Abhorsen Races

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Player Character Races

Players may include members of the following races: Clayr, Elves, Half-Elves, Gnomes, Halflings, and Humans

Dwarves (Clayr)

The clayr are a stoic but stern race, ensconced in cities carved from the hearts of mountains and glaciers. They originated in the icy northern mountains of Ancelstierre (and, possibly, of lands beyond) and are fiercely dedicated to repelling the depredations of savage races like orcs and goblins. More than any other race, the clayr have acquired a reputation as dour and humorless craftsmen of the earth and ice. It could be said that clayr history shapes the dark disposition of many clayr, for they reside in high mountains and dangerous realms below the glaciers, constantly at war with giants, goblins, and other horrors. Their blood runs deeply through the Charter Stones that dot the landscape of the north.

Physical Description: Clayr 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 clayr pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A clean-shaven male clayr is a sure sign of madness, or worse—no one familiar with their race trusts a beardless clayr.

Society: The great distances between their mountain citadels account for many of the cultural differences that exist within clayr society. Despite these schisms, clayr 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 all who despise craft.

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

Alignment and Religion: Clayr are driven by honor and tradition, and while they are often satirized as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that, while they work hard, they play even harder—especially when good ale is involved. Most clayr are lawful good, and it’s almost unheard of to find one who is chaotic.

Adventurers: Although clayr adventurers are rare compared to humans, they can be found in most regions of the world. Clayr often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen clayr citadels from racial enemies. Clayr belief stresses self-reliance, and so almost all Clayr adventurers are ready for a fight, whatever their chosen profession.

  • Alchemist: While many respected clayr practice alchemy, few take on the role of alchemist—except in the interest of creating magical beers. Clayr see alchemists as odd folk, best to be avoided though still respected.
  • Barbarian: Although their kin usually call them berserkers, clayr barbarians are a valuable part of many clayr armies. Those who strike out on their own to become adventurers do so in search of greater challenges.
  • Bard: Clayr value their long and glorious history above all else. Clayr bards often receive intense training in their history, reciting tales and ballads that recount their past. Of course, every clayr bard also knows at least a dozen bawdy drinking songs.
  • Bloodline Mage: Clayr have never had a long tradition of arcane magic, and its study is a rare thing, though still more common than natural-born sorcery. Forgoing traditional clayr training in favor of arcane study marks most wizards as outsiders among their young peers, though aged and learned wizards are well respected.
  • Bloodline Sorcerer: Clayr society prizes those few among them who draw their power from benevolent or noble bloodlines, but shun those tainted by darker influences.
  • Cavalier: Clayr cavaliers are almost unheard of; the few clayr cavaliers are almost exclusively surface dwellers, riding on ponies. Not surprisingly, many clayr see cavaliers as odd folk, not to be trusted.
  • Charter Mage: Clayr have a close connection with the nine great ones and a long tradition of producing powerful and influential Charter Mages, often specialized in the powers of creation and time.
  • Druid: The general lack of flora below ground leads few clayr to take up the druid’s call. Those who find a bond with nature are either drawn to subterranean forms of life or move to the surface to adopt the environments that land has to offer, and specialize in the Charter Magics related to nature and healing.
  • Fighter: Clayr fighters hold a position of respect and authority in most clayr cultures. They are a necessity of life in the harsh environments underground, and many clayr are trained in martial combat from a young age.
  • Inquisitor: Although not unheard of, clayr rarely commit treason against their own people. As a result, the few clayr who take up the mantle of inquisitor spend most of their time traveling the world to protect their people from outside threats.
  • Monk: While many clayr possess the discipline to take on the role of monk, most turn to more traditional forms of combat that employ heavy armor and a trusty axe. Most clayr monks congregate in small enclaves of like-minded individuals.
  • Oracle: Most clayr oracles draw their power from the glacial ice or the spirits of their ancestors, making them respected members of clayr society. While they are not venerated like the clergy, clayr oracles are often consulted in times of crisis and called on for aid in times of war.
  • Paladin: Few clayr aspire to paladinhood. Blending both devotion and martial skill, clayr paladins are just as likely to be crusaders for clayr interests as defenders guarding clayr strongholds.
  • Ranger: Clayr are renowned for holding grudges. It should come as no surprise that a number of clayr decide to become rangers focused on destroying the enemies of their people.
  • Rogue: Clayr who turn to the art of subterfuge tend to focus on working with traps and surprising enemies rather than pickpocketing and double-talk.
  • Witch: Members of clayr society who form a pact with a familiar and take on the title of witch do so in secrecy. Their kin are distrustful of such agreements, preferring instead to rely upon the power of their deities.

Clayr Racial Traits

+2 Constitution, +2 Wisdom, -2 Charisma: Clayr are both tough and wise, but also rather uncompromising.

Medium: Clayr are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Clayr have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Clayr can see in the dark up to 60 feet.

Defensive Training: Clayr get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Clayr receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Clayr receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Clayr with this racial trait gain spell resistance equal to 5 + their character level with respect to Free Magic. This resistance can be lowered for 1 round as a standard action. They also take a –2 penalty on all concentration checks made in relation to free magic spells.

Icecunning: Clayr receive a +2 bonus on Perception checks to potentially notice unusual construction or features in ice, such as traps and hidden doors located in ice walls or floors, as well as snow-hidden crevasses and sink holes. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Stability: Clayr receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Weapon Familiarity: Clayr are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “clayr” in its name as a martial weapon.

Languages: Clayr begin play speaking Common and Clayr. Clayr with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Alternate Racial Traits

Ancient Enmity: Clayr have long been in conflict with elves, especially the hated drow. Clayr with this racial trait receive a +1 bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces the hatred racial trait.

Craftsman: Clayr are known for their superior craftsmanship when it comes to ice and stone works. Clayr with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from ice or stone. This racial trait replaces the greed racial trait.

Deep Warrior: Clayr with this racial trait grew up facing the abominations that live in the lands of the dead. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple). This racial trait replaces the defensive training racial trait.

Lorekeeper: Clayr keep extensive records about their history and the world around them. Clayr with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to clayr or their enemies. They can make such skill checks untrained. This racial trait replaces the greed racial trait.

Relentless: Clayr are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Clayr with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the clayr and his opponent are standing on a solid surface. This racial trait replaces the stability racial trait.

Icesinger: Some Clayr’s affinity with the ice grants them greater powers. Clayr with this racial trait are treated as 1 level higher when casting bloodline magics with the ice descriptor or using Charter magics of the Water domain, the bloodline powers of the water elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give the clayr early access to level-based powers; it only affects powers the clayr could use without this ability. This racial trait replaces the icecunning racial trait.

Stubborn: Clayr are renowned for being stubborn. Clayr with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the clayr has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but can try one on the second round if the first reroll ability fails). This racial trait replaces the hardy racial trait.

Technologist: Clayr technologists are masters of the engines popular south of the Wall, and have been responsible for many of the improvements of engines invented by others. Clayr with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create or operate steam or electric-powered engines. They also suffer a -1 penalty to saving throws related to Charter Magic and a +1 bonus with respect to effects of Free Magic.

Favored Class Options

Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a clayr has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all clayr who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.

Barbarian: Add 1 to the clayr’s total number of rage rounds per day.

Charter Mage: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the clayr’s Wisdom modifier. The charter mage adds 50% (round up) to the number of uses per day of that domain power.

Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or trip.

Oracle: Reduce the non-proficient penalty for one weapon by 2. When the non-proficient penalty for a weapon becomes 0 or less because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.

Paladin: Add a +1 bonus on concentration checks when casting paladin spells.

Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.

Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.

Elves

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. (This includes the majority of the elves of Ancelstierre). Originating in lands beyond the Western Ocean, Elves have settled many of the wilder places from the Clayr glaciers in the north to the Orcish deserts of the far South, hundreds of miles beyond the great Wall. Powerful and wise, they remain few in number despite their long life spans, and their disparate communities often have great trouble communicating with one another – although far less so than would other races with similarly divergent cultures.

Physical Description: Although generally taller than humans, elves 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.

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. They also find that they tend to dwindle in power if they live in a magic-poor area, such as the entire region south of the Wall, and so are extremely rarely found in that region.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character when it comes to individuals. 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 halflings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated by 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.

Alignment and Religion: Elves are emotional and capricious, yet value kindness and beauty. Most elves are chaotic good, although sizeable numbers will be found with any alignment.

Adventurers: Many elves embark on adventures out of a desire to explore the world, leaving their secluded forest realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their forefathers. For those raised among humans, the ephemeral and unfettered life of an adventurer holds natural appeal. Elves generally eschew melee because of their frailty, preferring instead to pursue classes such as wizards and rangers.

  • Alchemist: Elves favor classical arcane disciplines over the experimentation and pseudoscience of alchemy, often deriding it as a crude imitation of traditional magic. Elf alchemists often seek the adventuring life to escape the scorn of their fellows.
  • Barbarian: Elf barbarians typically live deep in deserts or jungles, led by wise and mystical elders. They often venture from their homelands in service of their people or to see the world beyond their homes.
  • Bard: Elves love art in all its forms. Their sweeping arias, ancient poetry, and graceful dances are the envy of cultured audiences, just as their finesse with arms garners the envy of common warriors.
  • Cavalier: Elf cavaliers have a long tradition in the ancient noble houses, pursuing and protecting honor with elegance. Their sleek mounts show both great resilience and devotion.
  • Charter Mage: Elves have a deep and intense understanding of Charter Magics. A skilled Charter Mage will be highly respected in almost any Elf community.
  • Druid: Elves have an instinctual bond with nature and the mysterious spirits within it, some even revering such powers, binding nature’s Chartered forces to themselves and themselves to nature.
  • Fighter: Elf fighters are respected for their lightness on their feet, delicate yet deadly precision, and mastery of centuries-old martial traditions.
  • Inquisitor: Though as a race elves prize freedom and individuality, they are also great traditionalists and quite suspicious of outsiders. Elf inquisitors are not loved, but their judgments and authority are respected.
  • Monk: Elves are contemplative by nature and appreciate those who focus on inward calm and stillness of mind. Elf monks often adopt ageless mantras and examples of balance and finesse in nature as guides.
  • Oracle: Elf oracles are quite common and highly respected as keepers of the mysteries of their peoples’ ancestors and secrets that predate the world’s countless younger races.
  • Paladin: Elf paladins adopt and defend the ancient strictures of the Charters, defending their people and soil from all who would betray the nine great ones.
  • Ranger: Elves make masterful hunters and scouts, attuned to the environment, keenly aware of their surroundings, and always ready to protect their homelands or punish those who would intrude upon their dominion.
  • Rogue: While thieves, brigands, and their ilk are rare within elven society, elf rogues are common as scouts, infiltrators, and even assassins.
  • Bloodline Sorcerer: Magic sings in the blood of all elves, and all sorcerous bloodlines might be found among them, though sorcerers rarely garner the respect wizards enjoy.
  • Free Mage: Almost always secretive, Free Magic is anathema to Elf culture, and those who use it are treated with suspicion at the very best, and hunted without mercy in almost all cases. Treating with ageless, inscrutable powers of death, elf Free Mages blend their understanding of nature and mastery of the Charter into potent hexes and strange arcana. Many develop ties with creatures of their homelands, taking them as familiars and bending them with the dead to further strengthen their ties to the earth.
  • Bloodline Mage: Elves cultivate an ancient tradition of magical lore and research in all fields of specialization. For those with the talent to excel, Bloodline magic is one of the surest paths to prestige in elven society.

.h2 Elf Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Gnomes

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.

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.

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 halflings 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.

Alignment and Religion: Although gnomes are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, their hearts are generally in the right place. They are prone to powerful fits of emotion, and find themselves most at peace within the natural world.

Adventurers: Gnomes’ propensity for wanderlust makes them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Gnomes make up for their physical weakness with a proclivity for sorcery or bardic music.

Gnome Racial Traits

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Clayr, Elven, Giant, Goblin, and Orc.

Half-elves

Elves have long drawn the covetous gazes of other races. Their generous life spans, magical affinity, 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 first 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 find 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. Half-elves can breed with one another, but even these “pureblood” half-elves tend to be viewed as bastards by humans and elves alike.

Physical Description: Half-elves stand taller than humans but shorter 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.

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.

Alignment and Religion: Half-elves’ isolation strongly influences their characters and philosophies. Cruelty does not come naturally to them, nor does blending in and bending to societal convention—as a result, most half-elves are chaotic good. Half-elves’ lack of a unified culture makes them less likely to turn to religion, but those who do generally follow the common faiths of their homeland.

Adventurers: Half-elves tend to be itinerants, wandering the lands in search of a place they might finally call home. The desire to prove oneself to the community and establish a personal identity—or even a legacy—drives many half-elf adventurers to lives of bravery.

Half-Elf Racial Traits

+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Halflings

Optimistic and cheerful by nature, blessed with uncanny luck and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings 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 halfling almost never loses his sense of humor.

Halflings 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 halfling’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, halflings possess a strong sense of house and home, often spending above their means to enhance the comforts of home life.

Physical Description: Halflings 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 halfling’s ears are pointed, but proportionately not much larger than those of a human.

Society: Halflings 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 halflings 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 halfling prides himself on his ability to go unnoticed by other races—it is this trait that allows so many halflings to excel at thievery and trickery. Most halflings, 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 halflings regard these eccentric creatures with a hefty dose of caution. Halflings coexist well with humans as a general rule, but since some of the more aggressive human societies value halflings as slaves, halflings try not to grow too complacent when dealing with them. Halflings respect elves and dwarves, but these races generally live in remote regions far from the comforts of civilization that halflings enjoy, thus limiting opportunities for interaction. Only half-orcs are generally shunned by halflings, for their great size and violent natures are a bit too intimidating for most halflings to cope with.

Alignment and Religion: Halflings are loyal to their friends and families, but since they dwell in a world dominated by races twice as large as themselves, they’ve come to grips with the fact that sometimes they’ll need to scrap and scrounge for survival. Most halflings are neutral as a result.

Adventurers: Their inherent luck coupled with their insatiable wanderlust makes halflings ideal for lives of adventure. Other such vagabonds tend to put up with the curious race in hopes that some of their mystical luck will rub off.

Halfling Racial Traits

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Humans

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, halflings 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.

Alignment and Religion: Humanity is perhaps the most heterogeneous of all the common races, with a capacity for great evil and boundless good. Some assemble into vast barbaric hordes, while others build sprawling cities that cover miles. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Humans also have the widest range in gods and religion, lacking other races’ ties to tradition and eager to turn to anyone offering them glory or protection.

Adventurers: Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party.

Names: Unlike other races, who generally cleave to specific traditions and shared histories, humanity’s diversity has resulted in a near-infinite set of names. The humans of a northern barbarian tribe have much different names than those hailing from a subtropical nation of sailors and tradesmen. Throughout most of the world humans speak Common, yet their names are as varied as their beliefs and appearances.

Human Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

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