Only the following races are available to Player Characters. The religious views are the same as
in the book, for your knowledge. Prices and such are the same as well. The only difference is
slight changes to racial groups and the obvious campaign world.
Dwarves
* Mountain dwarves have the following characteristics: +2 Strength, -2 Dexterity,
+2 Constitution, -2 Charisma. Mountain dwarves are large and stocky. However,
they are rather slow and course in social situation. Medium size
* Dwarven base speed is 20 feet
* Darkvision: 60 feet.
* Stonecutting (as per the Player's Handbook)
* +2 racial bonus on saving throws against poison
* +1 racial bonus to attack rolls against orcs and goblinoids.
* +4 to dodge bonus against giants.
* +2 to appraise checks related to race or exotic items.
* +2 to Craft checks related to stone or metal work
* Automatic languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran,
and Undercommon.
* Favored class: Warrior. Any magic users must take only spells that deal with weaponry
(Keen Edge, etc. Fireball is right out!)
* Hill dwarves hane the following characteristics: Same as Player's Handguide.
* Exception... +2 bonus to Craft skill is only to metalwork for most hill dwarves. Hill
dwarves from the Gaeir Hills only gain the +2 bonus of craft on gemwork. An appraise checks
for only gems gains a +2.
* Languages: Common and Dwarven. Bonus Languages: Giant, Gnoll, Gnome, Elven, Halfling, and Orc.
* Favored class: Warrior, Magic users from the Gaier Hills can take any spells. Silver Hill
dwarves can take spells according to their clan (read the summary of the Silver Hills to
understand).
Humans
* Humans have the following characteristics: Same as Player's Handbook.
Elves
All elves have the weapon proficiencies as described in the Player's Handbook, pg. 16.
* Juristo Elves have the following characteristics Same as normal elves in the Player's Handbook.
* Shir Elves have the following characteristics -1 Strength, +2 Dexterity, -2 Constitution,
+1 Charisma
* Medium Size
* Base Speed of 30 feet
* Immunity to sleep spells, +2 racial saving throw against Enchantment spells or effects
* Low-light Vision
* +2 racial bonus to Listen, Search, Spot, Diplomacy, and Sense Motive checks. The Shir elves
are political in nature and taught at a young age to interact with others.
* Automatic languages: Common and Elven, can take Draconic, Gnoll, Gnome, Goblin, Orc, and
Sylvan as bonus languages.
* Favored class: Wizard
* Wild Elves have the following characteristics: +2 Dexterity, -1 Constitution, -1 Charisma
* Medium-size
* Base Speed of 30 feet
* Immunity to sleep spells, +2 racial saving throw against Enchantment spells or effects
* Low-light Vision
* +2 racial bonus to Listen, Spot, and Wilderness Lore checks.
* Automatically gain the Tracking Feat
* Automatic Languages: Elven, can take Common, Gnoll, Gnome, Goblin, Orc, and Sylvan as bonus
languages. Wild Elves are not literate, and often have little patience to become so.
* Favored class: Ranger or barbarian
Gnomes
* Normal gnomes have the following characteristics: Same as the Player's Handbook, pg. 16-7
* Forest gnomes have the following characteristics: Same as the Player's Handbook, pg. 16-7
with the following exceptions:
* Innate ability to pass without trace (as per the spell)
* +1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
* Gain a +4 racial bonus to Hide checks, +8 if in a wooded area.
Half-Elves
* Half-Elves have the following characteristics: Same as the Player's Handbook, pg. 17-8
Half-Orcs
* Half-orcs have the following characteristics: Same as the Player's Handbook, pg. 18-9
Halflings
* Normal Halflings: Same as the Player's Handbook, pg. 19-20. Exception is for the Halves of the
Silver Hills, whose favored class is a sorcerer.
* Tallfellow halflings have the following characteristics: Same as the Player's Handbook,
pg. 19-20 with the following exceptions:
* +2 racial bonus to Search, Spot, and Listen checks.
* Same ability to detect secret doors as elves do.
* Do not receive bonuses to Climb, Jump, and Move Silently due to their larger bodies.
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Last updated 3 Dec 2002