Human-Hybrid Races (Vermadad Setting)

Human Hybrid Races

In order to save page clutter I will stating the Human Hybrid races in one page.

Racial Stats

  • +2 Charisma, -2 Strength
  • Humanoid (Human, Dwarf): As the offspring of a Dwarf and Human they are naturally consider members of both for the purpose of racial effects.
  • Medium: As Medium creatures, Gold-haired dwarves have no special bonuses or penalties due to their size
  • Half-Gold-Haired Dwarf base land speed is 30 feet.
  • Darkvision: Half-gold-haired dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is other like normal sight, and gold-haired can function just fine with no light at all.
  • Stonecunning: This ability grants a gold-haired dwarf a +2 racial bonus 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 gold-hair dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if they were actively searching, and a gold-haired dwarf can use the Search skill to find stonework traps as a rogue can. A gold-haired dwarf can also intuit depth, sensing their approximate depth underground as naturally as a human can sense which way is up.
  • +1 racial bonus on saving throws against spells and spell-like abilities
  • +2 racial bonus on Appraise checks that are related to stone or metal items
  • +2 racial bonus on Knowledge (Nobility and Religion)
  • +1 racial bonus on any other Knowledge check
  • +2 racial bonus on Diplomacy and Gather Information
  • Bonus Feat: Half-Gold-Haired Dwarves start with an additional feat at first level choosing from the following (They must meet the prerequisites to choose the feat): Any meta magic feat, Skill Focus (Bluff, Decipher Script, Diplomacy, Gather Information, Knowledge (Any), Listen, or Sense Motive), Deceitful, Extra Turning, Investigator, Negotiator, Persuasive)
  • A level 1 half-gold-hair dwarf starts with 6d8 x 10 gp worth of equipment regardless of their starting class. Gold-hair dwarves are very finically well-off this pass-on to their half-gold-hairs as well, even those who are banished from dwarven society are done so will plenty of money and supplies.
  • Automatic Languages:Common, Dwarven. Bonus Languages: Any.
  • Favored Class: Any.

Vital Statistics

Table: Random Starting Ages
AdulthoodSimpleModerateComplex
years+++
Table: Aging Effects
Middle Age1Old2Venerable3Maximum Age
yearsyearsyears+ years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male' "+lb.× () lb.
Female' "+lb.× () lb.

Racial Stats

  • Humanoid (Human, Dwarf): As the offspring of a Dwarf and Human, Half-Wood-Haired Dwarfs are naturally consider members of both for the purpose of racial effects.
  • Medium: As Medium creatures, wood-haired dwarves have no special bonuses or penalties due to their size
  • Half-Wood-Haired Dwarf base land speed is 30 feet. However, half-wood-haired dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, who speed is reduced in such situations)
  • Darkvision: Half-wood-haired dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is other like normal sight, and gold-haired can function just fine with no light at all.
  • Stonecunning: This ability grants a half-wood-haired dwarf a +4 racial bonus 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 wood-hair dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if they were actively searching, and a wood-haired dwarf can use the Search skill to find stonework traps as a rogue can. A wood-haired dwarf can also intuit depth, sensing their approximate depth underground as naturally as a human can sense which way is up.
  • Stability: A half-wood-haired dwarf gains a +2 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
  • +1 racial bonus on saving throws against spells and spell-like abilities
  • +1 racial bonus on saving throws against poison.
  • +4 racial bonus on Appraise checks that are related to stone or metal items
  • +2 racial bonus on Craft checks that related to stone or metal
  • +2 racial bonus on one skill from among the following: Appraise, Craft (Armorsmithing, basketweaving, bowmaking, blacksmithing, carpentry, cobbling, gemcutting, leatherworking, locksmithing, pottery, sculpting, stonemasonry, weaponsmithing, or weaving), Decipher Script, Handle Animal, profession (cook, innkeeper, hunter, lumberjack, woodcutter, or housekeeping), or Heal: The represent the one of many roles a Wood-Haired Dwarf might have be trained from a young age to do in life,
  • Bonus Feat: Half-Wood-Haired Dwarves start with an additional feat at first level choosing from the following (They must meet the prerequisites to choose the feat): Skill Focus (Appraise, Concentration, Craft (Armorsmithing, basketweaving, bowmaking, blacksmithing, carpentry, cobbling, gemcutting, leatherworking, locksmithing, pottery, sculpting, stonemasonry, weaponsmithing or weaving), Decipher Script, Forgery, Handle Animal, Heal, Knowledge (architecture and engineering, geography, history, local, nobility and royal, or religion), Profession (Bookkeeper, brewer, cook, driver, guide, herder, hunter, innkeeper, lumberjack, miller, scribe, stablehand, tanner, or woodcutter), Ride, Sense Motive, Use Rope), Animal Affinity)
  • Automatic Languages:Common, Dwarven. Bonus Languages: Any.
  • Favored Class: Any.

Racial Stats

  • +2 Constitution, -2 Wisdom
  • Humanoid (Human, Dwarf): As the offspring of a Dwarf and Human, Half-Wood-Haired Dwarfs are naturally consider members of both for the purpose of racial effects.
  • Medium: As Medium creatures, wood-haired dwarves have no special bonuses or penalties due to their size
  • Half-Wood-Haired Dwarf base land speed is 30 feet. However, half-wood-haired dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, who speed is reduced in such situations)
  • Darkvision: Half-blood-haired dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is other like normal sight, and gold-haired can function just fine with no light at all.
  • Stonecunning: This ability grants a gold-haired dwarf a +2 racial bonus 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 gold-hair dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if they were actively searching, and a gold-haired dwarf can use the Search skill to find stonework traps as a rogue can. A gold-haired dwarf can also intuit depth, sensing their approximate depth underground as naturally as a human can sense which way is up.
  • +2 racial bonus on Intimidate checks
  • +1 racial bonus on saving throws against poison
  • +1 racial bonus on saving throws against spells and spell-like effect
  • +1 racial bonus on attack rolls against creatures with the orc subtype
  • +4 dodge bonus to Armor Class against creatures of the giant type
  • Uneducated: Half-blood-haired dwarves are consider illiterate unless they take a level in one of the following class, Arsitocrat, Wizard, Wu-Jen, Archivist, or spend 2 skills to grant literacy. They also have a -1 racial penalty to all knowledge checks
  • Weapon Familarity: Blood-hair dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapon rather than exotic weapons.
  • Bonus Feat: Half-Blood-Haired Dwarves start with an additional feat at first level choosing from the following (They must meet the prerequisites to choose the feat): Any fighter bonus feat, Agile, Alertness, Armor Proficiency (light), Armor Proficiency (Medium), Armor Proficiency (heavy) Athletic, Endurance, Great Fortitude, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (Any), Self-Sufficient, Shield Proficiency, Tower Shield Profiency, Simple Weapon Proficiency (Any) Skill Focus (Balance, Climb, Intimidate, Jump, Survival, Tumble) Toughness.

Racial Stats

  • + 2 Constitution, -2 Charisma
  • Humanoid (Human, Dwarf): As the offspring of a Dwarf and Human, Half-Wood-Haired Dwarfs are naturally consider members of both for the purpose of racial effects.
  • Medium: As Medium creatures, wood-haired dwarves have no special bonuses or penalties due to their size
  • Half-Coal-Haired Dwarf base land speed is 30 feet. However, half-coal-haired dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, who speed is reduced in such situations)

Darkvision: Half-coal-haired dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is other like normal sight, and gold-haired can function just fine with no light at all.

  • Stonecunning: This ability grants a half-coal-haired dwarf a +2 racial bonus 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 gold-hair dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if they were actively searching, and a gold-haired dwarf can use the Search skill to find stonework traps as a rogue can. A gold-haired dwarf can also intuit depth, sensing their approximate depth underground as naturally as a human can sense which way is up.
  • Stability: A half-coal-haired dwarf gains a +2 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
  • +1 racial bonus on saving throws against poison
  • +1 racial bonus on saving throws against spells and a spell-like effects
  • +4 racial bonus on Profession (Miner)
  • Bonus Feat: Half-Coal-Haired Dwarves get a bonus feat choosing from the following (they must meet the prerequisites in order to pick it): Acrobatic, Agile, Atheltic, Diligent, Endurance, Great Fortitude, Iron Will, Skill Focus (Balance, Climb, Jump, Profession (Miner), Survival).
  • Uneducated: Half-coal-haired dwarves are consider illiterate unless they take a level in one of the following class, Arsitocrat, Wizard, Wu-Jen, Archivist, or spend 2 skills to grant literacy, they also having a -1 racial penalty to all knowledge checks
  • Automatic Languages:Common, Dwarven. Bonus Languages: Any (Excluding Secret Languages).
  • Favored Class: Any.

Racial Stats

  • Humanoid (Elf, Human): As the offspring of an Elf and Human they are naturally consider members of both for the purpose of racial effects.
  • Medium: As Medium creatures, half-elves have no special bonus of penalties due to their size
  • Half-Elves base land speed is 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws ve
  • Low-light Vision: A half-elf can see twice as far as a human in starlight moonlight, torchlight, amd similar conditions of poor illumination. They retians the ability to distinguish color and detail under these conditions
  • +1 racial bonus on Listen, Search, and Spot checks
  • +2 racial bonus on Diplomacy and Gather Information checks.
  • +2 racial bonus on Profession (Farmer), Profession (Rancher) and +2 Handle Animals, half-elves grow up in Farm environments and benefit as such
  • A half-elf is entitled to one bonus feat of the following selection (they must meet the prerequisite in order to pick it): Animal Affinity, Negotiator, Persuasive, Skill Focus (Bluff, Diplomacy, Gather Information, Handle Animal, Knowledge (nature), Listen, Profession (Farmer, Rancher), Search, Sense Motive, Spot, Survival), Track.
  • Automatic Languages: Common, Elven. Bonus Languages: Any (Excluding secret languages).
  • Favored Class: Any

Vital Statistics

Table: Half-Elf Random Starting Ages
AdulthoodSimpleModerateComplex
20 years+1d6+2d6+3d6
Table: Aging Effects
Middle Age1Old2Venerable3Maximum Age
62 years93 years125 years+3d20 years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male' "+lb.× () lb.
Female' "+lb.× () lb.

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