Races

In the Threads setting there is a much higher rate of successful racial inter-breeding than is assumed in standard D&D 3.5. Below are the quick mechanical statistics for each race, and on the linked pages there is more regarding racial history, background, and culture.

This page includes all races that have already been altered to fit the setting. All options are viable for player characters, but anyone choosing a race or template with a Level Adjustment or that is marked Rare should discuss with the GM before proceeding.

Reading the Entries:
For each race there are a number of automatic benefits and a short list of racial traits. The benefits listed in the tables are benefits that every member of the race receives, and then the player chooses one (or in the case of humans, 2) racial traits from the list below there.

Full-Heritage Races

Dragon

(For ages other than wyrmling and for the Dragon racial HD, click the link above)

Wyrmling
Age: Between 1 and 50 Years
Less than 1 Year is infantile
Size Medium
Bite Attack 1d4, Primary Attack
Scaled Hide + 2 Natural Armor
Shape Change
Lesser
Can assume the shape of a humanoid of small or medium size. The shape it assumes can only be changed by spending a full-round action concentrating per detail changed. The dragon takes 1 points of subdual damage per detail changed. The dragon receives a + 10 bonus to Disguise checks made to appear like a member of any race whose form it assumes. A wyrmling dragon does not have enough control over this ability to mimic the appearance of a specific individual, but does always appear the same upon changing to humanoid form as it did when it was last in humanoid form. While in humanoid form it does not maintain its bite attack, breath weapon, or fly speed.
Breath Weapon 15 ft cone or 30 ft line (chosen at character creation)
1d6 Energy Damage
Reflex DC 10 + 1/2 HD + Con for half
Must wait 1d6 full round between uses.
Fly Speed 40 ft fly, good maneuverability
Ability Score Bonuses + 2 Int
No Racial Trait Does not gain any racial trait choices
No Cultural Trait Does not gain any cultural trait choices

Dwarves

+ 2 Constitution, – 2 Charisma Dwarves tend to be hardy, gruff, and introspective.
20 ft speed, only encumbered by maximum loads Dwarves are short and stocky, but their build helps them carry things with little trouble.
+ 4 vs Bull Rush & Trip attempts Dwarven build and physique is excellent for keeping ones feet planted firmly.
Darkvision 60ft Dwarves can see in perfect darkness.

Traits:

  • + 2 Bonus on Fortitude Saves
  • + 2 Bonus on all Saves vs. Spells, Spell-Like Effects, and Supernatural Abilities
  • + 2 Bonus on all Survival Checks made Under Ground, Can Always Determine Exact Depth while Under Ground (from the surface), and Can Always take 10 on Survival Checks made to find food under ground.
  • + 2 bonus on all Appraise and Perception checks made regarding stonework and precious and semi-precious gems of any kind. Furthermore, whenever passing within 10 feet of any unusual stone construction – such as a concealed door, a faulty floor or ceiling, or even some stone-based traps – you receive a free Perception check to notice. This does not confer the ability to find traps you would not normally be able to find without the Trap finding ability.

Elves

+ 2 Dexterity, – 2 Constitution Elves are nimble and agile, but far from hardy
+ 2 Perception Elves have incredible sense compared to most other humanoids
Low-Light Vision Elves can see twice as far as humans in low-light conditions
Meditate 4 Hours Instead of sleeping, Elves spend about 4 hours each day in a meditative state, during which time they rest and recuperate

Traits:

  • Immune to all Magical Sleep effects, + 2 bonus on all Enchantment and Paralysis effects
  • + 2 bonus on all Caster Level checks made to overcome Spell Resistance and + 2 on all checks used to identify spells as they are being cast or to identify the properties of magic items.
  • + 1 bonus to the DC all Divination and Sleep spells you cast, and you may use the spell Dream once per day as a caster of your total hit dice
  • You receive no penalty to stealth checks for moving full speed. You may attempt to stealth while running at a – 20 penalty.
  • + 6 bonus to Knowledge (History) checks that reference matters which occurred within your lifetime.

Ettins

Large Size Ettins are fairly large, with extended reach and a longer stride
Natural Armor + 7 Ettins have tough, leathery skin that provides noteworthy protection
Low-Light Vision Ettins can see normally in low-light conditions
Str + 6, Con + 2, Int – 2 Ettins are incredibly strong and more resilient than most, but lack creativity and sophistication
Perception + 2 Ettins have two heads which gives them an increased perceptive abilities
No Racial Trait Does not gain any racial trait choices
No Cultural Trait Does not gain any cultural trait choices
Level Adjustment + 2 Ettins take somewhat longer than others to advance in their first few levels

Gnomes

Small Size Gnomes are considered small size and gain the benefits and drawbacks of that size category
+ 2 Constitution, – 2 Strength Gnomes are hardy, but their small frames make them much weaker than other races
Cast all Illusion Spells at + 1 Caster Level Gnomes who can use magic tend to be particularly skilled with illusion magic
+ 2 Bonus on Will Saves vs Illusions Along with being skilled with illusions, Gnomes are naturally better at detecting illusions for what they truly are
Darkvision 60 ft Gnomes can see in total darkness

Traits:

  • + 2 Charisma Applied after Point Buy
  • + 2 bonus on all Appraise and Perception checks made regarding stonework and precious and semi-precious gems of any kind. Furthermore, whenever passing within 10 feet of any unusual stone construction – such as a concealed door, a faulty floor or ceiling, or even some stone-based traps – you receive a free Perception check to notice. This does not confer the ability to find traps you would not normally be able to find without the Trap finding ability.
  • + 2 Perception and Low-Light Vision
  • + 2 Bonus on all Craft (Alchemy) checks and saves vs. any non-magical alchemical substance such as poisons, alchemist’s fire, and acids.

Goblins

Small Size Goblins are considered small size and gain the benefits and drawbacks of that size category
+ 2 Dexterity, – 2 Charisma Goblins are nimble and agile, but generally not considered personable by most other races
Darkvision 60 ft Goblins can see in total darkness
Light Sensitivity In bright light (such as sunlight) Goblins are dazzled
30 foot base speed Goblins are incredibly fast for their size, capable of running at speeds more appropriate to races twice their height
+ 2 Athletics Goblins are very athletic and receive a bonus on all Athletics checks

Traits:

  • You are “Light Adapted” and no longer suffer from Light Sensitivity. Furthermore you gain Low-Light Vision
  • + 2 Strength Applied after Point Buy
  • + 2 On saves vs. Fear and Despair effects and to resist intimidation
  • + 4 on all Handle Animal checks

Halfling

Small Size Halflings are considered small size and gain the benefits and drawbacks of that size category
+ 2 Dexterity, – 2 Strength Halflings are nimble and agile, but their small frame makes them weak compared to other races
+ 1 Bonus to all saving throws Halflings possess incredible natural instincts and reflexes that help keep them alive even in extreme circumstances
+ 2 Bonus on Saves vs Fear Halflings possess a natural sense of bravery (or possibly just lack a natural sense of fear) and often stand firm when others might flee

Traits:

  • + 2 bonus on Acrobatics and Athletics checks, except with regards to swimming
  • + 2 bonus to any check, save, or DC against charm and domination effects targeting you, as well as to any check to detect lies or resist verbal persuasion.
  • + 2 Bonus on Perception and Initiative Checks
  • + 1 bonus on attack rolls and AC against, or when considering attacks from, enemies of size category larger than you
  • + 4 bonus on Escape Artist checks made to escape a grapple or pin

Humans

Choose 2 Racial Traits instead of 1 Humans are versatile and can come with a varying array of benefits

Traits:

  • + 1 Skill Point / Level
  • Bonus Feat at 1st Level
  • + 2 to 1 Ability Score of your Choice (added after point buy)
  • One Extra Cultural Trait of your Choice (Does not have to come from the same culture as your other cultural trait)
  • + 2 Miscellaneous Bonus to two of: Acrobatics; Athletics; Knowledge (Local); Perception; Survival

Kobolds

Small Size Kobolds are considered small size and gain the benefits and drawbacks of that size category
+ 2 Dexterity, – 2 Strength Kobolds are nimble and agile, but their small size makes them weaker than most other races
Darkvision 60 ft Kobolds can see in total darkness
Light Sensitivity Kobolds are sensitive to bright lights (such as sunlight) and are dazzled when exposed to them
+ 1 Natural Armor Kobold’s hides have scaly coverings, making them much tougher than the flesh of most other races
+ 2 Knowledge (Arcana) Kobolds have a natural intuition regarding matters of the arcane

Traits:

  • + 2 Bonus on all Craft (Trap), Survival, Perception, and Stealth checks made in an under ground environment
  • + 1 Morale bonus on Attack Rolls and Saving Throws while within 5 feet of a combatant ally
  • + 1 Caster Level on all spells cast from one Arcane Spell Casting class of your choice
  • + 4 bonus on Intimidate checks toward any creature of the Dragon type or with the Draconic sub-type
  • + 4 on all Athletics checks made related to climbing

Wargs

Medium Size Wargs are about the size of most humanoids, and gain no bonuses or penalties based on their size
Speed 50 ft Wargs are much faster than the average creature of their size
Darkvision 60 feet Wargs can see in total drakness
Low-Light Vision Wargs can see normally in low-light conditions
+ 2 Str, Dex, – 2 Int Wargs are strong and agile, but a bit lacking in creativity and sophistication
Scent Wargs can track other creatures by scent alone
No Fine Manipulators Wargs do not have the ability to use fine tools or weapons
Bite Attack, 1d6 Primary A warg’s bite can be quite deadly
Perception + 1 Wargs have good perceptive systems
Stealth + 2 Wargs are naturally stealthy
Natural Armor + 2 A warg’s coat is thick and protective, providing a measure of protection from attacks
No racial trait Does not get any racial trait choices
No cultural trait Does not get any cultural trait choices

Mixed-Heritage Races

Half-Elves
Human + Elf

+ 1 Perception Half-Elves inherit some of the elven acuity
Low-Light Vision Like Elves, Half-Elves can see much better than humans in dim light
+ 1 to One Skill Half-Elves possess an inherent ability to dedicate their focus to a particular skill of their choosing
Broad Racial Trait Choices Half-Elves may choose from Elf, Human, or Half-Elven racial traits when choosing their trait

Traits:

  • + 2 Dexterity

Half-Dwarves
Human + Dwarf

20 ft move speed, only encumbered by max load Like their Dwarven progenitors, Half-Dwarves possess a physical build convenient for carrying heavy loads without encumbrance
Darkvision 60 ft Half-Dwarves can see in total darkness
+ 1 on One Skill Half-Dwarves possess an inherent ability to dedicate their focus to a particular skill of their choosing
Broad Racial Trait Choices Half-Dwarves may choose from Dwarf, Human, or Half-Dwarven racial traits when choosing their trait

Traits:

  • + 2 Constitution

Half Goblins or “Orcs”
Human + Goblin

35 foot Move Speed Half-Goblins inherit some of their goblin progenitor’s capacity for swiftness
Darkvision 60 ft Half-Goblins can see in total darkness
Broad Racial Trait Choices Half-Goblins may choose from Goblin, Human, or Half-Goblin racial traits when choosing their trait

Traits:

  • + 2 Dexterity

Elf-Blood Orcs
Elf + Goblin Rare

+ 2 Dexterity, – 4 Constitution Elf-Blood Orcs are nimble and agile, but the metabolic conflict between the long-lived elven and short-lived goblin inheritance causes Elf-Blood Orcs to be incredibly frail
Darkvision 60 ft Elf-Blood Orcs can see in total darkness
Low-Light Vision Elf-Blood Orcs can see twice as far as humans in low-light conditions
35 ft move speed Elf-Blood Orcs inherit some of their goblin progenitor’s capacity for speed
+ 1 “Size” bonus to AC Elf-Blood Orcs are incredibly slender and fairly short, making them almost “small sized” for certain purposes
+ 2 “Size” bonus on Escape Artist checks Elf-Blood Orcs are incredibly slender and fairly short, making them almost “small sized” for certain purposes
Broad Racial Trait choices Elf-Blood Orcs may choose from the Elf, Goblin, or Elf-Blood Orc racial traits when choosing their trait

Traits:

  • + 2 on all Perception and Athletics checks

Dwarf-Blood Orcs
Dwaf + Goblin Rare

Small Size Dwarf-Blood Orcs are considered small size and gain the benefits and drawbacks of that size category
25 ft speed, only encumbered by max load Dwarf-Blood Orcs gain the benefits of their Dwarven build for purposes of encumbrance, but also the benefits of their goblin metabolism and musculature for purposes of speed
Darkvision 60 ft Dwarf-Blood Orcs can see in total darkness
Light Sensitivity Dwarf-Blood Orcs are sensitive to bright lights (such as daylight) and are dazzled when exposed to them
Borad Racial Traits Dwarf-Blood Orcs can choose from Dwarven, Goblin, or Dwarf-Blood Orc racial traits when choosing their trait

Traits:

  • + 4 to resist Bull Rush & Trip attempts

Dueregar
Dwarf + Gnome

+ 2 Constitution Dueregar are hardy individuals
Small or Medium Sized Dueregar can be either small or medium sized, and have slightly different traits depending on which side of the line they fall on
Small: 20 ft move speed Small sized Dueregar move at a 20 ft move speed normal for small sized humanoids
Medium: 20 ft move speed, no encumbrance except at max load Medium sized Dueregar move at 20 ft move speed but are not encumbered by anything other than carrying something in excess of their maximum load
Broad Racial Traits Dueregar may choose from the Dwarven, Gnomish, and Dueregar racial traits when choosing their trait

Traits:

  • + 3 bonus on all Appraise and Perception checks made regarding stonework and precious and semi-precious gems of any kind. Furthermore, whenever passing within 10 feet of any unusual stone construction – such as a concealed door, a faulty floor or ceiling, or even some stone-based traps – you receive a free Perception check to notice. This does not confer the ability to find traps you would not normally be able to find without the Trap finding ability.

Fey-Bred
Elf + Gnome Rare

Arcane Spell-Like Ability Fey-Bred may choose one 1st level or lower Sorcerer/Wizard spell which they may cast once per day as a caster of their level. They use their charisma score to determine any applicable Difficulty Classes. For ever 4 hit dice the Fey-Bred possesses, they may use this spell-like ability 1 more time per day, to a maximum of 5 times per day at 16 hit dice
Natural Spell-Like Ability Fey-Bred may choose one 1st level or lower Druid spell which they may cast once per day as a caster of their level. They use their wisdom score to determine any applicable Difficulty Classes. For ever 4 hit dice the Fey-Bred possesses, they may use this spell-like ability 1 more time per day, to a maximum of 5 times per day at 16 hit dice
No Cultural Trait Fey-Bred find it difficult to integrate into a cultural setting the same way others do, and do not receive the benefits of a cultural trait
Broad Racial Traits Fey-Bred may choose from the Elven, Gnomish, or Fey-Bred racial traits when choosing their trait

Traits:

  • Attempts to dispel or suppress any spell or racial spell-like ability you cast suffer a – 4 penalty.

Inherited Templates
Inherited Templates can be applied to any Full or Mixed Heritage Race. The features of Inherited Templates are in addition to the features of whatever the Base Race provided.

Aasimar
1/4 or 1/16 Celestial Heritage

+ 2 Wisdom, + 2 Charisma Aasimar inherit some of their celestial progenitor’s discernment and force of personality
Darkvision 60ft (or Darkvision + 20 ft if base race had Darkvision) Aasimar can see in total darkness, and do so even better than their base race even if their base race could do so
+ 2 Perception Aasimar are very percpetive and alert by nature
Smite Evil (1 / day, add HD to damage against evil opponent, declared before attack is rolled; + 1 / day for every 2 HD) Aasimar possess an innate ability to harness their strength of character and their divine heritage against the forces of evil
LA + 1 Aasimar take slightly longer than most races to advance in their first few levels
No Cultural Trait Aasimar find it difficult to integrate into cultures the way most people do, and thus do not gain the benefits of a cultural trait

Traits:

  • Your natural attacks count as magical and good for the purposes of over-coming damage reduction and attempting to strike incorporeal targets

Dragonkin
1/4 or 1/16 Draconic Heritage

+ 2 Strength, + 2 Constitution Dragonkin inherit the strength and hardiness of their draconic heritage
Darkvision 60ft (or Darkvision + 20 ft if base race had Darkvision) Dragonkin can see in total darkness, and do so even better than their base race even if their base race could do so
+ 2 Natural Armor Dragonkin’s flesh is protected by a layer of strong scales
Breath Weapon (1 / day, 10 ft line does 1d6 energy damage / 2 HD, reflex DC 10 + 1/2 HD + Con) Much like their draconic progenitors, Dragonkin can let loose a deadly breath weapon
LA + 1 Dragonkin take slightly longer than most races to advance in their first few levels
No Cultural Trait Dragonkin find it difficult to integrate into cultures the way most people do, and thus do not gain the benefits of a cultural trait

Traits:

  • You have a bite attack and two claw attacks. The die sizes of the damage is determined by the following chart. If your base race already had natural weapons equivalent to a bite and two claws, you gain whichever are better (individually, not as a set). Your bite is your primary attack if you choose this trait.
Size Bite Claws (Each)
Tiny 1d2 1
Small 1d3 1d2
Medium 1d4 1d3
Large 1d6 1d4
Huge 1d8 1d6
Gargantuan 1d10 1d8
Colossal 2d6 2d6

Tiefling
1/4 or 1/16 Fiendish Heritage

+ 2 Dexteirty, + 2 Intelligence Tieflings are quick and agile both in body and in mind
Darkvision 60ft (or Darkvision + 20 ft if base race had Darkvision) Dragonkin can see in total darkness, and do so even better than their base race even if their base race could do so
+ 2 Stealth Tiefling are naturally stealthy
Smite Good (1 / day, add HD to damage against good opponent, declared before attack is rolled; + 1 / day for every 2 HD) Tiefling possess an innate ability to harness their strength of character and their divine heritage against the forces of evil
LA + 1 Tiefling take slightly longer than most races to advance in their first few levels
No Cultural Trait Tiefling find it difficult to integrate into cultures the way most people do, and thus do not gain the benefits of a cultural trait

Traits:

  • Your natural attacks count as magical and evil for the purposes of over-coming damage reduction and attempting to strike incorporeal targets

Half-Celestial
1/2 Celestial Heritage

Strength + 2, Dexterity + 2, Constitution + 2, Wisdom + 4, Charisma + 4 Half-Celestials are much more powerful than normal members of their race
Natural Armor + 1 Half-Celestials have tougher flesh than most
Smite Evil (as Aasimar above) Half-Celestials have the ability to smite evil just as Aasimar do
Darkvision 60 ft & Low-Light Vision Half-Celestials can see in total darkness, and can see further than most mortals in low-light conditions as well
Fly speed equal to Base Speed, Good Maneuverability Half-Celestials possess a pair of feathered wings which allow them to fly just about as well as they can walk or run
LA + 2 Half-Celestials have notable difficulty achieving their first few levels compared to most races
Awkward Proportions Because of their odd size and their wings, Half-Celestials must have all their clothes and armor modified to fit them correctly. Clothing & Armor costs about 10% more than usual

Traits:

  • Your racial smite ability adds your charisma bonus to attack rolls.
  • May also choose the Aasimar unique racial trait listed above

Half-Dragon
1/2 Draconic Heritage

Strength + 4, Constitution + 2, Intelligence + 2, Charisma + 2 Half-Dragons are more powerful than normal members of their Base Race
Natural Armor + 4 Half-Dragons are covered in a tough, scaly hide
Breath Weapon (1 / day, 30 ft cone or 60 ft line, 1d6 energy damage per HD, Reflex DC 10 + 1/2 HD + Con) Half-Dragons can let loose a powerful Breath Weapon much like their Draconic progenitors
Fly speed equal to 2 x Base Speed, Average maneuverability (maximum 120 ft fly) Half-Dragons have powerful wings that make them swift fliers
Darkvision 60 ft & Low-Light Vision Half-Dragons can see in darkness and see twice as far as humans in low-light conditions
LA + 2 Half-Dragons have notable difficulty achieving their first few levels compared to most races
Awkward Proportions Because of their odd size and their wings, Half-Dragons must have all their clothes and armor modified to fit them correctly. Clothing & Armor costs about 10% more than usual

Traits:

  • You have Energy Resistance 5 to the type of energy damage that your breath weapon deals. When you reach 7 HD this increases to resist 10.
  • May also choose the Dragonkin unique racial trait listed above

Half-Fiend
1/2 Demonic Heritage

Strength + 2, Dexterity + 4, Constitution + 2, Intelligence + 4, Charisma + 2 Half-Fiends are much more powerful than normal members of their race
Natural Armor + 1 Half-Fiends have tougher flesh than most
Smite Good (as Tiefling above) Half-Fiends have the ability to smite good just as Tiefling do
Darkvision 60 ft & Low-Light Vision Half-Fiends can see in total darkness, and can see further than most mortals in low-light conditions as well
Fly speed equal to Base Speed, Good Maneuverability Half-Fiends possess a pair of leathery wings which allow them to fly just about as well as they can walk or run
LA + 2 Half-Fiends have notable difficulty achieving their first few levels compared to most races
Awkward Proportions Because of their odd size and their wings, Half-Fiends must have all their clothes and armor modified to fit them correctly. Clothing & Armor costs about 10% more than usual

Traits:

  • Your racial smite ability adds your charisma bonus to attack rolls.
  • May also choose the Tiefling unique racial trait listed above

Afflicted
Source Unknown

Intelligence – 2, Wisdom – 2 Afflicted tend to have more dulled minds compared to other members of their race.
+ 4 Saves vs Disease The extremely accelerated metabolism of an Afflicted gives them incredible resilience against disease
Voracious Hunger The average Afflicted requires 2 times as much food and water as the average non-afflicted member of their race, and can only go 16 hours without water or 30 hours without food before they must begin making saves against fatigue, exhaustion, and eventual death from starvation or thirst.
No Need for Sleep Afflicted to not require sleep and can be awake and vigilant 24 hours per day. This does not allow them to re-prepare spells without rest, nor are they immune to spells or supernatural effects that inflict sleep on their victims.
Regeneration X
X = (Con Mod – fatigue penalties)
Spell-Like
Afflicted metabolize so quickly that their bodies heal 1 point of lost hit points per round (at the beginning of the Afflicted’s action) per point of constitution modifier, minus any fatigue penalties the Afflicted is suffering from. If the Afflicted’s constitution modifier becomes negative, the Afflicted loses hit points every round until reduced to a minimum of 1 per hit die.
An Afflicted who suffers a temporary crippling injury is no longer crippled after 1 minute. An afflicted who suffers a permanent crippling injury is no longer crippled after 1d6+1 minutes. An afflicted who suffers a severing injury regrows all severed body parts in 3d6+3 minutes from the last injury.

An afflicted who is under the effects of an anti-magic field does not gain the benefits of their regeneration until they leave the anti-magic field, and if reduced to the point of hit point death while in this state will die permanently.

An afflicted whose brains are dealt at least 4 points of fire damage while the afflicted is below 0 hit points (or which bring the afflicted to below 0 hit points) stops regenerating and bleeds out normally. If such an afflicted stabilizes and returns to above 0 hp at normal healing rates, they do not regain their ability to regenerate, and suffer a “severed head” condition regardless of the amount of damage actually dealt to them.
LA + 4
Afflicted develop at a much slower rate than most members of their race, and often have trouble learning new things.

Non-Inherited Templates

Ghost

Most Undead Traits Ghosts are Undead and gain the D&D 3.5 Undead Traits Except for Immunity to Mind Effecting
Resistant Mind Ghosts minds are harder to reach than the minds of other creatures, and ghosts receive a + 4 bonus on saves to resist mind-effecting spells and abilities
Incorporeal Ghosts are incorporeal and even when manifested (see below) cannot be effected by (or effect) mundane physical objects. A manifested ghost has a 50% chance (per action or per round as appropriate) to effect or be effected by a magical object, and can always effect or be effected by an object with the ghost touch enchantment whether manifested or not.
Manifestation A ghost is normally invisible to the corporeal realm, and largely incapable of seeing or effecting it. However, if a ghosts manifests as a standard action, it becomes visible and can attempt to effect magical corporeal items and corporeal creatures. A manifested ghost stays manifested until it decides to stop manifesting (move action).

An un-manifested ghost cannot effect any corporeal creature with its special abilities, touch any corporeal item (even ghost touch), or see more than 100 feet in corporeal space form its current location. An un-manifested ghost can be seen in full with True Sight, and the location of an un-manifested ghost can be determined with spells like Detect Undead.
Move as in Life A ghost moves as its living body moved – whether out of habit or requirement, who knows. A ghost is not impeded by walls and barriers, but a ghost whose physical form had no fly speed does not gain one. It can, however, stand on any horizontal surface regardless of whether or not it could have supported the corporeal weight it had in life. Such a ghost does, however, have to make balance checks, as appropriate, or fall. Ghosts cannot, however, take falling damage.
Level Adjustment + 2
Pick 2 of the Powers Below
Draining Touch A ghost with this ability harms living beings merely by touching them. Any living creature who touches a ghost with this ability takes 1d6 points of negative energy damage and 1 point of charisma damage, with a fortitude save DC 10 + 1/2 Ghost HD + Ghost Charisma to negate the charisma damage. A creature reduced to 0 charisma in this way becomes brain-dead for 24 hours. If during this 24 hours it does not receive a magical restoration of at least 1 point of its lost charisma, it must make a will save (same DC as above) or suffer a permanent (and cumulative if applied repeatedly) – 1 penalty to charisma-based skill checks as the effect of the ghosts’ draining touch has driven the victim slightly insane.

To use this ability in combat, a ghost must make a melee touch attack (using dexterity for the attack roll if against a corporeal creature). If the attack roll succeeds, the ghost touches its target.

If a ghost is injured when it uses this ability, it regains 1d6 points of health whenever its victims fail their save against the charisma damage.

This ability cannot be suppressed by the ghost.
Frightful Moan A ghost with this ability can strike fear into the hearts of its enemies with a single wailing screach. As a standard action the ghost may let out a shreiking scream which is audible (if unimpeded) for up to 2 miles away. Anyone within 30 feet of the ghost, who hears the shriek, must make a fortitude save (DC 10 + 1/2 Ghost HD + Ghost Charisma) or suffer a – 4 penalty on all hearing-based perception checks for the next 1d4 minutes. Anyone within 60 feet of the ghost, who hears the shriek, must make a will save (DC 10 + 1/2 Ghost HD + Ghost Charisma) or become shaken for 1d4 minutes. If the character was already shaken and fails its will save, it becomes panicked for 1d4 rounds.

A creature who successfully saves against the fear portion of the frightful moan is immune to its effects from that ghost for 24 hours.
Horrific Appearance A ghost with this ability is gruesome beyond the ken of mortals. Any living creature within 60 feet of such a ghost which can see the ghost must make a fortitude save (DC 10 + 1/2 Ghost HD + 1/2 Ghost Charisma) or become sickened, and take a – 2 penalty to all strength and dexterity based rolls (including skill checks, attack rolls, and damage rolls) for 1 minute after leaving the area of effect. If a creature is still under the 1 minute of effect and re-enters (willingly or otherwise) the 60 foot radius, the 1 minute timer is reset when it leaves again. A creature that succeeds on this saving throw is immune to the effects of that ghosts’ horrific appearance for 24 hours.

This ability cannot be suppressed by the ghost. A ghost with this ability cannot also have Deific Appearance.
Possession A ghost with this ability can attempt to possess a living, corporeal creature temporarily. It must move into the other creature’s space (provoking an attack of opportunity if the creature has a weapon that can harm the ghost) and succeed at a melee touch attack (using its dexterity bonus for the attack roll). If the ghost succeeds the touch it possesses the creature, disappearing into the victim’s body. On the possessed creature’s turn (and once every other turn thereafter until successful or until the ghost leaves of its own volition) the creature may spend a full-round action to make a will save DC 10 + 1/2 Ghost HD + Ghost Charisma. If successful, the possessed creature expels the ghost from its body and cannot be possessed by the same ghost for 24 hours.

So long as the ghost continues to successfully possess the creature, it may use the creature’s body and equipment as if they were its own (using the creature’s physical ability scores and hit points). The ghost is inaccessible during this time by any means, and any harm done is to the possessed creature only. If the possessed creature dies while the ghost is possessing it, the ghost is expelled into the same space the creature occupied when it dies and if it is the ghost’s turn, it’s turn immediately ends.
Telekinesis A ghost with this ability can use Telekineses as the spell with caster level 11th, or equal to the ghosts HD, whicever is greater. Doing this takes a standard action, and afterward the ghost cannot use this ability again for 1d4 rounds. Unlike its other abilities a ghost does not need to be manifested to use this on corporeal creatures and objects, but does become momentarily visible when it does, and can only use it on targets that it can accurately perceive.
Deific Appearance A ghost with this ability has an appearance of almost unearthly beauty and perfection. Any living creature within 60 feet of the ghost which can see the ghost must make a will save DC 10 + 1/2 Ghost HD + Ghost Charisma or become fascinated. A ghost with this ability may issue a Suggestion (as the spell, no saving throw) to a creature which was fascinated by this ability. Once the creature fulfills the suggestion, they are no longer fascinated and cannot be fascinated by the same ghosts’ Deific Appearance for 24 hours.

The fascination aspect of this ability cannot be suppressed by the ghost. A ghost with this ability cannot also have Horrific Appearance.
Drawbacks – correlating to the powers selected above
Anteograde Amnesia
Draining Touch
A ghost with the Draining Touch ability has extreme difficulty forming new memories, and is effected as if by the Anteograde Amensia crippling injury. For each point of charisma a ghost has successfully drained from a victim in the last 24 hours they can negate one point of the penalty to forming new memories. For the purposes of the ghost “new memories” means memories of any event after they died.
Retrograde Amnesia
Frightful Moan
A ghost with the Frightful Moan ability has extreme difficulty remembering their life. They are effected as if by the Retrograde Amnesia crippling injury. Whenever the ghost uses its frightful moan ability, its memories become clearer for a short time, and it can make single memory check (higher of int or wisdom) to recall an important fact that it knew before it died (DC is GM discretion). If the check is successful, it remembers this fact for 1 hour before forgetting it again.
Horrific Appearance A ghost with the Horrific Appearance ability has extreme difficulty interacting with others, even when they are not shuddering in horror. The ghost suffers a – 5 penalty to all charisma-based skill checks and ability checks, and a further – 5 against anyone who has become sickened by the ghost’s horrific appearance in the past (whether recent or not). In essence, people simply find the ghost unsettlingly and distractingly frightful and find it hard to concentrate on conversations with the ghost.
Indulgent
Possession
A ghost with the Possession ability quickly becomes obsessed with indulging in the pleasures of life. Food, drink, drugs, sex – it doesn’t matter how self-destructive it is to the living, the ghost needs to possess and experience these sensations again. A ghost that goes more than 24 hours without possessing someone and experiencing at least a few moments of true indulgence becomes shaken. A ghost who goes more than 48 hours without indulgence suffers penalties as if both fatigued and shaken (despite being incapable of fatigue). A ghost who goes more than 96 hours (4 days) without indulgence suffers penalties as if exhausted and shaken. A ghost who goes more than 192 hours (8 days) without must attempt to possess every living creature it sees until it successfully indulges itself with some pleasure of the flesh or another, even if only for a few rounds.
Ghost Pains
Telekinesis
A ghost with this ability still feels the separation pains from the death of their body. Wracked with constant pain, they do not gain the benefits of morale bonuses, and suffer a – 8 penalty to saves against morale penalties or emotion-based effects. In addition, whenever they take damage they suffer a – 1 moral penalty to all ability checks, saves, attack rolls, damage rolls, and skill checks for 1 round. This penalty does not stack with itself.
Deific Appearance A ghost with the Deific Appearance ability has extreme difficulty interacting with others rationally. The ghost suffers a – 5 penalty to all charisma-based skill checks and ability checks, and a further – 5 penalty against anyone who has become fascinated by the ghost’s deific appearance in the past (whether recent or not). In essence, people simply find the ghost unsettlingly and distractingly beautiful and find it hard to concentrate on conversations with the ghost.

Vampire

Most Undead Traits Vampires are Undead and gain the D&D 3.5 Undead Traits Except for Immunity to Mind Effecting
LA + 3 Vampires have significant difficulty advancing at the same rate as mortals
Roll 1d6 to determine Benefits
1 – Exceptional Physique You gain an immediate + 4 increase to Strength, and + 4 increase to Dexterity
2 – Shape-Change You may shape-change into Creatures of the Night: Giant Bat; Bat Swarm; Wolf. Changing from one shape to another (including back to your natural shape) is a standard action
3 – Dominating Gaze You may use Dominate Person at will as a Spell-Like Ability. Your caster level is equal to your total hit dice, and the save DC = 10 + 1/2 HD + Charisma modifier. Attempts to dispel your Dominating Gaze suffer a – 4 penalty to their roll
4 – See In Darkness You can see normally regardless of lighting condition, even in magical darkness. If you previously suffered from any form of Light Blindness or Light Sensitivity you no longer suffer the associated penalties. Anything which creates a physical impediment to vision (such as fog or smoke) still effects you vision normally. Furthermore you gain a + 4 bonus on all Perception checks.
5 – Extremely Attractive You are considered extremely attractive to any creature which would be attracted to members of your species and sex. You gain a + 3 bonus to all charisma-based skills, whenever interacting with someone to whom this attribute would apply or when interacting with a group of people at least 33% of whom this attribute would apply to. Furthermore you gain a + 2 increase to your charisma score
6 – Roll Twice Roll Twice on this chart to determine the Benefits of your vampirism. If you roll 6 again, or roll duplicates, simply re-roll that die. However, you must also roll twice for Detriments of vampirism
Roll 1d6 for Detriments
1 – Harmed by Sunlight You react to sunlight exactly as standard D&D 3.5 vampires do (See the Monster Manual or SRD for more information)
2 – Aversion to Holy Symbols You find yourself unnerved by the presence of symbols of faith. This functions exactly as the standard 3.5 vampire aversion to holy symbols with two additions. First, vampires with this detriment will not enter places of worship or praise of divine powers unless they must, and if they do so will be treated as shaken while inside. Second, a vampire with this affliction who is forced to touch a holy symbol of a true faith will suffer 1 point of damage per turn while it is in contact with the symbol. A vampire reduced to 0 hp or below in this way is not destroyed permanently, and will recover after 24 hours, reappearing in approximately the same location as they “died”.
3 – Unable to Cross Running Water You cannot cross over bodies of running water. For the purposes of this detriment, a body of running water must either be deep enough to submerge you half-way while standing or wide enough that you cannot cross it in a single step (either condition is sufficient). Furthermore the water must be moving at a reasonable pace, and must be continuous.

For Example: Tossing several buckets of water at an angle in front of such a vampire will not stall them, but redirecting a large fountain fed by an aqueduct could.

A vampire with this drawback cannot willingly commit any action (including inaction) which will move themselves physically over or through the running water. If such a vampire is submerged in running water, it takes damage every turn as per the following examples:
1 / Turn Steadily running water
3 / Turn Swiftly running water
7 / Turn Rapids.
A vampire with this weakness who is reduced to 0 hp or below in this fashion is permanently destroyed. Moving under the water or using any manner of magical transport that either renders the vampire non-physical or transports it without traversing the intervening distance – such as teleport – are fine.
4 – Horrific Disfigurement Your appearance becomes so horrible that most people will attack you or flee you on sight. The starting attitude of most strangers towards you will be Hostile, and you suffer a – 8 penalty to any roll made to influence people’s attitudes. If someone has not – or can not – see you then these circumstances don’t apply, but will apply immediately once they see you.
5 – Thirst for blood You must feed on the blood of a sentient creature (average species intelligence 4 or higher) once every week in order to live. Every day beyond 7 which you go without feeding you suffer 1 point of strength and dexterity damage and cannot recover from any wounds or ability damage except with magic. Any vampire whose strength or dexterity is reduced to 0 in this way becomes comatose and is treated as helpless and unconscious. The only way to wake a vampire from this state is to pour two pints of blood from a sentient creature into their mouth. A vampire in this type of coma experiences vivid, torturous dreams for as long as it lasts.

Drinking blood directly from an unwilling source requires that the source be grappled or helpless. Once the vampire has a grappled or helpless target, they may begin drinking as a standard action. This causes 1d4 constitution damage to the creature for every round its blood is being drunk, and restores 1d10 lost hit points to the vampire for each round it is drinking the blood.
6 – Brutish You become more beast-like, losing 2 points of Intelligence and Charisma permanently

Werewolf

Shape Change You may change your shape as a standard action into either a Wolf or a Hybrid between your normal form and the wolf form
Never Uncontrolled Werewolves in the Threads setting do not need to invest in or utilize the Control Shape skill. There are no unwilling transformation circumstances under the Threads setting werewolf rules.
LA + 3 Werewolves have significant difficulty advancing at the same rate as non-werewolves
Werewolf Benefits by Form
Type of Benefit Base Form Hybrid Form Wolf Form
Strength Bonus + 2 + 6 + 2
Dexterity Bonus + 2 + 4 + 4
Constitution Bonus + 0 + 4 + 0
Wisdom Bonus + 0 + 0 + 2
Climb Bonus + 0 + 2 + 0
Perception Bonus + 1 + 1 + 2
Survival Bonus + 0 + 0 + 2
Scent Feat No Yes Yes
Low Light Vision No Yes Yes
Base Speed Same + 10ft 50ft
Natural Attack Same 2 Claws, 1 Bite 1 Bite + Trip
Natural Armor + 1 + 4 + 2

Lich

Undead Traits Liches gain all the standard undead traits except immunity to Mind Effecting
DR 10 / Bludgeoning and Magic Liches are unnaturally difficult to harm
+ 4 Natural Armor Liches’ bodies are hardened and difficult to strike
Darkvision 120 ft, & Low-Light Vision Liches can see very far even in darkness and low-light scenarios
Turn Resistance 4 Liches are resistant to holy energies meant to effect the undead
Immune to Cold Liches are uneffected by cold temperatures
+ 2 Intelligence, + 2 Wisdom, + 2 Charisma Liches have increased mental acuity
+ 4 Stealth & Perception Liches’ new forms and energies benefit their efforts to remain hidden and stay alert
Phylactery To become a Lich one must create a phylactery (see the Lich page). A Lich whose body is destroyed but whose phylactery remains will regenerate their body 1d4 days after they are destroyed. A Lich whose phylactery is destroyed is instantly destroyed as well, or simply remains destroyed if their body has already been dealt with
LA + 4 Liches are very powerful and tend to advance much more slowly than others

Races

Atop the Shoulders of Giants Ghandi