Drow
Description:
Adaption Comment: The Noquar family of Drow is a cursed family, lacking
the spell resistance common to the other families of Drow. Therefore, they tend
to trust each other more than the other houses of Drow - they just tend to
depend on each other more. It doesn't mean that they won't betray
and backstab each other - just that they do so less frequently.
ECL: +0
Stat Modifications:
Preferred Class: Wizard [male], Cleric [female]
Special Qualities:
Duergar
Description:
In The Unlit World the duergar are not descended
from Clan Duergar, nor are they experimented on by illithids. They are merely a
race of dwarves, transmuted by the strange radiations of the Underdark, over
the centuries and millennia attaining a racial distinction all their own of the
dwarf races. Now, they and their degenerate cousins, the derro, are all that is
left of the diverse dwarf races, the others having perished while fighting for the
side of Light in the Light-Dark war. Or have they?
Adaption Comment:
In retrospect, perhaps the duergar are overpowered
in respect to the 'baseline' for the campaign, namely the drow. Oh well, as long
as there's only one or two duergar in the party, I think I can handle them. Mark that due to their
different origins, they have no special resistance to magical poisons or to phantasms, though in the case of
magical poisons, their +2 Fortitude save bonus does kick in.
ECL: +0
Preferred Class: Fighter
Stat Modifications: +2 Constitution, -4 Charisma
Special Qualities:
+1 racial bonus to attack rolls vs orcs and goblinoids
+1 racial bonus to Listen and Spot
+2 racial bonus to Fortitude saves vs poisons
+2 racial bonus to Will saves vs spells or spell-like effects
+4 dodge bonus to AC vs giants
+4 racial bonus to Move Silently
Alertness Feat
Darkvision 120'
Immunity to paralysis and alchemical poisons
Spell-like abilities: once per day invisibility and enlarge as a sorcerer twice character level, minimum 3rd.
Light Sensitivity: Suffer a -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight or the equivalent.
Stonecunning: +2 race bonus to Appraise checks, Craft checks and Profession checks related to stone or metal.
Githzerai
Description: Githzerai are a hard-hearted, humanlike people who
dwell in the plane of Limbo, secure in the protection of their hidden
monasteries.
Adaption Comment: We removed their power resistance and plane shift
ability because we thought it would be unbalancing. As we decided not to
include psionics per se, they also lost their attack and defense modes,
but kept the other powers that they had, usable at will.
ECL: +1
Stat Modifications: Dex +6 Int -2 Wis +2
Preferred Class: Monk
Special Qualities: combat prescience, far punch,
feather fall, outsider
Combat prescience: Your awareness extends a fraction of a second into
the future. You gain a +2 insight bonus on your attack roll. Duration
1 minute / level.
Far punch: A target you select is buffeted with telekinetic force for
1 point of damage, affecting targets concealed or partially hidden, but not
affecting targets protected by a shield spell or similar spell-like
effects. Inanimate objects cannot be damaged by this power.
Feather fall: The creature or objects affected fall slowly, changing
the rate of fall to a mere 60 feet per round. Duration is until landing or
1 round / level.
Outsider: A githzerai counts as an outsider. Spells targeting 'persons'
will fail when targeting an outsider.