Subraces

Each race in the world of Erathor can be further divided into several subraces. Each subrace has several racial features in addition to the standard PHB features.

Humans

Humans are the only race that inhabits Erathor that does not have any subraces, but to distinguish the variety within the Human race, they are divided into cultures, representing the Celts, the Norse, the Mediterranean, the Saracens, the Orientals, the Numidians, and the Indians. All Humans gain a +2 to one stat.

Elves

Elves have several subraces: The High Elves are the standard PHB elves, being fairer then others. They have a +2 to Dexterity and Intelligence and a -2 in Constitution. +2 Dexterity, -2 Constitution. Medium size. An elf’s base land speed is 30 feet. Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.) Low-light vision. Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow. +2 racial bonus on Listen, Search, and Spot checks. An 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, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. Favored Class: Wizard.

The Wood Elves make up the warrior caste of the Elven population, they often have darker tones to their hair and skin and are more muscled. They have a +2 to Dexterity and Strength and a -2 to Intelligence. The Wild Elves make up a small portion of the elven population, being nearly feral. They have a +2 to Strength and Constitution and a -2 to Dexterity. The Drow are the Elves that have fallen from grace and moved to the Underdark where they worship the Demon Goddess Llolth. They have obsidian skin and white hair. They have a +2 Intelligence and Charisma. Darkvision out to 120 feet. This trait replaces the high elf’s low-light vision. Spell resistance equal to 11 + class levels. +2 racial bonus on Will saves against spells and spell-like abilities. Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels. Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf’s weapon proficiency. Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf’s automatic and bonus languages. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area. Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf’s favored class. Level adjustment +1. The Star Elves are the rarest of Elves, with only one in one million children being born as Star Elves, even if both their parents are Star Elves. They are often noted by their hair, which is either black or white, their eyes, which are gold, green, red or purple, or their pale skin. The Star Elves have magic flowing in their vains moreso than other Elves and it manifests itself as natural sorcery. They have a +4 to Intelligence and Charisma and a +2 to Wisdom and a -2 to Constitution. Star Elves also cast spells as a Sorcerer or Wizard of 1/2 their hit dice, which stacks with Sorcerer levels. ECL +3.

Dwarves

The Dwarves are not noted for their subraces, but are divided into the Hill Dwarves, which are the standard PHB Dwarves, and have a +2 to Constitution and Wisdom and a -2 to Charisma. Medium size. A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. Darkvision out to to 60 feet. Stonecunning: This ability grants a 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 dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: Dwarves are exceptionally stable on their feet. A dwarf has 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 (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +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, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon. Favored Class: Fighter.

The Mountain Dwarves are the higher caste of Dwarves, making up the nobility. They have fairer hair and skin than other dwarves and a +2 to Constitution and Strength and a -2 to Dexterity. The Deep Dwarves live much deeper in the mountains than others and their skin has a reddish tinge to it. They have a Racial bonus on saves against spells and spell-like abilities increases to +3. Racial bonus on Fortitude saves against poisons increases to +3. Darkvision out to 90 feet. Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell. The Duergar are evil Dwarves who inhabit the Underdark, they are all bald and have gray skin. They have Racial bonus on saves against spells and spell-like abilities increases to +3. Racial bonus on Fortitude saves against poisons increases to +3. Darkvision out to 90 feet. Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.

Gnomes

The Gnomes of Erathor have several subraces, The Rock Gnomes are the Standard PHB Gnomes, they have a +2 Constitution and Charisma and a -2 Strength. Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. A gnome’s base land speed is 20 feet. Low-light vision. Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat. +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 racial bonus on Listen checks. +2 racial bonus on Craft (alchemy) checks. Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc. Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. Favored Class: Bard. The Svirneblin live in the Underdark, but unlike other inhabitants of the Underdark, they are not evil and live in great cities. They are likely the only allies surface dwellers will find in the Underdark. -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. These adjustments replace the rock gnome’s ability score adjustments. Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. Darkvision out to 120 feet and low-light vision. Spell resistance equal to 11 + class levels. +2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnome’s racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat. +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against all creatures (figured into the statistics for the character presented here). This trait replaces the rock gnome’s dodge bonus against giants. Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnome’s automatic and bonus languages. Spell-Like Abilities: 1/day—blindness/deafness (typical save DC 13), blur, disguise self. Caster level equals the svirfneblin’s class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnome’s spell-like abilities. Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels). +2 racial bonus on Craft (alchemy) and Listen checks. +2 racial bonus on Hide checks, which improves to +4 underground. Favored Class: Rogue. Level adjustment +2. The Whisper Gnomes are the rarest of the gnome subraces. They have a +2 to Constitution and Dexterity and a -2 to Strength and Charisma.

Subraces

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