Races (D20)
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This article lists all race-specific house rules.
Humans
Other than adapting to how languages work, not much is changed.
Dwarves
Follows the rules in DnD 3.5 or Pathfinder, depending on the system used.
Elves
- Elves have a vastly longer life span. For game purposes, they are immortal and do not die from aging.
- Does sleep, but it's very flexible. A minimum of 2 hours of entirely undisturbed sleep per night, but can be spread over several days and can be caught up. If sleep of 2 hours is caught up within 14 days, there's no disadvantage. Even a slight disturbance, however, means that the started 2 hour period is ruined.
- Are not entitled to a Search check to notice secret doors.
- Not immune to sleep effects or spells.
- +2 save to natural or magical diseases and poisons.
- Bonus Languages: Draconic, Quenya (ancient elven) and Dwarven.
- All other features a PH.
Half-Elves
- Same as Elves, except:
- Life: Hundreds of years.
- Bonus languages. Instead: any.
- Sleep: 4 hours.
- All other features a PH.
Halflings
- As DnD 3.5 PH.
Half-Orcs
- +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.
- 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 humans, elves 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 most humans, elves and halflings.
- Scent: As the animal ability.
- All other features a PH.
- Gnomes