Chapter II
Player-Character Races
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In a fantastic world, Man does not stand alone as a thinking beast, but inhabits a world populated by other, fabulous peoples. Elves, ancient, distant and mysterious; Dangerously flittersome, one minute quiet and reserved, the next wild and manic, such is the nature of fae. Dwarves, stubborn and industrious. Masters of all crafts, but too reclusive for their innovations to benefit all kindreds. Hobs, diminutive and innocent. A rare and peculiar people content to dwell in isolation, free from the affairs of other peoples. Then there are the terrible tribes of goblinkind, savage and hateful to all other races. Last of all are the mongrel kindreds, the half-elves and half-orcs; doomed to live a half-life, rarely accepted by the other half of their ancestry.
Every adventurer belongs to humanity, or one of Man’s fellow peoples (often known as demihumans). Consequently, you must select a race for your player character. There are four true races—human, dwarf, elf and hob—and two half-races; half-elf and half-orc. What race you choose affects your character on a fundamental level, both in regards to gameplay mechanics and personality traits relevant to roleplay. Mechanically, each race has certain innate qualities which make it more optimal for certain playstyles than others; a hob is small, quiet and dexterous making it a good choice for a slinksome rogue, but less ideal for a fighter who relies upon sheer brawn.
Each race is described with considerable detail in this chapter, in certain cases broad statements are made. These are mere generalities to which players need not feel bound. While as a general rule dwarves are reserved, thrawn and dour, your dwarf character may rightly be friendly and mirthful. After all, your character is an adventurer, a person inherently unusual. A unique character is more interesting and generally more fun to play.
Racial Ability Adjustments
Race | Bonus | Penalty |
---|---|---|
Dwarf | +1 Constitution | -1 Charisma |
Elf | +1 Dexterity | -1 Constitution |
Half-Elf | +1 Any | - |
Half-Orc | +1 Strength | -1 Charisma |
Hob | +1 Dexterity | -1 Strength |
Human | +1 Any | - |
Languages
In addition to his native tongue, your character knows a number of languages determined by his intelligence score. The additional languages can be chosen from among those listed in his race's description, though at your DM's discretion other tongues might be chosen. Characters can also learn new languages during the course of their adventures.
Physiology
Average Height and Weight
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 |
Half-Orc | 55/50 | 1d10 | 160/120 | 6d6 |
Hob | 32/30 | 2d8 | 52/48 | 5d4 |
Human | 60/59 | 2d10 | 140/100 | 6d10 |
*Height in inches, weight in pounds
** 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.
Aging Effects
Race | Juvenile | Young | Middle Age | Old | Venerable |
---|---|---|---|---|---|
Dwarf | ≤39 years | 40 years | 200 years | 300 years | 301≥ years |
Elf | ≤49 years | 50 years | 250 years | 375 years | 376≥ years |
Half-Elf | ≤19 years | 20 years | 150 years | 225 years | 270≥ years |
Half-Orc | ≤19 years | 20 years | 150 years | 225 years | 270≥ years |
Hob | ≤29 years | 30 years | 50 years | 100 years | 101≥ years |
Human | ≤14 years | 15 years | 40 years | 75 years | 76≥ years |
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