Anime d20 — System Reference Document v1.2
Compatible with PHB 3.5
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Chapter 4: Races
Step 4: Select Race
At this stage in the creation process you should select a race as outlined in the PHB, paying the appropriate Character
Point cost as listed in Table 4-1 (using the discretionary Character Points granted in Step 1). With your GM’s permission,
you may design your own racial package and pay the appropriate cost out of your starting Character Points. Included herein
is a Character Point break down of the races found in the PHB, as well as for some new races based in Alderand
Racial Cost Determination
When the special abilities were being assigned Points, each talent was examined closely. If the ability had a direct comparison
to an Attribute in Anime d20, that value was used (for example, 4 Skill Points are worth 1 Point; acute vision is worth 1
Point; +1 to a Will save is worth 1 Point; etc.). Other abilities were modified depending on whether it was applicable in
a wide variety of situations, or only useful in limited circumstances. Occasionally, an ability was valued at a half Point
(if its utility seemed to be worth less than a full Point), and sometimes the final total was rounded appropriately. The Game
Master may alter the Point cost assigned to each race as desired. See the PHB for more information about racial abilities.
In Anime d20, the default race for a character is human (normally worth 6 Character Points). Consequently, the final number
of Character Points assigned to a race equals the calculated value minus 6. This adjustment means being a human is “free;”
no Points must be assigned for this race. Other races are adjusted accordingly. As a result, half-orc characters have 5 Character
Points return to them to compensate for their lack of abilities (when compared to humans and other races
Table 4-1: Race Costs
Centaur Point Cost
Fast Movement (50) 4
*+8 Strength 4
+4 Dexterity 2
+4 Constitution 2
-2 Intelligence -1
+2 Wisdom 1
*4d8 Hit points 8
*+3 Base Attack 9
*+1 Fort +4 Reflex +4 Will 9
Total Value 38
Final Cost 2
*Must take 3 levels of Centaur gaining +8 Strength +1d8 Hp +0 Attack +2 Reflex +2 Will +0 Fort
+0 Strength +1d8 Hp +1 Attack +1 Reflex +1 Will +0 Fort
+0 Strength +2d8 Hp +2 Attack +1 Reflex +1 Will +1 Fort
Dwarves
There are 3 sub races of Dwarves in Alderand with their own culture and appearances. First there are the Hill Dwarves,
a group of heavy drinkers who take them selves very seriously. Excellent craftsmen they make stone goods that are superior
to many cultures goods. They are much more chaotic than their Mountain Dwarf Cousins and although they live in close knit
clans there is very little contact with leaders, everyone does their job with out much interest from the loose leaderships.
Culture and dress are similar to the Highland humans who live in the same area and most of the Hill Dwarven trade is done
with them. Hill Dwarven favored class is Barbarian
Hill Dwarf Racial traits are as follows-
Dwarf Point Cost
Slow movement -1
+2 Constitution 1
-2 Charisma -1
Stone cunning 1
+2 save vs. poison 1
+2 save vs. spells 2
+1 attack vs. orcs/goblinoids 1
+2 Appraise/Cultural Arts (Appraisal) Skill checks 0.5
+2 Craft Skill checks Made for stonework 0.5
Stability 1
Total Value 6
Final Cost 0
Mountain Dwarves are the strict orderly cousins of the hill dwarves, they claim to be the first race born to Alderand and
live deep with in their ancient mountain strongholds. Mountain Dwarves are among the best metalworkers and are proud of that
fact. They live in clans and have a strong patriotism to their Thane. Mountain Dwarves like to knock one back after a hard
day of work but do not believe in Dulling their wit with ale. Mountain Dwarves favored multiclass is Fighter although a strong
portion of them pick up the paladin class instead.
Dwarf Point Cost
Slow movement -1
+2 Constitution 1
-2 Dexterity -1
Stone cunning 1
+2 save vs. poison 1
+2 save vs. spells 2
+1 attack vs. Giants/Underdark 1
+2 Appraise/Cultural Arts (Appraisal) Skill checks 0.5
+2 Craft Skill checks Made for metal work 0.5
Stability 1
Total Value 6
Final Cost 0
Deep Dwarves are a evil race in the Underdark cave structures who have grey skin black eyes and very short beards and fight
the Mountain Dwarves constantly to gain control of the mithril mines. Deep Dwarves are sneaky underhanded and very subtle
especially compared to other dwarves.
Dwarf Point Cost
Slow movement -1
+2 Constitution 1
-2 Charisma -1
Dark vision 1
Stone cunning 1
+2 save vs. poison 1
+2 save vs. spells 2
+1 attack vs. Giants/Underdark 1
+2 Hide .05
+2 Move Silently 0.5
Stability 1
Total Value 7
Final Cost 1
Elves
Elves have several cultures that are vastly different from each other first the most common are the high elves. High Elves
are thin and tall with pale skin and dark hair with deep blue eyes. They grow in appearance and size until roughly the age
of a human from 18-22 and do not change much until they begin to grow to a venerable age. Elves can not grow beards and love
music and fine crafts. High elves live in forest surroundings with some finer points of life they cut trees to make their
homes but build natural looking buildings with fine carvings and disturb nature as little as possible. In a high Elvin village
you will see houses surrounded by trees with no order of where they are placed and the only roads are commonly walked trails.
Elves prefer to use magic from the Dynamic Sorcerer class.
Elf Point Cost
Base movement 0
+2 Dexterity 1
-2 Constitution -1
Immunity to magical sleep spells 1
+2 save vs. enchantment 1
Low-light vision 1
+2 Listen, Search, and Spot Skill checks 1.5
Detect secret doors 1
Total Value 6
Final Cost 0
Wood Elves are at home in the trees where they actually build homes that are part of the natural landscape including cities
that are set in the tops of ancient hollow trees. They have brown hair and green eyes, stand about 5'4" and have very tan
skin. Wood elves leadership is not selected by vote, by appointment or by any other means, the leadership is simply the elves
that other elves are willing to listen to. Wood Elves favorite class is ranger although shamans are very common.
Elf Point Cost
Base movement 0
+2 Dexterity 1
-2 Intelligence -1
Immunity to magical sleep spells 1
+2 save vs. enchantment 1
Low-light vision 1
+2 Listen, Search, and Spot Skill checks 1.5
Detect secret doors 1
Total Value 6
Final Cost 0
Grey Elves build large marble cities in the mountains they are practitioners of high magic and very noble and orderly.
They live for the finer things in life and the government is very theocratic. Favored multiclass is Wizard.
Elf Point Cost
Base movement 0
+2 Intelligence 1
-2 Constitution -1
Immunity to magical sleep spells 1
+2 save vs. enchantment 1
Low-light vision 1
+2 Listen, Search, and Spot Skill checks 1.5
Detect secret doors 1
Total Value 6
Final Cost 0
Dark Elves are an evil subterranean race of elves who live in chaotic societies where different families and parties vie
for control of all others. no specific government styles exist as no one has been able to put their beliefs above the other
dark elf families. Skin is deep brown and hair is whitish with brown or purple eyes.
Elf Point Cost
Base movement 0
+2 Dexterity 1
-2 Constitution -1
Immunity to magical sleep spells 1
+2 save vs. enchantment 1
Dark vision
+2 Listen, Search, and Spot Skill checks 1.5
Detect secret doors 1
Total Value 6
Final Cost 0
Gnomes are the primary crafts masons in Alderand who employ clockwork mechagnomes instead of normal siege weapons. They
are great with gears and with alchemy. Gnomes love nothing more than research and could be labeled as the absent minded professor
sort. Gnomes can multiclass with either gnome engineer or mecha knight.
Gnome Point Cost
Base movement 0
+2 Constitution 1
-2 Strength -1
Low-light vision 1
+2 save vs. illusions 1
+1 DC for cast illusion spells 1
+1 attack vs. kobolds/goblinoids 1
+4 dodge defense vs. giants 1
+2 Listen Skill checks 0.5
+2 Craft (Alchemy) Skill checks 0.5
Free 0th Level spells (cantrips) 1
Total Value 7
Final Cost 1
Half-Elves are outcasts in both human and Elvin societies they have adapted to being very good survivors and have great
potential to adventure. Half Elves have a natural ability to speak with people.
Half-Elf Point Cost
Base movement 0
Immunity to sleep 1
+2 save vs. enchantment 1
Low-light vision 1
+1 Listen, Search, and Spot Skill checks 0.5
+2 Diplomacy and Gather Information Skill checks 1
Elvin blood 1
Any favored class (when multiclassing; an optional cost) 1
Total Value 7
Final Cost 1
There are 3 sub races of Halflings the main difference between the 3 is that they each take some traits from a race that
lives near them stout from the dwarves tallfellows from the elves and hairfoot from humans. But they are all peaceful with
little ambition other than to live their lives and farm, or craft. every now and then a Halfling will be born that seeks out
adventure and bring back some stories to his family.
Halfling Point Cost
Base movement 0
+2 Dexterity 1
-2 Strength -1
+2 Climb, Jump, and Move Silently Skill checks 1
+1 all saving throws 3
+2 save vs. evil compulsion
+1 attack with thrown weapons 1
+2 Listen Skill checks 0.5
Total Value 7
Final Cost 1
There are several sub races of humans which would be comparable to historic cultures of earth, one based on Celts but with
green hair and eyes as well as red hair, one based off Scottish one based of English or German one based off French but with
guilds in control of every day life anyone based off Norsemen
Human Point Cost
Base movement 0
+1 Feat at 1st Level 2
+4 Skill Points at 1st Level 1
+1 Skill Point each Level 2
Any favored class (when multiclassing; an optional cost) 1
Total Value 6
Final Cost 0