Races (D20)
Jump to navigation
Jump to search
This article lists all race-specific house rules. Click through to the main article to read more about the race itself.
Humans
- Other than adapting to how languages work, not much is changed.
- As described in main rulebooks.
Dwarves
- As described in main rulebooks.
Elves
- Elves have a vastly longer life span. For game purposes, they are immortal and do not die from aging. If a character would age beyond about 6000 years, consult Gunnar directly.
- They do sleep, but it's very flexible. Their actual need is 16 hours per day they are away from the strict and rigid routines of elven culture can be pushed away for up to 10 years accumulated sleep deprivation. After that their dice rolls are counted as if they rolled one less than they did (making the roll of a 'natural 20' impossible!). This penalty is increased to -2 after 20 years, and so on. Over-all, this is mainly a roleplaying issue.
- Elves need core sleep; an absolute minimum of two hours sleep/meditation/rest per 24 hour period. This can also be postponed, however, until an elf accumulates 24 hours of core sleep deprivation, at which point they fall under the same penalties as for long-term sleep deprivation.
- Hökaland elves do not automatically get a Search/Perception check to notice secret doors.
- +2 save to natural or magical diseases and poisons.
- Languages: Sindarin (elven) & Common (elven accent).
- Bonus languages: Quenya (ancient elven), Accipiter (Hawk avian), Draconic, Dwarven, Venia (the language of magic).
- Otherwise as described in main rulebooks.
Half-Elves
- Same as Elves, except:
- Life: Hundreds of years.
- Does not share the elves' need to rest for 16 hours per day in strenuous activities.
- Core sleep: 4 hours per 24 hours instead of 2.
- Languages: any.
- Otherwise as described in main rulebooks.
Halflings
- As described in main rulebooks.
Half-Orcs
After some consideration I am generally disallowing orcs unless it's a barbarian/orc campaign
- +2 Strength, +2 Constitution, -2 Intelligence (min 3), -2 Charisma.
- 2 extra feats at 1st level.
- "Orc blood" flaw: Truly an outcast of society. Will make villagers scream and run away in fear, will create extraordinarily strong hostility in cities with many people refusing to deal with the character and may even spit and curse in the half-orc's direction. Orcs find half-orcs to be a waste of skin.
- Starts as "unfriendly" status with civlized humanoids.
- Civilized humanoids and most animals start as hostile (or worse) towards you.
- -4 racial penalty to rolls for Diplomacy, Gather Information and Sense Motive with civlized humanoids and orcs.
- -2 racial penalty to rolls for Handle Animal with most animals (all herbivores, dogs and similar animals) and plants. An animal or plant can be conditioned to accept orc-bloods.
- +4 racial bonus to Intimidate checks against civlized humanoids.
- Scent: As the animal ability.
- Otherwise as described in main rulebooks.
Ratels
- See the article for full details.
Other
- Many of the races available in DnD and Pathfinder are also available in Hökaland. Check with GM.
This is an incomplete list!
- Drow
- Gnomes