Racial Statistical Data


Basic Racial Advantages

Elves- 90% resistance to the sleep and all charm related spells. They gain a +1 to attack rolls with long swords, short swords and bows of all types. 60 ft of infravision. Good chances to find secret doors and concealed portals. If my KPs system for skills is used, In addition to the above, Elves gain a bonus of 20% to any KPs they put into the following skills; Etiquette, Weather Sense, Hunting, Tracking, Seamstress / Tailor, Foraging, Bowyer / Fletcher, Animal Lore, Fey Lore, Sculpting, Painting, Dancing, and Singing. As well as a 10% to KPs put into the following; Move Silently, Hide in Shadows and Spellcraft.

Dwarves- For every 3.5 points a Dwarf has in Constitution he receives a +1 to all saving throws against magical effects. There is however a 20% of failure whenever a Dwarf trys to employ a magic item that requires activation of a sort. Dwarves have 60 ft of infravision. Dwarves gain a bonus of +1 in any attacks against orks, half orks, goblins or hobgoblins. Dwarves receive a bonus of 4 to their AC for melee attacks from giant bipedal creatures. Dwarves have great skill at detecting slopes and concealed doors. Dwarves receive a bonus of 20% to any KPs they allocate to the following skills; Endurance, Direction Sense, Mountaineering, Metal Smithing, Black Smithing, Stone Masonry, Engineering, Mortar Making, Tool Smithing, Mining, Gem Cutting, Armorer, Weapon Smithing, Fungal Lore, Find / Remove Traps, Construct Traps, Sculpting and Engraving. Dwarves however have a notorious inability with water. They suffer a 50% penalty ( thus having to pay 15 to get 10) to KPs they place in the following skills; Seamanship, Swimming and Boat Wright.

Halflings- For every 3.5 points a halfling has in their constitution, they receive a +1 to saves vs, Magic, Rods, Staves, Wands, and Poison. Halflings receive a +1 to any attack roll with a thrown weapon or with a sling. All halflings for the sake of simplicity have 30 ft of infravision. If my KPs system for skills is used, In addition to the above, halflings gain a bonus of 20% to any KPs they put into the following skills; Fishing, Brewing, Cooking, Preserving, Crop Farming, Tobacconist, Monster Lore, Tumbling and Singing. In addition they get a 10% bonus to any KPs they allocate to the following skills; Pick Pockets, Open Locks, Move Silently, Hide in Shadows and Climb Walls.

Kobolds- They receive 60 ft infravision, though they are crippled in bright sunlight. When in bright light, they suffer -1 to all attack rolls. If my KPs system for skills is used, In addition to the above, Kobolds gain a bonus of 20% to any KPs they allocate into the following skills; Rope Use, Set Snares, Trapping, Hunting, Mountaineering, Mining, Weaving, Toxacology and Construct Traps. Additionally the following skills receive a 10% bonus; Back Stabbing, Move Silently, Hide in Shadows and Climb Walls. However due to the unsophisticated level of Kobold society, the following skills are off limits to created Kobold characters; Complex Design, Instrument Working, Mathmatics, Anthropology, Forgery, or any mystic skill other than Religion, Spirit craft or Shamanism.


Racial Atribute Modifiers

Attribute

Human

Elf

Dwarf

Halfling

Ork

Goblin

Kobold

Bullywug

Str

even

even

even

-1

+1

-2

-4

+1

Dex

even

+1

even

+1

even

+1

+2

even

Con

even

-1

+1

even

+1

even

even

+1

Int

even

even

even

even

-1

-1

even

-3

Wis

even

even

even

even

-1

even

even

-2

Cha

even

even

-1

even

-2

-2

even

-3

See

even

+1

-1

even

even

+2

+2

-1

Hear

even

even

+1

even

even

+2

+4

-1

Smell

even

even

+1

+1

+1

-2

+1

+1

Taste

even

even

-1

+1

even

-2

+1

+1

Feel

even

+1

-1

even

even

even

+1

-1

6th

even

even

+1

-1

-2

even

+2

-1


Racial Maturity Table

Race

Starting Age

Adolesance

Young Adulthood

True Maturity

Middle Age

Old Age

Venerable

Human

20 + 1D6

16

21

30

45

60

90

Elf

40 + 3D20

20

40

110

175

230

350

Dwarf

35 + 2D20

19

35

100

125

170

250

Halfling

25 + 1D20

18

25

35

50

70

100

Ork

15 + 1D10

12

16

22

30

40

50

Kobold

15+ 1D10

8

15

25

50

70

135

Goblin

15 + 1D10

9

15

25

40

50

60

Bullywug

10+1D10

6

12

15

20

25

30


Reproductive Statistics

Race

Child Bearing Age

Pregnancy Likleyhood

Pregnancy Term

Offspring per Pregnancy

Infant Mortality Rate

Offspring Gender

Human

15 - 35

7%

9 months

1 normally , 1.25% chance of twins, .01% chance of triplets.

10% - 40% based on care

50% M / 50% F

Elf

20 - 100

1/2 %

10 months

1

5 % - 15% based on care

50% M / 50% F

Dwarf

20 - 90

1%

1 year

1

5% - 10 % based on care

50% M / 50% F

Halfling

16 - 30

5%

9 months

1 normally , 1.25% chance of twins, .01% chance of triplets.

10% - 40% based on care

50% M / 50% F

Ork

10 - 20

25%

10 months

2.5 average

60%

50% M / 50% F

Kobold

6 - 25

33%

2 months internal

5 months as egg

1 egg

40%

66% M / 34% F

Goblin

7 - 25

25%

7 months

1

50%

60% M / 40% F

Bullywug

5 - 15

55%

2 months internal

1 month as egg

3 months as poll

25 averge

90%

75% M / 25% F