Races:
Humans
Size: Medium
Lifespan: Short (40-60 yrs)
Humans have no particularly strong or weak features about them, and are capable of excelling in any
profession. They are extremely adaptable, and fast learners, and as such have spread faster than the
other races across the world.
Ability Modifiers: +1 to a single ability score.
Skill Bonuses: +4 to a chosen skill available to their class.
Special: Humans learn faster than other races, gaining 10% additional experience points.
Dwarves
Size: Medium
Lifespan: Medium (120-200 yrs)
Dwarves live mostly in the mountains and hills of the world, carving tremendous, cavernous domains
out of solid rock and forging beautiful weapons, armor and jewelry in the depths of their mountainous
homes. They are largely a culture of craftsmen, but value courage, bravery and honor as much as they
value beauty. They are proud warriors.
Ability Modifiers: +2 Constitution, +2 Wisdom, -2 Charisma
Skill Bonuses: +4 to Armorsmithing, Weaponsmithing, or Blacksmithing. A Dwarf may always place skill points
into these skills no matter what their profession is. Dwarves also recieve a +4 bonus to Search checks when
searching stonework, a +4 bonus to Appraise checks when appraising objecsts made from stone or gems, and a
+2 bonus to disabling devices or opening locks made from stonework.
Special: Dwarves are particularly resilient to the effects of magic, gaining a +2 bonus to saving throws vs
magical effects. However, they are also poor spellcasters, casting arcane spells as if they were one level
lower for the purpose of determining their effect. Dwarves are always proficient in the use of Axes and
Warhammers, and gain a +1 to attack rolls when using these weapons. Dwarves posess basic dark vision up to
thirty feet, but prefer torchlight.
Elves
Size: Medium
Lifespan: Very Long (1000+ yrs)
Elves are a nearly immortal race that dwells in forests - surface elves in the deep pine, and subterranae
Elves in the mushroom and stalactite forests of the underdark. Their ancient race discovered magic and forged
the basis of civilization in the world, but their arrogance has kept them stagnant for centuries - as the rest
of the world grows around them, they are dying out.
Ability Modifiers: +2 Dexterity, Intelligence, Charisma, -2 Wisdom, -2 Constitution
Skill Bonuses: +4 to Spellcraft, Knowledge Arcana, or a Magical Crafting skill. Elves may always place points
into these skills, and may create magic items even if they are not arcane casters through the use of scrolls.
Special: Elves may always read arcane scrolls, and may learn one additional spell per spell level per day.
However, elves are very slow learners and take instruction poorly. They gain 10% less experience. All elves
can use bows, and gain a +1 bonus to attack rolls when using a bow.
Goblins
Size: Small
Lifespan: Very Short (20-30 yrs)
Goblins are born in large litters in warrens in the caves and sewers of the world, and are expected to force
their way to adulthood - as such, few goblins survive their adolescent phase, and those who do are often
ruthless, mean, and violent. Goblins are greedy, naturally attracted to objects that shine or glitter, and
are more prone to hoarding their wealth than sharing it. Those who venture from their Warrens tend to become
merchants in the best cases, and thieves and brigands in the worst, and often die young with vast amounts of
unspent wealth.
Ability modifiers: +2 Strength, Dexterity, -2 Intelligence, Charisma
Skill Bonuses: +4 to Pickpocket, Open Lock, or Bluff. Goblins also recieve a +4 bonus to Appraisal. Goblins may
always put points into these skills, regardless of their profession.
Special: Goblins can see perfectly in daylight or darkness, but tend to prefer the darkness. Goblins are fast
learners due to their short lifespans, gaining 5% additional experience. Goblins do not like to spend their
wealth, and must always retain at least 25% of their wealth in gold or jewels.
Orcs
Size: Large
Lifespan: Short (30-50 yrs)
Orcs are a primitive counterpart to man - held back by stupidity and a penchant for violence, the Orcs have
not enjoyed the meteoric rise to dominance posessed by humans simply because they can't stop fighting with
their neighbors and each other. Orcs rarely seperate from their tribe, and when they do so, it is usually
due to exile or genocide. Orcs in society tend to be bouncers, thugs, and thieves, though a select few enjoy
some success as weaponsmiths.
Ability Modifiers: +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
Skill Bonuses: +4 to Intimidate or +4 to Weaponsmithing. Orcs always have access to these skills.
Special: Despite their stupidity, orcs are, ironically, gifted spellcasters. Orcs cast spells both divine and
arcane as if they were one level higher for the purpose of determining effect. Orc spellcasters tend to wade
into combat as fighters, wielding large weapons and spells to great effect. Because of negative perceptions
towards Orcs, Orcs always recieve a -4 penalty to NPC reactions and may find party interaction difficult.