Players have up to 20 points to spend on their character's race. Each table below must be rolled on and a certain number of traits and abilities chosen from each, however not all of these selections have to be applied by the end of creation. A player may choose all or none of the qualities to apply, so long as they are within the points available to them.  If the player happens to roll the same quality, then he may re-roll for a different one, however some traits may be taken multiple times, though only if it is rolled multiple times.

The final step of creation is to apply the traits and abilities that you have selected from all of the tables.  If the player rolls on a certain table and none of their selections can be applied due to prerequisites, then you are out of luck - that is the luck of the dice.

Roll                        quality

(1) Type – Roll 2d20 and apply 1

1-2                        aberration (3)

3-5                        dragon (10)

6-8                        fey (2)

9-12                        humanoid (0)

13-15                        monstrous (3)

16-17                        outsider (3)

18-19                        plant (10)

20                        undead (16)

(2) Size – Roll d20 and apply

1-5                        large (7)

6-12                        medium (0)

13-17                        small (0)

18-20                        tiny (4)

(3) Speed – Roll d20 and apply

1-12                        normal (0)

13-20                        slow (-1)

(4) Ability Scores – Roll 2d20 and apply 1

1                        advanced (4)

2-3                        flexible (2)

4-6                        greater paragon (2)

7-8                        greater weakness (-3)

9-11                        human heritage (0) humanoid type

12-13                        mixed weakness (-2)

14-15                        paragon (1)

16-17                        specialized (1)

18-19                        standard (0)

20                        weakness (-1)

(5) Ability Score Bonus – Roll 2d20, choose up to 1.  The chosen bonus may be taken multiple times.

1-3                        advanced charisma (4)

4-6                        advanced constitution (4)

7-10                        advanced dexterity (4)

11-13                        advanced intelligence (4)

14-17                        advanced strength (4)

18-20                        advanced wisdom (4)

(6) Language – Roll d20 and apply

1-8                        linguist (1)

9-17                        standard (0)

18-20                        xenophobic (0)

(7) Defense – Roll 7d100, choose up to 4

1                        ancient foe (3)

2-4                        battle-hardened (4)

5-6                        bond to the land (2)

7-8                        breeze-kissed (4) outsider Plane of Air or fey type

9-11                        cat's luck (1) at least +2 DEX

12                        celestial resistance (3) outsider Elysium, Heaven, or Nirvana

13-15                        cornered fury (4)

16                        crystalline form (2) outsider Plane of Earth or construct type

17-18                        deathless spirit (3)

19                        greater defensive training (4)

20-22                        lesser defensive training (1)

23-24                        desert runner (2)

23-25                        energy resistance (1) outsider elemental plane

26-29                        eternal hope (2)

30-31                        exalted resistance (3) outsider Elysium, Heaven, or Nirvana

32-35                        fearless (1)

36                        fiendish resistance (3) outsider Abaddon, Abyss, or Hell

37-39                        fire in the blood (3) outsider Plane of Fire or dragon type

40                        halo (2) outsider Elysium, Heaven, or Nirvana

41-44                        hardy (3) at least +2 CON

45-47                        healthy (2) at least +2 CON

48-50                        hydrated vitality (3) outsider Plane of Water, fey or plant type

51                        illusion resistance (1)

52-53                        lifebound (2) a CON score

54-56                        lesser lucky (2)

57                        mist child (1)

58-59                        mountain-born (1)

60-62                        natural armor (2)

63                        plagueborn (1)

64-66                        poison resistance (3)

67-68                        resist level drain (1) negative energy affinity trait

69-71                        resistant (2)

72-73                        shadow blending (1) shadow resistance trait

74-75                        shadow resistance (2)

76                        greater spell resistance (3)

77-78                        lesser spell resistance (2)

79-81                        stability (1)

82-83                        stone in the blood (3) outsider Plane of Earth, construct or dragon type

84-85                        storm in the blood (3) outsider Plane of Air, dragon, fey, or plant type

86-87                        stubborn (2)

88                        undead resistance (1)

89-90                        unnatural (2)

91                        fey damage resistance (3) fey type

92-93                        improved natural armor (1) natural armor trait

94-95                        improved resistance (2) resistance 5 to any energy

96-97                        greater lucky (4)

98-99                        moon-touched damage resistance (3)

100                        skeletal damage resistance (2) undead type

(8) Feat and Skill – Roll 7d100, choose up to 4

1-3                        beguiling liar (2)

4-8                        camouflage (1)

9-12                        cave dweller (1)

13                        craftsman (1)

14-16                        curiosity (4)

17                        emissary (1)

18-20                        flexible bonus feat (4)

21                        focused study (4)

22-25                        gift of the tongues (2) standard or gifted language

26-27                        gifted linguist (2) standard or gifted language

28-30                        greed (1)

31-34                        gregarious (1) at least +2 CHA

35                        integrated (1)

36                        master tinker (2)

37-39                        nimble faller (2) at least +2 DEX

40-44                        scavenger (2)

45-46                        shards of the past (4)

47-51                        silent hunter (2)

52                        silver tongued (3)

53-55                        skill bonus (2)

56-58                        skill training (1)

59                        skilled (4)

60-64                        sneaky (5)

65-67                        sneaky rider (6)

68-71                        sociable (1)

72-77                        stalker (1)

78-81                        static bonus feat (2)

82-84                        stonecunning (1)

85-87                        underground sneak (5) native to Darklands

88                        urbanite (1)

89-91                        water child (4)

92-95                        nimble attacks (2)

96-100                        quick reactions (2)

(9) Magical – Roll 4d100, choose up to 2

1-4                        arcane focus (1)

5-7                        greater change shape (6) aberration, dragon, fey, humanoid, or monstrous

8-10                        lesser change shape (3) aberration, dragon, fey, humanoid, or monstrous

11-13                        deep magic (3) native to Darklands

14-15                        dissolution's child (5) outsider Shadow Plane, fey or undead

16-19                        dreamspeaker (2)

20-22                        elemental affinity (1) outsider elemental plane

23-25                        elemental summoner (2)

26-29                        enclave protector (2)

30-33                        envoy (1)

34-36                        fell magic (3)

37-39                        ferrous growth (2) outsider Plane of Earth

40-41                        fertile soil (2) outsider Plane of Earth, fey or plant type

42-44                        fiendish sorcery (1) outsider Abaddon, Abyss, or Hell

45-46                        heavenborn (3) outsider Elysium, Heaven, or Nirvana

47-50                        hypnotic (2)

51-54                        hypnotic gaze (3)

53-56                        immortal spark (7) outsider Elysium, Heaven, or Nirvana

57-59                        lightbringer (2)

60-62                        magical linguist (2)

63-66                        nereid fascination (3) outsider Plane of Water or fey

67-69                        object of desire (1)

70-73                        pyromaniac (3)

74-76                        seducer (2) at least +2 CHA

77-79                        shadow caster (2)

80-83                        shadow magic (2)

84-86                        soul seer (4) outsider

87-89                        stoneseer (2)

90-92                        stonesinger (1)

93-96                        treacherous earth (2) outsider Plane of Earth or fey

97-100                        weather savvy (1) outsider Plane of Air or fey

(10) Movement – Roll 3d100, choose up to 1.  If a trait is rolled multiple times, then it can be stacked, however the RP cost must be paid for these additional increases.

1-8                        climb (2)

9-15                        darklands stalker (4) native to Darklands

16-21                        fleet-footed (3) at least +2 DEX

22-29                        gliding wings (3)

30-38                        jumper (2) at least +2 DEX

39-44                        mountaineer (1)

45-50                        sprinter (1) normal speed

51-55                        swift as shadows (3) at least +2 DEX

56-61                        swim (2)

62-68                        terrain stride (1) normal speed

69-74                        vestigial wings (2)

75-81                        burrow (3) normal speed

82-89                        fast (1) normal speed

90-94                        flight (4)

95-100                        powerful swimmer (1) swim trait

(11) Offense – Roll 6d100, choose up to 4

1-4                        bite (1) small or larger size

5-7                        breath weapon (1) aberration, contruct, dragon, humanoid (reptilian), monstrous, elemental

8-10                        celestial crusader (7) outsider Elysium, Heaven, or Nirvana

11-12                        elemental assault (1) dragon type or elemental

13-18                        ferocity (4)

19-21                        gatecrasher (2)

22-26                        hatred (1)

27-31                        kneecapper (1) small size

32-35                        magehunter (4)

36-39                        poison use (1)

40-44                        relentless (1)

45-46                        sky sentinel (3)

47-50                        slapping tail (3)

51-53                        stench aura (4) monstrous, reptilian, or undead

54-57                        sticky tongue (2) medium or larger size

58-60                        terrifying croak (2)

61-63                        toxic (1) aberration, dragon, plant, reptilian, or vishkanya

64                        weapon familiarity (1)

65-69                        wyrmsourged (3)

70-73                        claws (2)

74-76                        frenzy (2)

77-78                        frightful gaze (6)

79-82                        natural attack (1)

83-85                        reach (1) large size

86                        swordtrained (4)

87-90                        tripping tail (3) slapping tail trait

91-92                        elemental weapons (6) outsider elemental plane

93-97                        powerful charge (2) natural attack trait

98-100                        rock throwing (3) large size

(12) Senses – Roll 4d20, choose up to 2

1-2                        carrion sense (1)

3-5                        darkvision 60 feet (2)

6                        darkvision 120 feet (3)

7                        deepsight (2) amphibious trait

8-10                        low-light vision (1)

11-12                        minesight (2)

13-14                        water sense (1) outsider Plane of Water or amphibious trait

15-16                        scent (4)

17-18                        see in darkness (4)

19                        all-around vision (4)

20                        blindsense 30 feet (4)

(13) Weakness – Roll 2d20, choose up to 1

1-4                        light blindness (-2) darkvision or darkness trait

5-7                        light sensitivity (-1) darkvision

8-10                        negative energy affinity (-1)

11-13                        resurrection vulnerability (-1) undead type

14-16                        vulnerable to sunlight (-2) native to Darklands or Plane of Shadows

17-18                        elemental vulnerability (-2) elemental

19-20                        sunlight powerlessness (-2) undead type

(14) Other – Roll 6d20, choose up to 3

1-4                        amphibious (2) swim trait

5-7                        hold breath (1)

8-9                        light and dark (1)

10                        multitalented (2)

11-13                        prehensile tail (2)

14-15                        treespeech (2) plant type

16-17                        grabbing appendages (6) any type except humanoid and large size

18                        multi-armed (4)

19-20                        quadruped (2) any type except humanoid , large size and normal speed