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
|
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.
- +2 Dexterity, +2 Intelligence, –2 Constitution.
- Humanoid (Elf).
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- Elf base land speed is 40 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- Elves have maximum skill ranks in one of these skills for free: Listen, Search, or Spot.
- Automatic Languages: Keltish, Valyrian, or Dornish, and Elven. Bonus Languages: Keltish, Valyrian, Dornish, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
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
|
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
|
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.
- +2 Intelligence, +2 Charisma, –2 Strength.
- Humanoid (Gnomen).
- Small: As a Small creature, a gnomen 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.
- Gnomen base land speed is 20 feet.
- Low-Light Vision: A Gnomen 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.
- +2 racial bonus on saving throws against illusions.
- Add +1 to the Difficulty Class for all saving throws against all spells cast by Gnomen. This adjustment stacks with those from similar effects.
- +1 racial bonus on attack rolls against kobolds 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.
- Gnomen receive max skill ranks for free in one knowledge skill.
- Automatic Languages: Keltish, Valyrian, or Dornish, and Gnomen. Bonus Languages: Keltish, Valyrian, Dornish, Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
- Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A Gnomen with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnomen’s Cha modifier + spell level.
- Favored Class: Bard. A multiclass gnomen’s Bard class does not count when determining whether he takes an experience point penalty.
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
|
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.
- +2 Wisdom, +2 Charisma, -2 Dexterity.
- Outsider (Native)
- Medium size.
- A Taldur’s base land speed is 30 feet.
- Darkvision: Taldur can see in the dark up to 60 feet.
- Resistance to acid 5, cold 5, and electricity 5, plus an additional point for each class level taken.
- Spell-Like Ability: Emanates a 15' radius glow at will.
- Taldur have maximum skill ranks in one of these skills for free: Bluff, Diplomacy, or Intimidate.
- Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnomen, Sylvan.
- Favored Class: Paladin. A multiclass Taldur’s paladin class does not count when determining whether he takes an experience point penalty.
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
|
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.
- +2 Dexterity, +2 Intelligence, –2 Charisma.
- Outsider (Native)
- Medium size.
- A Feldur’s base land speed is 30 feet.
- Darkvision: Feldur can see in the dark up to 60 feet.
- Resistance to cold 5, electricity 5, and fire 5, plus an additional point for each class level taken.
- Spell-Like Ability: At will as a standard action, a Feldur can snuff out a non-magical flame as large as a campfire, range 30 feet.
- Feldur have maximum skill ranks in one of these skills for free: Bluff, Diplomacy, or Intimidate.
- Automatic Languages: Keltish, Valyrian, or Dornish, and Infernal. Bonus Languages: Keltish, Valyrian, Dornish, Draconic, Dwarven, Elven, Gnomen, Goblin, Orc.
- Favored Class: Rogue. A multiclass Feldur’s rogue class does not count when determining whether he takes an experience point penalty.
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
|
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.
- +2 Strength, +2 Constitution, –2 Wisdom.
- Medium size.
- Humanoid (Stoneforged)
- A Stoneforged’s base land speed is 30 feet.
- Low-Light Vision: A Stoneforged 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.
- +4 natural armor bonus.
- Natural Weapons: 2 slams (1d6).
- At fifth level, Stoneforged gain theSpell-Like Ability: 1/day—enlarge person. Caster level equals the Stoneforged’s class levels.
- -10 penalty on Swim checks made to maneuver through water.
- Automatic Languages: Keltish, Valyrian, or Dornish. Bonus Languages: Keltish, Valyrian, Dornish, Giant, Goblin, Gnoll, Orc.
- Favored Class: Barbarian. A multiclass Stoneforged’s barbarian class does not count when determining whether he takes an experience point penalty.
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
|
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.)
- +6 Strength, –2 Intelligence, -2 Charisma.
- Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
- Space/Reach: 10 feet/10 feet.
- A half-ogre’s base land speed is 40 feet.
- Darkvision out to 60 feet.
- +3 natural armor bonus.
- Automatic Languages: Common and Giant, Valyrian, Keltish, or Dornish. Bonus Languages: Valyrian, Keltish, Dornish, Giant, Dwarven, Orc, Goblin, Terran.
- Favored Class: Fighter.
- Level Adjustment: +1.
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
|
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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