Player Character Races

From Black Country Role Playing Society

Contents

Racial Sub Species

There aren’t any ‘standard’ humans, elves or dwarves in the setting. However, some of the sub species are very close to being so. Where cold and heat resistance are mentioned, it is as if Endure Elements was active for just that half of the heat spectrum. There are no half races, gnomes or halflings. If two races inter breed the offspring (if any) will breed purely to one side or the other.

Human

Each of the sub-species below is as per standard human, with modifications as noted.

Amelonian

Origination from the areas of the world near or within the permanent ice reaches these people have adapted accordingly. They typically have thick dark hair, large eyes and excellent hearing with a tendency towards being slight in build.
Primary Worship: Amel
Stat Alteration: -1 Con, +1 Other
Special Qualities: Low light vision (Ex), Cold Resistance (Ex)
Skills: Spot and Listen are always class skills.


Enilonian

These caucasian like people come mainly from the temperate areas of the world and are more prone to travel and mixing with other cultures.
Primary Worship: Enil
Stat Alteration: +1 Wis, -1 Other
Skills: +2 Racial bonus to Concentration, Diplomacy and Sense Motive

Lorentian

Hailing from the tropical regions these people have dark skin, no facial hair, small ears and are quite muscular. Their stealthy bias has given them an edge on their environment.
Primary Worship: Loren
Stat Alteration: +1 Str, -1 Other
Skills: +2 Racial bonus to Hide, Listen and Move Silently.

Quenonian

These desert dwellers have light hair, swarthy skin, large noses, extremely powerful legs and a general preference towards a nomadic lifestyle.
Primary Worship: Quenon
Stat Alteration: +1 Con, -1 Cha
Move: 40ft
Special Qualities: Scent (Ex), Heat Resistance (Ex)
Feats: Tracking
Favoured Class: Barbarian or Ranger (choose at creation).

Elf

Each sub species is as per standard Elf, with the following changes.

High

These have a very strong tendency towards golden blonde hair, large eyes and almost impossibly slim build. While preferring access to natural locations and homesteads, they will usually be found near an urban centre of some sort, even if only a small village. Study and refelction are a great pastime and have improved the mental clarity of these people in times of stress and enhanced their intelligence slightly, if making them slightly less agile.
Primary Worship: Wenil
Stat Alteration: +1 Dex, +1 Int, -2 Con
Special Qualities: No Low Light Vision.
Weapon Proficiency: Rapier and Longsword
Skills: +4 Racial bonus to Concentration

Wood

Typically having black or very dark hair colours, being stocky compared to high elves (more human like frame/build). Wood elves will mix in urban society, but will always prefer sleeping amongst the trees.
Primary Worship: Gonre
Stat Alteration: +2 Str, +2 Dex, -2 Int, -2 Con
Special Qualities: No Automatic check for secret/concealed doors.
Favoured Class: Ranger

Mountain

Grey haired and enjoying the mountainous regions as their Wood Elf cousins like forests. Mountain Elves live in communities of caves, near the surface and still being 'outdoor' people. The caves are carved and ornate, with good lighting throughout.
Primary Worship: Dungin
Stat Alteration: +2 Dex, -2 Cha
Special Qualities: No Low Light Vision, give +2 climb bonus when assisting others (up to 1 person + Cha bonus (minimum of 1))
Skills: +2 racial bonus to Climb, -1 racial penalty to Diplomacy and Sense Motive.
Favoured Class: Ranger

Aquatic

Not truly aquatic, but more amphibious. Their settlements are in shallow coastal waters and large lakes. Tending to have white hair and strong arms and legs.
Primary Worship: Vingal
Stat Alteration: +2 Dex, -2 Int
Speed: 30ft, Swim 30ft
Special Qualities: Improved Low Light Vision (x4 distance). Gills -- can survive underwater for 1 hour per point of Con before suffocation risk. Can survive happily out of water but must immersed for at least 1 hour per day or risk damage to their gills.
Skills: +8 racial bonus to Swim and can always take 10 on Swim checks even when threatened and can take the Run action when swimming.
Favoured Class: Fighter

Dwarf

Merely a summary of the types with no game information at this point:

Borsalion

Suro
Of all the dwarves these are the most war like, muscular and hardy. Closest to the ‘normal’ dwarves.

Alveskine

Eno
Highly intelligent, slight in build (compared to their Borsalion cousins), preferring coastal areas and often forming sea going communities.

Doriasion

Noren
Dark skinned, these dwarves tend to form in nomadic tribes. While always preferring mountainous and cavernous regions of the world, they find comfort in Cities as well. Skilled at finding water sources.

Masquine

Vrelin
These light and fast dwarves, are atypical in their love for speed and movement. Also, they have exceptional ability at sneaking and hiding.

Other Races

Many of the standard stereotypes do not apply by default to some of the races of Seradrim. Here are some of the more common races found in many civilised areas.

Kenku

As per MM3.

Minotaur

A medium sized off shoot of their more brutal forebares. Seradrim Minotaur

Stats: Str +4, Con +2, Int -2
Natural Armour: +3
Natural Attack: Gore (1d8)
Special Attack: Powerful Charge (gore for 2d6 + 1½ Strength)
Special Qualities: Scent, Natural Cunning (Never lost, immune to Maze, can track and never caught flat footed)
Skills: +4 racial bonus to Listen, Search and Spot
Weapon Proficiency: Great Axe
Level Adjustment: +1

Males: 6 – 8ft (6ft + 2d12), 220lb + 5d12
Females: 5ft 4in – 7ft 4in (5ft 4in + 2d12), 190lb + 5d12
Aging: Adult at 14, Middle aged 45, Old at 80, Venerable at 120. Max age: 120 + 4d12

They wear clothing, but are happy naked in a situation that will allow it. Because of problems in integration they tend not to buck the norm too much unless they have strength of numbers in a society. They are well respected and liked in most civilised areas, although they are as likely to be on the side of the enemy as often as any human.


Centaur

As per MM (http://www.d20srd.org/srd/monsters/centaur.htm)

Lizardfolk

As per MM (http://www.d20srd.org/srd/monsters/lizardfolk.htm)

Orc

As per MM (http://www.d20srd.org/srd/monsters/orc.htm)

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