TEXT: NEW AND CONVERTED RACES FOR DUNGEONS AND
  DRAGONS
  Table 1: Racial Ability Adjustments
                                       Dwarf, Arimigor
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Arimigor Dwarven Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Con, -2 Cha
  • 
  Preferred Class:  Ranger
  Regional Feats:
  Equipment:
                                        Dwarf, Barsaive
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Barsaive Dwarven Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Int, -2 Dex
  • 
  Preferred Class:  Expert
  Regional Feats:
  Equipment:
  Race
  Ability Adjustments
  Preferred Class
  Dwarf, Arimigor
  +2 Constitution, -2 Charisma
  Ranger
  Dwarf, Barsaive
  +2 Intelligence, -2 Dexterity
  Expert
  Elf, Barsaive
  +2 Dexterity, -2 Constitution
  Bard
  Elf, Blood
  +2 Dexterity, +2 Intelligence, -2 Constitution, -2 Charisma
  Wizard
  Elf, Burghal
  +2 Dexterity, -2 Constitution
  Rogue
  Elf, Deep (Sluagh)
  +4 Dexterity, +2 Intelligence, +2 Wisdom, -2 Strength, -2
  Constitution, -4 Charisma
  Wizard
  Elf, Twilight
  +2 Dexterity, +2 Wisdom, -2 Strength, -2 Constitution
  Cleric
  Elf, Weald
  +2 Wisdom, -2 Constitution
  Druid
  Gnome, Arimigor or Barsaive
  +2 Strength, -2 Wisdom, -2 Charisma
  Fighter
  Gren
  +2 Constitution, -2 Dexterity
  Ranger
  Half-Ogre
  +4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence,
  -2 Wisdom, -2 Charisma
  None
  Jackalman
  +4 Strength, -2 Charisma, -2 Dexterity, -2 Intelligence
  Barbarian
  Jubruq
  +2 Intelligence, +2 Wisdom, -2 Strength, -2 Constitution
  Sorcerer
  K’stulaami
  +2 Dexterity, -2 Wisdom
  Channeler
  Leafer
  +2 Constitution, -2 Dexterity
  Druid
  Lost
  Varies (see text)
  Barbarian
  Obsidiman
  +6 Strength, +4 Constitution, +2 Wisdom, -4 Dexterity, -2
  Charisma
  Monk
  Ork, Barsaive
  +2 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -
  2 Charisma
  Fighter OR Barbarian
  Quickling
  +4 Dexterity, -2 Strength, -2 Constitution
  Sorcerer
  Troll, Barsaive
  +4 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence,
  -2 Wisdom, -2 Charisma
  Barbarian
  T’skrang
  +2 Charisma, -2 Wisdom
  Bard
  Ulk-man
  +4 Strength, -2 Intelligence, -2 Wisdom, -4 Charisma
  Barbarian
  Windling
  +4 Dexterity, +2 Intelligence, -4 Strength, -2 Constitution
  Wizard
  Wolfen
  +4 Strength, -2 Charisma, -2 Dexterity, -2 Intelligence
  Fighter
  
                                              Elf, Barsaive
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Barsaive Elven Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Dex, -2 Con
  • 
  Preferred Class:  Bard
  Regional Feats:
  Equipment:
                                                  Elf, Blood
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Blood Elven Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Dex, +2 Int, -2 Con, -2 Cha
  • 
  Preferred Class:  Wizard
  Regional Feats:
  Equipment:
                                              Elf, Burghal
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Burghal Elven Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Dex, -2 Con
  • 
  Preferred Class:  Rogue
  Regional Feats:
  Equipment:
                                    Elf, Deep (Sluagh)
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Sluagh Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +4 Dex, +2 Int, +2 Wis, -2 Str, -2 Con, -
  4 Cha
  • 
  Preferred Class:  Wizard
  Regional Feats:
  Equipment:
                                              Elf, Twilight
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Twilight Elven Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Dex, -2 Con
  • 
  Medium-Size:  As medium sized
  creatures, twilight elves have no special
  bonuses or penalties due to size.
  • 
  Twilight elf base speed is 30 feet.
  • 
  Immunity to magic sleep spells and
  effects.
  • 
  Darkvision:  Twilight elves can see in
  the dark up to 60 feet.  Darkvision is
  black and white only, but otherwise like
  normal sight.
  • 
  Low Light Vision:  Twilight elves can
  see twice as far as a human in starlight,
  moonlight, torchlight, and similar
  conditions of poor illumination.  They
  retain the ability to distinguish colors
  and detail under these conditions.  Note:
  only one type of vision can be in place
  at a given time.  It takes a partial action
  to switch between modes.
  • 
  +2 to Listen, Search, and Spot checks.
  A twilight 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 the
  door.
  • 
  Exotic and Martial Proficiencies in the
  bastard sword.
  • 
  +1 racial bonus to all Will Saves vs.
  spells and spell-like abilities.
  • 
  Automatic Languages:  Common and
  Elven.  Bonus Languages:  Chondathan,
  Drow Sign Language, Goblin, Illuskan,
  Sylvan, and Undercommon
  • 
  Preferred Class:  Cleric
  Regional Feats:  Stealthy, Survivor, Forester,
  Mind Over Body, Strong Soul.
  Equipment:
  • 
  (A) Bastard sword*
  • 
  (B) Studded leather armor* and 3 cure
  light wounds potions
  • 
  (C) Scrolls of cat’s grace and daylight
                                                 Elf, Weald
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Weald Elven Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Wis, -2 Con
  • 
  Preferred Class:  Druid
  Regional Feats:
  Equipment:
                                     Gnome, Arimigor
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Arimigor Gnomish Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Str, -2 Wis, -2 Cha
  • 
  Preferred Class:  Fighter
  Regional Feats:
  Equipment:
                                      Gnome, Barsaive
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Barsaive Gnomish Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Str, -2 Wis, -2 Cha
  • 
  Preferred Class:  Fighter
  Regional Feats:
  Equipment:
                                                           Gren
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Gren Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Con, -2 Dex
  • 
  Medium-Size:  As medium sized
  creatures, gren have no special bonuses
  or penalties due to size.
  • 
  Gren base speed is 30 feet.
  • 
  +2 to Knowledge (Herbalism), Heal,
  and Wilderness Lore skill checks.
  • 
  Gren receive a +2 to save vs. mind-
  influencing spells and poison.
  • 
  Gren receive a –2 penalty to all Bluff,
  Diplomacy, Perform, and Sense Motive
  skill checks against non-gren.
  • 
  Immunity to sleep effects.
  • 
  Changeling:  Gren can change their
  shape into any humanoid being between
  4 and 8 feet tall.  This ability lasts for
  10+Con modifier hours at a time and is
  usable Con modifier times per day
  (minimum of once per day).  The shape
  assumed will always have a greenish
  tint.
  • 
  Photosynthetic:  Gren have no need to
  eat.  They just need water and sunlight
  to thrive.  A gren that is out of sunlight
  for more than 8 hours takes 2 temporary
  
  Con damage per hour until death or
  until they are subjected to direct
  sunlight at which point they regain 1
  Con per 10 minutes exposure.
  • 
  Automatic Languages:  Common and
  Sylvan. Bonus Languages:
  Chondathan, Druid, Elven, Gnome,
  Halfling, and Terran.
  • 
  Preferred Class:  Ranger
  Regional Feats:  Discipline, Foe Hunter,
  Forester, Militia, Strong Soul
  Equipment:
  • 
  (A) Shortbow*, longbow*, or halfspear*
  • 
  (B) Healer’s kit, 2 antitoxins, and 20
  arrows*
  • 
  (C) Scrolls of barkskin and cure
  moderate wounds
                                                  Half-Ogre
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Half-Ogre Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +4 Str, +2 Con, -2 Dex, -2 Int, -2 Wis, -
  2 Cha
  • 
  Medium-Size:  As medium sized
  (barely) creatures, half-ogres have no
  special bonuses or penalties due to size.
  • 
  Half-ogre base speed is 30 feet.
  • 
  Brutish Stamina:  Half-ogres receive
  their choice of the Endurance, Great
  Fortitude, or Toughness feat for free at
  1st level.
  • 
  +2 to all Intimidate, Listen, and Spot
  checks.
  • 
  -2 penalty to Hide and Move Silently
  checks.
  • 
  Half-ogres can use a bastard sword or
  dwarven waraxe in one hand without
  buying the Exotic Proficiencies.
  • 
  Due to the broadness of half-ogres, they
  must pay for armor, shields, and
  clothing as if they were large creatures
  (x2 price).
  • 
  Giant:  Half-ogres are considered giants
  for purposes of magic items, spells,
  feats, ranger abilities, etc.  Note:  Due to
  the diluted nature of their blood, half-
  ogres are considered humanoids as well
  as giants and as such are affected
  normally by all spells that specifically
  target humanoids.
  • 
  Automatic Languages:  Common and
  Giant.  Bonus Languages:  Damaran,
  Dwarf, Gnome, Gnoll, Goblin, Illuskan,
  and Orc.
  • 
  Preferred Class:  None.  Half-ogres lack
  the focus necessary to practice more
  than one class at a time, thus they
  always suffer xp penalties when
  multiclassing.
  Regional Feats:  Big Brute, Blooded,
  Bullheaded, Resist Poison, Survivor, Thug
  Equipment:
  • 
  (A) Bastard sword*, dwarven waraxe*,
  or greatsword*
  • 
  (B) Banded mail with armor spikes
  • 
  (C) Breastplate*
                                                 Jackalman
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Jackalman Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +4 Str, -2 Int, -2 Dex, -2 Cha
  • 
  Preferred Class:  Barbarian
  Regional Feats:
  Equipment:
                                                       Jubruq
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Jubruq Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Int, +2 Wis, -2 Str, -2 Con
  • 
  Medium-sized:  As medium sized
  creatures, jubruq have no special
  bonuses or penalties due to size.
  
  • 
  Jubruq base movement is 30 feet.
  • 
  Darkvision to 60 feet.
  • 
  +2 to Spellcraft and Concentration skill
  checks.
  • 
  +1 racial bonus to attack rolls against
  orcs and ogres.  Jubruq are adept at
  striking against their brutish cousins.
  • 
  +2 dodge bonus vs. orcs and ogres.
  Jubruq are adept at protecting
  themselves from their brutish cousins.
  • 
  Jubruq with an Intelligence of 10+ can
  cast the cantrips Detect Magic, Read
  Magic, and Resistance each once per
  day.
  • 
  Elf Blood:  For all special abilities and
  effects, a Jubruq is considered an elf.
  • 
  Orc Blood:  For all special abilities and
  effects, a Jubruq is considered an orc.
  • 
  Automatic Languages:  Common and
  Orc.  Bonus Languages:  Draconic,
  Dwarf, Elf, Giant, Gnome, Gnoll,
  Goblin, Mulhorandi, and Tuigan.
  • 
  Preferred Class:  Sorcerer
  Regional Feats:  Discipline, Horse Nomad,
  Magical Training, Saddleback, Survivor
  Equipment:
  • 
  (A) Composite shortbow*
  • 
  (B) Light warhorse, bit and bridle,
  military saddle, and studded leather
  barding.
  • 
  (C) Saber* or scimitar*
               K’stulaami (T’skrang Variant)
  Personality:
  Physical Description:
  Relations:
  Alignment:
  K’stulaami Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Dex, -2 Wis
  • 
   Movement 30.  Glide 30 (Average).
  • 
  Preferred Class:  Channeler
  Regional Feats:
  Equipment:
                                                        Leafer
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Leafer Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Con, -2 Dex
  • 
  Small-sized:  As small creatures, leafers
  gain a +1 to AC and attack rolls and a
  +4 to Hide checks.
  • 
  +8 to Hide skill checks in woodland
  areas.
  • 
  Leafers receive a +4 to save vs. mind-
  influencing spells and poison.
  • 
  Immunity to sleep and paralysis effects.
  • 
  Spores (Ex):  Leafers have 2-4 pods
  that, when broken, release a cloud of
  spores in a 10-foot radius.  Any
  breathing creatures in this area must
  make a Fortitude save (DC 13) or suffer
  1d4 Str initial and secondary damage.
  Pods have a hardness of 3 and 5 hp.
  • 
  If a leafer meets one of its own species,
  both leafers must make a Will save (DC
  30) or attack the other in a fight to the
  death.
  • 
  Plant:  Leafers are considered plants for
  purposes of magic items, spells, feats,
  ranger abilities, etc.
  • 
  Automatic Languages:  Common and
  Sylvan. (Leafers do speak a smattering
  of most languages…usually just enough
  to get them in trouble.  Curses and
  insults are about the limit of the
  vocabulary of a leafer’s limited
  language.)  Bonus Languages:  Druid,
  Elven, Gnome, and Terran.
  • 
  Preferred Class:  Druid
  Regional Feats:
  Equipment:
                                                    The Lost
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Lands of the Lost:
  Religion:
  Language:
  Names:
  
  Adventurers:
  Racial Traits:
  • 
  Preferred Class:  Barbarian
  Regional Feats:
  Equipment:
                                                 Obsidiman
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Obsidiman Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +6 Str, +4 Con, +2 Wis, -4 Dex, -2 Cha.
  Being creatures of stone, obsidimen are
  exceptionally strong and tough.
  However, the flip side is that they are
  also exceptionally slow in every way.
  This lack of urgency and speed in
  everything they do tends to grate on
  others’ nerves.
  • 
  Large-size:  As Large creatures,
  obsidimen suffer a –1 penalty to AC
  and attack rolls.   Also, due to their size,
  obsidimen can carry twice what their
  Strength would otherwise indicate.
  • 
  Base Movement 20.
  • 
  Damage reduction 3/--.
  • 
  +8 to Hide in rocky surroundings.
  • 
  -20 to Swim (in other words…don’t try
  it!).
  • 
  -4 to Balance, Hide, and Move Silently
  checks.
  • 
  Due to their size and weight, obsidimen
  must have all equipment and household
  items (chairs, beds, etc.) specially made
  at three times normal price.
  • 
  Automatic Languages:  Common and
  Terran.  Bonus Languages:  Draconic,
  Dwarf, Giant, Gnome, Orc, and
  Undercommon.
  • 
  Preferred Class:  Monk.
  • 
  Obsidimen are an ECL +4 race.
  Regional Feats:
  Equipment:
                                            Ork, Barsaive
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Barsaive Orkish Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +2 Str, +2 Con, -2 Int, -2 Wis, -2 Cha
  • 
  Preferred Class:  Barbarian OR Fighter
  Regional Feats:
  Equipment:
                 Quickling (Windling Variant)
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Quickling Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +4Dex, -2 Str, -2 Con.  Quicklings, like
  their windling cousins, are highly
  dexterous.  They are weak and fragile
  due to their small size.
  • 
  Tiny-Sized. As Tiny creatures,
  quicklings have a +2 bonus to AC and
  attack rolls and a +8 bonus to Hide
  checks.  Also, due to their size,
  quicklings can carry _ as much as their
  Strength would normally indicate and
  suffer a –8 penalty to Grapple checks.
  • 
  Quickling base movement is 40 feet.
  Quicklings have amazing speed that has
  been bestowed upon them through the
  use of forbidden magics.
  • 
  Runner:  Quicklings are adept runners
  and receive the Run feat for free.
  Additionally, quicklings receive a +2 to
  any Constitution checks made to keep
  running.
  • 
  Madness:  All quicklings have gone
  slightly mad due to the loss of their
  wings.  See the Madness rules that
  follow.  In addition, this madness
  
  provides a +2 to all Will saves versus
  mind-affecting spells.
  • 
  Ethereal Sight (Ex). Quicklings can
  visually perceive Ethereal beings within
  40 feet with a successful Spot check
  (DC 15).
  • 
  Fey:  Quicklings are considered fey for
  purposes of magic items, spells, feats,
  ranger abilities, etc.
  • 
  Frailty:  A quickling’s base Hit Die
  drops to the next smaller die (i.e. d12 to
  d10, d10 to d8, etc…d4 drops to a d3).
  • 
  Automatic Languages: Common and
  Sylvan.  Bonus Languages:  Aquan,
  Auran, Chondathan, Draconic, Elven,
  Gnome, Illuskan, and Infernal.
  • 
  Preferred Class:  Sorcerer
  Regional Feats:  Mind Over Body, Resist
  Poison, Survivor, Treetopper, Twin Sword Style
  Equipment:
  • 
  (A) Any windling weapon*
  • 
  (B) 2 doses of medium-size spider
  venom
  • 
  (C) Arcane scrolls (1 2nd-level and 6 1st-
  level)
                                          Troll, Barsaive
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Barsaive Trollish Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +4 Str, +2 Con, -2 Dex, -2 Int, -2 Wis, -
  2 Cha
  • 
  Large-Size:  As Large creatures,
  Barsaivian trolls suffer a –1 penalty to
  AC and attack rolls.   Also, due to their
  size, trolls can carry twice what their
  Strength would otherwise indicate.
  • 
  Base Movement:  30
  • 
  Feat:  Toughness
  • 
  Giant:  Barsaivian Trolls are considered
  giants for purposes of magic items,
  spells, feats, ranger abilities, etc.
  • 
  Preferred Class:  Fighter
  Regional Feats:
  Equipment:
                                                    T’skrang
  Personality:
  Physical Description:  T’skrang are a race of
  lizard people.  They average 5’9” in height and
  weigh approximately 190 pounds, 40 of which
  are tail.
  Relations:  T’skrang get along with most races,
  although they have a special kinship with
  windlings.  Elves are looked upon with distrust,
  due to the Elf-T’skrang Wars in the past.
  Alignment:  Though
  T’skrang Lands:  T’skrang tend to live on the
  edges of waterways or large bodies of water.
  Their society is a loose matriarchy.
  Religion:  T’skrang usually worship deities of
  Water, Luck, Travel, or Music.
  Language:
  Names:
  Adventurers:  T’skrang adventurers are hardly a
  rare breed.  The natural bravado that t’skrang
  have makes them extremely suited for
  adventuring.  Bards, rogues, and
  Racial Traits:
  • 
  +2 Cha, -2 Wis.  T’skrang are renowned
  for their easy manner and daring
  bravado.  However, these traits, which
  seem to endear them to others, also tend
  to get in their way of thinking before
  acting.
  • 
  Medium-sized:  As medium sized
  creatures, t’skrang have no special
  bonuses or penalties due to size.
  • 
  T’skrang base movement is 30 feet.
  • 
  +4 to Swim skill checks.
  • 
  +2 to Balance and Profession (Sailor)
  skill checks.
  • 
  +1 natural armor bonus to AC.
  • 
  Hold breath for 10+Con modifier
  minutes before suffering adverse effects
  from oxygen deprivation.
  • 
  Automatic Languages:  Common and
  Draconic.  Bonus Languages:  Aquan,
  Chultan, Dwarven, Elven, Goblin,
  Serusan, and Sylvan.
  • 
  Preferred Class:  Bard.
  Regional Feats:  Artist, Luck of Heroes,
  Mercantile Background, Silver Palm, Smooth
  Talk
  Equipment:
  • 
  (A) Tail weapon*, rapier*, or dagger*
  • 
  (B) Pistol, powderhorn, and 10 bullets*
  • 
  (C) Musical instrument*, hand
  crossbow, and 10 bolts*
  
                                                    Ulk-man
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Ulk-man Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +4 Str, -2 Dex, -4 Cha
  • 
  Preferred Class:  Barbarian
  Regional Feats:
  Equipment:
                                                 Windling
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Windling Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +4 Dex, +2 Int, -4 Str, -2 Con.
  Windlings, as creatures of the air, are
  highly dexterous.  Their keen intellect is
  a direct result of their curiosity about
  the world.  They are weak and fragile
  due to their small size.
  • 
  Tiny-Sized. As Tiny creatures
  windlings have a +2 bonus to AC and
  attack rolls and a +8 bonus to Hide
  checks.  Also, due to their size,
  windlings can carry _ as much as their
  Strength would normally indicate and
  suffer a –8 penalty to Grapple checks.
  • 
  Windling base movement is 10.  They
  can also fly at a rate of 40 (Good, +4 on
  Fly skill checks).  Windlings cannot fly
  if they are Encumbered or wearing
  Medium or heavier armor, if they are
  fatigued, or if their wings become wet.
  • 
  +1 to attack and damage rolls versus
  Ethereal beings of all types.
  • 
  +2 to Balance, Escape Artist, and Move
  Silently checks.
  • 
  Ethereal Sight (Ex). Windlings can
  visually perceive Ethereal beings within
  40 feet with a successful Spot check
  (DC 15).
  • 
  Fey:  Windlings are considered fey for
  purposes of magic items, spells, feats,
  ranger abilities, etc.
  • 
  Frailty:  A windling’s base Hit Die
  drops to the next smaller die (i.e. d12 to
  d10, d10 to d8, etc…d4 drops to a d3).
  • 
  Automatic Languages: Common and
  Sylvan.  Bonus Languages:  Aquan,
  Auran, Chondathan, Draconic, Elven,
  Gnome, and Illuskan.
  • 
  Preferred class:  Wizard.
  Regional Feats: Arcane Schooling, Forester,
  Luck of Heroes, Magical Training, Mind Over
  Body
  Equipment:
  • 
  (A) Any windling weapon*
  • 
  (B) 3 doses of blue whinnis poison
  • 
  (C) Arcane scrolls (1 2nd-level and 6 1st-
  level)
                                                       Wolfen
  Personality:
  Physical Description:
  Relations:
  Alignment:
  Wolfen Lands:
  Religion:
  Language:
  Names:
  Adventurers:
  Racial Traits:
  • 
  +4 Str, -2 Dex, -2 Int, -2 Cha
  • 
  Preferred Class:  Fighter
  Regional Feats:
  Equipment:
  
       Table 2: Quickling Madness
  Madness
  Effects
  Addiction
  The quickling craves an item that he can consume.  The quickling must consume the
  item of his addiction once per day or be at a –2 to all checks, saves, and attack rolls
  until he gets his fix.
  Delusion
  The quickling believes he is something he is not, be it an ogre, a beholder, or a dragon.
  When he is faced with absolute evidence to the contrary, he flies into a rage, attacking
  the bearer of the evidence, or the evidence itself.  In this rage, he has a +2 to all attack
  rolls, but a –2 to all Will and Reflex saves.
  Depression
  The quickling is constantly, annoyingly depressed.  The quickling whines about
  everything no matter how minor.  A –4 to the quickling’s Charisma score characterizes
  this madness.
  Fascination
  The quickling is easily fascinated by something.  Shiny objects, elves, or other things
  have the effect of distracting the quickling.  When in the presence of his fascination, a
  quickling is at a –1 to all checks, saves, and attack rolls.
  Hallucinations
  The quickling sees thing that are not there.  In periods of stress, the quickling must
  make a Will save at a DC of 18.  On a failure, he acts as though the figments of his
  imagination are real.
  Paranoia
  The quickling is absolutely convinced that someone or some group is out to get him.
  When anyone mentions the object of his paranoia, the quickling must make a Will save
  (DC 18) or become shaken.  When face to face with his paranoia, he must make a Will
  save (DC 22) or become frightened.
  Phobia
  The quickling has an unreasonable fear of something.  When faced with the object of
  his fear, the quickling must make a Will save (DC 20) each round or become (at first)
  shaken. Any further failures result in the character’s fear escalating 1 step.
  
  Table 3: Quickling/Windling Weapon Equivalents
  Original Weapon
  Quickling/Windling Equivalent
  Dagger
  Quickling/Windling Long Sword
  Handaxe
  Quickling/Windling Greataxe
  Hand Crossbow
  Quickling/Windling Light Crossbow
  Light Mace
  Quickling/Windling Greatmace
  Light Crossbow
  Quickling/Windling Heavy Crossbow
  Light Hammer
  Quickling/Windling Maul
  Short Sword
  Quickling/Windling Greatsword
  Table 4:  New Quickling/Windling Weapons
  Weapon
  Size
  Cost
  Damage
  Critical
  Range
  Increment
  Weight
  Type
  Unarmed
  Attack
  --
  --
  1(s)
  x2
  --
  --
  Bludgeoning
  Windling
  Dagger
  Fine
  1 gp
  1d2
  19-20/x2
  5 ft.
  .1 lb.
  Piercing
  Quickling
  Hand
  Crossbow
  Fine
  50 gp
  1d2
  19-20/x2
  15 ft.
  .5 lb.
  Piercing
  Windling
  Handaxe
  Diminutive
  2 gp
  1d3
  x3
  5 ft.
  .25 lb.
  Slashing
  Windling
  Short Sword
  Diminutive
  5 gp
  1d3
  19-20/x2
  --
  .125 lb.
  Piercing
  Windling
  Axe
  Tiny
  3 gp
  1d4
  x3
  --
  .25 lb.
  Slashing
  Windling
  Hammer
  Tiny
  5 sp
  1d3
  x2
  10 ft.
  .125 lb.
  Bludgeoning
  Windling
  Mace
  Tiny
  2 gp
  1d3
  x2
  --
  .25 lb.
  Bludgeoning
  Windling
  Pick
  Tiny
  2 gp.
  1d3
  x4
  --
  .125 lb.
  Piercing
  Windling
  Spear
  Tiny
  5 sp
  1d3
  x3
  10 ft.
  .25 lb.
  Piercing
  Windling
  Bow
  Small
  15 gp
  1d4
  x3
  30 ft.
  .125 lb.
  Piercing
  Windling
  Longspear
  Small
  2 gp
  1d4
  x3
  --
  1 lb.
  Piercing
  Table 5:  T’skrang Tail Weapons
  Weapon
  Cost
  Damage
  Critical
  Range
  Increment
  Weight
  Type
  Dagger
  2 gp
  1d4
  19-20/x2
  --
  1 lb.
  Slashing
  Mace
  5 gp
  1d6
  x2
  --
  4 lb.
  Bludgeoning
  Shuriken Flinger
  10 gp
  1d6
  x3
  20 ft.
  2 lb.
  Piercing
  Spikes
  20 gp
  1d10
  x2
  --
  6 lb.
  Bludgeoning and
  Piercing
  
  Table 6:  Windling Monk Damage and Speed
  Level
  Damage
  Speed
  1-2
  1d3
  10/30 ft.
  3
  1d3
  15/40 ft.
  4-5
  1d4
  15/40 ft.
  6-7
  1d4
  25/50 ft.
  8
  1d6
  25/50 ft.
  9-11
  1d6
  30/60 ft.
  12-14
  1d8
  35/70 ft.
  15
  1d8
  45/80 ft.
  16-17
  1d10
  45/80 ft.
  18-20
  1d10
  50/90 ft.
  Table 7:  Quickling Monk Damage and Speed
  Level
  Damage
  Speed
  1-2
  1d3
  40 ft.
  3
  1d3
  50 ft.
  4-5
  1d4
  50 ft.
  6-7
  1d4
  60 ft.
  8
  1d6
  60 ft.
  9-11
  1d6
  70 ft.
  12-14
  1d8
  80 ft.
  15
  1d8
  90 ft.
  16-17
  1d10
  90 ft.
  18-20
  1d10
  100 ft.
  New Skills:
  Fly (Dex; Trained Only; Must be able to fly or glide)
       Creatures and races with the ability of flight or gliding use the Fly skill.  This skill is used when doing
  tricky maneuvers.  The maneuverability class of the creature modifies the skill as follows:
  Maneuverability
  Modifier
  Perfect
  +8
  Good
  +4
  Average
  0
  Poor
  -4
  Clumsy
  -8
  The DM may add other modifiers for exceptionally tricky stunts.  This skill can also be used to glide.
  Finding thermal updrafts, prolonging a glide, and catching oneself after a fall are all examples of situations
  where the Fly skill is pertinent.
  New Feat:
  Big Brute (Special)
       You are over 8 feet tall and/or over 500 lbs.
       Prerequisite: Str 18+, Con 18+, member of a medium-sized race that has an average height of 7ft+ (i.e.-
  bugbear, half-ogre, or gnoll), must be taken at 1st level.
       Benefit: You are a Large creature. -1 to AC and attack rolls and a –4 to Hide checks. Carry twice what
  your Strength would normally indicate, 1d4 unarmed damage, +4 to Grapple, 10-foot reach, and the ability
  to use Large weapons one handed and Huge weapons two handed.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/AD&D 3rd Edition/AD&D 3 - Race - Converted Races.pdf