THE RACES OF FANTOS

These are a couple  PC races from my own Fantos campaign world. Only the overdrow has been playtested, so the dargoyle may be a little over- or under-powerful. Feel free to increase or decrease the powers of these races as you choose. Enjoy!
 

OVERDROW ELF

Ability Score Adjustments: +2 Dex, -1 Con, -1 Cha

Ability Score Range:
Ability              Min/Max
Strength               3/18
Dexterity              6/18
Constitution           7/17
Intelligence           8/18
Wisdom                 4/18
Charisma               3/17

Class Restrictions:
Class                                   Max. Level
WARRIOR
  Fighter                                   12
  Ranger                                    15
  Paladin#                                  --
----------------------------------------------
WIZARD
  Mage/Specialist*                          15
  Illusionist                               --
  Chronomancer**                            15
----------------------------------------------
PRIEST
  Cleric                                    12
  Druid                                     --
  Witch Doctor                              --
  Shaman                                    --
----------------------------------------------
ROGUE
  Thief                                     12
  Bard                                      --
----------------------------------------------
PSIONICIST                                   8
 

#They can become demi-paladins, as per The Complete Paladin’s Handbook, with a level limit of 10.
*They can become Diviners, Enchanters, and, from Player’s Option: Skills And Powers, Geometers, and Song Wizards.
**Only if the Chronomancer accessory is used.
They can also be specialty priests of Eilistraee, from FOR2, the Drow Of The Underdark accessory.

HIT DICE: PC overdrow receive Hit Dice by class.

ALIGNMENT: Overdrow tend towards chaotic good alignment, but PC Overdrow can be of any alignment.

NATURAL ARMOR CLASS: 10

BACKGROUND:
   Overdrow elves are a subrace of drow elves that had alignments other than normal drow. They were forced to the surface by the other, evil drow. They developed a tolerance for bright lights and sunlight, but being away from the strange magical aura of the drows’ underdark cities caused their innate magical abilities to be reduced. Now, only a few (10%) of all overdrow possess any of the innate abilities common to drow. They resemble drow, but have slightly lighter skin and slightly darker hair, and tend to have light grey hair and dark grey skin. Their eyes look grey or blue, not the feral red normal drow are known for. Still, they resemble drow closely enough that often they are mistaken for their evil cousins, usually with hostile results. They tend to live in isolated villages inside deep forests, sending friendly intermediaries for trading. Because of their isolated nature, very few are seen in the general world. These are adventurer overdrow, like the PCs.

LANGUAGES:
 Overdrow begin with overdrow, elf, common, gnome, halfling, drow, & undercommon.

SPECIAL ADVANTAGES:
 In addition to the normal abilities possessed by elves (as per the PHB), an overdrow PC can choose one of the following spell-like abilities: faerie fire, dancing lights, or darkness, cast as a wizard or priest of the same level. At fourth level, they can choose one other to add. In addition to the abilities available, they may also choose levitate, detect magic, or know alignment to add to the optional abilities list at fourth level. This choice may be repeated at eighth level, twelfth level and so on.

SPECIAL DISADVANTAGES:
    Because of their resemblance to drow, and because drow are known as evil, drow suffer a -3 to reaction rolls in the general populace. Drow will attack overdrow on sight (excepting, of course, PC drow, who can choose).
 

DARGOYLE

Ability Score Adjustments: +1 Str, +1 Int, -2 Cha

Ability Score Range:
Ability              Min/Max
Strength              10/19
Dexterity              3/18
Constitution           6/18
Intelligence           8/18
Wisdom                 5/18
Charisma               3/16

Class Restrictions:
Class                            Max. Level
WARRIOR
  Fighter                                 14
  Ranger                                  12
  Paladin                                 --
--------------------------------------------
WIZARD
  Mage                                    20
  Illusionist                             14
  Chronomancer**                          10
  Specialist***                           20
-------------------------------------------
PRIEST
  Cleric                                  11
  Druid                                    9
-------------------------------------------
ROGUE
  Thief                                   10
  Bard                                    --
--------------------------------------------
PSIONICIST                                --

*** They can be Transmuters, Diviners, Enchanters, Illusionists, Invokers, Necromancers, Elementalists, Wild Mages,  Alchemists, & Shadow Mages. Elementalists & Wild Mages are from the Tome Of Magic, Alchemists & Shadow Mages are from Player’s Option: Skills & Powers.

HIT DICE: PC dargoyles receive Hit Dice by class.

ALIGNMENT: Dargoyles can be of any alignment.

NATURAL ARMOR CLASS: 8

BACKGROUND:
      Dargoyles are a race of winged reptilian creatures thought to be a natural form of gargoyle. They resemble scaly humans with claws, talons, fangs, horns on their heads, long prehensile tails, and bat-like wings. When a dargoyle is enraged, its eyes glow (white for good or neutral dargoyles, red for evil-aligned ones). They live in clans, with one leader and a “second,” or second-in-command. The clan members are fiercely loyal to each other, and even chaotic evil dargoyles are honorbound to defend another of the same clan from attack or wounding. In fact, dargoyles of the same clan cannot fight, or both of the combatants will be disowned by their clan. Frequently, dargoyle clans coexist with human or demihuman communities as nocturnal defenders of those communities. Basically, in exchange for the dargoyles’ nightly protection, the community protects the clan during the day.

LANGUAGES:
     Dargoyle PCs begin play with dargoyle, common, and two demihuman languages (choose from elf, dwarf, gnome, halfling, or DM’s choice).

SPECIAL ADVANTAGES:
     Dargoyles can glide on air currents at a rate of 10 (B). They can forego normal weapons and spells for a claw/claw/tail attack that inflicts 1d6/1d6/1d4. Regardless of class, a dargoyle can Climb Walls, Move Silently, Hide In Shadows, and Detect Noise as a thief with a 11% chance of success per level (maximum of 99%). Dargoyles have infravision up to 60'.

SPECIAL DISADVANTAGES:
     Dargoyles turn to stone when exposed to sunlight (only the real thing will change one). In this form they are AC 5 and have half their total hit points. A dargoyle cannot escape this except by remaining underground during the day. In addition they suffer a -4 to reaction rolls because of their monstrous appearance.

MONSTROUS TRAITS:
Appearance, glowing eyes when angered.

SUPERSTITIONS: None

WEAPON PROFICIENCIES: Any

NONWEAPON PROFICIENCIES: Danger sense#*,direction sense, hiding#*, blind-fighting, endurance, hunting, natural fighting#*, intimidation#*, mountaineering, survival, tracking, wild fighting#*, herbalism.

#*-From The Complete Book Of Humanoids

AVERAGE HEIGHT AND WEIGHT
Hgt.                Wgt.
Base   Modifier     Base        Modifier
72/65   1d12        300/250      1d6

AGE
Base Age       Variable       Maximum Age     Average Max. Age
30              1d8           180+2d20         200

AGING EFFECTS
Middle Age*     Old Age**    Venerable***
90              120          180

*-1 Str/Con, +1 Int/Wis
**-2 Str/Dex, -1 Con, +1 Wis
***-1 Str/Dex/Con, +1 Int/Wis

THIEVING SKILL RACIAL ADJUSTMENTS
PP    OL    F/RT   MS    HS   DN   CW    RL
---   -5%   ---    #*#   #*#  #*#  #*#   -15%

#*#--See above under Special Advantages. 1