New Halfling Hybrids 2010 11 27

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1 Hybrid Races Table of Contents Standard Hybrids ........................................................................................................................................................................................................................................................................................ 2 Dwarrow (Dwarf/Gnome)....................................................................................................................................................................................................................................................................... 2 Dworg (Dwarf/Orc) ................................................................................................................................................................................................................................................................................ 7 Elfing (Elf/Halfling).............................................................................................................................................................................................................................................................................. 11 New Hybrids ............................................................................................................................................................................................................................................................................................. 15 Erenling (Erenland Human /Halfling) .................................................................................................................................................................................................................................................. 15 Gnomeling (Gnome/Halfling) ............................................................................................................................................................................................................................................................... 18 Gnome Traits Not Included .............................................................................................................................................................................................................................................................. 21 Halfling Traits Not Included ............................................................................................................................................................................................................................................................. 21 Orcling (Halfling/Orc) .......................................................................................................................................................................................................................................................................... 23 Orc traits not included ....................................................................................................................................................................................................................................................................... 27 Halfling traits not included ............................................................................................................................................................................................................................................................... 27 Agrarian Halfling traits not included ................................................................................................................................................................................................................................................ 27 Nomadic Halfling traits not included................................................................................................................................................................................................................................................ 27 Hybrid Summary....................................................................................................................................................................................................................................................................................... 28

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Transcript of New Halfling Hybrids 2010 11 27

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    Hybrid Races Table of Contents Standard Hybrids ........................................................................................................................................................................................................................................................................................ 2

    Dwarrow (Dwarf/Gnome) ....................................................................................................................................................................................................................................................................... 2 Dworg (Dwarf/Orc) ................................................................................................................................................................................................................................................................................ 7 Elfing (Elf/Halfling).............................................................................................................................................................................................................................................................................. 11

    New Hybrids ............................................................................................................................................................................................................................................................................................. 15 Erenling (Erenland Human /Halfling) .................................................................................................................................................................................................................................................. 15 Gnomeling (Gnome/Halfling) ............................................................................................................................................................................................................................................................... 18

    Gnome Traits Not Included .............................................................................................................................................................................................................................................................. 21 Halfling Traits Not Included ............................................................................................................................................................................................................................................................. 21

    Orcling (Halfling/Orc) .......................................................................................................................................................................................................................................................................... 23 Orc traits not included ....................................................................................................................................................................................................................................................................... 27 Halfling traits not included ............................................................................................................................................................................................................................................................... 27 Agrarian Halfling traits not included ................................................................................................................................................................................................................................................ 27 Nomadic Halfling traits not included ................................................................................................................................................................................................................................................ 27

    Hybrid Summary ....................................................................................................................................................................................................................................................................................... 28

  • Standard Hybrids: Dwarrow (Dwarf/Gnome)

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    Standard Hybrids

    Dwarrow (Dwarf/Gnome) Kungun Dwarf Clan Dwarf Gnome Dwarf-Raised Dwarrow Gnome-Raised Dwarrow Statistics +2 Constitution, 2 Charisma +4 Charisma, 2 Strength +2 Charisma Race Dwarf Gnome Dwarf and Gnome Blood: For all special abilities and

    effects, dwarrow are considered dwarves and gnomes. Dwarrow, for example, can use weapons or magic items with racially specific gnome or dwarf powers as if they were gnomes or dwarves.

    Size Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

    Small: As Small creatures, gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than Medium characters and their lifting and carrying limits are three-quarters of those of Medium characters.

    Small: As Small creatures, gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than Medium characters and their lifting and carrying limits are three-quarters of those of Medium characters.

    Base Land Speed

    Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

    Gnome base land speed is 20 feet.

    Dwarrow base land speed is 20 feet.

  • Standard Hybrids: Dwarrow (Dwarf/Gnome)

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    Kungun Dwarf Clan Dwarf Gnome Dwarf-Raised Dwarrow Gnome-Raised Dwarrow Weapon Familiarity

    Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than as exotic weapons. Additionally for Kungun Dwarves: treat urutuk hatchets as martial weapons, rather than as exotic weapons. Additionally, when wielding two urutuk hatchets, Kurgun dwarves suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats

    Gnomes treat hand crossbows as martial weapons, rather than as exotic weapons.

    Choose to treat either dwarven waraxes, dwarven urgoshes, or urutuk hatchets as martial weapons, rather than as exotic weapons.

    Treat hand crossbows as martial weapons, rather than as exotic weapons.

    Favored Region

    Kaladrun Mountains (additional +2 when above ground)

    Kaladrun Mountains (additional +2 when below ground)

    Favored Region: Central Erenland. Gnomes favored region bonuses increase by +2 when they are on rivers

    Kaladrun Mountains Central Erenland

    Vision Darkvision: Dwarves 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.

    Low-light Vision: see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retain the ability to distinguish color and detail under these conditions.

    Darkvision: 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.

    Magic Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would.

    N/a Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would.

  • Standard Hybrids: Dwarrow (Dwarf/Gnome)

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    Kungun Dwarf Clan Dwarf Gnome Dwarf-Raised Dwarrow Gnome-Raised Dwarrow Save Bonus Resilient: +2 natural armor bonus and a +2 racial bonus

    on saves against poison Dwarven kin: gain a +1 racial bonus on Fortitude saving throws and a +2 racial bonus on saves against spells and spell-like effects

    Dwarven Kin: +1 (not +2) natural armor bonus and a +2 racial bonus on saves against poison

    Special Ability / Skill Bonus I

    +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.

    Natural Riverfolk: Gain a +2 racial bonus on Perform, Profession (boater and sailor), Swim, and Use Rope checks. Additionally, they may swim at one-half their land speed with a move action, and may swim at their land speed with a fullround action. Finally, gnomes can hold their breath for a number of rounds equal to three times their Constitution score.

    +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.

    Natural Riverfolk: Gain a +2 racial bonus on Perform, Profession (boater and sailor), Swim, and Use Rope checks. Additionally, they may swim at one-half their land speed with a move action, and may swim at their land speed with a fullround action. Finally, hold their breath for a number of rounds equal to three times their Constitution score.

  • Standard Hybrids: Dwarrow (Dwarf/Gnome)

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    Kungun Dwarf Clan Dwarf Gnome Dwarf-Raised Dwarrow Gnome-Raised Dwarrow Special Ability / Skill Bonus II

    Natural Mountaineers: These mountain fey are natural climbers and scramblers. They gain a +2 racial bonus on Climb checks, and may ignore difficult mountainous terrain that hampers movement, such as rubble or uneven cave flooring (but not thick undergrowth).

    Stonecunning: This ability grants clan dwarves a +2 bonus to notice unusual stonework, such as sliding walls, new or unsafe construction, and the like. A clan dwarf who comes within 10 feet of unusual stonework can make a check as if actively searching, and a clan dwarf can use the Search skill to find stonework traps as a rogue can. A clan dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

    Natural Traders: Whenever engaged in interactions involving trading or smuggling, gain a +4 racial bonus on Appraise, Bluff, Diplomacy, Forgery, Gather Information, and Profession checks.

    Either Natural Mountaineer or Stonecunning

    Natural Traders: Whenever engaged in interactions involving trading or smuggling, gain a +2 (not +4) racial bonus on Appraise, Bluff, Diplomacy, Forgery, Gather Information, and Profession checks.

    Special Ability / Skill Bonus III

    n/a Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

    N/a N/a N/a

    Special Ability / Skill Bonus III

    N/a N/a N/a N/a N/a

  • Standard Hybrids: Dwarrow (Dwarf/Gnome)

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    Kungun Dwarf Clan Dwarf Gnome Dwarf-Raised Dwarrow Gnome-Raised Dwarrow Fighting Bonus

    +1 racial bonus on attack rolls against orcs.. +1 racial bonus to AC when fighting against Orcs. (Clan Dwarf only) +1 racial bonus on attack rolls when fighting with axes and hammers.

    n/a +1 racial bonus to AC when fighting against Orcs

    N/a

    Goods n/a n/a Gnomes may begin play with watercraft (at onequarter normal cost).

    n/a n/a

    Languages Automatic Languages: Clan Dialect, Old Dwarven. Bonus Languages: Orcish, other Clan Dialect, Traders Tongue.

    Automatic Languages: Clan Dialect, Old Dwarven. Bonus Languages: Orcish, other Clan Dialect.

    Automatic Languages: Traders Tongue, any one unrestricted language at basic competence, and any one unrestricted language at pidgin competence. Bonus Languages: Any unrestricted languages.

    Automatic Languages: Clan Dialect, Old Dwarven, Traders Tongue (1); Bonus Languages: Orcish, other Clan Dialect

    Automatic Languages: Clan Dialect (2), Old Dwarven (1), Traders Tongue, any two unrestricted languages at pidgin level. Bonus Languages: Any unrestricted languages.

    Favored Class

    Barbarian Fighter Rogue Fighter Rogue

  • Standard Hybrids: Dworg (Dwarf/Orc)

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    Dworg (Dwarf/Orc) Kungun Dwarf Clan Dwarf Orc Dworg Statistics +2 Constitution, 2 Charisma +4 Strength, 2

    Intelligence, 2 Charisma. +2 Strength, +2 Constitution, 2 Intelligence, 2 Charisma.

    Race Dwarf Orc Both Size Medium: As Medium creatures, dwarves have no special

    bonuses or penalties due to their size. Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.

    Medium

    Base Land Speed

    Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

    Orc base land speed is 30 feet.

    30 feet

    Weapon Familiarity

    Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than as exotic weapons. Additionally for Kungun Dwarves: treat urutuk hatchets as martial weapons, rather than as exotic weapons. Additionally, when wielding two urutuk hatchets, Kurgun dwarves suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats

    Weapon Familiarity: Orcs can use vardatches as martial weapons, rather than as exotic weapons.

    Choose to treat either dwarven waraxes, dwarven urgoshes, or urutuk hatchets as martial weapons, rather than as exotic weapons.

    Favored Region

    Kaladrun Mountains (additional +2 when above ground)

    Kaladrun Mountains (additional +2 when below ground)

    Northern Reaches. Kaladrun Mountains

  • Standard Hybrids: Dworg (Dwarf/Orc)

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    Kungun Dwarf Clan Dwarf Orc Dworg Vision Darkvision: Dwarves 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.

    Night Fighters: Orcs have darkvision, which allows them to see in normal darkness up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Further, orcs are so at home in the darkness that they gain a +1 racial bonus on attack rolls when there is no light at all.

    Darkvision: 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.

    Magic Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would.

    Spell Resistant: Gain a +2 racial bonus on saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would.

    Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would.

    Save Bonus Resilient: +2 natural armor bonus and a +2 racial bonus on saves against poison

    +2 racial bonus on all saving throws.

    Special Ability / Skill Bonus I

    +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.

    Resistance to Cold: Immune to nonlethal damage caused by cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, orcs suffer only half the normal damage (rounded down) from the lethal cold damage caused by extreme cold.

  • Standard Hybrids: Dworg (Dwarf/Orc)

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    Kungun Dwarf Clan Dwarf Orc Dworg Special Ability / Skill Bonus II

    Natural Mountaineers: These mountain fey are natural climbers and scramblers. They gain a +2 racial bonus on Climb checks, and may ignore difficult mountainous terrain that hampers movement, such as rubble or uneven cave flooring (but not thick undergrowth).

    Stonecunning: This ability grants clan dwarves a +2 bonus to notice unusual stonework, such as sliding walls, new or unsafe construction, and the like. A clan dwarf who comes within 10 feet of unusual stonework can make a check as if actively searching, and a clan dwarf can use the Search skill to find stonework traps as a rogue can. A clan dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

    Natural Predators: Orcs may add their Strength modifiers (in addition to their Charisma modifiers) to Intimidate checks.

    Choose either Mountaineer or Stonecunning.

    Special Ability / Skill Bonus III

    n/a Stability: +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

    N/a N/a

    Special Ability / Skill Bonus IV

    N/a N/a N/a

  • Standard Hybrids: Dworg (Dwarf/Orc)

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    Kungun Dwarf Clan Dwarf Orc Dworg Fighting Bonus

    +1 racial bonus on attack rolls against orcs. +1 racial bonus to AC when fighting against Orcs. (Clan Dwarf only) +1 racial bonus on attack rolls when fighting with axes and hammers.

    Light Sensitivity: Orcs suffer a 1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell. +1 racial bonus on damage rolls against dwarves. +1 racial bonus to attack rolls when fighting in groups of 10 or more orcs, whether they are enemies or allies.

    Minor Light Sensitivity: Dworgs in bright sunlight or within the radius of a daylight spell must make a Fortitude save (DC 15 for sunlight, or the save DC of the spell) or suffer a 1 penalty on attack rolls as long as they remain in the lighted area. +2 racial bonus on attack rolls against orcs.

    Goods n/a n/a N/a Languages Automatic Languages:

    Clan Dialect, Old Dwarven. Bonus Languages: Orcish, other Clan Dialect, Traders Tongue.

    Automatic Languages: Clan Dialect, Old Dwarven. Bonus Languages: Orcish, other Clan Dialect.

    Automatic Languages: Black Tongue, Old Dwarven (1), High Elven (1), Orcish. Bonus Languages: Any except restricted languages.

    Automatic Languages: Clan Dialect, Old Dwarven (1), Orcish (1). Bonus Languages: Other Clan Dialect, Traders Tongue.

    Favored Class

    Barbarian Fighter Barbarian Barbarian

  • Standard Hybrids: Elfing (Elf/Halfling)

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    Elfing (Elf/Halfling) Base Elf Danisil Elf Addition Base Halfling Nomadic Halfling

    Addition Danisil Elf-Raised Elfling Nomadic Halfling-Raised

    Elfling Statistics +2 Dexterity, 2

    Constitution N/a +2 Dexterity, 2 Strength N/a +4 Dexterity, 2 Constitution, 2 Strength

    Race Elf N/a Halfling N/a For all special abilities and effects, elflings are considered elves and halflings. Elflings, for example, can use elf or halfling weapons or magic items with racially specific elf or halfling powers as if they were elves or halflings.

    Size Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.

    N/a Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium characters use and their lifting and carrying limits are three-quarters of those of Medium characters.

    N/a Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium characters use and their lifting and carrying limits are three-quarters of those of Medium characters.

    Base Land Speed

    Elf base land speed is 30 feet.

    Halfling base land speed is 20 feet.

    N/a Elf base land speed is 30 feet.

  • Standard Hybrids: Elfing (Elf/Halfling)

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    Base Elf Danisil Elf Addition Base Halfling Nomadic Halfling Addition

    Danisil Elf-Raised Elfling Nomadic Halfling-Raised Elfling

    Weapon Familiarity

    Weapon Proficiency: All elves receive the Martial Weapon Proficiency feats for the longbow and shortbow (including composite bows) as bonus feats.

    Weapon Familiarity: Danisil treat sepi as martial weapons, rather than as exotic weapons. Additionally, when wielding two sepi, Danisil suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats.

    Weapon Familiarity: Halflings gain proficiency with halfling lances as if they were martial weapons, rather than exotic weapons.

    N/a Treat sepi and atharaks as martial weapons, rather than as exotic weapons.

    Treat halfling lances and atharaks as martial weapons, rather than as exotic weapons

    Favored Region

    Favored Region: Erethor. Jungle elves favored region bonuses for Erethor increase by +2 when in the Aruun. Additional +2 on all Survival and Knowledge (nature) when in Erethor

    Central Erenland. N/a Aruun Jungle Central Erenland.

    Vision Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

    N/a Low-light Vision: Halflings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

    N/a Low-light Vision: Halflings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

  • Standard Hybrids: Elfing (Elf/Halfling)

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    Base Elf Danisil Elf Addition Base Halfling Nomadic Halfling Addition

    Danisil Elf-Raised Elfling Nomadic Halfling-Raised Elfling

    Magic Natural Channelers: Gain the Innate Magic feat as a bonus feat, and those who gain the Magecraft feat have 2 bonus spell energy points.

    One additional known spell to Innate Magic

    Natural Channelers: Halflings gain the Innate Magic feat as a bonus feat.

    N/a Natural Channelers: Halflings gain the Innate Magic feat as a bonus feat.

    Save Bonus +2 racial saving throw bonus against Enchantment spells or effects.

    N/a +1 racial bonus on all saving throws.

    N/a +1 racial bonus on all saving throws.

    Special Ability / Skill Bonus I

    +2 racial bonus on Listen, Search, and Spot checks.

    Increase to +4 for Listen, Search, and Spot checks.

    +2 racial bonus on Spot and Listen checks: Halflings are gifted with remarkably keen senses.

    N/a +2 racial bonus on Listen, Spot, and Search

    Special Ability / Skill Bonus II

    +4 racial bonus on Climb and Balance checks when climbing trees.

    Increase to +6 for Climb and Balance checks when climbing trees.

    +2 racial bonus on Climb, Jump, Move Silently, and Tumble checks: Halflings are naturally athletic and graceful.

    N/a +2 racial bonus on Climb, Heal, and Hide checks

    Special Ability / Skill Bonus III

    N/a Spirit Foes: gain a +4 racial bonus on Hide and Move Silently checks in natural settings, and gain a +2 racial bonus on saving throws against the spells, special attacks, and spell-like and supernatural abilities of creatures with the outsider type.

    +2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are halfling traits in equal measure.

    Skilled Riders: Nomadic halflings gain a +2 racial bonus to Ride and Handle Animal checks when working with wogren, as well as on Concentration checks to cast spells while mounted on a wogren. Bound to the Spirits or Bound to the Beasts: Nomadic halflings gain either Magecraft or Mounted Combat as a bonus feat.

    N/a

  • Standard Hybrids: Elfing (Elf/Halfling)

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    Base Elf Danisil Elf Addition Base Halfling Nomadic Halfling Addition

    Danisil Elf-Raised Elfling Nomadic Halfling-Raised Elfling

    Special Ability / Skill Bonus IV

    N/a N/a N/a N/a N/a N/a

    Fighting Bonus

    N/a N/a N/a N/a N/a N/a

    Goods All elves may begin play with elven traveling clothes, erethor tea, and hearthstones (at one-quarter normal cost).

    Herbalists: Jungle elves may begin play with up to 10 doses of orcbane poison (at one-quarter normal cost).

    N/a May begin play with an adult wogren mount (at one-quarter normal cost).

    Herbalists: Danisil-raised elflings may begin play with up to 10 doses of orcbane poison (at normal cost)

    May begin play with an adult wogren mount (at one-quarter normal cost).

    Languages N/a Automatic Languages: Jungle Mouth. Bonus Languages: Colonial, Erenlander, Halfling, High Elven, Sylvan, Traders Tongue.

    Automatic Languages: Colonial, Halfling. Bonus Languages: Black Tongue, Courtier, Erenlander, Jungle Mouth, Orcish, Traders Tongue.

    N/a Automatic Languages: Halfling (1), High Elven (1), Jungle Mouth. Bonus Languages: Colonial, Erenlander, Orcish, Traders Tongue

    Automatic Languages: Erenlander, Halfling, Jungle Mouth (1). Bonus Languages: Colonial, Orcish, Traders Tongue.

    Favored Class

    n/a Wildlander Any N/a Wildlander Any

  • New Hybrids: Erenling (Erenland Human / Halfling)

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    New Hybrids

    Erenling (Erenland Human /Halfling) Erenlings are the results of contacts between the Erenlander humans and Agrarian Halflings. They preserve some of the flexibility of their human parents, but are small in stature like the Halfling side. Erenland Human Base Halfling Agrarian Halfling Addition Halfling-Raised Erenling Human-Raised Erenling Statistics +2 bonus on one ability

    score of the players choice and suffer a 2 penalty on one other ability score of the players choice.

    +2 Dexterity, 2 Strength +2 bonus on one ability except Strength, -2 on another ability except Dexterity.

    Race Human Halfling Both Size Medium Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size

    bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium characters use and their lifting and carrying limits are three-quarters of those of Medium characters.

    Small

    Base Land Speed

    30 feet Halfling base land speed is 20 feet. 20 feet

    Weapon Familiarity

    Choose a single exotic weapon associated with either Dorns or Sarcosans

    Weapon Familiarity: Halflings gain proficiency with halfling lances as if they were martial weapons, rather than exotic weapons.

    Gain proficiency with halfling lances as if they were martial weapons, rather than exotic weapons.

    Choose a single exotic weapon associated with either Dorns or Sarcosans

    Favored Region

    Northern, Central, or Southern Erenland

    Central Erenland. Central Erenland.

    Vision N/a Low-light Vision: Halflings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

    Low-light Vision: Erenlings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

  • New Hybrids: Erenling (Erenland Human / Halfling)

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    Erenland Human Base Halfling Agrarian Halfling Addition Halfling-Raised Erenling Human-Raised Erenling Magic N/a Natural Channelers:

    Halflings gain the Innate Magic feat as a bonus feat.

    N/a N/a N/a

    Save Bonus +1 racial bonus on all saving throws. +2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are halfling traits in equal measure.

    N/a

    Special Ability / Skill Bonus I

    2 extra feats at 1st level. N/a Stout or Studious: Agrarian halflings gain either Magecraft as a bonus feat or Endurance and Toughness as bonus feats.

    Either Innate Magic and Magecraft, or both Endurance and Toughness.

    2 extra feats at 1st level.

    Special Ability / Skill Bonus II

    Begin with 4 bonus ranks in one Craft or Profession skill of the players choice.

    +2 racial bonus on Spot and Listen checks.

    Dexterous Hands: Agrarian halflings gain a +2 racial bonus on all non-metal and non-wood Craft checks and all Heal checks.

    Dexterous Hands: Gain a +2 racial bonus on all non-metal and non-wood Craft checks and all Heal checks.

    Begin with 4 bonus ranks in one Craft or Profession skill of the players choice.

    Special Ability / Skill Bonus III

    8 extra skill points at 1st level and 2 extra skill points at each additional level.

    +2 racial bonus on Climb, Jump, Move Silently, and Tumble checks.

    N/a +2 racial bonus on Spot, Listen, Climb, and Move Silently (not Jump and Tumble).

    4 extra skill points at 1st level and 1 extra skill point at each additional level.

    Special Ability / Skill Bonus IV

    N/a N/a N/a N/a N/a

    Fighting Bonus

    N/a N/a N/a N/a N/a

    Goods N/a N/a N/a N/a N/a Languages Automatic Language:

    Erenlander. Bonus Languages: Any.

    Automatic Languages: Colonial, Halfling. Bonus Languages: Black Tongue, Courtier, Erenlander, Jungle Mouth, Orcish, Traders Tongue.

    N/a Automatic Languages: Erenlander, Halfling. Bonus Languages: Black Tongue, Courtier, Colonial, Jungle Mouth, Orcish, Traders Tongue.

    Automatic Language: Erenlander. Bonus Languages: Any.

    Favored Class

    Any Any Any Any

    Height Male: 50 + 2d10 Male: 26 + 2d4 Male: 39 + 2d6

  • New Hybrids: Erenling (Erenland Human / Halfling)

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    Erenland Human Base Halfling Agrarian Halfling Addition Halfling-Raised Erenling Human-Raised Erenling Female: 410 + 2d10 Female: 24 + 2d4 Female: 37 + 2d6

    Weight Male: 130 lb, Weight Mod x2d4 Female: 95 lb, Weight Mod x2d4

    Male: 30 lb, Weight Mod x1 Female: 25 lb, Weight Mod x1

    Male: 80 lb, Weight Mod x1d4 Female: 60 lb, Weight Mod x1d4

    Age As Dworg

  • New Hybrids: Gnomeling (Gnome/Halfling)

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    Gnomeling (Gnome/Halfling) Gnomelings are the results of intermarriages between Gnomes and Halflings in Erenland. The Halfling parent are almost always Agrarian, but Nomadic Halfling combinations have been known. Gnome Base Halfling Agrarian Halfling

    Addition Nomadic Halfling Addition

    Gnome-Raised Halfling-Raised

    Statistics +4 Charisma, 2 Strength +2 Dexterity, 2 Strength +4 Charisma, +2 Dex, -4 Strength Race Gnome Halfling For all special abilities and effects, orclings are

    considered gnomes and halflings. Gnomeling, for example, can use gnome or halfling weapons or magic items with racially specific gnome or halfling powers as if they were gnomes or halflings.

    Size Small: As Small creatures, gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they use smaller weapons than Medium characters and their lifting and carrying limits are three-quarters of those of Medium characters.

    Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium characters use and their lifting and carrying limits are three-quarters of those of Medium characters.

    Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium characters use and their lifting and carrying limits are three-quarters of those of Medium characters.

    Base Land Speed

    Gnome base land speed is 20 feet.

    Halfling base land speed is 20 feet. Base land speed is 20 feet.

    Weapon Familiarity

    Gnomes treat hand crossbows as martial weapons, rather than as exotic weapons.

    Weapon Familiarity: Halflings gain proficiency with halfling lances as if they were martial weapons, rather than exotic weapons.

    Treat hand crossbows as martial weapons, rather than as exotic weapons.

    Gain proficiency with halfling lances as if they were martial weapons, rather than exotic weapons.

  • New Hybrids: Gnomeling (Gnome/Halfling)

    19

    Gnome Base Halfling Agrarian Halfling Addition

    Nomadic Halfling Addition

    Gnome-Raised Halfling-Raised

    Favored Region

    Favored Region: Central Erenland. Gnomes favored region bonuses increase by +2 when they are on rivers

    Central Erenland. Central Erenland.

    Vision Low-light Vision: see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retain the ability to distinguish color and detail under these conditions.

    Low-light Vision: Halflings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

    Low-light Vision: Orclings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

    Magic N/a Natural Channelers: Halflings gain the Innate Magic feat as a bonus feat.

    N/a N/a N/a N/a

    Save Bonus Dwarven kin: gain a +1 racial bonus on Fortitude saving throws and a +2 racial bonus on saves against spells and spell-like effects

    +1 racial bonus on all saving throws. +2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are halfling traits in equal measure.

    +1 racial bonus on all saving throws, and +1 saving throw against all spells and spell-like effects.

  • New Hybrids: Gnomeling (Gnome/Halfling)

    20

    Gnome Base Halfling Agrarian Halfling Addition

    Nomadic Halfling Addition

    Gnome-Raised Halfling-Raised

    Special Ability / Skill Bonus I

    Natural Riverfolk: Gain a +2 racial bonus on Perform, Profession (boater and sailor), Swim, and Use Rope checks. Additionally, they may swim at one-half their land speed with a move action, and may swim at their land speed with a fullround action. Finally, gnomes can hold their breath for a number of rounds equal to three times their Constitution score.

    N/a Stout or Studious: Agrarian halflings are renowned for their durability and stamina, although some spend more time practicing magic than working in the fields. Agrarian halflings gain either Magecraft as a bonus feat or Endurance and Toughness as bonus feats.

    Bound to the Spirits or Bound to the Beasts: Nomadic halflings gain either Magecraft or Mounted Combat as a bonus feat.

    Natural Riverfolk (as Gnome)

    Gain Magecraft, Mounted Combat, or both Endurance and Toughness as bonus feats.

    Special Ability / Skill Bonus II

    Natural Traders: Whenever engaged in interactions involving trading or smuggling, gain a +4 racial bonus on Appraise, Bluff, Diplomacy, Forgery, Gather Information, and Profession checks.

    +2 racial bonus on Spot and Listen checks: Halflings are gifted with remarkably keen senses.

    Dexterous Hands: Agrarian halflings gain a +2 racial bonus on all non-metal and non-wood Craft checks and all Heal checks.

    Skilled Riders: Nomadic halflings gain a +2 racial bonus to Ride and Handle Animal checks when working with wogren, as well as on Concentration checks to cast spells while mounted on a wogren.

    Natural Trader as Gnome, except +2 instead of +4.

    N/a.

    Special Ability / Skill Bonus III

    N/a +2 racial bonus on Climb, Jump, Move Silently, and Tumble checks: Halflings are naturally athletic and graceful.

    N/a N/a N/a

    Special Ability / Skill Bonus IV

    N/a N/a N/a N/a N/a N/a

    Fighting Bonus

    n/a N/a N/a N/a N/a N/a

  • New Hybrids: Gnomeling (Gnome/Halfling)

    21

    Gnome Base Halfling Agrarian Halfling Addition

    Nomadic Halfling Addition

    Gnome-Raised Halfling-Raised

    Goods Gnomes may begin play with watercraft (at onequarter normal cost).

    N/a N/a May begin play with an adult wogren mount (at one-quarter normal cost).

    N/a May begin play with a Riding Dog (at normal cost)

    Languages Automatic Languages: Traders Tongue, any one unrestricted language at basic competence, and any one unrestricted language at pidgin competence. Bonus Languages: Any unrestricted languages.

    Automatic Languages: Colonial, Halfling. Bonus Languages: Black Tongue, Courtier, Erenlander, Jungle Mouth, Orcish, Traders Tongue.

    N/a N/a Automatic Languages: Erenlander (2), Old Halfling (1), Traders Tongue, any two unrestricted languages at pidgin level. Bonus Languages: Any unrestricted languages.

    Automatic Languages: Erenlander, Halfling, Traders Tongue (1). Bonus Languages: Colonial, Orcish, Traders Tongue.

    Favored Class

    Rogue Any Rogue Any

    Height Male: 30 + 2d4 Female: 210 + 2d4

    Male: 26 + 2d4 Female: 24 + 2d4

    Male: 29 + 2d4 Female: 27 + 2d4

    Weight Male: 40 lb, Weight Mod x1 Female: 35 lb, Weight Mod x1

    Male: 30 lb, Weight Mod x1 Female: 25 lb, Weight Mod x1

    Male: 35 lb, Weight Mod x1 Female: 30 lb, Weight Mod x1

    Age As Halfling or Gnome (no difference)

    Gnome Traits Not Included

    Favored Region: Gnomes favored region bonuses increase by +2 when they are on rivers. Dwarven kin: While not as tough as dwarves, gnomes are a hardy race that retain many of their ancestors traits. Gnomes gain a +1 racial bonus on Fortitude saving throws and a +2 racial

    bonus on saves against spells and spell-like effects. Gnomes may begin play with watercraft (at onequarter normal cost).

    Halfling Traits Not Included

  • New Hybrids: Gnomeling (Gnome/Halfling)

    22

    +2 racial bonus on Climb, Jump, Move Silently, and Tumble checks: Halflings are naturally athletic and graceful. +2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are halfling traits in equal measure. +2 racial bonus on Spot and Listen checks: Halflings are gifted with remarkably keen senses. Natural Channelers: Whereas the elves have a culture built around learning and teaching magic, the halflings seem to create magic through instinct and happy accidents. Regardless, they

    are gifted spellcasters. Halflings gain the Innate Magic feat as a bonus feat.

  • New Hybrids: Orcling (Halfling/Orc)

    23

    Orcling (Halfling/Orc) Similar to Dworgs, Orclings are the result of Orc abuse of Halflings. Given the size difference between Orcs and Halflings, the union is often fatal to the Halfling parent, but occasionally the healing powers of the Halfling midwives manage to save the mother and child. The resulting Orcling child is stronger and larger than most halflings, but significantly less sensitive and less magically attuned than normal Halflings. Given this, the Orclings usually are manual laborers (especially in Agrarian lands) or occasionally are hunters. Agrarian orclings are more common, but nomadic halflings are also know. Orc Base Halfling Agrarian Halfling

    Addition Nomadic Halfling Addition

    Agrarian-Raised Orcling Nomadic-Raised Orcling

    Statistics +4 Strength, 2 Intelligence, 2 Charisma.

    +2 Dexterity, 2 Strength +2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma

    Race Orc Halfling For all special abilities and effects, orclings are considered orcs and halflings. Orclings, for example, can use orc or halfling weapons or magic items with racially specific orc or halfling powers as if they were orcs or halflings.

    Size Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.

    Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium characters use and their lifting and carrying limits are three-quarters of those of Medium characters.

    Medium: As Medium creatures, orclings have no special bonuses or penalties due to their size.

    Base Land Speed

    Orc base land speed is 30 feet.

    Halfling base land speed is 20 feet. Orcling base land speed is 30 feet.

    Weapon Familiarity

    Weapon Familiarity: Orcs can use vardatches as martial weapons, rather than as exotic weapons.

    Weapon Familiarity: Halflings gain proficiency with halfling lances as if they were martial weapons, rather than exotic weapons.

    Gain proficiency with halfling lances as if they were martial weapons, rather than exotic weapons.

    Favored Region

    Northern Reaches. Central Erenland. Central Erenland.

  • New Hybrids: Orcling (Halfling/Orc)

    24

    Orc Base Halfling Agrarian Halfling Addition

    Nomadic Halfling Addition

    Agrarian-Raised Orcling Nomadic-Raised Orcling

    Vision Night Fighters: Orcs have darkvision, which allows them to see in normal darkness up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Further, orcs are so at home in the darkness that they gain a +1 racial bonus on attack rolls when there is no light at all.

    Low-light Vision: Halflings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

    Low-light Vision: Orclings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

    Magic Spell Resistant: Gain a +2 racial bonus on saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would.

    Natural Channelers: Halflings gain the Innate Magic feat as a bonus feat.

    N/a N/a N/a N/a

    Save Bonus N/a +1 racial bonus on all saving throws. +2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are halfling traits in equal measure.

    +1 racial bonus on all saving throws, and +1 saving throw against all spells and spell-like effects.

  • New Hybrids: Orcling (Halfling/Orc)

    25

    Orc Base Halfling Agrarian Halfling Addition

    Nomadic Halfling Addition

    Agrarian-Raised Orcling Nomadic-Raised Orcling

    Special Ability / Skill Bonus I

    Resistance to Cold: Immune to nonlethal damage caused by cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, orcs suffer only half the normal damage (rounded down) from the lethal cold damage caused by extreme cold.

    N/a Stout or Studious: Agrarian halflings are renowned for their durability and stamina, although some spend more time practicing magic than working in the fields. Agrarian halflings gain either Magecraft as a bonus feat or Endurance and Toughness as bonus feats.

    Bound to the Spirits or Bound to the Beasts: Nomadic halflings gain either Magecraft or Mounted Combat as a bonus feat.

    Gain Endurance and Toughness as bonus feats.

    Gain Mounted Combat as bonus feat.

    Special Ability / Skill Bonus II

    Natural Predators: Orcs may add their Strength modifiers (in addition to their Charisma modifiers) to Intimidate checks.

    +2 racial bonus on Spot and Listen checks: Halflings are gifted with remarkably keen senses.

    Dexterous Hands: Agrarian halflings gain a +2 racial bonus on all non-metal and non-wood Craft checks and all Heal checks.

    Skilled Riders: Nomadic halflings gain a +2 racial bonus to Ride and Handle Animal checks when working with wogren, as well as on Concentration checks to cast spells while mounted on a wogren.

    N/a

    Special Ability / Skill Bonus III

    N/a +2 racial bonus on Climb, Jump, Move Silently, and Tumble checks: Halflings are naturally athletic and graceful.

    N/a N/a +2 racial bonus on Climb, Jump, Move Silently, and Tumble checks

    Special Ability / Skill Bonus IV

    N/a N/a N/a N/a N/a N/a

  • New Hybrids: Orcling (Halfling/Orc)

    26

    Orc Base Halfling Agrarian Halfling Addition

    Nomadic Halfling Addition

    Agrarian-Raised Orcling Nomadic-Raised Orcling

    Fighting Bonus

    Light Sensitivity: Orcs suffer a 1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell. +1 racial bonus on damage rolls against dwarves. +1 racial bonus to attack rolls when fighting in groups of 10 or more orcs, whether they are enemies or allies.

    N/a N/a N/a N/a N/a

    Goods N/a N/a N/a May begin play with an adult wogren mount (at one-quarter normal cost).

    N/a May begin play with a Riding Pony (at normal cost)

    Languages Automatic Languages: Black Tongue, Old Dwarven (1), High Elven (1), Orcish. Bonus Languages: Any except restricted languages.

    Automatic Languages: Colonial, Halfling. Bonus Languages: Black Tongue, Courtier, Erenlander, Jungle Mouth, Orcish, Traders Tongue.

    N/a N/a Automatic Languages: Colonial, Halfling. Bonus Languages: Black Tongue, Courtier, Erenlander, Jungle Mouth, Orcish, Traders Tongue.

    Favored Class

    Barbarian Any Any

    Height Male: 510 + 2d8 Female: 58 + 2d8

    Male: 26 + 2d4 Female: 24 + 2d4

    Male: 42 + 2d6 Female: 40 + 2d6

    Weight Male: 250 lb, Weight Mod x 2d6 lb Female: 210 lb, Weight Mod x 2d6 lb

    Male: 30 lb, Weight Mod x1 Female: 25 lb, Weight Mod x1

    Male: 140 lb, Weight Mod x 1d6 lb Female: 120 lb, Weight Mod x 1d6 lb

    Age As Dworg

  • New Hybrids: Orcling (Halfling/Orc)

    27

    Orc traits not included Night Fighters: Orcs have darkvision, which allows them to see in normal darkness up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Further, orcs are

    so at home in the darkness that they gain a +1 racial bonus on attack rolls when there is no light at all. Light Sensitivity: Orcs suffer a 1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell. Resistance to Cold: Orcs are children of the north and as such have a natural tolerance for cold weather. They are immune to nonlethal damage caused by cold dangers like cold weather,

    severe cold or exposure, or extreme cold. Additionally, orcs suffer only half the normal damage (rounded down) from the lethal cold damage caused by extreme cold. Natural Predators: Orcs may add their Strength modifiers (in addition to their Charisma modifiers) to Intimidate checks.

    Halfling traits not included Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than

    Medium characters use and their lifting and carrying limits are three-quarters of those of Medium characters. Halfling base land speed is 20 feet. +2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are halfling traits in equal measure. +2 racial bonus on Spot and Listen checks: Halflings are gifted with remarkably keen senses. Natural Channelers: Halflings gain the Innate Magic feat as a bonus feat.

    Agrarian Halfling traits not included Dexterous Hands: Agrarian halflings gain a +2 racial bonus on all non-metal and non-wood Craft checks and all Heal checks. Studious option: Cant select Magecraft as bonus feat.

    Nomadic Halfling traits not included Bound to the Spirits: cant select Magecraft as bonus feat.

  • Hybrid Summary

    28

    Hybrid Summary Orc Human Halfling Gnome Elf Dwarf DWORG N/a N/a DWARROW N/a Elf N/a N/a ELFING N/a Gnome N/a N/a Gnomeling Halfling Orcling Erenling Human N/a SMALLCAP Standard Hybrids Italics Non-Cap Proposed New Hybrids

    Standard HybridsDwarrow (Dwarf/Gnome)Dworg (Dwarf/Orc)Elfing (Elf/Halfling)

    New HybridsErenling (Erenland Human /Halfling)Gnomeling (Gnome/Halfling)Gnome Traits Not IncludedHalfling Traits Not Included

    Orcling (Halfling/Orc)Orc traits not includedHalfling traits not includedAgrarian Halfling traits not includedNomadic Halfling traits not included

    Hybrid Summary