Professional Documents
Culture Documents
Table of Contents
Standard Hybrids
Dwarrow (Dwarf/Gnome)
Kungun Dwarf
Clan Dwarf
+2 Constitution, 2 Charisma
Dwarf
Gnome
+4 Charisma, 2 Strength
Gnome
Size
Base Land
Speed
Statistics
Race
Dwarf-Raised Dwarrow
Gnome-Raised Dwarrow
+2 Charisma
Dwarf and Gnome Blood: For all special abilities and
effects, dwarrow are considered dwarves and gnomes.
Dwarrow, for example, can use weapons or magic items
with racially specific gnome or dwarf powers as if they
were gnomes or dwarves.
Small: As Small creatures, gnomes gain a +1 size bonus
to Armor Class, a +1 size bonus on attack rolls, and a +4
size bonus on Hide checks, but they use smaller weapons
than Medium characters and their lifting and carrying
limits are three-quarters of those of Medium characters.
Kungun Dwarf
Clan Dwarf
Dwarves may treat dwarven waraxes and dwarven
urgoshes as martial weapons, rather than as exotic
weapons.
Gnome
Gnomes treat hand
crossbows as martial
weapons, rather than as
exotic weapons.
Vision
Magic
Kaladrun Mountains
(additional +2 when above
ground)
Kaladrun Mountains
(additional +2 when below
ground)
Dwarf-Raised Dwarrow
Choose to treat either
dwarven waraxes, dwarven
urgoshes, or urutuk
hatchets as martial
weapons, rather than as
exotic weapons.
Gnome-Raised Dwarrow
Treat hand crossbows as
martial weapons, rather
than as exotic weapons.
Kaladrun Mountains
Central Erenland
Kungun Dwarf
Clan Dwarf
Resilient: +2 natural armor bonus and a +2 racial bonus
on saves against poison
Special
+2 racial bonus on Appraise and Craft checks that are
Ability / Skill related to stone or metal items.
Bonus I
Gnome
Dwarven kin: gain a +1
racial bonus on Fortitude
saving throws and a +2
racial bonus on saves
against spells and spell-like
effects
Natural Riverfolk: Gain a
+2 racial bonus on
Perform, Profession (boater
and sailor), Swim, and Use
Rope checks. Additionally,
they may swim at one-half
their land speed with a
move action, and may
swim at their land speed
with a fullround action.
Finally, gnomes can hold
their breath for a number of
rounds equal to three times
their Constitution score.
Dwarf-Raised Dwarrow
Gnome-Raised Dwarrow
Dwarven Kin: +1 (not +2) natural armor bonus and a +2
racial bonus on saves against poison
+2 racial bonus on
Appraise and Craft checks
that are related to stone or
metal items.
Special
n/a
Ability / Skill
Bonus III
Special
N/a
Ability / Skill
Bonus III
Clan Dwarf
Stonecunning: This ability
grants clan dwarves a +2
bonus to notice unusual
stonework, such as sliding
walls, new or unsafe
construction, and the like.
A clan dwarf who comes
within 10 feet of unusual
stonework can make a
check as if actively
searching, and a clan dwarf
can use the Search skill to
find stonework traps as a
rogue can. A clan dwarf
can also intuit depth,
sensing his approximate
depth underground as
naturally as a human can
sense which way is up.
Stability: +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).
Gnome
Natural Traders: Whenever
engaged in interactions
involving trading or
smuggling, gain a +4 racial
bonus on Appraise, Bluff,
Diplomacy, Forgery,
Gather Information, and
Profession checks.
Dwarf-Raised Dwarrow
Gnome-Raised Dwarrow
Either Natural Mountaineer Natural Traders: Whenever
or Stonecunning
engaged in interactions
involving trading or
smuggling, gain a +2 (not
+4) racial bonus on
Appraise, Bluff,
Diplomacy, Forgery,
Gather Information, and
Profession checks.
N/a
N/a
N/a
N/a
N/a
N/a
N/a
Kungun Dwarf
Clan Dwarf
+1 racial bonus on attack rolls against orcs..
Gnome
n/a
Dwarf-Raised Dwarrow
+1 racial bonus to AC
when fighting against Orcs
Gnome-Raised Dwarrow
N/a
n/a
n/a
Automatic Languages:
Clan Dialect, Old
Dwarven, Traders Tongue
(1); Bonus Languages:
Orcish, other Clan
Dialect
Automatic Languages:
Clan Dialect (2), Old
Dwarven (1), Traders
Tongue, any two
unrestricted languages at
pidgin level. Bonus
Languages: Any
unrestricted languages.
Rogue
Goods
Languages
Automatic Languages:
Clan Dialect, Old
Dwarven. Bonus
Languages: Orcish, other
Clan Dialect, Traders
Tongue.
Automatic Languages:
Clan Dialect, Old
Dwarven. Bonus
Languages: Orcish, other
Clan Dialect.
Favored
Class
Barbarian
Fighter
Fighter
Dworg (Dwarf/Orc)
Kungun Dwarf
Clan Dwarf
+2 Constitution, 2 Charisma
Orc
+4 Strength, 2
Intelligence, 2 Charisma.
Race
Size
Dwarf
Medium: As Medium creatures, dwarves have no special
bonuses or penalties due to their size.
Base Land
Speed
Orc
Medium: As Medium
creatures, orcs have no
special bonuses or
penalties due to their size.
Orc base land speed is 30
feet.
Statistics
Weapon
Familiarity
Kaladrun Mountains
(additional +2 when above
ground)
Kaladrun Mountains
(additional +2 when below
ground)
30 feet
Northern Reaches.
Kaladrun Mountains
Dworg
+2 Strength, +2
Constitution, 2
Intelligence, 2 Charisma.
Both
Medium
Magic
Kungun Dwarf
Clan Dwarf
Darkvision: Dwarves can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise
like normal sight, and dwarves can function just fine with
no light at all.
Orc
Night Fighters: Orcs have
darkvision, which allows
them to see in normal
darkness up to 60 feet.
Darkvision is black and
white only, but it is
otherwise like normal
sight. Further, orcs are so
at home in the darkness
that they gain a +1 racial
bonus on attack rolls when
there is no light at all.
Spell Resistant: Gain a +2
racial bonus on saves
against spells and spell-like
effects, but those with spell
energy have two fewer
points of spell energy than
they otherwise would.
Save Bonus
Resistance to Cold:
Immune to nonlethal
damage caused by cold
dangers like cold weather,
severe cold or exposure, or
extreme cold. Additionally,
orcs suffer only half the
normal damage (rounded
down) from the lethal cold
damage caused by extreme
cold.
Dworg
Darkvision: can see in the
dark up to 60 feet.
Darkvision is black and
white only, but it is
otherwise like normal
sight, and dwarves can
function just fine with no
light at all.
Special
n/a
Ability / Skill
Bonus III
Special
N/a
Ability / Skill
Bonus IV
Clan Dwarf
Stonecunning: This ability
grants clan dwarves a +2
bonus to notice unusual
stonework, such as sliding
walls, new or unsafe
construction, and the like.
A clan dwarf who comes
within 10 feet of unusual
stonework can make a
check as if actively
searching, and a clan dwarf
can use the Search skill to
find stonework traps as a
rogue can. A clan dwarf
can also intuit depth,
sensing his approximate
depth underground as
naturally as a human can
sense which way is up.
Stability: +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).
Orc
Natural Predators: Orcs
may add their Strength
modifiers (in addition to
their Charisma modifiers)
to Intimidate checks.
Dworg
Choose either Mountaineer
or Stonecunning.
N/a
N/a
N/a
N/a
Kungun Dwarf
Clan Dwarf
+1 racial bonus on attack rolls against orcs.
+1 racial bonus to AC when fighting against Orcs. (Clan
Dwarf only)
+1 racial bonus on attack rolls when fighting with axes
and hammers.
Goods
Languages
Favored
Class
n/a
Automatic Languages:
Clan Dialect, Old
Dwarven. Bonus
Languages: Orcish, other
Clan Dialect, Traders
Tongue.
Barbarian
10
n/a
Automatic Languages:
Clan Dialect, Old
Dwarven. Bonus
Languages: Orcish, other
Clan Dialect.
Fighter
Orc
Light Sensitivity: Orcs
suffer a 1 penalty on
attack rolls in bright
sunlight or within the
radius of a daylight spell.
+1 racial bonus on damage
rolls against dwarves.
+1 racial bonus to attack
rolls when fighting in
groups of 10 or more orcs,
whether they are enemies
or allies.
N/a
Automatic Languages:
Black Tongue, Old
Dwarven (1), High Elven
(1), Orcish. Bonus
Languages: Any except
restricted languages.
Barbarian
Dworg
Minor Light Sensitivity:
Dworgs in bright sunlight
or within the radius of a
daylight spell must make a
Fortitude save (DC 15 for
sunlight, or the save DC of
the spell) or suffer a 1
penalty on attack rolls as
long as they remain in the
lighted area.
+2 racial bonus on attack
rolls against orcs.
Automatic Languages:
Clan Dialect, Old Dwarven
(1), Orcish (1). Bonus
Languages: Other Clan
Dialect, Traders Tongue.
Barbarian
Elfing (Elf/Halfling)
Base Elf
Base Halfling
+2 Dexterity, 2
Constitution
Elf
N/a
Size
Medium: As Medium
creatures, elves have no
special bonuses or
penalties due to their size.
Base Land
Speed
Statistics
Race
11
+2 Dexterity, 2 Strength
Nomadic Halfling
Addition
N/a
Nomadic Halfling-Raised
Elfling
+4 Dexterity, 2 Constitution, 2 Strength
N/a
Halfling
N/a
N/a
N/a
N/a
Base Halfling
Weapon
Familiarity
Weapon Familiarity:
Halflings gain proficiency
with halfling lances as if
they were martial weapons,
rather than exotic weapons.
Favored
Region
Vision
Weapon Familiarity:
Danisil treat sepi as martial
weapons, rather than as
exotic weapons.
Additionally, when
wielding two sepi, Danisil
suffer only half the normal
penalties for wielding a
second weapon in their off
hand. This benefit stacks
with that granted by TwoWeapon Fighting and
similar feats.
Jungle elves favored
region bonuses for Erethor
increase by +2 when in the
Aruun. Additional +2 on
all Survival and
Knowledge (nature) when
in Erethor
N/a
12
Central Erenland.
Nomadic Halfling
Addition
N/a
N/a
Aruun Jungle
Low-light Vision:
N/a
Halflings can see twice as
far as a human in starlight,
moonlight, torchlight, and
similar conditions of poor
illumination. They retain
the ability to distinguish
color and detail under these
conditions.
Nomadic Halfling-Raised
Elfling
Treat halfling lances and
atharaks as martial
weapons, rather than as
exotic weapons
Central Erenland.
Special
N/a
Ability / Skill
Bonus III
13
Base Halfling
N/a
Nomadic Halfling
Addition
N/a
N/a
N/a
N/a
N/a
Nomadic Halfling-Raised
Elfling
Natural Channelers: Halflings gain the Innate Magic feat
as a bonus feat.
Base Halfling
Special
N/a
Ability / Skill
Bonus IV
Fighting
N/a
Bonus
Goods
All elves may begin play
with elven traveling
clothes, erethor tea, and
hearthstones (at onequarter normal cost).
Languages
N/a
N/a
Favored
Class
n/a
14
N/a
Nomadic Halfling
Addition
N/a
N/a
Nomadic Halfling-Raised
Elfling
N/a
N/a
N/a
N/a
N/a
N/a
N/a
Automatic Languages:
Colonial, Halfling. Bonus
Languages: Black Tongue,
Courtier, Erenlander,
Jungle Mouth, Orcish,
Traders Tongue.
N/a
Herbalists: Danisil-raised
elflings may begin play
with up to 10 doses of
orcbane poison (at normal
cost)
Automatic Languages:
Halfling (1), High Elven
(1), Jungle Mouth. Bonus
Languages: Colonial,
Erenlander, Orcish,
Traders Tongue
Wildlander
Any
N/a
Wildlander
Any
Automatic Languages:
Erenlander, Halfling,
Jungle Mouth (1). Bonus
Languages: Colonial,
Orcish, Traders Tongue.
New Hybrids
Erenling (Erenland Human /Halfling)
Erenlings are the results of contacts between the Erenlander humans and Agrarian Halflings. They preserve some of the flexibility of their human parents, but are small in stature like the
Halfling side.
Statistics
Race
Size
Base Land
Speed
Weapon
Familiarity
Favored
Region
Vision
Erenland Human
+2 bonus on one ability
score of the players choice
and suffer a 2 penalty on
one other ability score of
the players choice.
Human
Medium
30 feet
Choose a single exotic
weapon associated
with either Dorns or
Sarcosans
Northern, Central, or
Southern Erenland
N/a
15
Base Halfling
+2 Dexterity, 2 Strength
Halfling
Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size
bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller
weapons than Medium characters use and their lifting and carrying limits are threequarters of those of Medium characters.
Halfling base land speed is 20 feet.
Both
Small
Weapon Familiarity: Halflings gain proficiency with halfling lances as if they were
martial weapons, rather than exotic weapons.
Central Erenland.
Low-light Vision: Halflings can see twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor illumination. They retain the ability to
distinguish color and detail under these conditions.
20 feet
Choose a single exotic
weapon associated
with either Dorns or
Sarcosans
Save Bonus
Base Halfling
Agrarian Halfling Addition
Natural Channelers:
N/a
Halflings gain the Innate
Magic feat as a bonus feat.
+1 racial bonus on all saving throws.
Special
Ability / Skill
Bonus I
Special
Ability / Skill
Bonus II
+2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are
halfling traits in equal measure.
N/a
Stout or Studious: Agrarian halflings gain either
Magecraft as a bonus feat or Endurance and Toughness
as bonus feats.
+2 racial bonus on Spot
Dexterous Hands: Agrarian halflings gain a +2 racial
and Listen checks.
bonus on all non-metal and non-wood Craft checks and
all Heal checks.
Magic
Erenland Human
N/a
Human-Raised Erenling
N/a
N/a
N/a
N/a
N/a
N/a
N/a
N/a
N/a
N/a
N/a
N/a
Automatic Languages:
Erenlander, Halfling.
Bonus Languages: Black
Tongue, Courtier, Colonial,
Jungle Mouth, Orcish,
Traders Tongue.
Any
N/a
Automatic Language:
Erenlander. Bonus
Languages: Any.
Any
N/a
Automatic Languages:
Colonial, Halfling. Bonus
Languages: Black Tongue,
Courtier, Erenlander,
Jungle Mouth, Orcish,
Traders Tongue.
Any
Male: 50 + 2d10
Male: 26 + 2d4
Special
8 extra skill points at 1st
Ability / Skill level and 2 extra skill
Bonus III
points at each additional
level.
Special
N/a
Ability / Skill
Bonus IV
Fighting
N/a
Bonus
Goods
N/a
Languages
Automatic Language:
Erenlander. Bonus
Languages: Any.
Favored
Class
Height
Halfling-Raised Erenling
N/a
16
Male: 39 + 2d6
Any
Erenland Human
Female: 410 + 2d10
Male: 130 lb, Weight Mod
x2d4
Female: 95 lb, Weight Mod
x2d4
Age
Base Halfling
Agrarian Halfling Addition
Female: 24 + 2d4
Male: 30 lb, Weight Mod x1
Female: 25 lb, Weight Mod x1
As Dworg
17
Gnomeling (Gnome/Halfling)
Gnomelings are the results of intermarriages between Gnomes and Halflings in Erenland. The Halfling parent are almost always Agrarian, but Nomadic Halfling combinations have been known.
Gnome
Base Halfling
Statistics
Race
+4 Charisma, 2 Strength
Gnome
+2 Dexterity, 2 Strength
Halfling
Size
Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size
bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller
weapons than Medium characters use and their lifting and carrying limits are threequarters of those of Medium characters.
Base Land
Speed
Weapon
Familiarity
18
Agrarian Halfling
Addition
Nomadic Halfling
Addition
Gnome-Raised
Halfling-Raised
Weapon Familiarity: Halflings gain proficiency with halfling lances as if they were
martial weapons, rather than exotic weapons.
Vision
Magic
Save Bonus
Gnome
Base Halfling
Agrarian Halfling
Addition
Nomadic Halfling
Addition
Central Erenland.
Central Erenland.
Low-light Vision: Halflings can see twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor illumination. They retain the ability to
distinguish color and detail under these conditions.
Natural Channelers:
N/a
Halflings gain the Innate
Magic feat as a bonus feat.
+1 racial bonus on all saving throws.
N/a
N/a
19
Gnome-Raised
Halfling-Raised
N/a
Special
Natural Riverfolk: Gain a
Ability / Skill +2 racial bonus on
Bonus I
Perform, Profession (boater
and sailor), Swim, and Use
Rope checks. Additionally,
they may swim at one-half
their land speed with a
move action, and may
swim at their land speed
with a fullround action.
Finally, gnomes can hold
their breath for a number of
rounds equal to three times
their Constitution score.
Special
Natural Traders: Whenever
Ability / Skill engaged in interactions
Bonus II
involving trading or
smuggling, gain a +4 racial
bonus on Appraise, Bluff,
Diplomacy, Forgery,
Gather Information, and
Profession checks.
Special
N/a
Ability / Skill
Bonus III
Special
N/a
Ability / Skill
Bonus IV
Fighting
n/a
Bonus
20
Base Halfling
Agrarian Halfling
Addition
Stout or Studious: Agrarian
halflings are renowned for
their durability and
stamina, although some
spend more time practicing
magic than working in the
fields. Agrarian halflings
gain either Magecraft as a
bonus feat or Endurance
and Toughness as bonus
feats.
Nomadic Halfling
Addition
Bound to the Spirits or
Bound to the Beasts:
Nomadic halflings gain
either Magecraft or
Mounted Combat as a
bonus feat.
Gnome-Raised
Halfling-Raised
N/a.
N/a
N/a
N/a
N/a
N/a
N/a
N/a
N/a
N/a
N/a
N/a
N/a
Languages
Favored
Class
Height
Weight
Gnome
Base Halfling
N/a
Any
Automatic Languages:
Erenlander (2), Old
Halfling (1), Traders
Tongue, any two
unrestricted languages at
pidgin level. Bonus
Languages: Any
unrestricted languages.
Rogue
Male: 30 + 2d4
Female: 210 + 2d4
Male: 40 lb, Weight Mod
x1
Female: 35 lb, Weight Mod
x1
Male: 26 + 2d4
Female: 24 + 2d4
Male: 30 lb, Weight Mod x1
Female: 25 lb, Weight Mod x1
Male: 29 + 2d4
Female: 27 + 2d4
Male: 35 lb, Weight Mod x1
Female: 30 lb, Weight Mod x1
Age
Automatic Languages:
Colonial, Halfling. Bonus
Languages: Black Tongue,
Courtier, Erenlander,
Jungle Mouth, Orcish,
Traders Tongue.
Agrarian Halfling
Addition
N/a
N/a
Nomadic Halfling
Addition
May begin play with an
adult wogren mount (at
one-quarter normal cost).
N/a
Gnome-Raised
Halfling-Raised
N/a
Any
Favored Region: Gnomes favored region bonuses increase by +2 when they are on rivers.
Dwarven kin: While not as tough as dwarves, gnomes are a hardy race that retain many of their ancestors traits. Gnomes gain a +1 racial bonus on Fortitude saving throws and a +2 racial
bonus on saves against spells and spell-like effects.
Gnomes may begin play with watercraft (at onequarter normal cost).
21
+2 racial bonus on Climb, Jump, Move Silently, and Tumble checks: Halflings are naturally athletic and graceful.
+2 racial bonus on saving throws against fear effects: Curiosity and fearlessness are halfling traits in equal measure.
+2 racial bonus on Spot and Listen checks: Halflings are gifted with remarkably keen senses.
Natural Channelers: Whereas the elves have a culture built around learning and teaching magic, the halflings seem to create magic through instinct and happy accidents. Regardless, they
are gifted spellcasters. Halflings gain the Innate Magic feat as a bonus feat.
22
Orcling (Halfling/Orc)
Similar to Dworgs, Orclings are the result of Orc abuse of Halflings. Given the size difference between Orcs and Halflings, the union is often fatal to the Halfling parent, but occasionally the
healing powers of the Halfling midwives manage to save the mother and child. The resulting Orcling child is stronger and larger than most halflings, but significantly less sensitive and less
magically attuned than normal Halflings. Given this, the Orclings usually are manual laborers (especially in Agrarian lands) or occasionally are hunters. Agrarian orclings are more common, but
nomadic halflings are also know.
Statistics
Race
Size
Base Land
Speed
Weapon
Familiarity
Favored
Region
Orc
Base Halfling
+4 Strength, 2
Intelligence, 2 Charisma.
Orc
+2 Dexterity, 2 Strength
Halfling
Medium: As Medium
creatures, orcs have no
special bonuses or
penalties due to their size.
Orc base land speed is 30
feet.
Weapon Familiarity: Orcs
can use vardatches as
martial weapons, rather
than as exotic weapons.
Northern Reaches.
Small: As Small creatures, halflings gain a +1 size bonus to Armor Class, a +1 size
bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller
weapons than Medium characters use and their lifting and carrying limits are threequarters of those of Medium characters.
Halfling base land speed is 20 feet.
23
Agrarian Halfling
Addition
Nomadic Halfling
Addition
Agrarian-Raised Orcling
Nomadic-Raised Orcling
Weapon Familiarity: Halflings gain proficiency with halfling lances as if they were
martial weapons, rather than exotic weapons.
Central Erenland.
Central Erenland.
Vision
Magic
Save Bonus
Base Halfling
Agrarian Halfling
Nomadic Halfling
Addition
Addition
Low-light Vision: Halflings can see twice as far as a human in starlight, moonlight,
torchlight, and similar conditions of poor illumination. They retain the ability to
distinguish color and detail under these conditions.
Agrarian-Raised Orcling
Natural Channelers:
Halflings gain the Innate
Magic feat as a bonus feat.
N/a
N/a
N/a
24
Nomadic-Raised Orcling
N/a
Base Halfling
Special
Resistance to Cold:
Ability / Skill Immune to nonlethal
Bonus I
damage caused by cold
dangers like cold weather,
severe cold or exposure, or
extreme cold. Additionally,
orcs suffer only half the
normal damage (rounded
down) from the lethal cold
damage caused by extreme
cold.
Special
Natural Predators: Orcs
Ability / Skill may add their Strength
Bonus II
modifiers (in addition to
their Charisma modifiers)
to Intimidate checks.
N/a
Special
N/a
Ability / Skill
Bonus III
Special
N/a
Ability / Skill
Bonus IV
25
Agrarian Halfling
Addition
Stout or Studious: Agrarian
halflings are renowned for
their durability and
stamina, although some
spend more time practicing
magic than working in the
fields. Agrarian halflings
gain either Magecraft as a
bonus feat or Endurance
and Toughness as bonus
feats.
Dexterous Hands: Agrarian
halflings gain a +2 racial
bonus on all non-metal and
non-wood Craft checks and
all Heal checks.
Nomadic Halfling
Addition
Bound to the Spirits or
Bound to the Beasts:
Nomadic halflings gain
either Magecraft or
Mounted Combat as a
bonus feat.
Agrarian-Raised Orcling
Nomadic-Raised Orcling
N/a
N/a
N/a
N/a
N/a
N/a
Orc
Base Halfling
Nomadic Halfling
Addition
N/a
Agrarian-Raised Orcling
Nomadic-Raised Orcling
N/a
Agrarian Halfling
Addition
N/a
N/a
N/a
N/a
N/a
N/a
Automatic Languages:
Black Tongue, Old
Dwarven (1), High Elven
(1), Orcish. Bonus
Languages: Any except
restricted languages.
Barbarian
Automatic Languages:
Colonial, Halfling. Bonus
Languages: Black Tongue,
Courtier, Erenlander,
Jungle Mouth, Orcish,
Traders Tongue.
Any
N/a
Male: 26 + 2d4
Female: 24 + 2d4
Male: 30 lb, Weight Mod x1
Female: 25 lb, Weight Mod x1
Goods
Languages
Favored
Class
Height
Weight
Age
Any
Male: 42 + 2d6
Female: 40 + 2d6
Male: 140 lb, Weight Mod x 1d6 lb
Female: 120 lb, Weight Mod x 1d6 lb
As Dworg
26
27
Hybrid Summary
Hybrid Summary
Orc
DWORG
N/a
N/a
Orcling
N/a
Dwarf
Elf
Gnome
Halfling
Human
28
Human
N/a
N/a
N/a
Erenling
Halfling
N/a
ELFING
Gnomeling
Gnome
DWARROW
N/a
Elf
N/a