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Wizard Quest Character Generation Page - BRP Characters
Character Creation Steps
Follow the steps below for creating a character in the campaign. To read more about each step, click the more... link.
Step One
Write your characters name at the top of the page. The name should be appropriate to the Wizard Quest genre. If no idea suggests itself yet, wait until you are further through the process and name your character then. more...
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Step Two
Character age depends on the profession chosen for your character. All characters start at age 15 then add the following depending on their profession. Athlete, Beggar, Criminal, Laborer, Noble, Servant, Slave, Thief and Tribesman add 1d4 to their age. City Guard, Entertainer, Explorer, Gambler, Hunter, Sailor, Soldier, Spy and Warrior add 1d6 to their age. Clerk, Craftsman, Engineer, Merchant, Priest, Scholar, Shaman, Teacher and Wizard add 1d8 to their age. more...
Education: Your character's starting age must be at least EDU+5 (to represent the time spent actually learning). Every 10 years added to your character's starting age (amounts less than 10 years do not count for this bonus), adds +1 to your character's EDU characteristic.
Check with me prior to completing this step.
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Step Three
Here's where you determine your characteristic rolls. By now you should know what your final characteristics are, but if not, hold off on this step until you've finalized them. more...
  • Multiply STR x 5 for your Effort roll and enter the value.
  • Multiply CON x 5 for your Stamina roll and enter the value.
  • Multiply INT x 5 for your Idea roll and enter the value.
  • Multiply POW x 5 for your Luck roll and enter the value.
  • Multiply DEX x 5 for your Agility roll and enter the value.
  • Multiply APP x 5 for your Charisma roll and enter the value.
  • Multiply EDU x 5 for your Know roll and enter the value.
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Step Four
Now it's time to get your character's derived characteristics, particularly damage bonus, hit points, power points and experience bonus. more...
  • Add STR + SIZ and find the damage bonus corresponding to your character's total on the "Damage Bonus Table" on page 29 and enter the value.
  • Add CON + SIZ, write the total on the hit points' line.
  • In the power point box, circle the number equal to POW and write the total on the power point line. The circled number is your character's maximum power points, these fuel magic spells, mutations, psychic abilities or super powers. Mark off power points with a pencil as they're spent and erase the marks as they're recovered or otherwise restored.
  • Make a note of your character's experience bonus; this value is equal to ½ your character's INT rounded up.
  • Your character's MOV is how fast during a combat round he or she can move. Human characters can normally move 10 units per round. A unit is a somewhat variable amount usually equaling 1 yard. "Movement Rates" on page 181 cover this more in detail.
  • Skill Bonuses:
    • Add 1% for every point in the primary characteristic over 10; subtract 1% for every point below 10.
    • Add 1% for every 2 points in the secondary characteristic above 10, subtract 1% for every 2 points under 10.
    • Subtract 1% for every point in the negative characteristic above 10; add 1% for every point under 10.
    The Categories and their stats follow...
    Combat Skills - Primary: DEX; Secondary - INT, STR
    Communication Skills - Primary: INT; Secondary: POW, APP
    Manipulation Skills - Primary: DEX; Secondary: INT, STR
    Mental Skills - Primary: INT; Secondary: POW, EDU
    Perception Skills - Primary: INT; Secondary: POW, CON
    Physical Skills - Primary: DEX; Secondary: STR, CON; Negative: SIZ
  • Hit points per location: Determine the number of hit points for each of your character's hit locations. The head, abdomen and each leg have 1/3, the chest has 4/10 and each arm has 1/4 of the character's maximum hit point value. Round all fractions up. See page 29 for more information.
  • Fatigue Points: Add your character's STR & CON to get initial fatigue points. In play, as your character expends energy, or performs rigorous physical activity, he or she will lose fatigue points. You should mark them off lightly in pencil, as they recover rapidly through rest and other means.
  • Sanity: Multiply your character's initial POW score by 5 to get his or her current sanity total. Profession may modify this number. In play, mark off these points in pencil if your character loses sanity points.
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Step Five
Choose your character's cultural background from the ones listed. more...
Barbarian
Tribal in nature, barbarians tend to shun civilization, viewing those who live in towns and cities as weak and corrupt. They are much closer to nature and live as one with the land, hunting and tending to their farms far out in the wilderness. Most are adept in the use of weaponry as they must face many dangers throughout their lives. Many have extensive boating or animal handling/riding skills.
  • Etiquette (barbarian culture) +20%, Knowledge (regional) +20%, Climb +10%, Dodge +10%, Ride +10%, Spot +10%, Stealth +10%, Language (own) +30%, Knowledge (survival) +20%, Brawl + 20%, Grapple +20%.
  • 3 weapon skills +10% in each from battle axe, great axe, long bow, long spear, bastard sword, great sword, long sword.
  • Start with the Intimidating Scream Combat Style Trait.
  • 1 from the following at +20%, Craft, Knowledge (lore), Perform (any instrument) and Track.
  • Start with 4d6 x20 wages.
Civilized
Civilized Adventurers hail from an urban culture, which includes a village, town or city that is part of a wider network of similar settlements. In a civilized culture, education is becoming a right, not a privilege and the skills of the civilized Adventurer reflect this. However, he may be lacking in some of the skills that Adventurers from other backgrounds will depend upon for survival in a harsh world.
  • Etiquette (civilized culture) +30%, Knowledge (regional) +30%, Appraise +10%, Insight +10%, Literacy +10%, Persuade +10%, Research +10%, Sense +10%, Language (own) +30%, Brawl +20%, Grapple + 20%.
  • 1 weapon skill +20% chosen from battle axe, long bow, composite bow, long spear, halberd, pike, bastard sword, long sword, short sword.
  • 3 from the following at +20%, Art, Craft, Language, Knowledge (lore), Heavy Machine, Play Instrument, Knowledge (streetwise).
  • Start with the Formation Fighting Combat Style Trait.
  • Start with 4d6 x75 wages.
Nomad
Nomadic people are constantly on the move, with no home and hearth to call their own. They may move aimlessly about, or they may have several camps they move to and from throughout the year. With no crops and few herd animals of their own, nomads are adept at surviving on what they can quickly and easily scavenge from the land.
  • Etiquette (nomad culture) +30%, Knowledge (regional) +30%, Dodge +10%, Drive +10%, Ride +10%, Spot +10%, Stealth +10%, Language (own) +30%, Swim +10%, Brawl +20%, Grapple +20%.
  • 2 weapon skills +10% in each, chosen from battle axe, hand axe, short bow, javelin, short spear, long sword, short sword.
  • Start with the Mounted Combat Combat Style Trait.
  • 1 from the following at 20%, Craft (any), Knowledge (lore), Language (any), Perform (any instrument), Pilot, Track.
  • Start with 4d6 x20 wages.
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Step Six
Choose a profession from the list below to determine your character's profession skills. The character's 15 profession skills, receive skill increases of 1d8 instead of the 1d6 normally used for skill increases. You will now determine the starting skills for your character; add 70% to 2 of your professional skills, add 60% to 3 of your professional skills, add 50% to 3 of your professional skills, add 40% to 3 of your professional skills and 20% to the last 4 of your professional skills. more...
After assigning your professional skill pool, you get another 250 skill points to spend on any skills you desire. You cannot increase any 15 professional skills that your character has beyond 100%, prior to your category bonus, while any other skill has a skill cap of 80%, prior to your category bonus.
You get another 150 skill points that you can spend on any skills other than your 15 professional skills again with the 80% cap.
Astrologer
A watcher of the stars, you are familiar with the face of the gods and the intricate movements of the constellations as they wheel across the heavens. You know the stars that watch over every aspect of life, and have charted their movements for years. Perhaps you have discovered dire prophecies of impending doom, and hope to spread news of your revelation. Or perhaps the gods themselves have commanded you to go forth into the world and learn more of the people around you. Armed with your atlas and your astrolabe, you can predict for yourself and interesting future.
Wealth: 300 extra Wages.
Skills: Appraise 15%, Etiquette 5%, Insight 5%, Knowledge (Astrology) 5%, Knowledge (Astronomy) 5%, Knowledge (History) 5%, Knowledge (Spellcraft) 5%, Language (Other) 0%, Literacy 25%, Melee Weapon skill, Navigate 10%, Persuade 15%, Repair/Devise 15%, Status 15% and 1 extra Knowledge 5% or Language(Other) 0%.
Choose 1 Combat Styles Trait.
Magic: Astrologers cast Divine magic and the character begins the game with ½ Intelligence of spells.
Bandit
Gangs of bandits plague trade-routes, picking off lone travelers and attacking the caravans of the wealthy merchants. For all your life, the bandit group has been your family – ties deeper than blood bound you to your brothers. Somehow though, you have always sought something else; tales of riches and splendors from those you captured and robbed have fired your imagination and now you want to see these things for yourself. Leaving the company of highway thieves behind you, you have wandered abroad in search of the life that awaits you on the other side of the bandit's sword.
Wealth: 150 extra Wages.
Skills: Appraise 15%, Brawl, Dodge (DEX * 2), Fast Talk 5%, Grapple, Hide10%, Jump 25%, Knowledge (Region) 5%, Listen 25%, 2 Melee Weapon skills, Missile Weapon skill, Ride 5%, Spot 25% and Track 10%.
Choose 1 Combat Styles Trait.
Craftsperson/Shopkeeper
You might have been a potter, weaver, carpenter or innkeeper, etc. Choose the craft. You kept to one village or one part of town, and your neighbors acknowledged your skill. Then something happened that changed your life into that of an Adventurer. What was it?
Wealth: 100 extra Wages.
Skills: Appraise 15%, any two Art 5%, Bargain 5%, any two Craft skills 5%, Etiquette 5%, Fast Talk 5%, Fine Manipulation 5%, Insight 5%, Literacy 0%, Knowledge (History) 5%, Melee Weapon skill, Persuade 15% and Repair (Mechanical) 15%.
Choose 1 Combat Styles Trait.
Hunter
You prowl forests in search of boar, deer and other prey. You are careful and quiet, and praise natural beauty. You see townsmen as foolish loud-mouths. You're also a wander and curious about the great world.
Wealth: No extra Wages.
Skills: Climb 40%, Hide 10%, Listen 25%, Navigate 10%, Spot 25%, Stealth 10%, Track 10% and eight of the following; Knowledge (Natural History or Region) 5%, Language (Other) 0%, Melee Weapon skill, Missile Weapon skill and Ride 5%.
Choose 1 Combat Styles Trait.
Mercenary, Bodyguard
You contract to fight for a set period in return for pay. You've finished your latest job and you're looking for employment. You tolerate people, but respect only skilled fighters.
Wealth: 150 extra Wages.
Skills: Bargain 5%, Brawl, Climb 40, 3 Melee or Missile Weapon skills, Dodge (DEX * 2)%, First Aid (INT * 1)%, Grapple, Jump 25%, Insight 5%, Listen 25%, Ride 5%, Spot 25% and Throw 25%.
Choose 1 Combat Styles Trait.
Merchant
You once made a living from accounts and agents; documents flowed through your fat account books, and you didn't need to travel. But there was something missing in your life; maybe the exhilaration of being on the open road; maybe a deep-felt longing to join the freewheeling Adventurers who sometimes accompanied your caravans. Eventually you left behind your business and joined the ranks of the adventure seekers, placing the bright heady life of the Adventurer above the margin of profit.
Wealth: 200 extra Wages. The gamemaster and player should determine whether the character owns their own shop or trade vessel.
Skills: Appraise 15%, Bargain 5%, Fast Talk 5%, Knowledge (Accounting) 1%, Knowledge (Business) 1%, Persuade 15%, Research 25%, Status 15% and any seven other skills as specialties.
Choose 1 Combat Styles Trait.
Minor Noble
You are far removed from the title, or your family might have fallen on hard times. In either case, no regular income comes with your title; perhaps you have been disinherited, or the wrong faction now controls the throne. Adventuring has become as noble a profession as you can afford. Appropriate titles might include baronet, burgrave, knight, margrave, marquis, marchioness or thane.
Wealth: 500 extra Wages.
Skills: Bargain 5%, Etiquette 5%, two Languages (Other) 0%, Literacy 0%, Status 15% and any nine other skills as hobbies or fields of interest.
Choose 1 Combat Styles Trait.
Sailor
You're skilled with sails, boats and ships and know tides, the wind and the stars. You've already been to half the ports in the West and you want to visit the rest. Life is glorious, except for storms, pirates and the terrors of the deep, so why don't you ever have any money?
Wealth: 50 extra Wages.
Skills: Climb 40%, Craft (any) 5%, Dodge (DEX * 2)%, Grapple 25%, Navigate 10%, Pilot (Boat) 1%, Swim 25% and eight of the following; Artillery , Melee Weapon skill, Command, Craft (any), Language (Other), Listen, Repair (Mechanical), Repair (Structural) or Spot.
Choose 1 Combat Styles Trait.
Scribe, Engineer
You are an idealist who helped administer laws or manage construction projects. You may have been independent of governments and rulers, but nonetheless became cynical because of the corruption with which you had to cooperate. You resigned in disgust. Now you respect only the sharpness of steel and maintain the bright honor of an Adventurer.
Wealth: 200 extra Wages.
Skills: Appraise 15%, 2 Craft skills 5%, Insight 5%, 2 Languages (Other), Repair (Mechanical), Research, Teach and Melee Weapon skill and five Knowledge skills.
Choose 1 Combat Styles Trait.
Shaman, Priest , Cultist
You were a seer who had been granted visions of the supernatural. Perhaps what you learned clashed with the ways of your tribe, village or church, or perhaps you learned something so horrifying about the future that you wander the world, enlisting aid in the great struggle to come. Perhaps you quietly plot against things as they are. Perhaps you question your Allegiance. As a spiritual leader, you have already shown dedication to your path: add 1d6 points to Balance, Darkness or Light.
Wealth: 100 extra Wages.
Skills: Fast Talk, Insight, Knowledge (History), Knowledge (Philosophy), Knowledge (Religious Lore), Knowledge (Spell Lore), Perform (Ritual), Persuade and seven of the following; Melee Weapon or Missile skill, Knowledge (Blasphemous Lore), Language (Other), Listen, Literacy, Perform (Oratory), Research, Status or Teach.
Choose 1 Combat Styles Trait.
Magic: Shaman, priests and cultists cast Divine magic and the character begins the game with ½ Intelligence of spells.
Slave
If from a wealthy family, you might be able to do almost anything. If from any other background, you usually did only menial and disgusting chores. Since a slave is helpless, you spent much of each day trying to keep out of trouble and in shifting blame. But now you are free. Did you earn it or take it by force? Are your old masters after you?
Wealth: No extra Wages.
Skills: Craft (any), Dodge, Etiquette, Fast Talk, Hide, Insight, Language (Other), Listen, Melee or Missile Weapon skill, Stealth and five other skills as an occupational specialty.
Choose 1 Combat Styles Trait.
Soldier/Guard/Watchman
You might also be a marine. You used to work for some nobleman, a kingdom or a city or a wealthy merchant. Week by week, you had to do little but practice with weapons and keep yourself in shape. You achieved nothing. Your boss gave you plenty to die for, but nothing to live for. Now that you work for yourself, great things could happen.
Wealth: 150 extra Wages.
Skills: Brawl, Climb, Dodge, First Aid and eleven of the following; Artillery, Command, Drive, Grapple, Hide, Language (Other), Listen, Jump, Medicine, Melee Weapon, Missile Weapon, Navigate, Repair (Mechanical), Ride, Spot, Stealth or Throw.
Choose 1 Combat Styles Trait.
Thief
You were a criminal specialist - a robber, a mugger, a pickpocket, etc. At first doing this seemed clever and profitable to you. Then some theft went wrong or you robbed the wrong person and made a powerful enemy. Now perhaps you've reformed. Success as an Adventurer will put your past behind you, or will it?
Wealth: 150 extra Wages.
Skills: Appraise 15%, Dodge, Fast Talk, Hide, Stealth and ten of the following; Bargain, Brawl, Climb, Disguise, Fine Manipulation, Grapple, Insight, Listen, Jump, Knowledge (Law), Melee Weapon skill, Missile Weapon skill, Persuade, Repair (Mechanical) or Spot.
Choose 1 Combat Styles Trait.
Troubadour/Entertainer
You're witty and interesting-looking, and you love to get attention. You might be adept with song, musical instruments, satirical poems, stories that everyone already knows, stage magic, wire-walking, tumbling, juggling, sleight-of-hand or some other entertaining craft. You have little money and you're tired of living hand-to-mouth. Maybe adventuring is a better life.
Wealth: 100 extra Wages.
Skills: Three Art (any), Craft (any), Disguise, Fast Talk, Fine Manipulation, Insight, two Languages (Other), Listen, two Melee or Missile Weapon skills, Perform (any) and Persuade.
Choose 1 Combat Styles Trait.
Wizard
You have spent years studying ancient tomes, or perhaps spirits have whispered the secrets of the cosmos into your sleeping mind. Whatever the cause of your eldritch knowledge, you are an adept at arcane powers of which most can only dream. You desire power, knowledge, revenge or solace. You may haunt a tower filled with arcane lore, or scour the world for knowledge in ancient ruins.
Wealth: 300 extra Wages.
Skills: Craft (any), Insight, Knowledge (Spell Lore), two Knowledge skills (Other), Language (Other), Listen, Melee or Missile Weapon skill, Perform (Rituals), Persuade, Research, Teach and three of the following Craft (any) or Knowledge (any).
Choose 1 Combat Styles Trait. Magic: Shaman, priests and cultists cast Divine magic and the character begins the game with ½ Intelligence of spells. Close
Step Seven
Determine your character's physical appearance, determining height and weight based on your SIZ characteristic, as provided on the "Defining a Character's SIZ" table on page 26. You may use the "Distinctive Features" system, consulting the chart on pages 34-35 to decide on the features for your character, note the in the proper place on your character sheet.
Step Eight
Some characters are defined by what they have. Professions list beginning wealth levels and the Status skill can provide guidelines for what sort of equipment that your character might be able to lay hand upon. more...
In most cases, your character will have in immediate possession:
  • A complete set (or sets) of clothing appropriate to your character's home environment and the setting of the campaign.
  • An amount of pocket money and personal savings based on your character's wealth level.
  • A personal item showing some relation to your character's family. This can be an heirloom, keepsake, or some trinket of little relative value but having some emotional connection.
  • Any trade tools or equipment suitable to your character's profession, if appropriate.
  • Any weapon that your character has a skill of over 50% in, if appropriate.
  • Based on the setting and the campaign, your character's profession, and his or her Status skill, your character may have an appropriate vehicle such as a horse, wagon, or some other means of transportation. This is subject to the gamemaster's approval.
  • No specific rules for finances are provided; the suggested wealth for professions and the Status skill are the best guidelines for determining what items and monies your character begins play owning or having access to. The gamemaster should be able to help you describe this in an appropriate level of detail, and may have additional restrictions based on the requirements of the campaign and/or setting.
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Step Nine
This is the final determination of various aspects of your character. If you couldn't think of a name beforehand in Step One, now is the time to name your character. It is also a good time to fill in all of the blank spaces that describe your character, mentally and physically, and come up with some ideas about his or her background. In Step Seven, you determined your character's distinctive features, so you should decide whether your character has other, less distinctive features. What colors are his or her hair, skin and eyes? How does he or she dress? Does he or she have any interesting mannerisms, or a motto or saying he or she uses often? Does he or she have an interesting reputation?
You should determine where your character is from. Where did he or she go to school (if at all)? What is his or her relation with their family? Is the character a member of any significant organizations? Does he or she have an interesting past? Does he or she have any significant religious or political beliefs? If appropriate, you should work with the gamemaster to determine these issues before play begins, or at least do some thinking about them ahead of time. During the course of play you will also flesh-out other details of your character's background.
The back of the character sheet has places for additional descriptive or background elements. Fill out as many or as few of these as you'd like, and check with the gamemaster to make sure that he or she knows about them and that they're suitable for the game.

DeneickClose

Deneicki are a powerful race from beyond the lands of Erth. Only the highest ranking Deneicki officials know the secret to how the race arrived on Erth, but all members of the race work toward the time when they will be able to move on to another world. The members of the race are natural merchants and excel at trading.

They are also closely bound to the elements and therefore gain a bonus on all rolls to resist elemental effects.

Physical Description:

Society:

Relations:

Characteristic Roll Average
STR 3d6+2 12-13
CON 3d6 10-11
DEX 3d6+2 12-13
SIZ 3d6 10-11
INT 2d6+8 15
POW 3d6 10-11
APP 3d6+2 12-13
EDU 3d6 10-11

Move: 10

Hit Points: 22

Damage Bonus: +1d4

Bonus Skills: Language (Deneicki) INT x 5% & Language (Trade Speak) INT x 5%

    Racial Abilities
  • Resistant to elemental effects, +2 to characteristic on Resistance table vs elemental effects.
  • +10% to Bargain and Persuade skills.
  • +10% to Listen and Spot skills.
  • Deneicki may spend points from their Personal Skill pool on the following racial magic skills - Anti-Healing, Clairvoyance, Healing, Sending, Shielding, Telekinesis and Teleport.
  • Males range from 5’0” to 6’6” in height and weigh from 120 to 280 lbs. Females range from 4’7” to 6’1” in height and weigh from 85 to 245 lbs. Eye and hair color are always black, with skin color being a brilliant sky blue.
  • Deneicki reach middle age at 40 years, old age at 60 years and venerable age at 75 years. Maximum age is determined by adding a random number generated from +2d20 to venerable age.
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Dwarf - HillClose

Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

Physical Description: Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A cleanshaven male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarf.

Society: The great distances between their mountain citadels account for many of the cultural differences that exist within dwarven society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and a fierce hatred of giants, orcs, and goblinoids.

Relations: Dwarves and orcs have long dwelt in proximity, theirs a history of violence as old as both their races. Dwarves generally distrust and shun halforcs. They find halflings, elves, and gnomes to be too frail, flighty, or "pretty" to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans' industrious nature and hearty appetites come closest to matching those of the dwarven ideal.

Characteristic Roll Average
STR 4d6 14
CON 1d6+12 15-16
DEX 3d6 10-11
SIZ 1d4+6 8-9
INT 3d6 10-11
POW 3d6 10-11
APP 3d6 10-11
EDU 3d6 10-11

Move: 8

Hit Points: 23

Damage Bonus: None

Bonus Skills: Language (Underkin) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Infravision – allowing them to see up to 60 feet in total darkness.
  • Stonecunning - +10% to Spot rolls to notice unusual stonework, plus can also intuit depth.
  • +4 to characteristic on Resistance table vs pushing and tripping attempts when standing on the ground.
  • +2 to characteristic on Resistance table vs poison attacks, spells and spell-like effects.
  • +5% on attacks vs Orcs and Goblinoids.
  • +20% to Dodge when fighting against creatures of the Giant type.
  • +10% to Appraise and Craft stone or metal items.
  • Hill Dwarves may spend points from their Personal Skill pool on the following racial magic skills - Fire Starting, Healing, Psychometry, Rock-Shaping, Sending, Shielding and Telekinesis
  • Hill dwarves favor earth tones in their clothing and prefer simple and functional garb. Their skin color can be light tan, tan, light brown, brown or dark brown. Hair and eye color can be light brown, brown, dark brown, light grey or grey.
  • Males range from 3'6" to 4'0" in height and weigh 120 to 216 lbs. Females range from 3'4" to 3' 10" in height and weigh 90 to 186 lbs.
  • Hill dwarves reach middle age at 115 years, old age at 165 years and venerable age at 220 years. Maximum age is determined by adding a random number generated from +2d% to venerable age.
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Dwarf - MountainClose

Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

Physical Description: Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A cleanshaven male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarf.

Society: The great distances between their mountain citadels account for many of the cultural differences that exist within dwarven society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and a fierce hatred of giants, orcs, and goblinoids.

Relations: Dwarves and orcs have long dwelt in proximity, theirs a history of violence as old as both their races. Dwarves generally distrust and shun halforcs. They find halflings, elves, and gnomes to be too frail, flighty, or "pretty" to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans' industrious nature and hearty appetites come closest to matching those of the dwarven ideal.

Characteristic Roll Average
STR 4d6+2 16
CON 1d6+14 17-18
DEX 3d6 10-11
SIZ 1d4+6 9-10
INT 3d6 10-11
POW 3d6 10-11
APP 3d6 10-11
EDU 3d6 10-11

Move: 8

Hit Points: 28

Damage Bonus: +1d4

Bonus Skills: Language (Underkin) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Infravision – allowing them to see up to 60 feet in total darkness.
  • Stonecunning - +10% to Spot rolls to notice unusual stonework, plus can also intuit depth.
  • +4 to characteristic on Resistance table vs pushing and tripping attempts when standing on the ground.
  • +2 to characteristic on Resistance table vs poison attacks, spells and spell-like effects.
  • +5% on attacks vs Orcs and Goblinoids.
  • +20% to Dodge when fighting against creatures of the Giant type.
  • +10% to Appraise and Craft stone or metal items.
  • Mountain Dwarves may spend points from their Personal Skill pool on the following racial magic skills - Fire Starting, Healing, Psychometry, Rock Shaping, Sending, Shielding and Telekinesis.
  • Mountain dwarves favor earth tones in their clothing, but also include the color grey as well. While their clothing is somewhat more elaborate than hill dwarf brothers, it is still always very functional. Their skin color can be light tan, tan, dark tan, light brown, brown or dark brown. Hair and eye color can be black, light brown, brown, dark brown, light grey, grey or dark grey.
  • Males range from 3'11" to 4'5" in height and weigh 130 to 226 lbs. Females range from 3'9" to 4'3" in height and weigh 100 to 196 lbs.
  • Mountain dwarves reach middle age at 125 years, old age at 188 years and venerable age at 250 years. Maximum age is determined by adding a random number generated from +2d% to venerable age.
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Ellandolin (Grey Elf)Close

The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf 's skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and half lings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.

Physical Description: Ellandolin are the most common elf found in the world. Although generally a little shorter than humans, Ellandolin possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. While elven clothing often plays off the beauty of the natural world, those elves that live in cities tend to bedeck themselves in the latest fashion.

Characteristic Roll Average
STR 2d6+3 10
CON 3d6 10-11
DEX 3d6+3 13-14
SIZ 2d4+4 9
INT 3d6+6 16-17
POW 2d6+6 13
APP 3d6 10-11
EDU 3d6 10-11

Move: 10

Hit Points: 20

Damage Bonus: None

Bonus Skills: Language (Ellandolin) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Low-Light Vision: can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
  • Immunity to magic sleep effects
  • +2 to characteristic on Resistance table vs enchantment spells or effects.
  • +10% to Listen and Spot.
  • Ellandolin may spend points from their Personal Skill pool on the following racial magic skills - Clairvoyance, Finding, Healing, Magic Feeling, Sending, Shielding and Telekinesis.
  • Ellandolin skin color is the same as Ellolock skin color. Hair color can be grey, gold, silver, platinum blond or white. Eye color can be light blue, blue, light green, green, amber, aqua, golden, silver, bronze or copper.
  • Males range from 4'10" to 5'8" in height and weigh 90 to 162 lbs. Females range from 4'10" to 5'8" in height and weigh 85 to 157 lbs.
  • Ellandolin reach middle age at 170 years, old age at 253 years and venerable age at 330 years. Maximum age is determined by adding a random number generated from +4d% to venerable age.
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Ellanton (Mountain Elf)Close

The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf 's skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and half lings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.

Physical Description: Ellanton

Characteristic Roll Average
STR 2d6+5 12
CON 3d6+2 12-13
DEX 3d6+3 13-14
SIZ 2d4+4 9
INT 3d6+6 16-17
POW 2d6+6 13
APP 3d6 10-11
EDU 3d6 10-11

Move: 10

Hit Points: 22

Damage Bonus: None

Bonus Skills: Language (Ellanton) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Low-Light Vision: can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
  • Immunity to magic sleep effects
  • +2 to characteristic on Resistance table vs enchantment spells or effects.
  • +10% to Listen and Spot.
  • Ellanton may spend points from their Personal Skill pool on the following racial magic skills - Clairvoyance, Finding, Healing, Magic Feeling, Rock Shaping, Sending, Shielding and Telekinesis.
  • Ellanton prefer simple and functional clothing made to withstand the rigors of the mountainous environment in which they live. Its color is usually one of the various tones related to the earth. Their skin color can be light brown, brown, dark brown, light grey or grey. Hair color can be dark brown, brown, grey or black. Eye color can be brown, grey, light grey or black.
  • Males range from 4'10" to 5'8" in height and weigh 105 to 177 lbs. Females range from 4'10" to 5'8" in height and weigh 100 to 172 lbs.
  • Ellanton reach middle age at 170 years, old age at 253 years and venerable age at 330 years. Maximum age is determined by adding a random number generated from +4d% to venerable age.
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Ellolock (High Elf)Close

The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf 's skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and half lings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.

Physical Description: Ellanton

Characteristic Roll Average
STR 2D6+3 10
CON 3d6 10-11
DEX 3d6+5 15-16
SIZ 2d4+6 11
INT 3d6+8 18-19
POW 2d6+6 13
APP 3D6+2 12-13
EDU 3D6 10-11

Move: 10

Hit Points: 22

Damage Bonus: None

Bonus Skills: Language (Ellolock) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Low-Light Vision: can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
  • Immunity to magic sleep effects
  • +2 to characteristic on Resistance table vs enchantment spells or effects.
  • +10% to Listen and Spot.
  • Ellolock may spend points from their Personal Skill pool on the following racial magic skills - Anti Healing, Clairvoyance, Finding, Flesh Shaping, Healing, Hypnosis, Magic Feeling, Sending, Shielding, Telekinesis and Teleport.
  • Taller and grander in physical appearance than others of their race, Ellolock have a reputation for being aloof and arrogant (even by elven standards). They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple. Skin color can be Caucasian, white or light suntanned. Hair color can be silver or golden. Eye color can be amber or violet.
  • Males range from 5'7" to 6'5" in height and weigh 95 to 167 lbs. Females range from 5'7" to 6'5" in height and weigh 90 to 162 lbs.
  • Ellolock reach middle age at 175 years, old age at 263 years and venerable age at 350 years. Maximum age is determined by adding a random number generated from +4d% to venerable age.
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Ellonove (Desert Elf)Close

The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf 's skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and half lings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.

Physical Description: Ellonove

Characteristic Roll Average
STR 2d6+5 12
CON 3d6+2 12-13
DEX 3d6+3 13-14
SIZ 2d4+4 9
INT 3d6+6 16-17
POW 2d6+6 13
APP 3d6 10-11
EDU 3d6 10-11

Move: 10

Hit Points: 22

Damage Bonus: None

Bonus Skills: Language (Ellonove) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Low-Light Vision: can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
  • Immunity to magic sleep effects
  • +2 to characteristic on Resistance table vs enchantment spells or effects.
  • +10% to Listen and Spot.
  • Ellonove may spend points from their Personal Skill pool on the following racial magic skills - Clairvoyance, Finding, Healing, Magic Feeling, Sending, Shielding, Telekinesis.
  • Ellonove skin color can be light tan, light brown or light olive. Hair color can be dark brown, brown, grey or black. Eye color can be brown, grey, light grey or black.
  • Males range from 4'4" to 5'2" in height and weigh 80 to 152 lbs. Females range from 4'4" to 5'2" in height and weigh 75 to 147 lbs.
  • Ellonove reach middle age at 170 years, old age at 253 years and venerable age at 330 years. Maximum age is determined by adding a random number generated from +4d% to venerable age.
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Elluboliss (Hill Elf)Close

The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf 's skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and half lings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.

Physical Description: Elluboliss

Characteristic Roll Average
STR 2d6+3 10
CON 3d6 10-11
DEX 3d6+3 13-14
SIZ 2d4+4 9
INT 3d6+6 16-17
POW 2d6+6 13
APP 3d6+2 12-13
EDU 3d6 10-11

Move: 10

Hit Points: 20

Damage Bonus: None

Bonus Skills: Language (Elluboliss) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Low-Light Vision: can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
  • Immunity to magic sleep effects.
  • +2 to characteristic on Resistance table vs enchantment spells or effects.
  • +10% to Listen and Spot.
  • Elluboliss may spend points from their Personal Skill pool on the following racial magic skills - Animal Bonding, Clairvoyance, Finding, Healing, Magic Feeling, Sending, Shielding, Telekinesis.
  • Elluboliss skin color can be light brown, brown, dark brown, light grey, grey, light tan or tan. Hair color can be dark brown, brown, grey or black. Eye color can be brown, grey, light grey or black.
  • Males range from 4'4" to 5'2" in height and weigh 80 to 152 lbs. Females range from 4'4" to 5'2" in height and weigh 75 to 147 lbs.
  • Elluboliss reach middle age at 170 years, old age at 253 years and venerable age at 330 years. Maximum age is determined by adding a random number generated from +4d% to venerable age.
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Elluvian (Wood Elf)Close

The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf 's skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and half lings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.

Physical Description: Elluvian

Characteristic Roll Average
STR 2d6+3 10
CON 3d6 10-11
DEX 3d6+5 15-16
SIZ 2d4 5
INT 3d6+6 16-17
POW 2d6+6 13
APP 3d6 10-11
EDU 3d6 10-11

Move: 10

Hit Points: 16

Damage Bonus: None

Bonus Skills: Language (Elluvian) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Low-Light Vision: can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
  • Immunity to magic sleep effects
  • +2 to characteristic on Resistance table vs enchantment spells or effects.
  • +10% to Listen and Spot.
  • Elluvian may spend points from their Personal Skill pool on the following racial magic skills - Animal Bonding, Clairvoyance, Finding, Fire Starting, Healing, Magic Feeling, Plant Shaping, Sending, Shielding and Telekinesis.
  • Elluvian clothing is in dark shades of green and earth tones to better blend in with their natural surroundings. Skin color can be light brown, brown or tan. Hair color can be dark brown, brown, light brown, dark green, green, light green, auburn, yellow or coppery red. Eye color can be hazel, dark brown, brown, light brown, green or light green.
  • Males range from 3'10" to 4'8" in height and weigh 60 to 132 lbs. Females range from 3'10" to 4'8" in height and weigh 55 to 127 lbs.
  • Elluboliss reach middle age at 160 years, old age at 243 years and venerable age at 320 years. Maximum age is determined by adding a random number generated from +4d% to venerable age.
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Equilus (Dark Elf)Close

The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.

Relations: Equilus consider themselves above all other sentient races. They distrust all other races, especially other elves. They get along well with Goblins and Orcs, usually employing them for their various schemes!

Physical Description: Equilus

Characteristic Roll Average
STR 2d6+3 10
CON 3d6 10-11
DEX 3d6+3 13-14
SIZ 2d4+4 9
INT 3d6+8 18-19
POW 2d6+6 13
APP 3d6+2 12-13
EDU 3d6 10-11

Move: 10

Hit Points: 20

Damage Bonus: None

Bonus Skills: Language (Equilus) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Darkvision: can see with no light source at all, out to a range of 120 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dark elves can function just fine with no light at all.
  • Immunity to magic sleep effects
  • Spell resistance?
  • Knows the following spells dancing lights, darkness, faerie fire at INT x1%.
  • +10% to Listen and Spot.
  • Light Blindess – Abrupt exposure to bright light blinds Equilus for 1 combat round. On subsequent rounds all skill checks are at -5% as long as they remain in the affected area.
  • Equilus may spend points from their Personal Skill pool on the following racial magic skills - Anti Healing, Astral Projection, Clairvoyance, Finding, Flesh Shaping, Healing, Hypnosis, Levitation, Magic Feeling, Psychometry, Sending, Shielding, Telekinesis, Teleport.
  • Equilus skin color is white. Hair color can be blonde, white or grey. Eye color is red.
  • Taller and slighter in physical appearance than others of their race, not much is known about dark elves as they have been separated from others of their kind until recently. Males range from 5'7" to 6'5" in height and weigh 95 to 167 lbs. Females range from 5'7" to 6'5" in height and weigh 90 to 162 lbs.
  • Equilus reach middle age at 175 years, old age at 263 years and venerable age at 350 years. Maximum age is determined by adding a random number generated from +4d% to venerable age.
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Fey (Half-Dryad)Close

Society:

Relations:

Physical Description:

Characteristic Roll Average
STR 2d6 7
CON 3d6 10-11
DEX 4d6 14
SIZ 2d6+3 10
INT 3d6+6 16-17
POW 2d6+10 17
APP 2d6+8 15
EDU 3d6 10-11

Move: 10

Hit Points: 21

Damage Bonus: None

Bonus Skills: Language (Own) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Low-Light Vision: A half-dryad can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination. He or she retains the ability to distinguish color and detail under these conditions.
  • Speak with plants at will.
  • Half-Dryads may spend points from their Personal Skill pool on the following racial magic skills - Animal Bonding, Clairvoyance, Finding, Healing, Hypnosis, Levitation, Magic Feeling, Plant Shaping, Psychometry, Sending, Shielding, Telekinesis.
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Fey (Half-Elf)Close

Elves have long drawn the covetous gazes of other races. Their generous life spans, magical aff inity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races f irst came into contact with each other, the humans have held up elves as models of physical perfection, seeing in the fair folk idealized versions of themselves. For their part, many elves f ind humans attractive despite their comparatively barbaric ways, drawn to the passion and impetuosity with which members of the younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, these trysts commonly lead to the birth of half-elves, a race descended of two cultures yet inheritor of neither. Halfelves can breed with one another, but even these "pureblood" half-elves tend to be viewed as bastards by humans and elves alike.

Society: The lack of a unified homeland and culture forces half-elves to remain versatile, able to conform to nearly any environment. While often attractive to both races for the same reasons as their parents, half-elves rarely fit in with either humans or elves, as both races see too much evidence of the other in them. This lack of acceptance weighs heavily on many half-elves, yet others are bolstered by their unique status, seeing in their lack of a formalized culture the ultimate freedom. As a result, half-elves are incredibly adaptable, capable of adjusting their mindsets and talents to whatever societies they find themselves in.

Relations: A half-elf understands loneliness, and knows that character is often less a product of race than of life experience. As such, half-elves are often open to friendships and alliances with other races, and less likely to rely on first impressions when forming opinions of new acquaintances.

Physical Description: Half-elves stand shorter than humans but taller than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. A half-elf 's human-like eyes tend to range a spectrum of exotic colors running from amber or violet to emerald green and deep blue.

Characteristic Roll Average
STR 2d6+5 12
CON 3d6 10-11
DEX 3d6+2 12-13
SIZ 2d6+6 13
INT 3d6+2 12-13
POW 2d6+6 13
APP 3d6 10-11
EDU 3d6 10-11

Move: 10

Hit Points: 24

Damage Bonus: 1d4

Bonus Skills: Language (Own) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Half-Elves receive the racial abilities of their elven parent.
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Characteristic Roll Average
STR
CON
DEX
SIZ
INT
POW
APP
EDU

Move:

Hit Points:

Damage Bonus:

Bonus Skills:

    Racial Abilities
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Society:

Relations:

Physical Description:

Characteristic Roll Average
STR 3d6+2 12-13
CON 3d6 10-11
DEX 3d6+2 12-13
SIZ 2d6+6 13
INT 2d6+8 15
POW 3d6 10-11
APP 3d6 10-11
EDU 3d6 10-11

Move: 10

Hit Points: 12

Damage Bonus: 1d4

Bonus Skills:

    Racial Abilities
  • Infravision: Garrathi can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Garrathi have the Fast Healing ability, which allows them to recover 1 hit point per 12 hours.
  • +10% racial bonus on Listen, Search, and Spot checks.
  • All Garrathi get the Combat Reflexes feat as a bonus feat.
  • Garrathi may spend points from their Personal Skill pool on the following racial magic skills - Clairvoyance, Finding, Healing, Sending and Shielding.
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Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. As a result, gnomes are widely regarded by the other races as alien and strange.

Society: Unlike most races, gnomes do not generally organize themselves within classic societal structures. Whimsical creatures at heart, they typically travel alone or with temporary companions, ever seeking new and more exciting experiences. They rarely form enduring relationships among themselves or with members of other races, instead pursuing crafts, professions, or collections with a passion that borders on zealotry. Male gnomes have a strange fondness for unusual hats and headgear, while females often proudly wear elaborate and eccentric hairstyles.

Relations: Gnomes have difficulty interacting with the other races, on both emotional and physical levels. Gnome humor is hard to translate and often comes across as malicious or senseless to other races, while gnomes in turn tend to think of the taller races as dull and lumbering giants. They get along well with half lings and humans, but are overly fond of playing jokes on dwarves and half-orcs, whom most gnomes feel need to lighten up. They respect elves, but often grow frustrated with the comparatively slow pace at which members of the long-lived race make decisions. To the gnomes, action is always better than inaction, and many gnomes carry several highly involved projects with them at all times to keep themselves entertained during rest periods.

Physical Description: Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, frequently with little regard for heredity. Gnomes possess highly mutable facial characteristics, and many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual.

Characteristic Roll Average
STR 2d6 7
CON 2d6+9 16
DEX 2d6+9 16
SIZ 1d6+3 6-7
INT 3d6 10-11
POW 2d6+6 13
APP 3d6 10-11
EDU 3d6 10-11

Move: 6

Hit Points: 11

Damage Bonus: -1d4

Bonus Skills: Language (Own) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • +20% to stealth skill.
  • Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • +20% to Dodge when fighting against creatures of the Giant type.
  • +10% racial bonus on Listen and Craft - Alchemy skills.
  • Gnomes may spend points from their Personal Skill pool on the following racial magic skills - Animal Bonding, Clairvoyance, Finding, Rock Shaping, Psychometry, Sending, and Shielding.
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Half-orcs are monstrosities, their tragic births the result of perversion and violence—or at least, that's how other races see them. It's true that half-orcs are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Feared, distrusted, and spat upon, half-orcs still consistently manage to surprise their detractors with great deeds and unexpected wisdom—though sometimes it's easier just to crack a few skulls.

Society: Unlike half-elves, where at least part of society's discrimination is born out of jealousy or attraction, half-orcs get the worst of both worlds: physically weaker than their orc kin, they also tend to be feared or attacked outright by the legions of humans who don't bother making the distinction between full orcs and half bloods. Still, while not exactly accepted, half-orcs in civilized societies tend to be valued for their martial prowess, and orc leaders have actually been known to spawn them intentionally, as the half breeds regularly make up for their lack of physical strength with increased cunning and aggression, making them natural chieftains and strategic advisors.

Relations: A lifetime of persecution leaves the average half-orc wary and quick to anger, yet those who break through his savage exterior might find a well-hidden core of empathy. Elves and dwarves tend to be the least accepting of half-orcs, seeing in them too great a resemblance to their racial enemies, but other races aren't much more understanding. Human societies with few orc problems tend to be the most accommodating, and there half-orcs make natural mercenaries and enforcers.

Physical Description: Both genders of half-orc stand between 6 and 7 feet tall, with powerful builds and greenish or grayish skin. Their canines often grow long enough to protrude from their mouths, and these "tusks," combined with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. While half-orcs may be impressive, few ever describe them as beautiful.

Characteristic Roll Average
STR 3d6+3 13-14
CON 3d6 10-11
DEX 3d6+3 13-14
SIZ 2d6+6 13
INT 3d6 10-11
POW 2d6+3 10
APP 2d6 7
EDU 3d6 10-11

Move: 10

Hit Points: 24

Damage Bonus: 1d4

Bonus Skills: Language (Own) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
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Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, half lings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, half lings like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a half ling almost never loses his sense of humor. Half lings are inveterate opportunists. Unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a half ling's curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes. Though their curiosity drives them to travel and seek new places and experiences, half lings possess a strong sense of house and home, often spending above their means to enhance the comforts of home life.

Physical Description: Half lings rise to a humble height of 3 feet. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Tufts of thick, curly hair warm the tops of their broad, tanned feet. Their skin tends toward a rich almond color and their hair toward light shades of brown. A half ling's ears are pointed, but proportionately not much larger than those of a human.

Society: Half lings claim no cultural homeland and control no settlements larger than rural assemblies of free towns. Far more often, they dwell at the knees of their human cousins in human cities, eking out livings as they can from the scraps of larger societies. Many half lings lead perfectly fulfilling lives in the shadow of their larger neighbors, while some prefer more nomadic lives on the road, traveling the world and experiencing all it has to offer.

Relations: A typical half ling prides himself on his ability to go unnoticed by other races—it is this trait that allows so many half lings to excel at thievery and trickery. Most half lings, knowing full well the stereotyped view other races take of them as a result, go out of their way to be forthcoming and friendly to the bigger races when they're not trying to go unnoticed. They get along fairly well with gnomes, although most half lings regard these eccentric creatures with a hefty dose of caution. Half lings coexist well with humans as a general rule, but since some of the more aggressive human societies value half lings as slaves, half lings try not to grow too complacent when dealing with them. Half lings respect elves and dwarves, but these races generally live in remote regions far from the comforts of civilization that half lings enjoy, thus limiting opportunities for interaction. Only half-orcs are generally shunned by half lings, for their great size and violent natures are a bit too intimidating for most half lings to cope with.

Characteristic Roll Average
STR 2d6 7
CON 2d6+12 19
DEX 2d6+10 17
SIZ 1d6+3 6-7
INT 3d6 10-11
POW 2d6+3 10
APP 3d6 10-11
EDU 3d6 10-11

Move: 6

Hit Points: 26

Damage Bonus: -1d4

Bonus Skills: Language (Own) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Halflings may spend points from their Personal Skill pool on the following racial magic skills - Plant Shaping, Psychometry, Shielding, Sending and Telekinesis.
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Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.

Physical Description: The physical characteristics of humans are as varied as the world's climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans' skin color assumes a darker hue the closer to the equator they live.

Society: Human society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest human cultures trace their histories thousands of years into the past, when compared to the societies of common races like elves and dwarves, human society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition.

Relations: Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, half lings as craven thieves, gnomes as twisted maniacs, and half-elves and half-orcs as embarrassments—but the race's diversity among its own members also makes humans quite adept at accepting others for what they are.

Characteristic Roll Average
STR 2d6+6 13
CON 2d6+6 13
DEX 2d6+6 13
SIZ 2d6+6 13
INT 2d6+6 13
POW 2d6+6 13
APP 2d6+6 13
EDU 2d6+6 13

Move: 10

Hit Points: 26

Damage Bonus: 1d4

Bonus Skills: Language (Own) INT x5% & Language (Trade Speak) INT x5%.

    Racial Abilities
  • Humans do not receive any racial magic, but can use Psionics and gain 2 free Feats!
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Page last modified: 05/02/2018 09:44:00 AM

The material presented here is my original creation, intended for use with either
Dungeons and Dragons 3.5 edition from Wizards of the Coast or dX Tri-Stat system from Guardians Of Order.
This material is not official and is not endorsed by either Wizards of the Coast or Guardians Of Order.