Races-2

The Standard Races

Dwarves

The dwarven kingdoms are relatively new in the ancient world, but the roots and origins of dwarves run strong and deep. Dwarven pride and identity stems from their emancipation from thraldom under the Ancient Gnome Civilisation. Ironically, dwarves owe their present strength of body and skill in craft to their centuries of slavery. Naturally, dwarves still harbour strong feelings against gnomes and stone giants (another artefact of the Gnome Civilisation). Elves are at best suspicious of dwarves, generally untrusting, and at worst consider them little better than goblins or orcs. It is thought that there is no such things as female dwarves, but it may be that they are simply too rare to be known to outsiders.

Dwarf Racial Traits

  • Ability Adjustments: +2 Constitution, +2 Wisdom, -2 Charisma.
  • Size: Medium.
  • Speed: 20 ft.
  • Vision: Poor, Heatsight.
  • Senses: +2 bonus to Perception skill checks based on taste or touch.
  • Racial advantages:
    • +2 racial bonus on saving throws against poison.
    • Stability: +4 bonus to defensive combat maneuver against bullrush or trip attempts while standing on the ground.
  • Racial Talents:
    • Stonecunning
    • Special Combat Training: Dwarves receive a +1 bonus on attack roles against creatures of the gnome and giant subtypes; they also receive a +4 dodge bonus to AC against creatures of the giant subtypes.
    • Weapon Familiarity: Proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in it as a martial weapon.
  • Racial Skills: Appraise, Climb.
  • Languages:
    • Native: Fluent in their native dwarven dialect.
    • Free Proficiency: Trade common.
    • Other Available Languages: Any human language, gnomish, giant, orc, goblin, low elven.
  • Favoured Classes: Cleric or fighter.

Elves

Elves, since the rise of the human empires, have migrated away from the central lands of the known world to their own home across the northeastern seas. There are rumours of hidden enclaves in the mountains and hidden vales where elves still dwell, and wood elves still inhabit deep and untamed forests, but the only known home of grey elves still amid the human lands is a small foot-hold in the north-eastern corner of the Isle of Caphelsirgilith. Even still, this home is not common knowledge. Elves are born with an unlimited lifespan. They are not truly immortal, but will not normally die of old age.

Elf Racial Traits

  • Ability Adjustments: +2 Dexterity, +2 Intelligence, -2 Constitution.
  • Size: Medium.
  • Speed: 30 ft.
  • Vision: Good, Low-light Vision.
  • Senses: +2 bonus to Perception skill checks based on sight or sound.
  • Racial Advantages:
    • Immune to magic sleep effects
    • +2 racial saving throw against enchantment spells or effects.
  • Racial Talents:
    • Elven Magic: +2 racial bonus on caster level checks to overcome SR.
    • Weapon Familiarity: Proficient with longbows, longswords, rapiers, and shortbows.
    • Elves are entitled to a perception check to notice a concealed entrance merely by passing within 10 feet of it.
  • Racial Skills: Perception, Stealth.
  • Languages:
    • Native: Fluent in their dialect of an elven language (usually grey elven).
    • Free Proficiency: Low elven.
    • Other Available Languages: Any other elven language, any human language, gnome, orc, goblin, draconic, maritime common, old Umorit, or the dark tongue.
  • Favoured Classes: Ranger or wizard.

Farrux

Farrux (singular farrugh), like halflings, belong to the same branch of folk as humans, though more distantly related. They have somewhat longer necks and folded ears, but their most striking feature is their long semi-prehensile tail. It is thought that the farrux lived wild in valley forests on a time, but since any culture of their own has been long lost as they have endured centuries of slavery among humans. Only recently among some cultures do farrux live as free citizens, though these occurences are still rare.

Farrugh Racial Traits

  • Ability Adjustments: +2 Dexterity, +2 Charisma, -2 Wisdom.
  • Size: Medium.
  • Speed: 30 ft.
  • Vision: Normal.
  • Senses: +2 bonus to Perception skill checks based on smell or taste.
  • Racial Advantages:
    • +2 racial bonus on Acrobatics and Swim skill checks due to the stability when balancing and additional thrust afforded when swimming by their tails.
  • Racial Talents:
  • Racial Skills: Diplomacy, Sense Motive.
  • Languages:
    • Native: Fluent in the dialect of the human community in which they live (or were born into)
    • Proficiencies: trade common or maritime common.
    • Other Available Languages: any other neighbouring human language, halfling, low elven, or old Umorit.
  • Favoured Classes: Rogue or bard.

Gnomes

Gnomes are a pale remainder of the former glory of their ancesters. The Ancient Gnome Civilisation was the first great civilisation of the world, and great was its downfall. Present day gnomes are a scattered people who wander the realms with no real home of their own. Some possess a fraction of historical lore and knowledge of their ancestors which would be otherwise lost. Some gnomes travel with their families in small caravans, either self-sufficient, or serving those they can work for when they can. Gnomes are intellectual and agreeable, but seem not to have learned from the faults that caused their ancestors' downfall.

Gnome Racial Traits

  • Ability Adjustments: +2 Intelligence, +2 Charisma, -2 Wisdom.
  • Size: Small.
  • Speed: 20 ft.
  • Vision: Superior.
  • Senses: +2 bonus to Perception skill checks based on smell or touch.
  • Racial Advantages:
    • Gnome Illusions: Gnomes with a Charisma of 11 or higher gain the following spell-like abilities: 1/day—dancing lights, ghost sound. the caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. At third level, gnomes with a Charisma of 13 or higher also gain 1/day—silent image.
    • Gnome Magic: Gnomes with a Charisma of 11 or higher gain the following spell-like abilities: 1/day—prestidigitation, speak with animals. the caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier. At third level, gnomes with a Charisma of 13 or higher also gain 1/day—obscuring mist.
  • Racial Talents:
    • Gnomes are entitled to a perception check to notice unsafe walls, ceilings, or floors merely by passing within 10 feet of them.
    • Ancient Knowledge: Gnomes may possess historical or ancient lore otherwise long lost. This ability works as per the Bardic Knowledge Special ability, but only for information over 500 years old. The bonus on the check is equal to half the Gnomes' character level + their Intelligence modifier.
    • Weapon Familiarity: Gnomes are proficient in light hammers and flails, and treat any weapon with the word "gnome" in its name as a martial weapon.
  • Racial Skills: Craft, Knowledge (Engineering).
  • Languages:
    • Native: Fluent in their dialect of the gnome language
    • Free Proficiency: Trade common, maritime common, low elven, or old Umorit.
    • Other Available Languages: any human language, draconic, dwarven, any surface elven language, giant, the orc, goblin, or the dark tongue.
  • Favoured Classes: Wizard or sorceror.

Halflings

Halflings are among the closest relatives to humans, and live in communities not very different from their cousins. Wherever they live, however, their dwellings tend to blend into the surroundings. In plains, halflings live in sod and straw houses; in hilly regions they live in underground dwellings tunnelled into the hillsides; and in forests, halflings often live in houses built in the trees.

Halfling Racial Traits

  • Ability Adjustments: +2 Dexterity, +2 Charisma, -2 Strength.
  • Size: Small.
  • Speed: 20 ft.
  • Vision: Good.
  • Senses: +2 bonus to Perception skill checks based on sound.
  • Racial Advantages:
    • +1 racial bonus on all saving throws
  • Racial Talents:
    • First Impression: Halflings may take 10 on diplomacy checks the first time they interact with a new character.
    • Weapon familiarity: Halflings are proficient with slings and treat and weapon with the word "halfling" in its name as a martial weapon. Halflings also have a +1 bonus to hit with slings and any thrown weapon.
  • Racial Skills: Acrobatics, Climb
  • Languages:
    • Native: Fluent in their own dialect of the halfling language
    • Free Proficiency: either the nearest local human language, trade common, old Umorit, or low elven.
    • Other Available Languages: Any human language, or maritime common.
  • Favoured Class: Rogue or fighter

Humans

Human Racial Traits

  • Ability Adjustments: +2 to an ability of the player's choice.
  • Size: Medium
  • Speed: 30 ft.
  • Vision: Normal.
  • Senses: Normal.
  • Racial Advantages:
    • Humans select one additional feat at first level.
    • Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
  • Racial Talents:
    • Weapon familiarity: Humans are proficient with any one martial weapon chosen at first level.
  • Racial Skills: Any two skills chosen at first level.
  • Languages:
    • Native: Fluent in their own dialect of their own human language.
    • Free Proficiency: One other neighbouring human language or any one of the lingua francas.
    • Other Available Languages: Any other language or lingua franca, with the exception of secret languages.
  • Favoured Classes: Any base class.

Orcs

Orcs have a long history in the world, dating back to the first war. Originally created to battle the titans, later used to assault the elves, orcs are quick to turn to violence and slow to reason. Closely related to the goblin races, and distantly related to dwarves, they respect strength and rule by fear. Now left to their own devices, many orcs live in savage tribes, who hunt and pillage for their existence. Others live in relatively complex societies, attempting to mimic the civilisations of men and elves. As with dwarves, orcs seem to be an all-male race.

  • Ability Adjustments: +4 Strength, +2 Constitution, -2 Intelligence, -2 Charisma.
  • Size: Medium.
  • Speed: 30 ft.
  • Vision: Inferior, heatsight, light sensitivity.
  • Senses: +2 bonus to Perception skill checks based on sound or smell.
  • Racial Advantages:
    • Orc Ferocity: Once per day, when an orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
    • Orc Stamina: Orcs recover twice as fast as normal from exertion. They can recover (as fatigued) from exhaution with only 30 minutes of complete rest, and can recover from fatigue after only 4 hours of complete rest.
  • Racial Talents:
    • Close-quater fighting: +1 circumstance bonus on attack rolls when both the orc and the target are in a confined area of 10 ft. across or less. The bonus increases to +2 if the target is entirely sorrounded by occupied squares or walls.
    • +1 talent bonus on all attack rolls with two-handed melee weapons.
    • Weapon Familiarity: Orcs are proficient in greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
  • Racial Skills: Intimidate, Survival.
  • Languages:
    • Native: Fluent in their clan's dialect of the orc language.
    • Free Proficiency: Trade common or the dark tongue.
    • Other Available Languages: Any neighbouring human language, dwarven, goblin, or low elven.
  • Favoured Classes: Barbarian or fighter.

Variant Races

Variant races represent the natural variety among some of the standard races. Despite their names, not all members of the various branches of the races represent here need use these rules. They simply represent the stereotypical extremes that are typified by the various branches of the races. The Ability adjustments given for the varient races are in addition to those of the standard race they are based on.

Hill Dwarves

Hill dwarves live mainly in foothills and lesser mountain ranges, usually in family lodges hidden in the hills or close underground. They trade more openly with other races, though usually have less access to large amounts of ore or more precious minerals. They are much more accustomed to moving about on the surface, and dealing with outsiders.

  • Ability Adjustments: +1 Charisma, -1 Dexterity.

Mountain Dwarves

Dark Elves

Grey Elves

High Elves

Wood Elves

Goodfellow Halflings

Hardfoot Halflings

Stook Halflings

Northfolk Humans

Riverfolk Humans

Cave Orcs

Deep Orcs

Forest Orcs

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