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+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.
LA 1/2
-2 Constitution
Meditates for 4 hours in lieu of sleep.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: An elf 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.
Gnomes
LA +1/2
+2 Constitution
Low-Light Vision: A gnome 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.
+2 racial bonus on saving throws against illusions.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+2 racial bonus on Craft (alchemy) checks.
Spell-Like Abilities: 1/dayspeak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/daydancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnomes Cha modifier + spell level.
LA 1/2
-2 Strength
Small: As a Small creature, a gnome 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 humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Gnome base land speed is 20 feet.
Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
+1 racial bonus on attack rolls against kobolds and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type.
+2 racial bonus on Listen checks.
Goblins
LA +1/2
+2 Dexterity, -2 Strength
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 Ύ those of Medium characters.
+2 racial bonus on reflex saving throws
+4 racial bonus on move silently checks
LA 1/2
-2 Charisma
Darkvision out to 60 feet
Low-Light Vision: A goblin 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.
+4 racial bonus on ride checks
Halflings
LA +1/2
+2 Dexterity
Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Halfling base land speed is 20 feet.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
LA 1/2
-2 Strength
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the halflings +1 bonus on saving throws in general
Hobgoblin
LA +1/2
+2 Constitution
+2 racial bonus on reflex saves
+4 racial bonus on move silently checks
LA 1/2
-2 Charisma
Darkvision out to 60 feet
Humans
LA +1/2
One bonus feat at first level.
LA 1/2
-2 Wisdom
+2 to saves versus mind-affecting affects.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
Kobolds
LA +1/2
+2 Dexterity, -2 Constitution
Two primary claw attacks that deal 1d4 (1d3 for small) points of slashing/piercing damage plus Strength bonus.
Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
+1 natural armor bonus.
LA 1/2
-2 Strength
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 Ύ those of Medium characters.
Secondary bite attack that deals 1d4 (1d3 for small) points of piercing/slashing/bludgeoning damage plus 1/2 Strength bonus.
Darkvision out to 60 feet.
Light Sensitivity: Kobolds are dazzled in bright sunlight or similar effects.
Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
Maenads
LA +1/2
Naturally Psionic: Maenads gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psi-Like Ability: 1/dayenergy ray. A maenad can deal only sonic damage with this ability. It is accompanied by a tremendous scream of rage. Manifester level is equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based.
LA 1/2
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 Intelligence and Wisdom but gains a +2 bonus to Strength.
Orcs
LA +1/2
+2 Strength, -2 Charisma
+1 natural armor bonus
LA 1/2
+2 Strength, -2 Intelligence, -2 Wisdom
Darkvision out to 60 feet
Light Sensitivity: Orcs are dazzled in bright sunlight or similar effects.
Xephs
LA +1/2
+2 Dexterity
Burst (Su): Three times per day, a xeph can put on a burst of speed to increase her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xephs base speed. A burst of speed lasts 3 rounds.
Naturally Psionic: Xephs gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
LA 1/2
-2 Strength
Darkvision out to 60 feet.
+1 racial bonus on saving throws against powers, spells, and spell-like effects. Xephs have an innate resistance to psionics and magic.
Other Bloodlines
Here Ive taken a statistics from a number of other bloodlines that are normally just represented as original races (tieflings, aasimar, half-giants, etc.), as well as a few other likely heritage choices, and essentially turned them into simple templates that can be applied easily and effectively to any PC race, including those that are already half breeds.
Aquan
LA +1
+2 Dexterity, +2 Constitution, -2 Strength
Outsider: Aquan characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
30 foot swim speed in addition to normal land speed.
Darkvision out to 60 feet
+1 Caster level on spells with the [water] descriptor.
Aquan as a bonus language known
Auran
LA +1
+2 Dexterity, +2 Intelligence, -2 Constitution
Outsider: Auran characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Supernatural 10 foot fly speed (perfect maneuverability) in addition to normal land speed.
Darkvision out to 60 feet
+1 Caster level on spells with the [air] descriptor.
Auran as a bonus language known
Brumal
This template represents characters with one or more of the many cold-subtyped monsters buried somewhere in their ancestry.
LA +1
+2 Constitution, +2 Wisdom, -2 Intelligence
Monstrous humanoid: Brumal-blooded are monstrous humanoids. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Darkvision out to 60 feet
+1 Caster level on spells with the [cold] descriptor.
Energy resistance 10 versus cold
Spell-like ability: 3/day ray of frost, caster level equals character level.
Celestial-blooded
LA +1/
+2 Wisdom, +2 Charisma, -2 Strength
Outsider: Celestial-blooded are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Darkvision out to 60 feet
+1 Caster level on spells with the [light] descriptor.
+2 racial bonus on spot and listen checks
Energy resistance 5 versus acid, cold and electricity.
Spell-like ability: 1/day daylight, caster level equals character level.
Celestial as a bonus language known
Draconic
LA +1/
+2 Strength, +2 Charisma
Monstrous humanoid (dragonblood): Draconic characters are monstrous humanoids with the dragonblood subtype. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person, and they qualify for feats and other options available to dragonblood characters.
2 primary claw attacks (damage is 1d2 for small and 1d3 for medium creatures)
Darkvision out to 60 feet
Low-light vision
+2 racial bonus on intimidate and spot checks
+4 to saves versus sleep and paralysis
Natural armor increases by 1.
Draconic as a bonus language known
Fiend-blooded
LA +1
+2 Dexterity, +2 Intelligence, -2 Constitution
Outsider: Fiend-blooded are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Darkvision out to 60 feet
+1 Caster level on spells with the [darkness] descriptor.
+2 racial bonus on bluff and hide checks
Energy resistance 5 versus cold, fire and electricity.
Spell-like ability: 1/day darkness, caster level equals character level.
Infernal or Abyssal as a bonus language known
Giant-blooded
(No, its not psionic, because that makes no sense at all. I mean, really, not even a little bit.)
LA +1
+2 Strength, +2 Constitution, -2 Intelligence
Giant: Giant-blooded are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Low-Light Vision: A giant-blooded individual 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: The physical stature of giant-blooded individuals 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 may also use weapons designed for creatures one size larger than him without penalty, though his natural attacks and unarmed strikes are still those of a medium creature.
Rock throwing: A giant-blooded individual can throw rocks as a non-improvised ranged weapon they are proficient with, and receives a +1 racial bonus on attack rolls made for throwing rocks. The range increment of these rocks is 60 feet, and they can be thrown up to 5 range increments. A giant-blooded can throw rocks of a size category up to one less than his own (powerful build does not apply to this ability). Small rocks deal 2d6+Str; tiny rocks deal 2d4+Str.
Ignan
LA +1
+2 Dexterity, +2 Charisma, -2 Wisdom
Outsider: Ignan characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Darkvision out to 60 feet
+1 Caster level on spells with the [fire] descriptor.
Energy resistance 10 versus fire
Ignan as a bonus language known
Breath weapon(Su): An ignan-blooded can breathe fire in a 30 foot line as a standard action. This attack deals 1d8 fire damage/2 hit dice to creatures within the effected area (reflex save for half - DC = 10 + 1/2 hit die + Con modifier). The ignan-blooded must wait 1d6 rounds after using his breath weapon before he can use it again.
Terran
LA +1
+2 Strength, +2 Constitution, -2 Dexterity
Outsider: Terran characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
10 foot burrow speed in addition to normal land speed.
Darkvision out to 60 feet
+1 Caster level on spells with the [earth] descriptor.
Terran as a bonus language known
Umbral
This template represents characters with the influence of the plane of shadow, or a creature of shadow, within their blood.
LA +1
+2 Dexterity
Outsider: Umbral characters are outsiders with the native subtype in relation to whatever plane they were born on. Thus they are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
+10 feet to all movement speeds.
Darkvision out to 90 feet.
Low-Light Vision: An umbral character 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.
Light blindness(Ex): Abrupt exposure to sunlight or a similarly bright light blinds an umbral creature for 1 round (a fortitude save against the effect DC 15 for natural sunlight negates the blindness) and remains dazzled for as long as it remains within the light.
+1 Caster level on spells with the [shadow] descriptor.
+4 racial bonus on hide checks.