Races (Vaerya Supplement)

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Humans

Humans are the most prevalent race on the surface of Vaerya, making up about forty percent of the total population. They can excel at any profession, and can be found in any corner of Vaerya without much difficulty. Humans come in three sub races; Keltish, a white nordic sort of people native to the eastern continent, Valyrian, an asian oriental people native to the western continent, and Dornish, a dark black race of proud people with spanish influences native to the country of Dorne.

Table: Human Random Starting Ages
Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d6
Table: Human Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
35 years 53 years 70 years +2d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Human Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 10” +2d10 120 lb. × (2d4) lb.
Female 4’ 5” +2d10 85 lb. × (2d4) lb.

Elves

Elves are the fair race of light skinned, thin bodied graceful people. Elves make up twenty percent of the population, and can be found in heavily wooded areas of Vaerya. Elves come in three sub races; High elves, a golden skinned arcane oriented proud people, Moon elves, a blue skinned nature loving people, and Wood elves, savage, wild, and untamed greenish brown skinned people. All elves have a love for art and often have very complex societies.

Table: High Elf Random Starting Ages
Adulthood Simple Moderate Complex
110 years +4d6 +6d6 +10d6
Table: High Elf Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
175 years 263 years 350 years +4d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: High Elf Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 5” +2d6 85 lb. × (1d6) lb.
Female 4’ 5” +2d6 80 lb. × (1d6) lb.

Dwarves

Dwarves are a sturdy, hardworking bunch that live high in mountains, or deep beneath them. Dwarves make up twenty percent of the population. They have a love for precious stones and metals, and are very adept at craftsmanship. Dwarves come in two sub races; Mountain dwarves, who live beneath the mountains and mine for precious metals, and have lighter skin and blond or red hair, and Hill dwarves, who roam the surface as sailors, mercenaries, or trade masters, and have darker skin with black or brown hair. All dwarves are fiercely protective of their beards, and different cultures have different styles that a discerning observer may be able to identify the homeland of a dwarf by looking at his beard.

  • +2 Constitution, +2 Wisdom, –2 Charisma.
  • Humanoid (Dwarf).
  • Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size.
  • 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).
  • 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.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A dwarf gains a +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).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • Dwarves have maximum skill ranks in one of these skills for free: Appraise, Profession Blacksmith or Profession Stonemason.
  • Automatic Languages: Keltish, Valyrian, or Dornish, and Dwarven. Bonus Languages: Keltish, Valyrian, Dornish, Giant, Gnomen, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass hill dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
Table: Dwarf Random Starting Ages
Adulthood Simple Moderate Complex
40 years +3d6 +5d6 +7d6
Table: Dwarf Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
125 years 188 years 250 years +2d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Dwarf Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3’ 9” +2d4 130 lb. × (2d6) lb.
Female 3’ 7” +2d4 100 lb. × (2d6) lb.

Gnomen

Gnomen are very short people with very grand aspirations. Making up fifteen percent of the population, Gnomen are known far and wide for their cunning wit and ingenuity. Interested in science and magic equally, many Gnomen are revered elders and scholars, teaching any who will listen their wisdom. Gnomen come in two sub races; Common Gnomen, who have brown skin and live in all Gnomen communities and work together to advance their civilization, and Wild Gnomen, who have lighter skin and travel the world searching for knowledge and adventure.

Table: Gnomen Random Starting Ages
Adulthood Simple Moderate Complex
40 years +4d6 +6d6 +9d6
Table: Gnomen Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
100 years 150 years 200 years +3d% years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Gnomen Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 3’ 0” +2d4 40 lb. × (1) lb.
Female 2’ 10” +2d4 35 lb. × (1) lb.

Taldur

Taldur are a proud race of tall, muscular people. Descended from the Valkyrie of ages long past, Taldur have celestial blood running through their veins. Making up just two percent of the population, Taldur are drawn towards the divine magics like moths to a flame. Taldur have a peculiar ability to at will, shed light in a fifteen foot radius that emanates from their very skin. Taldur often seek up roles of leadership or counsel, and have a stronger connection to the gods than any other race.


Table: Taldur Random Starting Ages
Adulthood Simple Moderate Complex
18 years +1d6 +1d8 +2d8
Table: Taldur Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
40 years 60 years 95 years +3d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Taldur Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 5’ 1” +2d10 140 lb. × (2d6) lb.
Female 4’ 10” +2d10 125 lb. × (2d6) lb.

Feldur

Feldur are a cursed race, who's blood is tainted by magic from the Drift. Making up only two percent of the population, Feldur are dark skinned with unique red eyes. Distrusted by the religious, they often seek secular leadership roles among the common folk, beguiling them with their silver tongues. Many Feldur are drawn towards sorcery or thievery, and will do anything to gain themselves an edge on the competition. Most Feldur will avoid violence, and accomplish their goals through other means, legal or otherwise.


Table: Feldur Random Starting Ages
Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d6
Table: Feldur Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
35 years 53 years 70 years +2d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Feldur Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 5” +2d10 120 lb. × (2d4) lb.
Female 4’ 1” +2d10 85 lb. × (2d4) lb.

Stoneforged

The mighty Stoneforged are a mystery to modern experts, as they possess skin made seemingly from all different types of stone. Tall and forbidding, Stoneforged make up less than one percent of the population and rarely spend time with non-stoneforged people, preferring instead to live in exclusive communities in the vast wilderness. Stoneforged warriors are some of the mightiest fighters of Vaerya, though they can be easily confused or misdirected. Stoneforged often have trust issues with other people, as their race is often sold into slavery or taken advantage of in other ways. The friendship of a Stoneforged is hard to come by, but once earned, is relentless in it's loyalty. Note, Stoneforged do not float, and are very wary of deep water.


Table: Stoneforged Random Starting Ages
Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d6
Table: Stoneforged Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
35 years 53 years 70 years +2d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Stoneforged Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 10” +3d10 200 lb. × (2d4) lb.
Female 4’ 5” +3d10 160 lb. × (2d4) lb.

Other things you shouldn't allow in every campaign

These races are powerful, extraordinary, reviled, or difficult in some aspect, and should be relegated to experienced Dungeon Masters only.

Forsaken

The Forsaken are a race of sentient undead. Cursed with un-life and forced to walk Vaerya until their 'ascension', when their soul leaves their body. A forsaken is created seemingly at random, as a dead body will stand up about a week after death and start talking. This occurs roughly at a rate of one in every ten thousand deaths, and is theorized to be caused by a random spike of energy originating from the Drift. Forsaken awake with their previous personality in tact, but often move one step towards evil on the alignment table. Reviled by all but their own kind, Forsaken are tolerated but not welcome in communities of the living. They naturally gravitate towards other Forsaken, and commonly travel to Dun Draga, an ancient city in the mountains north of Kelt, where their kind has lived in peace for centuries. Eventually, after centuries of un-life, many Forsaken are drawn to the adventuring lifestyle, as it's dangerous nature may provide a clean and honorable death.

Half-Ogres

Half-Ogres are a curious lot, often the result of rape from raiding Ogres. Surprisingly calm and collected, they appear to hold little of the malice of their parent. Tolerated in society, half-ogres are often good at manual labor, and are sought after by some people to perform tasks that ordinary humans have trouble with, such as loading heavy equipment. A half-Ogre body guard is a powerful deterrent to crime, let me tell you. Strong and large, half-ogres are curiously social, and will engage anyone who will listen in conversation and, more likely than not, talk their ear off for as long as they listen. They make poor slaves because while very strong, their social nature does not do well under harsh conditions, and many half-ogre slaves simply lose the will to go on. It should be noted that, while runty compared to true ogres, a half-ogres' size often excludes him from going into human sized establishments unless they are palatial or customized to fit large creatures. Also, armor and weapons must be custom made for a half-ogre, and usually costs 4x the normal price. (masterwork and magical costs are unaffected.)

Table: Half-Ogre Random Starting Ages
Adulthood Simple Moderate Complex
15 years +1d4 +1d6 +2d6
Table: Half-Ogre Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
30 years 45 years 60 years +2d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Half-Ogre Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6’ 10” +4d10 600 lb. × (2d4) lb.
Female 6’ 2” +4d10 500 lb. × (2d4) lb.

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