CC 3.7 Races

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“You know the mind of a human only when his last deed is done”

Humans need little introduction, although perhaps some explanation. Humans are a vibrant and diverse lot, encompassing every stereotype and every class of citizen. they have a reputation for being short lived, violent and unreliable, mostly due to their numerous wars, although many of their kind are quite the opposite. Humans do not lean towards any specific lifestyle or alignment and their race encompasses the absolute best, and the absolute worst the world has to offer. Humans hold the unique accolade of being able to master many skills very quickly, and seem to turn their hands to things with very little effort. Humans physical appearances match our world, and run the gamut from the “normal” to the “weird”. Since the average human town or city is a bustling cosmopolitan group, with members of all the races coming and going humans frequently learn at least a creole of many languages.

Ages 16-75

Speed: 30ft Size: Medium

Quick to master: 1 bonus feat, +4 skill points at first level, +1 skill point per level after 1st.

Cosmopolitan: +2 racial bonus to diplomacy

Racial Polyglot: may learn any language present in an area except secret languages.


Age 25-275

+2 Dexterity. -2 Constitution.

Speed: 30ft Size: Medium

Sleeplessness: Immune to all sleep effects. +2 racial saves vs enchantment.

Elven Weapon Familiarity: proficiency with the elven racial weapons group.

Keen Senses: +2 racial bonus on Listen, Search and Spot.


Age 20-300

+2 Constitution. -2 Dexterity.

Speed: 20ft Size: Medium

Darkvision 60ft

Sturdy: A Dwarf is capable of moving his normal maximum speed when wearing armour or encumbered due to weight. other restrictions to his movement still apply and a dwarf must still be able to lift the load she is carrying. Dwarves are also counted as "unusually stable".

Stonecuning: A Dwarf gains a +4 racial bonus to appraise, craft and knowledge checks when dealing with stonework. A Dwarf always knows how deep she is underground and is always able to retrace his steps in underground settings. Dwarves still get lost in forests or other rural settings.

Dwarven Weapon Familiarity: Proficiency with the dwarven racial weapons group.

+2 Racial Saves vs poison and spells.


Age 16-140

+2 Dexterity. -2 Strength.

Speed: 20ft Size: Small

Small: +1 attack, +1 Armour Class, +4 to hide, Lift and carry capacities are 3/4 normal.

Lucky: +1 luck to all saves

Good Aim: +1 luck to hit with slings and thrown weapons

Fearless: +2 racial bonus on saves vs fear

+2 Racial bonus to Listen, Climb, Jump, Move Silently


Gnomes are a short, enthusiastic people with unusually long fingers and pointed elven ears. They are quite inherently magical and it is not unusual fr the majority of a gnomish population to display some kind of magical talent. They are naturally skiled at illusion magic, and have a strong love and respect for nature. Gnomes frequently fit their racial stereotype of being genius inventors, mad wizards and jovial tricksters. Gnomes stand at most four feet tall, with the majority of their people being somewhat shorter (between three feet and four).

Age 18-120

-2 Strength, -2 Wisdom, +2 Intelligence, +2 Charisma

Speed: 20ft Size: Small

Small: +1 attack, +1 Armour Class, +4 to hide, Lift and carry capacities are 3/4 normal.

spell like abilities: Gnomes gain the following spell like abilities (DC10 + charisma mod + spell level) Dancing lights, Ghost sound, Prestidigitation and a special speak with burrowing animals which lasts one minute.

Illusion Focus: +1 to the DC's of any illusion spell and +2 to saves vs illusion.

Weapon Familiarity: Gnomes treat the hooked hammer as a simple weapon rather than an exotic.

+2 racial bonus to listen, spot and knowledge arcana.

Low light vision


“From the depths they came, with weapons and armours of strange metals, a proud culture of a people cursed, pursued by the horrors of their nightmares”

Minotaurs are tall and broad creatures with powerful muscles, long shaggy fur and prominent horns. They appear as bull headed humanoids with sharp, obviously carniverous teeth, and thick hides. Minotaurs crawled out of the darkness below the earth when their civilization was destroyed by lurking horrors, powerful monsters and disasters. The Minotaurs emerged into the centre of a different world some four hundred years ago, lost and confused. The Nearby Gnomish empire welcomed the strange immigrants with open arms, giving them jobs as strong lifters, guards and soldiers (all things gnomes are not exactly suited for) and in return the minotaurs were given somewhere to live and food to eat. Minotaurs now make up a small portion of the populace and can still be found doing hard labour, dock work, construction work and guard duty across the known world, although their large and frightening prescence occasionally leaves them somewhat distrusted. Minotaurs are between six feet six, and seven feet tall, with broad shoulders and powerful muscles.

Age 17-80

+2 Strength, +2 Constitution, -2 Dexterity, -2 Intelligence

Speed: 30ft Size: Medium

Oversized build: A Minotaur may wield weapons one size category too large without penalty.

Blessing of the Labrys: Minotaurs are immune to maze spells and effects. A Minotaur will never be "lost" except in extreme circumstances.

+1 Natural Armour

+2 Racial bonus on Search and Survival

Darkvision 60ft

Gore: a Minotaur has a powerful gore attack which deals 2d6 damage with full strength bonus. This is a natural attack.


"In our traditions lies the path to enlightenment young one, hastiness will lead to destruction and contemplation will lead to salvation."

Mossos are stocky, powerfully built lizard folk with broad armoured heads and a thick scaled hide. They are primarily herbivorous although they can digest meat and frequently live at high altitudes in warm mountains. They are macro endotherms, meaning they are cold blooded, however their bodies are sufficiently large as to generate a fair quantity of heat (in the fashion of dinosaurs). Due to their swamp dwelling heritage, mossos are good swimmers and are capable of holding their breath for an impossibly long time. Their society favours perfection of an art above other things, and any mossos who wishes to be trained in the art of weaponry must first demonstrate skill at unarmed fighting before they are ever allowed near a real weapon. Their society has a strong monastic tradition, and their high hidden monasteries look out over the mountain plains and lakes of their homelands. Mossos are taught to think deeply about problems, to not rush to conclusions, and the value of tradition, although this leaves most mossos as quite slow witted in comparison to the other races. Mossos are usually between four feet ten and six feet six in height.

Age 14-65

+2 Wisdom, -2 Intelligence

Speed: 30ft Size: Medium

Weapon Familiarity: a Mossos receives improved unarmed strike as a bonus feat at first level.

Improved lung capacity: a Mossos may hold it's breath for 5x longer than normal.

+2 Natural Armour

+4 racial bonus to swim and balance. A Mossos may always take 10 on swim.