Player Character Races

Charduni Dwarves

Charduni Dwarves: Created by the Tyrant God Chardun (LE), most Charduni adhere to that God’s beliefs and are rarely found to be any alignment but Lawful Evil or to venerate any God save Chardun (Even showing respect or praying to another God is seen as heresy by some Charduni).

Appearance: Slightly taller and more slender than standard dwarves with dusky colored skin that darkens as the Charduni ages.

Racial Abilities:
• -2 Dexterity, +2 Constitution, +2 Wisdom, -2 Charisma.
• Medium size.
• Base Speed is 20. Charduni can move at this speed even when wearing heavily armor or being heavily encumbered.
• Darkvision: Charduni can see in the dark up to 90 feet.
• Stonecunning: As the PHB Dwarven ability.
• Weapon Familiarity: Charduni may treat war scepters as martial weapons.
• Stability: As PHB dwarven ability.
• +2 Racial bonus on saves vs. poison and disease.
• +1 Racial bonus vs. spells and spell-like effects.
• +2 bonus to Profession (mining) checks.
• +2 Racial bonus to appraise checks that are related to stone or metal.
• +2 Racial bonus to craft checks that are related to stone or metal.
• Skin of Rock: Charduni skin becomes harder and denser as the dwarf ages, granting a natural armor bonus of +0 to +6 depending on age. (Starting with a natural armor bonus higher than plus 1 will add a level adjustment to the character).
• Automatic Languages: Common (Ledean or Termanan), Dwarven.
• Bonus Languages: Any non-secret languages.
• Favored Class: Cleric or Fighter.

Forsaken Dwarves:

As the divine war began an isolated dwarven kingdom was wiped away. The survivors, seeking refuge and aid received none from neither the divine races nor titanspawn. These dwarves thus managed to survive on their own, making a home in the even more remote and forbidding mountain Krakadom. The dwarves have remained isolated ever since and rarely interact with any outside of their race or their mountain. Forsaken dwarves are seen as scary, paranoid and primitive, and they are known to kill or capture any who come within their territory.

Appearance: Forsaken dwarves appear as Rough, rustic mountain dwarves, paying less attention to grooming and being presentable.

Racial Abilities:
• +2 Constitution, -2 Charisma.
• Medium size.
• Speed is 20, as PHB dwarves.
• Darkvision: Forsaken Dwarves can see in the dark up to 90 feet.
• Stonecunning: As PHB dwarves.
• Weapon familiarity: Forsaken Dwarves may treat heavy and light repeating crossbows as martial weapons, rather than exotic weapons.
• Stability: As PHB dwarves.
• +2 Racial bonus on saves vs. poison and disease.
• +1 racial bonus on saving throws vs. spells and spell-like effects.
• +1 racial bonus on any non-forsaken dwarf that they fight while on or in Krakadom.
• +4 dodge bonus to AC against creatures of the giant type.
• +2 racial bonus to intimidate checks.
• +1 racial bonus on appraise checks that are related to stone or metal items.
• +1 racial bonus on craft checks that are related to stone or metal.
• Trap Mastery: +2 racial bonus to craft (Trapmaking).
• Automatic Languages: Common (Ledean), Dwarven.
• Bonus Languages: Terran, any non secret language.
• Favored Class: Fighter or Rogue.

Mountain Dwarves:

Found primarily in lands near the Kelder Mountains or scattered among the population of Ghelspad, or in the Dwarven City-State of Burok Torn. Mountain dwarves have a long history of runic magic that has become a part of their culture and their race.
Appearance: As the Player’s Handbook dwarf.

Racial Abilities:
• +2 Constitution, -2 Charisma.
• Medium size.
• Base Speed is 20, as PHB dwarves.
• Darkvision: Mountain dwarves can see in the dark up to 60 feet.
• Stonecunning: As the PHB dwarf.
• Weapon Familiarity: May treat dwarven war axes and dwarven Urgoshes as martial weapons rather than exotic.
• Stability: As PHB dwarf.
• Runic Heritage: Mountain Dwarve’s Runich heritage grants them the following spell-like abilities: 2/day – detect magic, arcane mark. These abilities are as the spells cast by a sorcerer of a level equal to the dwarve’s character level.
• +2 racial bonus to saving throws vs. poisons and diseases.
• +2 racial bonus to saving throws vs. spells and spell-like abilities.
• +4 dodge bonus to AC against creatures of the giant type.
• +2 racial bonus to melee attack rolls if another dwarf is within 5 feet.
• +2 racial bonus on appraise checks that are related to stone or metal items.
• +2 racial bonus on craft checks related to stone or metal.
• +2 racial bonus to handle animal checks that are related to dwarf hounds.
• Automatic languages: Common (Ledean), and Dwarven.
• Bonus Languages: Draconic, any other non-secret language.
• Favored Class: Fighter or Wizard.

Elves:

Dark Elves: A race of elves who live deep beneath the Kelder mountains. Known for their hate and treachery and their relentless assault on the Dwarves of Burok Torn. They use their massive tunnel networks to prey on travelers and settlers in and around the Kelder Mountains. Unavailable for play as a Player Character.

Forsaken Elves:

The remnants of the high Elven race who reside on the continent of Termana and are thus quite a rare sight on Ghelspad. They are a noble, dignified, and some would say arrogant race despite the loss of their God and the curse of the titan Chern upon their entire race that ensures they can produce no offspring.

Racial Abilities:
• -2 strength, +2 dexterity, -2 Constitution, +2 Intelligence.
• Medium size.
• Base Speed is 30.
• Immunity to magic sleep effects.
• +2 racial bonus to saving throw vs. enchantment effects.
• Low-light vision.
• Proficient with Longbow, rapier, longsword and shortbow.
• +2 racial bonus to listen, search and spot. Entitled a chance to find secret door if passing within 5 feet of it.
• Chern’s Curse: Must be at least 150 years old, as no newborn forsaken elves have been born since the fall of Chern and the divine war.
• Curse of the Forsaken: Clerics of the forsaken elves’ dead god cannot cast higher than 2nd level cleric spells regardless of cleric levels.
• Wealth: Forsaken elves begin play with 50% more starting gold.
• Automatic Languages: Common (Termanan) and Elven.
• Bonus languages: Any non-secret language.
• Favored Class: Cleric or Wizard.

Wood Elves:

The only titanspawn race to actively support the gods during the divine war, they did so at the behest of Denev. The wood elves of Ghelspad primarily live in the forest-realm of Vera-Tre and the desecrated Hornsaw forest. A group of wood elves who came to admire the strength and honor of Corean the Champion asked permission of Denev to leave her and worship Corean instead. Denev agreed and these elves fought bravely for Corean during the divine war and now make up the island nation of Uria where they still revere the champion.

Racial abilities:
• +2 dexterity, -2 constitution.
• Medium size.
• Base Speed is 30.
• Immunity to magic sleep effects.
• +2 racial bonus to saving throw vs. enchantment effects.
• Low-light vision.
• Proficient with longspear, shortspear, quarterstaff, longbow and shortbow.
• +2 racial bonus to listen, search and spot. Entitled a chance to find secret door if passing within 5 feet of it.
• +2 racial bonus on all craft (tattoo) checks.
• Automatic languages: common (Ledean) and elven
• Bonus languages: sylvan, treant, any non-secret language.
• Favored class: druid or ranger.

Gnomes:

Jungle gnomes are semi-nomadic and inhabit the great jungles of Termana, where they prefer to stay. Jungle gnomes, as a society, worship a complex pantheon of jungle spirits; though they are aware of the gods, they see them as very powerful spirits. Jungle gnomes in Ghelspad would have to have a very extraordinary reason to have left their jungle, let alone their distant continent.

Racial Abilities:
• +2 constitution, -2 strength.
• Small: Jungle gnomes gain a +1 size bonus to AC and to hit rolls, and a +4 size bonus on hide checks.
• Base speed is 20
• Low-light vision.
• Weapon familiarity: Jungle gnomes may treat blowguns (Player’s guide to Fighters & Barbarians) as martial weapons rather than exotic weapons.
• Add +1 to the DC for all saving throws against illusion spells cast by jungle gnomes.
• +2 racial bonus on saves against illusions.
• +1 racial bonus on attack rolls against gnolls and terali.
• +2 racial bonus on listen checks.
• +2 racial bonus on craft (herbalism) checks.
• Automatic languages: Gamuljan, Gnomish.
• Bonus languages: Common (Termanan), Terali.
• Animal tongue: Once per day a gnome can speak with animals as a spell-like ability to speak with any species of jungle bird or tiny mammal.
• Spirit weaving: Gnomes with an intelligence of 10 or higher may cast the 0-level spells Dancing lights, ghost sound and prestidigitation, each once per day.
• Favored class: Druid or bard.

Half-Elves:

Most half-elves in Ghelspad come from the regions around the Ganjus, particularly places that have forged an alliance with Vera-Tre – such as The Bridged City, Amalthea and Vesh.

Racial Abilities:
• Medium size.
• Base speed of 30.
• Immunity to sleep spells and effects.
• +2 racial saving throw bonus against enchantment spells or effects.
• Low-light vision.
• +1 racial bonus on listen, search and spot checks.
• +2 racial bonus on diplomacy and gather information checks.
• Elven blood: For all special abilities and effects, a half-elf is considered an elf.
• Half-elves get one additional skill point at each additional level (but no bonus skill points at 1st level).
• Automatic Languages: Common (Ledean), elven.
• Bonus Languages: Any non-secret language.
• Favored class: Any

Half-Orcs:

Usually the tragic and violent result of orcish raids on border settlements or purposefully bred as slave stock in Dunahnae; half-orcs are generally not attacked on sight like their orc parents, though some settlements may see them as nothing more than titanspawn to be slaughtered.

Racial Abilities:
• +2 strength, -2 intelligence, -2 charisma.
• Medium size.
• Base speed of 30
• Darkvision out to 60 feet.
• +2 racial bonus to bluff, intimidate and sense motive checks.
• Orc blood: For all special abilities and effects, a half-orc is considered an orc.
• Automatic Languages: Common (Ledean), Orc.
• Bonus Languages: Any non-secret.
• Favored class: Barbarian or rogue.

Halfling:

Seemingly weak and pushed out of every homeland they have known Halflings have become quite adaptable and tolerant to the mistreatment of others. They settle where they can in peace and try to fit in more than make trouble for themselves; but once riled their ire can be subtle and deadly.

Racial Abilities:
• +2 Dexterity, -2 strength.
• Small: Halflings gain a +1 size bonus to AC and to hit rolls, and a +4 size bonus on hide checks.
• Base speed of 20.
• +2 racial bonus on climb, jump, listen and Move silently checks.
• +1 racial bonus on all saving throws.
• +2 Morale bonus on saves vs. fear. This bonus stacks with the halflings’ +1 bonus on saving throws in general.
• +2 racial attack bonus with thrown weapons and slings.
• +2 racial bonus on bluff checks.
• Halflings are typically quite poor and start with 25% less gold than normal.
• Automatic languages : Common (Ledean) and Halfling.
• Bonus languages: Dwarven, elven, any titanspawn language.
• Favored class: Ranger or Rogue.

Variant Rule: Humans by region.

Humans from various regions may have bonuses and penalties to ability scores rather than the additional beginning feat granted to human characters. Those who choose to take this option tend to be looked upon as the “epitome” of the folk in their areas (So expect to look like a person from that region if you choose this option) – no one familiar with the look of his folk could ever mistake him as anything but one of them.

Regions:

Calastia, Shelzar & The Sweltering Planes: -2 wis, +2 cha.
Weapon familiarity: Bastard sword.
Dark-toned, dark-haired charmers, green-eyed (dark eyes in Shelzar) are known for their dashing personalities and lack of common sense.

Gascar cities & Dunahnae: -2 str, +2 int.
Weapon Familiarity: Spiked chain (Dunahnae), Bastard sword everywhere else.
Dunahnae and the 3 scholar cities (Lokil, Hallowfaust, Glivid Autel) are known for pale, dark-haired scholars and philosophers who are weak in body but strong in mind.

Karria, Darakeene & Albadia: +2 str or con, -2 Int or wis.
Weapon familiarity: Two-bladed sword in Albadia; bastard sword elsewhere.
Known for strength of body, though not necessarily strength of mind; these tall, strong fair-folk are becoming less common in Darakeene, and those who remain are often looked down upon as coming from “barbarian stock.”

The Plains of Lede: +2 dex, -2 cha.
Weapon familiarity: orc double-axe.
The folk who come from this part of Ghelspad have the same olive-tones as the rest of eastern Ghelspad. However, they tend to grow their hair long and are known for their quick hands and their surliness. They are found among the nomadic horse tribes of Mansk and The Bridged City.

Vesh, Codrada & the Repose Peninsula: -2 Int, +2 wis.
Weapon familiarity: Bastard sword.
Most folk from these regions try to understand the teachings of priests, be they cleric or druids. Book learning and raw intelligence is less important in these places. This includes Mullistown, Ontenazu and Amalthea (& the Valley of the Obelisks).

Durrover & Kelders: +2 con, -2 cha.
Weapon familiarity: Dwarven waraxe.
Most of these towns are known for their hardy but surly folk. Some say this may be due to their close association with the dwarves of the Kelders, but some say that not even dwarves are as unfriendly as these people.

Player Character Races

The Eighteen Blades of Vode Nulan WiHa05