Chapter II: Character Races



*Once all ability scores have been determined and assigned, it comes time to select a race from the following: dwarves, elves, half-eves, hobs, and humans.*

Dwarves

Dwarves are short and stocky, standing between three and four foot, weighing between 110 and 130 pound on average. They have thick hair and great, bushy beards, he- and she-dwarves alike. Deep below the earth they make their home, in ancient strongholds hewn from living-rock, toiling away at mining and smithing and many cunning crafts and sorceries.

Strong for their height and very hardy, dwarves can carry an additional 20 pounds above the weight allowedby their strength scores.

Due to their strong wills and knowledge of enchantment, dwarves add +3 to saving throws versus spells and versus wands, rods, and staves. Likewise, their natural fortitude affords them the same bonus on saving throws versus poison.

Natives of the underworld, dwarves are harder to bewilder than other folk when delving into places dank and deep. Thus, they can note the following within a 10 foot radius (depth can be determined anytime):

Information d6 chance
Detect grade or slope in passage 5 in 6
Detect new construction 4 in 6
Detect sliding or shifting walls 4 in 6
Detect traps involving pits, falling blocks, and other stonework 3 in 6
Determine approximate depth underground 3 in 6

Elves

Elves are tall and lithe, standing about six foot, weighing between 115 and 125 pound on average. Their skin is white and supple, their silky hair ranging from copper to silver in hue, their eyes glinting star-grey. Poets, magicians, and warriors of great esteem, elves make their homes amid the virgin wilderness.

Possessed of glamour, elves add +4 to saving throws versus the spells charm, illusion (lesser or greater), suggestion, and sleep.

Elves have a 1 in 6 chance to notice a secret door just by passing within 10 feet of it. Should the elf actively search for such portals, the chance increases to 3 in 6.

Being unearthly graceful, elves are less hindered by rough terrain than other folk. Where other’s movement is reduced to 2/3, elves move at a normal rate, where other’s is reduced to 1/3, elves are but reduced to 2/3 the usual rate. To enjoy this advantage, an elf cannot be in plate armour.

Should an elf be alone or in sole company of elves and/or hobs, he can move so silently as to better surprise monsters (4 in 6 chance). If a door needs be opened, this chance drops to 2 in 6. To enjoy this advantage, an elf cannot be in brigandine, demi-, or full-plate.

Half-Elves

Half-elves are more robust than true elves, but possess their otherworldly beauty. They are fair as a rule, and invariably have the starlit eyes which betray their elven heritage. Though some half-elves possess human amounts of body-hair, they can never grow beards, and do not suffer from baldness with age.

More resistant to ensorcellement than humans, half-elves add +2 to saving throws versus the spells charm, illusion (lesser or greater), suggestion, and sleep.

Hobs

Hobs are small and cheerful folk, standing between two and three foot, weighing between 30 and 45 poundon average. They have bright eyes, curly hair, and soft, freckled skin. Hobs make their homes in secluded, rural places, far from the tumult and excitement of the wider world.

Should a hob be alone or in sole company of elves and/or hobs, he can move so silently as to better surprisemonsters (5 in 6 chance). If a door needs be opened, this chance drops to 3 in 6. To enjoy this advantage, a hobcannot be in plate armour.

As canny as they are quiet, it is very difficult to surprise a hob, having only a 1 in 6 chance to be surprised.

Hobs can safely navigate underground environments, if less adeptly than dwarves, being accustomed toburrowing into hillsides. Thus, they can note the following within a 10 foot radius (depth can be determinedanytime):

Information d6 chance
Detect grade or slope in passage 3 in 6
Determine approximate depth underground 2 in 6

Humans

What a human is like, anyone can see.