Hersamo (3.5e Campaign Setting)/Races

=Races=

Major Races
Slight changes to the basic races.

Elf
The standard elf in Hersamo is a wood elf. Also see the elf creature listing.

Summary::Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend in with their natural surroundings.

*, , ,.
 * Wood elf base land speed is 30 feet.
 * Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
 * Weapon Proficiency: Wood elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
 * +2 racial bonus on Listen, Search, and Spot checks. A wood elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
 * Automatic Languages: Common and Elven.
 * Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
 * Favored Class: . A multiclass wood elf’s ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1
 * Favored Class: . A multiclass wood elf’s ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1

Dwarves
Summary::Hill dwarves are the most common variety of dwarves. Hill dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Hill dwarves average 4 feet tall and weigh as much as adult humans.

*,.
 * Hill dwarf base land speed is 20 feet. However, hill 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).
 * Stonecunning: This ability grants a hill 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 hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
 * Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
 * Stability: A hill 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. *Not reflected in the saving throw numbers given here.
 * +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
 * +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.
 * +2 racial bonus on Appraise checks that are related to stone or metal items.
 * +2 racial bonus on Craft checks that are related to stone or metal.
 * Automatic Languages: Common and Dwarven.
 * Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
 * Favored Class: . A multiclass hill dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1
 * Favored Class: . A multiclass hill dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1

Gnomes
The standard Hersamo gnome is a Forest gnome. They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years.


 * Forest gnome base land speed is 20 feet.
 * Low-Light Vision: A forest gnome 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.
 * Weapon Familiarity: Forest gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
 * Pass without Trace : A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels.
 * +2 racial bonus on saving throws against illusions.
 * Add +1 to the Difficulty Class for all saving throws against illusion spells cast by forest gnomes. This adjustment stacks with those from similar effects.
 * +1 racial bonus on attack rolls against goblinoids, orcs, and reptilian humanoids.
 * +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.
 * +2 racial bonus on Listen checks.
 * +2 racial bonus on Craft (alchemy) checks.
 * +4 racial bonus on Hide checks, which improves to +8 in a wooded area.
 * Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals.
 * Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc.
 * Spell-Like Abilities: A forest gnome with a Charisma score of at least 10 has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + forest gnome’s Cha modifier + spell level.
 * Favored Class: . A multiclass forest gnome’s bard class does not count when determining whether he takes an experience point penalty.
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1
 * Favored Class: . A multiclass forest gnome’s bard class does not count when determining whether he takes an experience point penalty.
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1

Half-Elves
elf subrace, but they are often mistaken for elves.]] Half-elves usually inherit a good blend of their parents’ physical characteristics.

*
 * Half-elf base land speed is 30 feet.
 * Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
 * +1 racial bonus on Listen, Search, and Spot checks.
 * +2 racial bonus on Diplomacy and Gather Information checks.
 * Elven Blood: For all effects related to race, a half-elf is considered an elf.
 * Automatic Languages: Common and Elven.
 * Bonus Languages: Any (other than secret languages, such as Druidic).
 * Favored Class: Favored Class::Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1

Halflings
Summary::The lightfoot halfling is the most common halfling variety. Lightfoot halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Lightfoot halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Lightfoot halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Lightfoot halflings reach adulthood in their early twenties and generally live into the middle of their second century.

*,.
 * Lightfoot halfling base land speed is 20 feet.
 * +2 racial bonus on Climb, Jump, and Move Silently checks.
 * +1 racial bonus on all saving throws.
 * +2 morale bonus on saving throws against fear: This bonus stacks with the lightfoot halfling’s +1 bonus on saving throws in general.
 * +1 racial bonus on attack rolls with thrown weapons and slings.
 * +2 racial bonus on Listen checks.
 * Automatic Languages: Common and Halfling.
 * Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
 * Favored Class: . A multiclass lightfoot halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1

Humans
*
 * Human base land speed is 30 feet.
 * 1 extra feat at 1st level.
 * 4 extra skill points at 1st level and 1 extra skill point at each additional level.
 * Automatic Language: Common.
 * Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
 * Favored Class: Favored Class::Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1
 * Effective Character Level: Effective Character Level::1

Half-Orcs
orc–human crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own.]] Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.

*, , : A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
 * Half-orc base land speed is 30 feet.
 * Orc Blood: For all effects related to race, a half-orc is considered an orc.
 * Automatic Languages: Common and Orc.
 * Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
 * Favored Class: . A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1
 * Favored Class: . A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.
 * Level Adjustment: +Level Adjustment::0
 * Effective Character Level: Effective Character Level::1

Other Playable Races
Any other Elves, Halflings, Dwarves or Gnomes are around in Hersamo.