Race Slots


Level KXP Effect Total
1 1 +1 race slot (+1)
2 2 +1 race slot (+2)
3 4 +1 race slot (+3)
4 8 +1 race slot (+4)
5 16 +1 race slot (+5)
6 32 +1 race slot (+6)
7 64 +1 race slot (+7)
8 100 +1 race slot (+8)
9 150 +1 race slot (+9)
10 200 +1 race slot (+10)
11 250 +1 race slot (+11)
12 300 +1 race slot (+12)
13 350 +1 race slot (+13)
14 400 +1 race slot (+14)
15 450 +1 race slot (+15)
16 500 +1 race slot (+16)
17 550 +1 race slot (+17)
18 600 +1 race slot (+18)
19 650 +1 race slot (+19)
20 700 +1 race slot (+20)
21 750 +1 race slot (+21)
22 800 +1 race slot (+22)
23 850 +1 race slot (+23)
24 900 +1 race slot (+24)
25 950 +1 race slot (+25)
26 1000 +1 race slot (+26)
27 1050 +1 race slot (+27)
28 1100 +1 race slot (+28)
29 1150 +1 race slot (+29)
30 1200 +1 race slot (+30)
31 1250 +1 race slot (+31)
32 1300 +1 race slot (+32)
33 1350 +1 race slot (+33)
34 1400 +1 race slot (+34)
35 1450 +1 race slot (+35)
36 1500 +1 race slot (+36)
 
When you add a race in a race slot, you don't need a Shapechange. If you do drop a race or a want to change a race, you do need a Shapechange. This means that this class is one of the only classes that you can't drop the XP out of (and switch away to another class) without some sort of assistance.
When you have multiple races due to race slots, you get the best adjustment for each ability score, AC, hp, and TH. You get all of their special abilities. All of your racial XP divisors add up, minus 1 per additional race (so a ÷1, ÷1.5, and ÷2.5 race would add up to be 1+1.5+2.5-2 = ÷3.)
You may use 1 race slot to "know" another 12 Random Races [P3.19], if that section is legal in the current game. In this case, you don't actually add a race, you just know the sheet for your next slot.