World of ThunderHome Races
Playable Races: Human, Elven, , Half-Elf, Dwarven, Gnome, Halfling, Half-Orc, Aasimar, Tiefling, Caldri, Bur-Bar, Wayrum,
Salasi, Figtu
Bur-Bar (Badgerfolk) 10 RP
Racial Traits:
+2 Constitution, +2 Wisdom, -2 Charisma
Size: Small Type: Humanoid Speed: 20ft Languages: Buri (May pick from: Common, Dwarven, Undercommon, Gnome)
Cornered Fury: Whenever a member of this race is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it
gains a +2 racial bonus on melee attack rolls and to Armor Class.
Energy Resistance: Members of this race have resistance 5 to Acid.
Camouflage and Cave Dweller: Members of this race get a +4 racial bonus on Stealth checks, and +1 bonus
on Knowledge (dungeoneering) and Survival checks when underground.
Stonesinger: Members of this race are treated as 1 level higher when casting spells with the earth descriptor or using powers of the
Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This trait does not give
members of this race early access to level-based powers; it only affects powers they could already use without this trait.
Terrain Stride: Members of this race can move through natural difficult terrain at their normal speed while underground. Magically
altered terrain affects them normally.
Bite: Members of this race gain a natural bite attack, dealing damage 1d3 The bite is a primary attack, or a secondary attack if the
creature is wielding manufactured weapons.
Darkvision: Members of this race can see in the dark up to 60 feet.
Elemental Vulnerability: Members of this race have vulnerability to electricity. They cannot posses any racial trait that grants them
resistance or immunity to this energy type.
Speak with Animals: Members of this race can use the spell Speak with Animals 1/day with underground animals only.
Figtu (Fishfolk) 10 RP
Racial Traits:
-2 Dexterity, +2 Charisma , +2 Constitution
Size: Medium Type: Humanoid Speed: 20 ft Languages: Aquan ( May pick from: Common, Draconic, Elven, and Sylvan)
Energy Resistance: Members of this race have resistance 5 to Cold
Hydrated Vitality: Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt
water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding)
does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to
function.
Camouflage and Sea Dweller: Members of this race gain a +4 racial bonus on Stealth , a +1 bonus on Knowledge (Nature)
and Survival checks while underwater.
Wavesinger: Members of this race are treated as 1 level higher when casting spells with the Water descriptor or using powers of the
Water domain, bloodline powers of the Water elemental bloodline, and revelations of the oracle's Water mystery. This trait does not give
members of this race early access to level-based powers; it only affects powers they could already use without this trait.
Swim: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally
grants.
Low-Light Vision: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Amphibious: Members of this race are amphibious and can breathe both air and water.
Elemental Vulnerability: Members of this race have vulnerability Fire. They cannot posses any racial trait that grants them resistance
or immunity to this energy type.
Speak with Animals: Members of this race can use the spell Speak with Animals 1/day with aquatic animals only.
Silasi (Snakefolk) 10 RP
Racial Traits:
+2 Intelligence , -2 Strength, +2 Dexterity
Size: Medium Type: Humanoid Speed: 30ft Languages: Jilasian ( May pick from: Common, Draconic, Goblin, Gnome )
Energy Resistance: Members of this race have resistance 5 to Heat.
Natural Armor: Members of this race gain a +1 natural armor bonus to their Armor Class.
Stability: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the
ground.
Dessert Dweller: Members of this race gain a +1 bonus on Knowledge (Nature) and Survival checks made within the dessert.
Flamesinger: Members of this race are treated as 1 level higher when casting spells with the Fire descriptor or using powers of the Fire
domain, bloodline powers of the Fire elemental bloodline, and revelations of the oracle's Fire mystery. This trait does not give members
of this race early access to level-based powers; it only affects powers they could already use without this trait.
Speak with Animals: Members of this race can use the spell Speak with Animals 1/day with reptiles only.
Climb: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally
grants.
Bite: Members of this race gain a natural bite attack, dealing 1d3 damage The bite is a primary attack, or a secondary attack if the
creature is wielding manufactured weapons.
Elemental Vulnerability: Members of this race have vulnerability Cold. They cannot posses any racial trait that grants them resistance
or immunity to this energy type.
Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their
tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Wayrum (Birdfolk) 10 RP
Racial Traits:
-2 Constitution, +2 Dexterity, +2 Wisdom
Size: Medium Type: Humanoid Speed: 30ft Languages: Auran ( May pick Common, Sylvan, Elven, Celestial )
Energy Resistance: Members of this race have resistance 5 to Electricity.
Keen Senses: Members of this race receive +2 to Perception checks.
Speak with Animals: Members of this race can use the spell Speak with Animals 1/day with birds only.
Windsinger: Members of this race are treated as 1 level higher when casting spells with the Air descriptor or using powers of the Air
domain, bloodline powers of the Air elemental bloodline, and revelations of the oracle's Air mystery. This trait does not give members of
this race early access to level-based powers; it only affects powers they could already use without this trait.
Gliding Wings: Members of this race take no damage from falling (as if subject to a constant nonmagical feather fallspell). While in
midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round.
A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If
subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to
increase the distance it can glide.
Bite: Members of this race gain a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the
creature is wielding manufactured weapons.
Claws: Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature's size .
Low-Light Vision: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Elemental Vulnerability: Members of this race have vulnerability Acid. They cannot posses any racial trait that grants them resistance
or immunity to this energy type.
Caldri (Half-Fey) 10 RP
Racial Traits:
-2 Wisdom, +2 Charisma, +2 Dexterity
Size: Medium Type: Humanoid Speed: 30ft Languages: Common and Sylvan. Caldri with high Intelligence scores can choose
from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Elven)
Deathless Spirit: Members of this race gain resistance 5 against negative energy damage. They do not lose hit points when they gain a
negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-
like abilities of the necromancy school.
Dual-Minded: Members of this race gain a +2 bonus on all Will saving throws.
Skill Training: Bluff and Diplomacy are always considered class skills for members of this race.
Silver Tongued: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a
creature's attitude, they can do so up to three steps up rather than just two.
Fey Magic: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend
languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user's character level.
Low-Light Vision: Members of this race can see twice as far as a race with normal vision in conditions of dim light.