Showing posts with label Races. Show all posts
Showing posts with label Races. Show all posts

Saturday, March 14, 2009

Hellings

Hellings

Hellings are a clan of swarthy, shifty, and typically unreliable halflings that dwell in the Helvetican Highlands. These crafty, materialistic folk might appear cherubic at first, but their childlike looks belie a calculating intelligence and a cunning mind. Also, if you think a typical halfling talkative, then Hellings are even more so. They are adept conversationalists, excellent bargainers, and above all, consummate liars.

Except where listed below, Hellings share many similarities with the typical halfling:

Language: Hellings speak the Common vernacular of Fontia, the Halfling dialect of Helvetica, and the Dwarven tongue of Forte. Most Hellings learn many different languages, the better to communicate with their customers (and victims).

Helling Racial Traits:


  • +2 to Dexterity and Charisma, -2 to Strength and Constitution. Hellings are incredibly deft and charming. However, their soft life and reliance on trickery has made them less physically imposing.

  • Small: As a Small creature, a Helling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

  • A Helling's base land speed is 20 feet.

  • +2 racial bonus to Appraise, Bluff, Hide and Move Silently checks. Hellings have a keen sense for business, subterfuge, and stealth.

  • +1 caster level to spells with the Chaos, Fear, and Mind-affecting descriptors. The Helling penchant for sowing confusion and mischief is well known, and their unorthodox methods often make it difficult for opponents to predict their moves.
  • +2 racial bonus on saving throws against charm and fear.
  • +1 racial bonus on attack rolls with grenade-like and thrown weapons. Hellings have exceptional aim, especially with flashy things that explode.
  • Favored Class: Rogue. The best multiclass choice for Hellings is Cleric or Wizard. Most Helling clerics worship Typo, while Helling wizards are usually Enchanters or Illusionists.

Sunday, March 8, 2009

Garden Gnomes

Garden Gnomes

Garden Gnomes hail from the forests and woodlands of Batang Che. Outwardly, they resemble their industrious, technology loving cousins, except their skin is often tanned and dusky colored, and their hair a curious shade of green.

In terms of disposition, Garden Gnomes are far less talkative than Fortian Gnomes, letting their actions speak rather than words. They also prefer the company of woodland animals to most other races, and exhibit a vehement dislike for goblinoids, as well as their hippie, tree-hugging neighbours. Other than these idiosyncrasies, Garden Gnomes share many of the traits and outlooks of their distant kin, except where listed below:

Language: Garden Gnomes speak the Common vernacular of Fontia, the Gnomish dialect of Forte, and the Sylvan tongue of Batang Che. Most Garden Gnomes also master Terran, the subterranean language of Batang Che's digging creatures.

Garden Gnome Racial Traits:

  • +2 to Dexterity and Constitution, -2 to Strength and Charisma. Garden Gnomes are hardy and agile, but due to their small stature, are not as strong as larger folk. Similarly, their eccentricities and lack of social graces don't often endear them to their fellows.

  • Small: As a Small creature, a Garden Gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

  • A Garden Gnome's base land speed is 20 feet.

  • Low-Light Vision: A Garden Gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.

  • +1 racial bonus on attack rolls against kobolds and goblinoids.

  • +4 dodge bonus to Armor Class against monsters of the giant type.

  • +4 racial bonus to Hide and Move Silently checks in woodland environments. Garden Gnomes are adept at blending into their surroundings.

  • +2 racial bonus to Listen and Spot checks. Garden Gnomes have keen senses.

  • Spell-Like Abilities: 1/day - Barkskin (10 minutes duration) and Tree Shape (1 hour duration). A Garden Gnome with a Wisdom score of at least 10 also has the following spell-like abilities: 1/day - Know Direction, Pass without Trace (self only), Speak with Animal (woodland creatures only).

  • Favored Class: Ranger. The best multiclass choice for Garden Gnomes is Druid, Fighter or Rogue.