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Hybrid Races

Table of Contents Standard Hybrids ...... 2 Dwarrow (/) ...... 2 Dworg (Dwarf/) ...... 7 Elfing (/Halfling)...... 11 New Hybrids ...... 15 Erenling (Erenland Human /Halfling) ...... 15 Gnomeling (Gnome/Halfling) ...... 18 Gnome Traits Not Included ...... 21 Halfling Traits Not Included ...... 21 Orcling (Halfling/Orc) ...... 23 Orc traits not included ...... 27 Halfling traits not included ...... 27 Agrarian Halfling traits not included ...... 27 Nomadic Halfling traits not included ...... 27 Hybrid Summary ...... 28

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Standard Hybrids: Dwarrow (Dwarf/Gnome)

Standard Hybrids Dwarrow (Dwarf/Gnome)

Kungun Dwarf Clan Dwarf Gnome Dwarf-Raised Dwarrow Gnome-Raised Dwarrow Statistics +2 Constitution, –2 Charisma +4 Charisma, –2 Strength +2 Charisma Race Dwarf Gnome Dwarf and Gnome Blood: For all special abilities and effects, dwarrow are considered dwarves and gnomes. Dwarrow, for example, can use weapons or magic items with racially specific gnome or dwarf powers as if they were gnomes or dwarves. Size Medium: As Medium creatures, dwarves have no special Small: As Small creatures, Small: As Small creatures, gnomes gain a +1 size bonus bonuses or penalties due to their size. gnomes gain a +1 size to Armor Class, a +1 size bonus on attack rolls, and a +4 bonus to Armor Class, a +1 size bonus on Hide checks, but they use smaller weapons size bonus on attack rolls, than Medium characters and their lifting and carrying and a +4 size bonus on limits are three-quarters of those of Medium characters. Hide checks, but they use smaller weapons than Medium characters and their lifting and carrying limits are three-quarters of those of Medium characters. Base Land Dwarf base land speed is 20 feet. However, dwarves can Gnome base land speed is Dwarrow base land speed is 20 feet. Speed move at this speed even when wearing medium or heavy 20 feet. armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

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Standard Hybrids: Dwarrow (Dwarf/Gnome) Kungun Dwarf Clan Dwarf Gnome Dwarf-Raised Dwarrow Gnome-Raised Dwarrow Weapon Dwarves may treat dwarven waraxes and dwarven Gnomes treat hand Choose to treat either Treat hand crossbows as Familiarity urgoshes as martial weapons, rather than as exotic crossbows as martial dwarven waraxes, dwarven martial weapons, rather weapons. weapons, rather than as urgoshes, or urutuk than as exotic weapons. exotic weapons. hatchets as martial Additionally for Kungun Dwarves: treat urutuk hatchets weapons, rather than as as martial weapons, rather than as exotic weapons. exotic weapons. Additionally, when wielding two urutuk hatchets, Kurgun dwarves suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats

Favored Kaladrun Mountains Kaladrun Mountains Favored Region: Central Kaladrun Mountains Central Erenland Region (additional +2 when above (additional +2 when below Erenland. Gnomes’ favored ground) ground) region bonuses increase by +2 when they are on rivers Vision : Dwarves can see in the dark up to 60 feet. Low-light Vision: see Darkvision: see in the dark up to 60 feet. Darkvision is Darkvision is black and white only, but it is otherwise twice as far as a human in black and white only, but it is otherwise like normal like normal sight, and dwarves can function just fine with starlight, moonlight, sight, and dwarves can function just fine with no light at no light at all. torchlight, and similar all. conditions of poor illumination. Retain the ability to distinguish color and detail under these conditions. Magic Spell Resistant: +2 racial bonus on saves against spells N/a Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, but those with spell energy have and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise two fewer points of spell energy than they otherwise would. would.

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Standard Hybrids: Dwarrow (Dwarf/Gnome) Kungun Dwarf Clan Dwarf Gnome Dwarf-Raised Dwarrow Gnome-Raised Dwarrow Save Bonus Resilient: +2 natural armor bonus and a +2 racial bonus Dwarven kin: gain a +1 Dwarven Kin: +1 (not +2) natural armor bonus and a +2 on saves against poison racial bonus on Fortitude racial bonus on saves against poison saving throws and a +2 racial bonus on saves against spells and spell-like effects Special +2 racial bonus on Appraise and Craft checks that are Natural Riverfolk: Gain a +2 racial bonus on Natural Riverfolk: Gain a Ability / Skill related to stone or metal items. +2 racial bonus on Appraise and Craft checks +2 racial bonus on Bonus I Perform, Profession (boater that are related to stone or Perform, Profession (boater and sailor), Swim, and Use metal items. and sailor), Swim, and Use Rope checks. Additionally, Rope checks. Additionally, they may swim at one-half they may swim at one-half their land speed with a their land speed with a move action, and may move action, and may swim at their land speed swim at their land speed with a fullround action. with a fullround action. Finally, gnomes can hold Finally, hold their breath their breath for a number of for a number of rounds rounds equal to three times equal to three times their their Constitution score. Constitution score.

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Standard Hybrids: Dwarrow (Dwarf/Gnome) Kungun Dwarf Clan Dwarf Gnome Dwarf-Raised Dwarrow Gnome-Raised Dwarrow Special Natural Mountaineers: Stonecunning: This ability Natural Traders: Whenever Either Natural Mountaineer Natural Traders: Whenever Ability / Skill These mountain fey are grants clan dwarves a +2 engaged in interactions or Stonecunning engaged in interactions Bonus II natural climbers and bonus to notice unusual involving trading or involving trading or scramblers. They gain a +2 stonework, such as sliding smuggling, gain a +4 racial smuggling, gain a +2 (not racial bonus on Climb walls, new or unsafe bonus on Appraise, Bluff, +4) racial bonus on checks, and may ignore construction, and the like. Diplomacy, Forgery, Appraise, Bluff, difficult mountainous A clan dwarf who comes Gather Information, and Diplomacy, Forgery, terrain that hampers within 10 feet of unusual Profession checks. Gather Information, and movement, such as rubble stonework can make a Profession checks. or uneven cave flooring check as if actively (but not thick searching, and a clan dwarf undergrowth). can use the Search skill to find stonework traps as a rogue can. A clan dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Special n/a Stability: +4 bonus on N/a N/a N/a Ability / Skill ability checks made to Bonus III 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).

Special N/a N/a N/a N/a N/a Ability / Skill Bonus III

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Standard Hybrids: Dwarrow (Dwarf/Gnome) Kungun Dwarf Clan Dwarf Gnome Dwarf-Raised Dwarrow Gnome-Raised Dwarrow Fighting +1 racial bonus on attack rolls against .. n/a +1 racial bonus to AC N/a Bonus when fighting against Orcs +1 racial bonus to AC when fighting against Orcs. (Clan Dwarf only)

+1 racial bonus on attack rolls when fighting with axes and hammers. Goods n/a n/a Gnomes may begin play n/a n/a with watercraft (at onequarter normal cost). Languages Automatic Languages: Automatic Languages: Automatic Languages: Automatic Languages: Automatic Languages: Clan Dialect, Old Clan Dialect, Old Trader’s Tongue, any one Clan Dialect, Old Clan Dialect (2), Old Dwarven. Bonus Dwarven. Bonus unrestricted language at Dwarven, Trader’s Tongue Dwarven (1), Trader’s Languages: Orcish, other Languages: Orcish, other basic competence, and any (1); Bonus Languages: Tongue, any two Clan Dialect, Trader’s Clan Dialect. one unrestricted language Orcish, other Clan unrestricted languages at Tongue. at pidgin competence. Dialect pidgin level. Bonus Bonus Languages: Any Languages: Any unrestricted languages. unrestricted languages. Favored Barbarian Fighter Rogue Fighter Rogue Class

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Standard Hybrids: Dworg (Dwarf/Orc)

Dworg (Dwarf/Orc)

Kungun Dwarf Clan Dwarf Orc Dworg Statistics +2 Constitution, –2 Charisma +4 Strength, –2 +2 Strength, +2 Intelligence, –2 Charisma. Constitution, –2 Intelligence, –2 Charisma. Race Dwarf Orc Both Size Medium: As Medium creatures, dwarves have no special Medium: As Medium Medium bonuses or penalties due to their size. creatures, orcs have no special bonuses or penalties due to their size. Base Land Dwarf base land speed is 20 feet. However, dwarves can Orc base land speed is 30 30 feet Speed move at this speed even when wearing medium or heavy feet. armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations). Weapon Dwarves may treat dwarven waraxes and dwarven Weapon Familiarity: Orcs Choose to treat either Familiarity urgoshes as martial weapons, rather than as exotic can use vardatches as dwarven waraxes, dwarven weapons. martial weapons, rather urgoshes, or urutuk than as exotic weapons. hatchets as martial Additionally for Kungun Dwarves: treat urutuk hatchets weapons, rather than as as martial weapons, rather than as exotic weapons. exotic weapons. Additionally, when wielding two urutuk hatchets, Kurgun dwarves suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats

Favored Kaladrun Mountains Kaladrun Mountains Northern Reaches. Kaladrun Mountains Region (additional +2 when above (additional +2 when below ground) ground)

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Standard Hybrids: Dworg (Dwarf/Orc) Kungun Dwarf Clan Dwarf Orc Dworg Vision Darkvision: Dwarves can see in the dark up to 60 feet. Night Fighters: Orcs have Darkvision: can see in the Darkvision is black and white only, but it is otherwise darkvision, which allows dark up to 60 feet. like normal sight, and dwarves can function just fine with them to see in normal Darkvision is black and no light at all. darkness up to 60 feet. white only, but it is Darkvision is black and otherwise like normal white only, but it is sight, and dwarves can otherwise like normal function just fine with no sight. Further, orcs are so light at all. at home in the darkness that they gain a +1 racial bonus on attack rolls when there is no light at all. Magic Spell Resistant: +2 racial bonus on saves against spells Spell Resistant: Gain a +2 Spell Resistant: +2 racial and spell-like effects, but those with spell energy have racial bonus on saves bonus on saves against two fewer points of spell energy than they otherwise against spells and spell-like spells and spell-like would. effects, but those with spell effects, but those with spell energy have two fewer energy have two fewer points of spell energy than points of spell energy than they otherwise would. they otherwise would. Save Bonus Resilient: +2 natural armor bonus and a +2 racial bonus +2 racial bonus on all on saves against poison saving throws. Special +2 racial bonus on Appraise and Craft checks that are Resistance to Cold: Ability / Skill related to stone or metal items. Immune to nonlethal Bonus I damage caused by cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, orcs suffer only half the normal damage (rounded down) from the lethal cold damage caused by extreme cold.

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Standard Hybrids: Dworg (Dwarf/Orc) Kungun Dwarf Clan Dwarf Orc Dworg Special Natural Mountaineers: Stonecunning: This ability Natural Predators: Orcs Choose either Mountaineer Ability / Skill These mountain fey are grants clan dwarves a +2 may add their Strength or Stonecunning. Bonus II natural climbers and bonus to notice unusual modifiers (in addition to scramblers. They gain a +2 stonework, such as sliding their Charisma modifiers) racial bonus on Climb walls, new or unsafe to Intimidate checks. checks, and may ignore construction, and the like. difficult mountainous A clan dwarf who comes terrain that hampers within 10 feet of unusual movement, such as rubble stonework can make a or uneven cave flooring check as if actively (but not thick searching, and a clan dwarf undergrowth). can use the Search skill to find stonework traps as a rogue can. A clan dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Special n/a Stability: +4 bonus on N/a N/a Ability / Skill ability checks made to Bonus III 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). Special N/a N/a N/a Ability / Skill Bonus IV

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Standard Hybrids: Dworg (Dwarf/Orc) Kungun Dwarf Clan Dwarf Orc Dworg Fighting +1 racial bonus on attack rolls against orcs. Light Sensitivity: Orcs Minor Light Sensitivity: Bonus suffer a –1 penalty on Dworgs in bright sunlight +1 racial bonus to AC when fighting against Orcs. (Clan attack rolls in bright or within the radius of a Dwarf only) sunlight or within the daylight spell must make a radius of a daylight spell. Fortitude save (DC 15 for +1 racial bonus on attack rolls when fighting with axes sunlight, or the save DC of and hammers. +1 racial bonus on damage the spell) or suffer a –1 rolls against dwarves. penalty on attack rolls as long as they remain in the +1 racial bonus to attack lighted area. rolls when fighting in groups of 10 or more orcs, +2 racial bonus on attack whether they are enemies rolls against orcs. or allies. Goods n/a n/a N/a Languages Automatic Languages: Automatic Languages: Automatic Languages: Automatic Languages: Clan Dialect, Old Clan Dialect, Old Black Tongue, Old Clan Dialect, Old Dwarven Dwarven. Bonus Dwarven. Bonus Dwarven (1), High Elven (1), Orcish (1). Bonus Languages: Orcish, other Languages: Orcish, other (1), Orcish. Bonus Languages: Other Clan Clan Dialect, Trader’s Clan Dialect. Languages: Any except Dialect, Trader’s Tongue. Tongue. restricted languages. Favored Barbarian Fighter Barbarian Barbarian Class

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Standard Hybrids: Elfing (Elf/Halfling)

Elfing (Elf/Halfling)

Base Elf Danisil Elf Addition Base Halfling Nomadic Halfling Danisil Elf-Raised Elfling Nomadic Halfling-Raised Addition Elfling Statistics +2 Dexterity, –2 N/a +2 Dexterity, –2 Strength N/a +4 Dexterity, –2 Constitution, –2 Strength Constitution Race Elf N/a Halfling N/a For all special abilities and effects, elflings are considered and halflings. Elflings, for example, can use elf or halfling weapons or magic items with racially specific elf or halfling powers as if they were elves or halflings. Size Medium: As Medium N/a Small: As Small creatures, N/a Small: As Small creatures, halflings gain a +1 size bonus creatures, elves have no halflings gain a +1 size to Armor Class, a +1 size bonus on attack rolls, and a +4 special bonuses or bonus to Armor Class, a +1 size bonus on Hide checks, but they must use smaller penalties due to their size. size bonus on attack rolls, weapons than Medium characters use and their lifting and a +4 size bonus on and carrying limits are three-quarters of those of Medium Hide checks, but they must characters. use smaller weapons than Medium characters use and their lifting and carrying limits are three-quarters of those of Medium characters. Base Land Elf base land speed is 30 Halfling base land speed is N/a Elf base land speed is 30 feet. Speed feet. 20 feet.

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Standard Hybrids: Elfing (Elf/Halfling) Base Elf Danisil Elf Addition Base Halfling Nomadic Halfling Danisil Elf-Raised Elfling Nomadic Halfling-Raised Addition Elfling Weapon Weapon Proficiency: All Weapon Familiarity: Weapon Familiarity: N/a Treat sepi and atharaks as Treat halfling lances and Familiarity elves receive the Martial Danisil treat sepi as martial Halflings gain proficiency martial weapons, rather atharaks as martial Weapon Proficiency feats weapons, rather than as with halfling lances as if than as exotic weapons. weapons, rather than as for the longbow and exotic weapons. they were martial weapons, exotic weapons shortbow (including Additionally, when rather than exotic weapons. composite bows) as bonus wielding two sepi, Danisil feats. suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two- Weapon Fighting and similar feats. Favored Favored Region: Erethor. Jungle elves’ favored Central Erenland. N/a Aruun Jungle Central Erenland. Region region bonuses for Erethor increase by +2 when in the Aruun. Additional +2 on all Survival and Knowledge (nature) when in Erethor Vision Low-light Vision: Elves N/a Low-light Vision: N/a Low-light Vision: Halflings can see twice as far as a can see twice as far as a Halflings can see twice as human in starlight, moonlight, torchlight, and similar human in starlight, far as a human in starlight, conditions of poor illumination. They retain the ability to moonlight, torchlight, and moonlight, torchlight, and distinguish color and detail under these conditions. similar conditions of poor similar conditions of poor illumination. They retain illumination. They retain the ability to distinguish the ability to distinguish color and detail under these color and detail under these conditions. conditions.

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Standard Hybrids: Elfing (Elf/Halfling) Base Elf Danisil Elf Addition Base Halfling Nomadic Halfling Danisil Elf-Raised Elfling Nomadic Halfling-Raised Addition Elfling Magic Natural Channelers: Gain One additional known spell Natural Channelers: N/a Natural Channelers: Halflings gain the Innate Magic feat the Innate Magic feat as a to Innate Magic Halflings gain the Innate as a bonus feat. bonus feat, and those who Magic feat as a bonus feat. gain the Magecraft feat have 2 bonus spell energy points. Save Bonus +2 racial saving throw N/a +1 racial bonus on all N/a +1 racial bonus on all saving throws. bonus against Enchantment saving throws. spells or effects. Special +2 racial bonus on Listen, Increase to +4 for Listen, +2 racial bonus on Spot N/a +2 racial bonus on Listen, Spot, and Search Ability / Skill Search, and Spot checks. Search, and Spot checks. and Listen checks: Bonus I Halflings are gifted with remarkably keen senses. Special +4 racial bonus on Climb Increase to +6 for Climb +2 racial bonus on Climb, N/a +2 racial bonus on Climb, Heal, and Hide checks Ability / Skill and Balance checks when and Balance checks when Jump, Move Silently, and Bonus II climbing trees. climbing trees. Tumble checks: Halflings are naturally athletic and graceful. Special N/a Foes: gain a +4 racial +2 racial bonus on saving Skilled Riders: Nomadic N/a Ability / Skill bonus on Hide and Move throws against fear effects: halflings gain a +2 racial Bonus III Silently checks in natural Curiosity and fearlessness bonus to Ride and Handle settings, and gain a +2 are halfling traits in equal Animal checks when racial bonus on saving measure. working with wogren, as throws against the spells, well as on Concentration special attacks, and spell- checks to cast spells while like and supernatural mounted on a wogren. abilities of creatures with the outsider type. Bound to the Spirits or Bound to the Beasts: Nomadic halflings gain either Magecraft or Mounted Combat as a bonus feat. 13

Standard Hybrids: Elfing (Elf/Halfling) Base Elf Danisil Elf Addition Base Halfling Nomadic Halfling Danisil Elf-Raised Elfling Nomadic Halfling-Raised Addition Elfling Special N/a N/a N/a N/a N/a N/a Ability / Skill Bonus IV Fighting N/a N/a N/a N/a N/a N/a Bonus Goods All elves may begin play Herbalists: Jungle elves N/a May begin play with an Herbalists: Danisil-raised May begin play with an with elven traveling may begin play with up to adult wogren mount (at elflings may begin play adult wogren mount (at clothes, erethor tea, and 10 doses of orcbane poison one-quarter normal cost). with up to 10 doses of one-quarter normal cost). hearthstones (at one- (at one-quarter normal orcbane poison (at normal quarter normal cost). cost). cost) Languages N/a Automatic Languages: Automatic Languages: N/a Automatic Languages: Automatic Languages: Jungle Mouth. Bonus Colonial, Halfling. Bonus Halfling (1), High Elven Erenlander, Halfling, Languages: Colonial, Languages: Black Tongue, (1), Jungle Mouth. Bonus Jungle Mouth (1). Bonus Erenlander, Halfling, High Courtier, Erenlander, Languages: Colonial, Languages: Colonial, Elven, Sylvan, Trader’s Jungle Mouth, Orcish, Erenlander, Orcish, Orcish, Trader’s Tongue. Tongue. Trader’s Tongue. Trader’s Tongue

Favored n/a Wildlander Any N/a Wildlander Any Class

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New Hybrids: Erenling (Erenland Human / Halfling)

New Hybrids Erenling (Erenland Human /Halfling)

Erenlings are the results of contacts between the Erenlander humans and Agrarian Halflings. They preserve some of the flexibility of their human parents, but are small in stature like the Halfling side.

Erenland Human Base Halfling Agrarian Halfling Addition Halfling-Raised Erenling Human-Raised Erenling Statistics +2 bonus on one ability +2 Dexterity, –2 Strength +2 bonus on one ability except Strength, -2 on another score of the player’s choice ability except Dexterity. and suffer a –2 penalty on one other ability score of the player’s choice. Race Human Halfling Both Size Medium Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size Small bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium characters use and their lifting and carrying limits are three- quarters of those of Medium characters. Base Land 30 feet Halfling base land speed is 20 feet. 20 feet Speed Weapon Choose a single exotic Weapon Familiarity: Halflings gain proficiency with halfling lances as if they were Gain proficiency with Choose a single exotic Familiarity weapon associated martial weapons, rather than exotic weapons. halfling lances as if they weapon associated with either Dorns or were martial weapons, with either Dorns or Sarcosans rather than exotic weapons. Sarcosans Favored Northern, Central, or Central Erenland. Central Erenland. Region Southern Erenland Vision N/a Low-light Vision: Halflings can see twice as far as a human in starlight, moonlight, Low-light Vision: Erenlings can see twice as far as a torchlight, and similar conditions of poor illumination. They retain the ability to human in starlight, moonlight, torchlight, and similar distinguish color and detail under these conditions. conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

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New Hybrids: Erenling (Erenland Human / Halfling)

Erenland Human Base Halfling Agrarian Halfling Addition Halfling-Raised Erenling Human-Raised Erenling Magic N/a Natural Channelers: N/a N/a N/a Halflings gain the Innate Magic feat as a bonus feat. Save Bonus +1 racial bonus on all saving throws. N/a

+2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are halfling traits in equal measure. Special 2 extra feats at 1st level. N/a Stout or Studious: Agrarian halflings gain either Either Innate Magic and 2 extra feats at 1st level. Ability / Skill Magecraft as a bonus feat or Endurance and Toughness Magecraft, or both Bonus I as bonus feats. Endurance and Toughness. Special Begin with 4 bonus ranks +2 racial bonus on Spot Dexterous Hands: Agrarian halflings gain a +2 racial Dexterous Hands: Gain a Begin with 4 bonus ranks Ability / Skill in one Craft or Profession and Listen checks. bonus on all non-metal and non-wood Craft checks and +2 racial bonus on all non- in one Craft or Profession Bonus II skill of the player’s choice. all Heal checks. metal and non-wood Craft skill of the player’s choice. checks and all Heal checks. Special 8 extra skill points at 1st +2 racial bonus on Climb, N/a +2 racial bonus on Spot, 4 extra skill points at 1st Ability / Skill level and 2 extra skill Jump, Move Silently, and Listen, Climb, and Move level and 1 extra skill point Bonus III points at each additional Tumble checks. Silently (not Jump and at each additional level. level. Tumble). Special N/a N/a N/a N/a N/a Ability / Skill Bonus IV Fighting N/a N/a N/a N/a N/a Bonus Goods N/a N/a N/a N/a N/a Languages Automatic Language: Automatic Languages: N/a Automatic Languages: Automatic Language: Erenlander. Bonus Colonial, Halfling. Bonus Erenlander, Halfling. Erenlander. Bonus Languages: Any. Languages: Black Tongue, Bonus Languages: Black Languages: Any. Courtier, Erenlander, Tongue, Courtier, Colonial, Jungle Mouth, Orcish, Jungle Mouth, Orcish, Trader’s Tongue. Trader’s Tongue. Favored Any Any Any Any Class Height Male: 5’0” + 2d10 Male: 2’6” + 2d4 Male: 3’9” + 2d6 16

New Hybrids: Erenling (Erenland Human / Halfling)

Erenland Human Base Halfling Agrarian Halfling Addition Halfling-Raised Erenling Human-Raised Erenling Female: 4’10” + 2d10 Female: 2’4” + 2d4 Female: 3’7” + 2d6 Weight Male: 130 lb, Weight Mod Male: 30 lb, Weight Mod x1 Male: 80 lb, Weight Mod x1d4 x2d4 Female: 25 lb, Weight Mod x1 Female: 60 lb, Weight Mod x1d4 Female: 95 lb, Weight Mod x2d4 Age As Dworg

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New Hybrids: Gnomeling (Gnome/Halfling)

Gnomeling (Gnome/Halfling)

Gnomelings are the results of intermarriages between Gnomes and Halflings in Erenland. The Halfling parent are almost always Agrarian, but Nomadic Halfling combinations have been known.

Gnome Base Halfling Agrarian Halfling Nomadic Halfling Gnome-Raised Halfling-Raised Addition Addition Statistics +4 Charisma, –2 Strength +2 Dexterity, –2 Strength +4 Charisma, +2 Dex, -4 Strength Race Gnome Halfling For all special abilities and effects, orclings are considered gnomes and halflings. Gnomeling, for example, can use gnome or halfling weapons or magic items with racially specific gnome or halfling powers as if they were gnomes or halflings. Size Small: As Small creatures, Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size Small: As Small creatures, halflings gain a +1 size bonus gnomes gain a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller to Armor Class, a +1 size bonus on attack rolls, and a +4 bonus to Armor Class, a +1 weapons than Medium characters use and their lifting and carrying limits are three- size bonus on Hide checks, but they must use smaller size bonus on attack rolls, quarters of those of Medium characters. weapons than Medium characters use and their lifting and a +4 size bonus on and carrying limits are three-quarters of those of Medium Hide checks, but they use characters. smaller weapons than Medium characters and their lifting and carrying limits are three-quarters of those of Medium characters. Base Land Gnome base land speed is Halfling base land speed is 20 feet. Base land speed is 20 feet. Speed 20 feet. Weapon Gnomes treat hand Weapon Familiarity: Halflings gain proficiency with halfling lances as if they were Treat hand crossbows as Gain proficiency with Familiarity crossbows as martial martial weapons, rather than exotic weapons. martial weapons, rather halfling lances as if they weapons, rather than as than as exotic weapons. were martial weapons, exotic weapons. rather than exotic weapons.

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New Hybrids: Gnomeling (Gnome/Halfling)

Gnome Base Halfling Agrarian Halfling Nomadic Halfling Gnome-Raised Halfling-Raised Addition Addition Favored Favored Region: Central Central Erenland. Central Erenland. Region Erenland. Gnomes’ favored region bonuses increase by +2 when they are on rivers Vision Low-light Vision: see Low-light Vision: Halflings can see twice as far as a human in starlight, moonlight, Low-light Vision: Orclings can see twice as far as a twice as far as a human in torchlight, and similar conditions of poor illumination. They retain the ability to human in starlight, moonlight, torchlight, and similar starlight, moonlight, distinguish color and detail under these conditions. conditions of poor illumination. They retain the ability to torchlight, and similar distinguish color and detail under these conditions. conditions of poor illumination. Retain the ability to distinguish color and detail under these conditions. Magic N/a Natural Channelers: N/a N/a N/a N/a Halflings gain the Innate Magic feat as a bonus feat. Save Bonus Dwarven kin: gain a +1 +1 racial bonus on all saving throws. +1 racial bonus on all saving throws, and +1 saving racial bonus on Fortitude throw against all spells and spell-like effects. saving throws and a +2 +2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are racial bonus on saves halfling traits in equal measure. against spells and spell-like effects

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New Hybrids: Gnomeling (Gnome/Halfling)

Gnome Base Halfling Agrarian Halfling Nomadic Halfling Gnome-Raised Halfling-Raised Addition Addition Special Natural Riverfolk: Gain a N/a Stout or Studious: Agrarian Bound to the Spirits or Natural Riverfolk (as Gain Magecraft, Mounted Ability / Skill +2 racial bonus on halflings are renowned for Bound to the Beasts: Gnome) Combat, or both Endurance Bonus I Perform, Profession (boater their durability and Nomadic halflings gain and Toughness as bonus and sailor), Swim, and Use stamina, although some either Magecraft or feats. Rope checks. Additionally, spend more time practicing Mounted Combat as a they may swim at one-half magic than working in the bonus feat. their land speed with a fields. Agrarian halflings move action, and may gain either Magecraft as a swim at their land speed bonus feat or Endurance with a fullround action. and Toughness as bonus Finally, gnomes can hold feats. their breath for a number of rounds equal to three times their Constitution score. Special Natural Traders: Whenever +2 racial bonus on Spot Dexterous Hands: Agrarian Skilled Riders: Nomadic Natural Trader as Gnome, N/a. Ability / Skill engaged in interactions and Listen checks: halflings gain a +2 racial halflings gain a +2 racial except +2 instead of +4. Bonus II involving trading or Halflings are gifted with bonus on all non-metal and bonus to Ride and Handle smuggling, gain a +4 racial remarkably keen senses. non-wood Craft checks and Animal checks when bonus on Appraise, Bluff, all Heal checks. working with wogren, as Diplomacy, Forgery, well as on Concentration Gather Information, and checks to cast spells while Profession checks. mounted on a wogren. Special N/a +2 racial bonus on Climb, N/a N/a N/a Ability / Skill Jump, Move Silently, and Bonus III Tumble checks: Halflings are naturally athletic and graceful. Special N/a N/a N/a N/a N/a N/a Ability / Skill Bonus IV Fighting n/a N/a N/a N/a N/a N/a Bonus 20

New Hybrids: Gnomeling (Gnome/Halfling)

Gnome Base Halfling Agrarian Halfling Nomadic Halfling Gnome-Raised Halfling-Raised Addition Addition Goods Gnomes may begin play N/a N/a May begin play with an N/a May begin play with a with watercraft (at adult wogren mount (at Riding Dog (at ¼ normal onequarter normal cost). one-quarter normal cost). cost) Languages Automatic Languages: Automatic Languages: N/a N/a Automatic Languages: Automatic Languages: Trader’s Tongue, any one Colonial, Halfling. Bonus Erenlander (2), Old Erenlander, Halfling, unrestricted language at Languages: Black Tongue, Halfling (1), Trader’s Trader’s Tongue (1). basic competence, and any Courtier, Erenlander, Tongue, any two Bonus Languages: one unrestricted language Jungle Mouth, Orcish, unrestricted languages at Colonial, Orcish, Trader’s at pidgin competence. Trader’s Tongue. pidgin level. Bonus Tongue. Bonus Languages: Any Languages: Any unrestricted languages. unrestricted languages. Favored Rogue Any Rogue Any Class Height Male: 3’0” + 2d4 Male: 2’6” + 2d4 Male: 2’9” + 2d4 Female: 2’10” + 2d4 Female: 2’4” + 2d4 Female: 2’7” + 2d4 Weight Male: 40 lb, Weight Mod Male: 30 lb, Weight Mod x1 Male: 35 lb, Weight Mod x1 x1 Female: 25 lb, Weight Mod x1 Female: 30 lb, Weight Mod x1 Female: 35 lb, Weight Mod x1 Age As Halfling or Gnome (no difference)

Gnome Traits Not Included

• Favored Region: Gnomes’ favored region bonuses increase by +2 when they are on rivers. • Dwarven kin: While not as tough as dwarves, gnomes are a hardy race that retain many of their ancestors’ traits. Gnomes gain a +1 racial bonus on Fortitude saving throws and a +2 racial bonus on saves against spells and spell-like effects. • Gnomes may begin play with watercraft (at onequarter normal cost).

Halfling Traits Not Included

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New Hybrids: Gnomeling (Gnome/Halfling)

• +2 racial bonus on Climb, Jump, Move Silently, and Tumble checks: Halflings are naturally athletic and graceful. • +2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are halfling traits in equal measure. • +2 racial bonus on Spot and Listen checks: Halflings are gifted with remarkably keen senses. • Natural Channelers: Whereas the elves have a culture built around learning and teaching magic, the halflings seem to create magic through instinct and happy accidents. Regardless, they are gifted spellcasters. Halflings gain the Innate Magic feat as a bonus feat.

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New Hybrids: Orcling (Halfling/Orc)

Orcling (Halfling/Orc)

Similar to Dworgs, Orclings are the result of Orc abuse of Halflings. Given the size difference between Orcs and Halflings, the union is often fatal to the Halfling parent, but occasionally the healing powers of the Halfling midwives manage to save the mother and child. The resulting Orcling child is stronger and larger than most halflings, but significantly less sensitive and less magically attuned than normal Halflings. Given this, the Orclings usually are manual laborers (especially in Agrarian lands) or occasionally are hunters. Agrarian orclings are more common, but nomadic halflings are also know.

Orc Base Halfling Agrarian Halfling Nomadic Halfling Agrarian-Raised Orcling Nomadic-Raised Orcling Addition Addition Statistics +4 Strength, –2 +2 Dexterity, –2 Strength +2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma Intelligence, –2 Charisma. Race Orc Halfling For all special abilities and effects, orclings are considered orcs and halflings. Orclings, for example, can use orc or halfling weapons or magic items with racially specific orc or halfling powers as if they were orcs or halflings. Size Medium: As Medium Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size Medium: As Medium creatures, orclings have no special creatures, orcs have no bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller bonuses or penalties due to their size. special bonuses or weapons than Medium characters use and their lifting and carrying limits are three- penalties due to their size. quarters of those of Medium characters. Base Land Orc base land speed is 30 Halfling base land speed is 20 feet. Orcling base land speed is 30 feet. Speed feet. Weapon Weapon Familiarity: Orcs Weapon Familiarity: Halflings gain proficiency with halfling lances as if they were Gain proficiency with halfling lances as if they were Familiarity can use vardatches as martial weapons, rather than exotic weapons. martial weapons, rather than exotic weapons. martial weapons, rather than as exotic weapons. Favored Northern Reaches. Central Erenland. Central Erenland. Region

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New Hybrids: Orcling (Halfling/Orc)

Orc Base Halfling Agrarian Halfling Nomadic Halfling Agrarian-Raised Orcling Nomadic-Raised Orcling Addition Addition Vision Night Fighters: Orcs have Low-light Vision: Halflings can see twice as far as a human in starlight, moonlight, Low-light Vision: Orclings can see twice as far as a darkvision, which allows torchlight, and similar conditions of poor illumination. They retain the ability to human in starlight, moonlight, torchlight, and similar them to see in normal distinguish color and detail under these conditions. conditions of poor illumination. They retain the ability to darkness up to 60 feet. distinguish color and detail under these conditions. Darkvision is black and white only, but it is otherwise like normal sight. Further, orcs are so at home in the darkness that they gain a +1 racial bonus on attack rolls when there is no light at all. Magic Spell Resistant: Gain a +2 Natural Channelers: N/a N/a N/a N/a racial bonus on saves Halflings gain the Innate against spells and spell-like Magic feat as a bonus feat. effects, but those with spell energy have two fewer points of spell energy than they otherwise would. Save Bonus N/a +1 racial bonus on all saving throws. +1 racial bonus on all saving throws, and +1 saving throw against all spells and spell-like effects. +2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are halfling traits in equal measure.

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New Hybrids: Orcling (Halfling/Orc)

Orc Base Halfling Agrarian Halfling Nomadic Halfling Agrarian-Raised Orcling Nomadic-Raised Orcling Addition Addition Special Resistance to Cold: N/a Stout or Studious: Agrarian Bound to the Spirits or Gain Endurance and Gain Mounted Combat as Ability / Skill Immune to nonlethal halflings are renowned for Bound to the Beasts: Toughness as bonus feats. bonus feat. Bonus I damage caused by cold their durability and Nomadic halflings gain dangers like cold weather, stamina, although some either Magecraft or severe cold or exposure, or spend more time practicing Mounted Combat as a extreme cold. Additionally, magic than working in the bonus feat. orcs suffer only half the fields. Agrarian halflings normal damage (rounded gain either Magecraft as a down) from the lethal cold bonus feat or Endurance damage caused by extreme and Toughness as bonus cold. feats. Special Natural Predators: Orcs +2 racial bonus on Spot Dexterous Hands: Agrarian Skilled Riders: Nomadic N/a Ability / Skill may add their Strength and Listen checks: halflings gain a +2 racial halflings gain a +2 racial Bonus II modifiers (in addition to Halflings are gifted with bonus on all non-metal and bonus to Ride and Handle their Charisma modifiers) remarkably keen senses. non-wood Craft checks and Animal checks when to Intimidate checks. all Heal checks. working with wogren, as well as on Concentration checks to cast spells while mounted on a wogren. Special N/a +2 racial bonus on Climb, N/a N/a +2 racial bonus on Climb, Jump, Move Silently, and Ability / Skill Jump, Move Silently, and Tumble checks Bonus III Tumble checks: Halflings are naturally athletic and graceful. Special N/a N/a N/a N/a N/a N/a Ability / Skill Bonus IV

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New Hybrids: Orcling (Halfling/Orc)

Orc Base Halfling Agrarian Halfling Nomadic Halfling Agrarian-Raised Orcling Nomadic-Raised Orcling Addition Addition Fighting Light Sensitivity: Orcs N/a N/a N/a N/a N/a Bonus suffer a –1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.

+1 racial bonus on damage rolls against dwarves.

+1 racial bonus to attack rolls when fighting in groups of 10 or more orcs, whether they are enemies or allies. Goods N/a N/a N/a May begin play with an N/a May begin play with a adult wogren mount (at Riding Pony (at ¼ normal one-quarter normal cost). cost) Languages Automatic Languages: Automatic Languages: N/a N/a Automatic Languages: Colonial, Halfling. Bonus Black Tongue, Old Colonial, Halfling. Bonus Languages: Black Tongue, Courtier, Erenlander, Jungle Dwarven (1), High Elven Languages: Black Tongue, Mouth, Orcish, Trader’s Tongue. (1), Orcish. Bonus Courtier, Erenlander, Languages: Any except Jungle Mouth, Orcish, restricted languages. Trader’s Tongue. Favored Barbarian Any Any Class Height Male: 5’10” + 2d8 Male: 2’6” + 2d4 Male: 4’2” + 2d6 Female: 5’8” + 2d8 Female: 2’4” + 2d4 Female: 4’0” + 2d6 Weight Male: 250 lb, Weight Mod Male: 30 lb, Weight Mod x1 Male: 140 lb, Weight Mod x 1d6 lb x 2d6 lb Female: 25 lb, Weight Mod x1 Female: 120 lb, Weight Mod x 1d6 lb Female: 210 lb, Weight Mod x 2d6 lb Age As Dworg 26

New Hybrids: Orcling (Halfling/Orc)

Orc traits not included • Night Fighters: Orcs have darkvision, which allows them to see in normal darkness up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Further, orcs are so at home in the darkness that they gain a +1 racial bonus on attack rolls when there is no light at all. • Light Sensitivity: Orcs suffer a –1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell. • Resistance to Cold: Orcs are children of the north and as such have a natural tolerance for cold weather. They are immune to nonlethal damage caused by cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, orcs suffer only half the normal damage (rounded down) from the lethal cold damage caused by extreme cold. • Natural Predators: Orcs may add their Strength modifiers (in addition to their Charisma modifiers) to Intimidate checks.

Halfling traits not included • Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium characters use and their lifting and carrying limits are three-quarters of those of Medium characters. • Halfling base land speed is 20 feet. • +2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are halfling traits in equal measure. • +2 racial bonus on Spot and Listen checks: Halflings are gifted with remarkably keen senses. • Natural Channelers: Halflings gain the Innate Magic feat as a bonus feat.

Agrarian Halfling traits not included • Dexterous Hands: Agrarian halflings gain a +2 racial bonus on all non-metal and non-wood Craft checks and all Heal checks. • Studious option: Can’t select Magecraft as bonus feat.

Nomadic Halfling traits not included • Bound to the Spirits: can’t select Magecraft as bonus feat.

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Hybrid Summary

Hybrid Summary

Orc Human Halfling Gnome Elf Dwarf DWORG N/a N/a DWARROW N/a Elf N/a N/a ELFING N/a Gnome N/a N/a Gnomeling Halfling Orcling Erenling Human N/a

SMALLCAP – Standard Hybrids Italics Non-Cap – Proposed New Hybrids

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