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Player Character Races

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Languages

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Physiology

Racial Ability Adjustments

Race Bonus Penalty
Dwarf +1 Constitution -1 Charisma
Elf +1 Dexterity -1 Constitution
Hob +1 Dexterity -1 Strength

Average Height and Weight

Height in Inches Weight in Pounds*
Race Base* Modifier Base* Modifier
Dwarf 43/41 1d10 130/115 4d10
Elf 66/64 1d10 90/80 3d10
Half-Elf 60/58 2d6 110/85 3d12
Hob 32/30 2d8 52/48 5d4
Human 60/59 2d10 140/100 6d10

*Females tend to be lighter and shorter than males. Thus, the base numbers for height and weight are divided into male/female values.
Note that the modifier still allows for a broad range in each category.

Age

Starting Age
Race Base Age Variable
Dwarf 40 4d4
Elf 50 4d4
Half-Elf 20 2d4
Hob 25 2d4
Human 15 1d4

Aging Effects

Race Juvenile Young Middle Age* Old** Venerable***
Dwarf ≀39 years 40 years 200 years 300 years 301β‰₯ years
Elf ≀49 years 50 years 250 years 375 years 376β‰₯ years
Half-Elf ≀19 years 20 years 150 years 225 years 270β‰₯ years
Hob ≀29 years 30 years 50 years 100 years 101β‰₯ years
Human ≀14 years 15 years 40 years 75 years 76β‰₯ years

*-1 Str/Con; +1 Int/Wis
**-2 Str/Dex,-1 Con; +1 Wis
***-1 Str/Dex/Con; +1 Int/Wis

Humans

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Everyone knows what a human is.

Dwarves

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Beneath the indomitable mountain ranges which scrape the very skies with their snow-capped peaks, below the fells and heathered moors, live the dwarves in their halls of stone. A race best known for their craftsmanship, dwarves are the unrivalled masters of masonry, metallurgy and jewelling. Skilled carpenters, glaziers, brickmakers, coopers and cobblers are also to be found amongst dwarvenkind.

Dwarves are wont to be thrawn and taciturn. Industrious, diligent and generally humourless. Though often characterised as a miserly, belligerent and swindlesome race (a reputation not entirely undeserved), most dwarves are honest, hard-working folk, if lacking in heroism and friendliness

Short and stout, dwarves stand between three and four feet in height on average. Despite their short stature, dwarves are thick-boned and compact, being of equal weight to men two feet taller. The difference in average height and weight between the sexes is less amongst dwarves than humans. Dwarves are, as a rule, dark-haired and dark-eyed. having buff skin with a ruddy hue. Lighter complexions are not unknown, but rare. Both sexes are capable of growing beards, though male dwarves' beards are longer and bushier.

Dwarves make their homes in hilly or mountainous regions, cutting halls from rockfaces or living entirely below the surface. There are many dwarven kingdoms across the foothills of the sundry mountain ranges, their cities nestled beneath the earth. Dwarves are, as a rule, far more comfortable underground than above the surface, and much dislike the sea and other bodies of water. They herd goats for their wool and milk, and keep ferrets as ratters, but are otherwise not overly fond of beasts. They will ride ponies at need, but are quite wary of larger steeds.

Dwarves have exceptional resistance to toxic substances. As such, they have a poison saving throw bonus of +1 per 3 points of constitution. Additionally, due both to their natural hardiness and also their knowledge of enchantment, all dwarven characters make saving throws against attacks from magical wands, staves, rods, and spells with the same bonuses.

Because of their sturdy builds, dwarves add +1 to their initial Constitution scores. Their dour and suspicious natures cause them to subtract -1 from their initial Charisma scores.

Dwarves are miners of great skill, spending much of their time below the surface of the Earth. While underground, they can detect the following information when within 10 feet of the particular phenomenon (but they can determine their approximate depth below the surface at any time).

Ability 1d6
Detect Grade or Slope in Passage: 1-5
Detect new tunnel/passage construction: 1-5
Detect sliding/shifting walls or rooms: 1-4
Detect stonework traps, pits and deadfalls: 1-3
Determine approximate depth underground: 1-3

Dwarves are better at moving through and fighting in low-light conditions, , being well-accustomed to the dim and dank of their subterranean homes. Thus, in total darkness a dwarf suffers a penalty one point less than non-dwarves; -2 rather than -3 in total darkness, -1 rather than -2 in starlight, and no penalty in moonlight. Also, while moving in darkness, a dwarf suffers only half the normal movement penalty of non-dwarves.

Elves

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Glamorous and ethereal, elves are at once in harmony with the Earth while being strangely distant from the mortal world. Elves concern themselves with music and dancing and frolicking in wild places, but also with the study of magic. In sorcery they are unrivalled, and in the making of beautiful things, are equalled only by the artful dwarves.

Elves are a jestful and free-spirited race, prone to gaiety and lovers of wine, though seldom carousing in-excess. While usually good-humoured, elves can be terribly petty, often taking the slightest discourtesy as a personal insult. Fortunately, this pettiness tends to temper with age.

Slightly taller than humans, elves stand around six feet on average, but their frames are lighter; most elves weigh only 100 to 145 pounds. Males are only marginally taller and heavier than females, and elven countenances often border on androgyny. Elf skin is soft, and milky in hue, and their bright eyes sparkle as though star-lit. They have neither facial hair nor much body hair at all, but the hair which grows upon their hair is full and silky, often subtly curled. Elven hair ranges in colour from ashen to platinum, and both males and females are wont to wear their locks long, often elaborately braided.

Whether dwelling beneath a great hill, deep within an enchanted wood or upon chalk cliffs overlooking the salty sea, elven settlements are built so as not to mar the natural landscape. For this reason, elvenhomes are often difficult to find, hidden palaces of otherworldly glamour. Though elves prefer to dwell underground or in deep woods, they love the sun and the moon, and love the stars most of all. On clear summer nights, great troops of elves emerge from their mounds to dance beneath the stars, pipers playing sweet, haunting music.

Innately glamorous, elves are less susceptible to enchantment and illusions. As such, they have 90% resistance to all illusion and charm-related spells. Additionally, magic cannot put elves to sleep.

Due to their grace and nimbleness, elves add +1 to their initial dexterity scores. Their lithe and willowy frames cause them to subtract -1 from their initial constitution scores.

Possessing otherworldly grace, an elf can gain a bonus to surprise opponents, provided the elf is not in metal armour. Even then, the elf must either be alone, or with a party composed only of elves, half-elves, and/or halflings (also not in metal armour), or 90 feet or more away from his party to gain this bonus. Should he fulfil these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is reduced to -2.

Elves are less hindered by difficult terrain than other races, another benefit of their lightframes and litheness. In environments where other races' movement is reduced to 2/3, elves move at a normal rate, and in environments where other races' movement is reduced to 1/3, elven movement is only reduced to 2/3.

Half-Elves

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Half-elves are always clever and beautiful, and almost invariably skilled in the arts, especially in music and song. They are, however, passionate and willful, and half-elves who live amongst humans often find it difficult to socialise with those around them. Some half-elves are flittersome eccentrics, others are moody and revengeful. All have queer, faΓ«rian quirks which set them apart from mortal men for better or worse. Those half-elves who live amongst elves are fostered with love and patience, and often become great magicians.

Inheriting traits of both parents, half-elves are more robust than true elves, but possess the otherworldly beauty of elvenkind. 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.

Half-elves are more resistant to ensorcellement than humans, having inherited the glamour of their elvish parentage. As such, they have 30% resistance to all illusion and charm-related spells.

Half-elves are graceful and sure-footed, much like true elves. As such,h a half-elf can gain a bonus to surprise opponents, provided he is not in metal armour. Even then, the half-elf must either be alone, or with a party composed only of elves, half-elves, and/or halflings (also not in metal armour), or 90 feet or more away from his party to gain this bonus. Should he fulfil these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the he must open a door or screen to attack, this penalty is reduced to -2.

Hobs

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Content with the simple comforts of hearth and home, hobs prefer a quiet existence, uninterested in the distant and dangerous affairs of other peoples. While unimpressive at first glance, being small and adverse to danger and unpleasant conditions, they have a habit of becoming truly heroic in a pinch, surprising even themselves. While as a rule hobs are largely unambitious and dislike adventurers ("makes you late for dinner!"), some hobs are possessed by wanderlust and depart from the safe and familiar to try their luck in the vast unknown.

Small in all senses, hobs stand between two and three feet in height, weighing 40 to 45 pounds on average. Hobbish skin is soft and prone to freckling, often with a ruddy hue. They have bright, childlike eyes even in adulthood, usually hazel in colour; blue in rarer cases. Their hair ranges from dark brown to blond and often possesses subtle curls.

Because hobs are small, rather than medium in size, they can hide even when obscured only by a man or beast of medium size or larger.

Most hobs live in small, tight-knit agrarian communities, formed of scattered farmsteads surrounded by common greens and well-tended groves. These villages are usually to be found deep amidst the countryside, equally distant from noisy, bustling towns and the savage wilderness. Such communities are generally self-reliant, hobs are not known to form larger polities, controlling little beyond the assarts of their quiet shires. A loose collection of hobbish villages is managed by a sheriff, who oversees cooperation between communities and represents his fellow hobs when dealing with outsiders.

Due to their subtly of movement and nimble fingers, hobs add +2 to initial dexterity scores. Their small size and fragile bodies cause them to subtract -2 from their initial strength scores.

Hobs are uncannily adept at moving silently, avoiding detection by the "big folk", or any other threat they might encounter on uncomfortable adventures. Thus, a hob can gain a bonus to surprise opponents, provided he is not in metal armour. Even then, the hob must either be alone, or with a party composed only of elves, half-elves, and/or halflings (also not in metal armour), or 90 feet or more away from his party to gain this bonus. Should he fulfil these conditions, he moves so silently that opponents suffer a -4 penalty to their surprise die rolls. If the hob must open a door or screen to attack, this penalty is reduced to -2.

Hobs are able to safely navigate underground environments, if less adeptly than dwarves, being accustomed to burrowing into hillsides. While underground, they can detect the following information when within 10 feet of the particular phenomenon (but they can determine their approximate depth below the surface at any time).

Ability 1d6
Detect Grade or Slope in Passage: 1-3
Determine approximate depth underground: 1-2

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