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Racial Options

Beyond the standard races in the Player's Hand Book additional races are sometimes permitted. Make your case to the DM and see if your deviant request is granted.

Races such as dwarves and elves have some adjustments but the others are adapted here just for Hurssian life. See thr list below for your full options.

Races Detailed

Social Level Adjustment 0* indicates this creature will always have a social level of 0, no matter what class and level.

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Races Detailed

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Barbarians

Attributes : +2 Strength. +2 Constitution. -4 Charisma.

Resistance : +4 save vs cold. +2 save vs. spells & spell-like affects.

Skill Bonuses : +4 Listen & Spot when in the wilderness. +2 Move Silently & Hide when in the wilderness and not wearing armour.

Survival : Survival is a racial skill for barbarians, they gain a +4 bonus.

Barbaric : -4 to social reaction skills with civilised races. May not use ‘high-tech’ equipment such as crossbows. Double cost to learn to read/write. –2 penalty to Decipher Script, Disable Device, Forgery, Open Lock & Use Magic Device.

Physical Description :

Base Height : 72/67+3d10;

Base Weight : 200/180+4d20;

Base Age : 13+1d4 (Middle Age : 39; Old Age : 50; Venerable : 70; Maximum Age : 70+2d10)

Spell Point Modifiers : Arcane (Dwarf), Divine (Human)

Favoured Class : Berserker

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Brownie

The creature resembles a very small elf, shorter than a halfling and very slim, with brown hair. It wears brightly coloured garments and it carries a belt full of artisan’s tools. Brownies are benign and exceedingly nimble creatures that may be related very distantly to halflings. Peaceful and friendly, brownies live in pastoral regions, foraging and gleaning their food.

o Physical Description : A brownie stands no taller than 2 feet and weighs about 6 pounds. Their garments are usually made of wool or linen and dyed bright colours and decorated with elaborate embroidery or trimmed with silver or gold studs and buttons.

o Attributes : -6 Strength, +10 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma

o Tiny Size : A brownie has a +2 bonus to Armour class and attack rolls and a +8 bonus on Hide checks. A brownie uses smaller weapons than humans use, and his lifting and carrying limits are half of those of a Medium character.

o Speed : A brownie’s base land speed is 30 feet.

o Vision : Darkvision out to 30 feet & Low-Light Vision

o Calm Animal : As a free action, a brownie can calm an animal. The power is similar to a calm animals spell, except that it works on a single animal within 30 feet. An animal that has been affected or has made a successful saving throw against this power cannot be affected again for one day. The caster level for this power is 7 + the brownie’s character level. The save DC against this power is 14 + the brownie’s Charisma modifier. This is a supernatural ability.

o Spell-Like Abilities : A brownie can use the any of the following, each once a day: confusion, dancing lights, daylight, dimension door, protection from evil, ventriloquism. Saving throws are 10 + spell level + the brownie’s Charisma modifier. The brownie’s caster level is 7 + the brownie’s character level.

o Evasion (Ex) : If a brownie is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the brownie takes no damage with a successful saving throw. If the brownie gains a class level that gives it the evasion class feature, the brownie gains improved evasion instead.

o Hide in Plain Sight (Ex) : In areas of dim light, tall grass, or heavy undergrowth a brownie can use the Hide skill even while being observed and without having anything to actually hide behind. This ability does not stack with the hide in plain sight class feature.

o Uncanny Dodge (Ex) : As the rogue ability. If the brownie gains a class level that gives it the uncanny dodge class feature, the brownie gains improved uncanny dodge instead.

o Wild Empathy (Ex) : As the druid ability. If the brownie gains levels in a class that has the wild empathy class feature, the brownie’s bonus on wild empathy checks is 7 + the relevant class level + the brownie’s Charisma modifier.

o Skills : +2 racial bonus on Craft checks.

o Spell Point Modifiers : Arcane (Elf), Divine (Half-Dragon)

o Favoured Class : Expert.

o Level Adjustment : +4.

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Half-Elf/Orc

The half-elf/orc is the result of a very unpleasant union. Most children of such a union do not survive beyond a few months of age and are certainly never welcomed into elven society (the mother is always elven). The only ones that do are those whose mothers would chose banishment and family shame above the death of their babies. They have to take refuge in human lands and neither mother nor child would ever be welcome into the Sylvan Woods again.

Attributes : +2 Strength, -2 Intelligence, -2 Charisma

Darkvision : 60’

o Base Speed : 30’

Bonuses : +1 Listen, Search & Spot

Blood : Counts as both Elven & Orc

Spell Point Modifiers : Arcane (Half-Elf), Divine (Half-Orc)

Favoured Class : Any

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Elves

There are three types of elves in Hurssia. The most common are the High Elves as described in the PHB and MM. These are the elves that make up the majority of the elven inhabitants of the Larrowmor and Allath Atoll. The second kind are the subterranean fallen elves, known as the Drow (as per the MM). The third group are the True Elves. These are celestial elves who predominantly inhabit Allaveer’s plane, although some choose to live on the prime material. Drow and True Elves do not inter-breed with humans and thus all half-elves are of the High-Elf type (as per the PHB/MM).

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True Elves are as follows :

Attributes :+2 Dexterity, +4 Wisdom, +2 Charisma, –2 Constitution

Observant : Low-Light Vision, +2 Spot, +2 Search, +2 Listen, Notice Secret Doors (as per high elf)

Skilled : +15 Sense Motive, +10 Knowledge (Religion), +10 Perform, +10 Craft

Immune to Magic Sleep

Saves : +4 Save vs. Enchantment Spells & Powers

Spell Resistance : 15 + Character Class Level(s)

Immortal : Immune to Disease, Poison and Aging Effects Beyond Adulthood (reached at the age of 200)

Plane Shift : True elves can shift between any Prime Material and Allaveer’s Mystical Forest at will. This power takes a full round to complete, any interruption disrupts the power. The elf can only take himself and whatever he is carrying (including another creature(s)).

Racial Level Adjustment : +4

Physical Description : As per high elves, except the base height for males and females is 4’11” – True Elves are much taller than normal ones.

Spell Point Modifiers : Arcane (Half-Dragon), Divine (Half-Demon)

Favoured Class : Druid

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White Elves are as follows :

Origin : White Elves come from the Forest of the Winter Kings in the far west of Faerlanse. They are extremely rare in Hurssia, with none being recorded to date. They are from a very cold region and Hurssia’s warmer climate does not suit them.

Base Details : White Elves use the same details as High Elves, with the following modifications :

Favoured Class : Ranger

Resistance : +2 Resistance to Cold

Spell Point Modifiers : Arcane (Hobbit), Divine (Elf)

Spell Resistance : 10 + Level

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Half-Elves (White) are as follows :

Origin : Half-White Elves are extremely rare except in the border lands near the Forest of the Winter Kings.

Base Details : They use the same details as ordinary half-elves except for the following:

Favoured Class : Fighter

Spell Point Modifiers : Arcane (Hobbit), Divine (Half-Elf)

Spell Resistance : 5 + Level

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Hobbits

Hurssian Hobbits resemble D&D halflings only in that their basic size and dexterity grant them the same basic powers.  In all other aspects their outlook, personalities and description should resemble that of Tolkien’s Hobbits in the original books (i.e. as Tolkien intended).  They are a peaceful, non-nomadic, race who like agriculture, good food, good ale and pipe smoke.  Statistic wise they only differ from the PHB in that their favoured classes are Expert and Commoner, not Rogue.

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Sundered Dwarves

Attributes : -2 Charisma, +2 Constitution, +2 Strength

Darkvision : 30’

Resistance : +2 Racial Save vs Poisons, Spells & Spell Like effects.

Claustrophobic : A sundered dwarf must roll a successful Willpower saving throw (DC:15) in order to overcome his fear of the underground before he can enter dungeons, caves, and tombs. If the check fails, he may not enter. Once underground he must make a saving throw each day. If he fails, he will want to leave the underground by the most direct route.

o Underground Penalty : If the character fails a Willpower check and is underground he has a -2 Penalty to attack rolls. If the Claustrophobia Willpower roll failed then everyday the character is underground the penalty increases by –1. The character can attempt to overcome this every day with another Willpower check (DC as above) except he has a penalty equal to his current attack penalty.

Giants : +4 Dodge versus giants.

Physical Description : As per mountain dwarves, except appearance tends to be less well kept.

Spell Point Modifiers : Arcane (Dwarf), Divine (Dwarf)

Favoured Class : Fighter

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Half-Ogre

These are the offspring of ogre and human matings. They have much of the strength and size of their ogre heritage, but also retain much of the native intelligence and reason of their human side.

Physical Description : Half-ogres stand between seven and eight feet tall, appearing as huge humans. The skin coloration that marks ogres is very much subdued in half-ogres: swarthy skin, lank hair and usually, but not always, human eyes.

o Attributes : +6 Strength, +2 Constitution, -2 Intelligence, -2 Charisma

o Large size : –1 penalty to Armour Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

o Space / Reach : 8’ / 8’.

o Natural Armour : +2 bonus.

o Darkvision : 60’

o Base Speed : 30’

o Spell Point Modifiers : Arcane (Half-Orc), Divine (Half-Orc)

o Favoured Class : Fighter

o Level Adjustment : +1

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Wemic

Wemics blend leonine and aboriginal human cultures in a primitive society. They live in nomadic groups called “prides”, surviving through hunting. They know and use fire, and craft stone weaponry, pottery, and ornaments. Wemics have human intelligence; if exposed to more complex skills they can learn, providing they can overcome their superstitious nature. Adepts are very important to wemic society, for the primitive hunters see everything as supernatural. Weather and the changing of day into night are functions of the gods. Everything is personified and alive and magical — the sun, the moon, the clouds, the rivers. Such is how wemics see the world.

Physical Description : Wemics are part human, part lion, combining the two as centaurs combine human and horse. The wemic’s leonine body has a human torso extending from what would be a lion’s neck. Wemics grow to 10 feet long, reaching heights of six to seven feet when standing erect. The leonine body is covered with dusky golden fur, while the underbelly fur is short and white. The tip of the tail is a brush of long black hair, and adult males also have a flowing mane of long black hair. The face is leonine, and the eyes are usually golden with slit pupils. The claws of the forepaws are retractable, the hind claws are not.

o Attributes : +4 Strength, -2 Dexterity

o Large size : –1 penalty to Armour Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

o Space / Reach : 10’ / 5’.

o Base Speed : 30’

o Attacks : Wemics can attack with hand held weapons like a human. They can also make secondary attacks with their front paws. These are at –5 to attack, but do 1d4+ ½Str damage. Wemics can take the Multiattack feat to reduce the attack penalty.

o Superstitious : All of nature is personified in the wemic’s mind, and thus every whisper of wind and rumble of earth is an omen. Certain modern items frighten them until they learn what they are. They especially fear obviously supernatural beings and the undead.

o Spell Point Modifiers : Arcane (Dwarf), Divine (Human)

o Favoured Classes : Adept & Warrior

o Level Adjustment : +0

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Race - Wemic
Race - Half-Ogre
Race - Brownie
Race - Sudered Dwarves
Race - Half-Elves (White)
Race - Hobbits
Race - White Elves
Race - True Elves
Race - Brownies
Race - Half-Elf/Orc
Race - Barbarians
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