Subraces
#1
Overview
First and foremost, it is important to point out and understand that Thay is a land ruled by elitist, racist, and evil human wizards. Humans, far and away, are the most predominant race. The population of Thay is humans 62%, gnolls 10%, orcs 10%, dwarves 8%, goblins 5%, halflings 4%, and all others combined 1%. Thay is not, and never will be, a place of extreme racial diversity. Therefore, to help ensure that the races of player characters are somewhat proportional to the racial makeup of Thay subraces in general are rare and, in some cases, restricted. Only subraces detailed in this topic are allowed in the Thay PW. Special requests for subrace PCs not in this post are no longer accepted. Period.

Thayan Subraces
A Thayan Subrace character starts as normal through the opening sequence and has all the benefits the mysterious allies provide to standard races. They will receive racial stat, feat, and ability modifications as per D&D rules. They have the option to advance on the Path to Power and can obtain all the benefits of gaining notoriety. However, subrace PCs will become notorious at a much slower rate than other PCs - especially humans.

To create a subrace character, make sure you choose the correct base class and then simply enter the subrace name in the Subrace field during character creation exactly as it is spelled out below.

The following is a list of available subraces for Thay from common to rare:
1. Gnoll
2. Orc
3. Goblin
4. Tiefling
5. Drow
6. Fire Genasi
7. Duergar
8. Svirfneblin

Restricted Subraces
To create a Tiefling, Fire Genasi, or Drow PC requires at least one other PC to reach a moderate-to-high level of notoriety to demonstrate you (the player) have spent time enough in the PW to have a good understanding of Thay. To create one of these subrace PCs, check under the Player Menu > Character Options > Subrace Availability when logged in with a PC whose notoriety you would like to use to see if the subrace is available to you.

Creature Templates
The follow templates may also be obtained in Thay, however these templates may only be applied to non-subrace PCs. Therefore, playing something like a Goblin Vampire is simply not possible.
Lycan
Vampire
Lich

Other Considerations
-Effective Class Level (ECL) is enforced for XP rewarded to subrace and special template PCs, making them level slower than standard PCs

-Any PC that does not have one of the 6 standard appearances (human, elf, half-orc, etc) may not own a mount. This is an engine limitation since only those appearances have the mounted phenotypes available to them. As a result, subrace PCs such as Orcs, Gnolls, and Goblins cannot own mounts

-Notoriety by any subrace PC is gained more slowly than any other PCs. As an approximate estimate, subrace PCs gain notoriety at roughly half the rate of human PCs

-Only one subrace or special template PC is allowed per CD Key. For example, if you create a subrace PC you will be unable to play a lycan. Or if you have a vampire PC, you cannot create a subrace PC. And so on. Only by deleting an existing subrace or special template PC can you create a new one
#2
Gnoll
Gnolls are hyena-headed, evil humanoids with long limbs that possess lean strength. Gnolls are covered in course yellow or reddish-brown fur, and their feet and legs are structured more like a hyena's hind legs then a humanoids. Despite the somewhat awkward appearance of their legs and feet, gnolls walk as bipeds and are as agile and speedy as a normal human.

Gnoll mercenaries made up part of the Red Wizards’ army of rebellion against Mulhorand centuries ago, and their reward was continued employment in the armies of the Thay. Under these conditions, antithetical as they are to the usual form of gnoll habitation, the descendants of the mercenaries thrived. They have made a home for themselves in Thay and can be found throughout the country, usually working as mercenaries and law enforcers. Thayan law being what it is, gnolls get a great deal of pleasure out of enforcing it.

Ability Adjustments: +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
Effective Class Level: +1. Gnolls are more powerful and gain levels more slowly than other races

Racial Features:
-Darkvision: Gnolls can see in the dark
-Natural Armor: +1 natural armor bonus

Languages:
-Gnoll

Special:
Gnolls must be created with Half-Orc as their base race and *exactly* this in the Subrace field: Gnoll
By default, male Gnolls have a dynamic appearance which utilizes tattoo colors and displays a limited selection of clothing parts. Female Gnolls are given a randomly selected static appearance.
A specific static appearance may be selected for either gender if you enter one of the following names in the Subrace field:
Gnoll388 - Armored Gnoll Appearance
Gnoll389 - Unarmored Gnoll Appearance
#3
Orc
Orcs are disfigured humanoid carnivores, standing approximately 5'11 to 6'2, weighing from 180 to 280 lbs. They are easily noticeable due to their green to gray skin, lupine ears, lower canines resembling boar tusks, and their muscular builds. Bestial and savage, orcs band together as trıbes, living on hunting and raiding.

Gnolls and orcs are the most common nonhuman humanoids in Thay. They form the backbone of the Thayan armies, especially the gnolls, who are often placed in city garrisons to keep the populace in line. The less-controllable orcs are usually employed as shock troops.

Ability Adjustments: +4 Strength, -2 Wisdom, -2 Intelligence, -2 Charisma

Racial Features:
-Darkvision: Orcs can see in the dark

Languages:
-Orc

Special:
Orcs must be created with Half-Orc as their base race and *exactly* this in the Subrace field: Orc
By default, male Orcs have a dynamic appearance which can utilize one type of tattoo, tattoo colors, and displays clothing parts *except* for helms. Female Orcs are given a randomly selected static appearance.
A specific static appearance may be selected for either gender if you enter one of the following names in the Subrace field:
Orc136 - Thick Orc with Armored White Hand Face Tattoo
Orc137 - Thick Orc with Spiked Shoulder Armor with Tattoo Greenish
Orc138 - Thick Orc with Red Hood with White Flag Standard from Back
Orc139 - Thick Orc with Hood and Armor with Double Red Flag Standard from Back
Orc140 - Thick Greenish Orc
Orc141 - Thick Bluish Orc with Heavy Helm
Orc1063 - Muscular Greenish Orc
Orc1064 - Muscular Orc with Quiver
Orc1065 - Muscular Orc with Helm and Arm Armor
Orc1066 - Muscular Orc with Helm, Arm Armor, and Skull on Shoulder
Orc1067 - Muscular Orc with Skulls on Shoulders
Orc1068 - Muscular Orc with Skulls on Shoulders and Armor
Orc1069 - Muscular Orc with Red Tattoos
Orc1070 - Muscular Orc with Red Tattoos and Skulls on Shoulders
Orc1071 - Thick Orc with Red Hood
Orc1072 - Thick Orc with Hood and Armor

Click here to see numbered pictures of each orc appearance.
#4
Goblin
Goblins are small creatures that many consider little more than a nuisance. They have flat faces, broad noses, pointed ears, and small, sharp fangs. Their foreheads slope back, and their eyes vary in color from red to yellow. Their skin color ranges from yellow through any shade of orange to a deep red, though they also come in shades of green. Goblins are typically found in dark leathers soiled by poor hygiene and colored in a similar range of tones to their skin, stand between 3'4" and 3'8", and weigh about 40 to 55 pounds on average.

Ability Adjustments: -2 Strength, +2 Dexterity, -2 Charisma

Racial Features:
-Darkvision: Goblins can see in the dark
-Small stature: +1 bonus to Armor Class, +1 size modifier to attack rolls, +4 bonus to Hide and Move Silently

Languages:
-Goblin

Special:
Goblins must be created with Halfling as their base race and *exactly* this in the Subrace field: Goblin
By default, male Goblins have a dynamic appearance which utilizes tattoo color, skin color, displays clothing, and Halfling heads 1-6 will change to a corresponding Goblin head. Players will not be able to see what the actual goblin looks like in the character creation screen, so here are examples of the goblin heads and how color affects each body region:
[Image: goblins.png]

Female Goblins are given a randomly selected static appearance.
A specific static appearance may be selected for either gender if you enter one of the following names in the Subrace field:
Goblin82 - Yellow Armored Appearance
Goblin83 - Orange Armored Appearance
Goblin84 - Yellow Shaman Appearance
Goblin85 - Orange Shaman Appearance
Goblin86 - Yellow Goblin Appearance
Goblin87 - Orange Goblin Appearance
#5
Tiefling
Carrying the very taint of evil in their forms, and perhaps their very souls, tieflings are often persecuted and feared throughout the planes. Because they are descended from evil outsiders, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling.

Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity's holy symbol or another trait related to that evil faith.

Ability Adjustments: +2 Dexterity, +2 Intelligence, -2 Charisma
Effective Class Level: +1. Tieflings are slightly more powerful and gain levels more slowly than other races.

Racial Features:
-Darkvision: Tieflings can see in the dark
-Infernal Resistance: Damage resistance to Cold, Electricity, and Fire 5/-
-Skill Affinity (Bluff): +2 racial bonus to bluff
-Skill Affinity (Hide): +2 racial bonus to hide

Spell-like Abilities:
-Darkness 1/day

Languages:
-50% chance to speak Infernal, otherwise Tieflings will speak Abyssal

Special:
Tieflings must be created with Human as their base race and *exactly* this in the Subrace field: Tiefling
Tieflings will automatically be given the Tiefling head
Tieflings will automatically be given a devil tail
#6
Drow
Descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They tend to be smaller and slimmer than most elves.

Ability Adjustments: +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution
Effective Class Level: +2. Drow are more powerful and gain levels more slowly than other races

Racial Features:
-Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.
-Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
-Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
-Skill Affinity (Listen): +2 racial bonus to listen checks
-Skill Affinity (Search): +2 racial bonus to Search checks
-Skill Affinity (Spot): +2 racial bonus to Spot checks
-Keen Senses: Drow make active Search checks automatically and with no movement penalties
-Darkvision: Drow can see in the dark. This replaces the low-light vision ability most elves receive
-Spell Resistance: Spell resistance of 11 + character level
-Light Blindness: Drow suffer -1 circumstance penalty to attack rolls, saves, and skill checks when outside during the day

Spell-Like Abilities:
-Darkness 1/day
-Dancing Lights 1/day
-See Invisible 1/day

Languages:
-Drow
-Drow Sign
-Undercommon

Special:
Drow must be created with Elf as their base race and *exactly* this in the Subrace field: Drow
#7
Fire Genasi
Fire Genasi are rash, impatient, hot-tempered and passionate, arguing a point long past when a any reasonable person would stop and throwing themselves at risks without stopping to think, above all fire genasi are fueled by a kind of manic energy that makes them seem capable of anything, when a Fire Genasi devotes himself to a task he will never stop until it's done.

Fire Genasi are the most noticeable of the genasi, having orange-red skin and eyes makes them stand out in a crowd and sparks jump when they snap their finger or clap their hands. Fire Genasi are always chaotic due to their rash and impulsive personalities, and they tend towards the extreme alignments as their inner fire leaves little room for indecision.

Ability Adjustments: +2 Intelligence, -2 Charisma
Effective Class Level: +1. Fire Genasi are more powerful and gain levels more slowly than other races

Racial Features:
-Darkvision: Fire Genasi can see in the dark
-Fire Affinity: +1 racial bonus to saving throws against fire spells and effects. This increases by +1 for every five levels the genasi attains
-Healing Flames: Fire Genasi may touch a flame and heal a number of hit points of damage depending upon the size of the fire

Languages:
-Ignan

Special:
Fire Genasi must be created with Human as their base race and *exactly* this in the Subrace field: Fire Genasi
Fire Genasi clerics may only choose a deity who grants access to the Fire Domain and that must be selected as one of his two domains
Fire Genasi are considered native outsiders and will have their racial type changed to Outsider
#8
I want to clarify that ability score modifications *include* the ability adjustments you get from the base class used when creating the subrace character. So the net gains, or losses, are in addition to the base race modifications. This means that after character creation, the following are the net gains or losses applied to each subrace character:

Gnoll (Base Race of Half-Orc): +2 Strength, +2 Constitution
Orc (Base Race of Half-Orc): +2 Strength, -2 Wisdom
Goblin (Base Race of Halfling): -2 Charisma
Tiefling (Base Race of Human): +2 Dexterity, +2 Intelligence, -2 Charisma
Drow (Base Race of Elf): +2 Intelligence, +2 Charisma
Fire Genasi (Base Race of Human): +2 Intelligence, -2 Charisma
#9
Updated 8/14/13 to include information about dynamic models for Gnoll and Goblin subrace PCs.
#10
Duergar 
Long ago, mind flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar (or gray dwarves) rose against their masters and regained their freedom. They emerged as an evil and bitter subrace of dwarf with limited mental powers, but retain the superior skill and workmanship of dwarvenkind. 

Duergar Ability Adjustments: +2 Constitution, -4 Charisma 

Effective Class Level: +1. Duergar are more powerful and gain levels more slowly than other races 

Racial Features: 
-Stonecunning: +2 racial bonus on Search checks made in subterranean areas 
-Darkvision: Duergar can see in the dark 
-Hardiness vs. Spells: +2 racial bonus on saving throws against spells and spell-like effects 
-Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs 
-Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against orcs and against goblinoids (goblins, hobgoblins, and bugbears) 
-Defensive Training vs. Giants: +4 dodge bonus to AC against giants 
-Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks 
-Partial Skill Affinity (Listen): +1 racial bonus to Listen checks 
-Partial Skill Affinity (Spot): +1 racial bonus to Spot checks 
-Immune to paralysis: Duergar cannot be paralyzed 
-Immunity to poison: Immune to all poisons 
-Immunity to phantasms: Immune to the spells phantasmal killer and weird 
-Armor Burden Affinity: Movement speed is not reduced when wearing Medium or Heavy Armor 
-Light Blindness: Duergar suffer a -1 circumstance penalty to attack rolls, saves, and skill checks when outside during the day 

Spell-Like Abilities: 
-Invisibility 1/day 

Languages: 
-Duergar 
-Dwarven 
-Undercommon 

Special: 
Duergar should choose from the skin and hair colors listed below during character creation, otherwise they will be randomly assigned one of the first three colors specific to this subrace. 

Duergar Skin Colors - 17, 18, 19, 41, 42, 75, 86, 124, 125, 126 
Duergar Hair Colors - 17, 18, 19, 20, 56, 60, 164 


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