You are on page 1of 193
BRACES OF Game Desig —Earc L. Born, | | Roper Rarer Anr Dinero, afinies Tacos ND Marr Forveck | | Ronert Camper, Gupte Deion CyyTHIA FLIEGE, Abnrrionat Desig Sean K ReyNoLs | | ap RopeRT RAPER P AND JASON CARL ‘Tuomas M. Costa Gar STAPLES ‘Coven Lnuustaarion Spectat THanks: DENNIS CALERO! DENNIS CRAMER Mike. Dorrow Wayne ENGLAND [EREMY JARVIS INCE LOCKE. Davip Marti RaveN MiMuRa Devexopment RucHaRp BAKER np Davip Noonan Eorrons Davip Noonan Np Jouy D. RaTeurr Cnexrive Danccrom RICHARD BAKER IM PAVELEC Dinccror oF RPG RED ‘BILL SLAVICSEK TNOD RAMS are ADAM REX ? [ARY KIRCHOFF ANGELIKA LoKorz’ —arypesereing Caregonr Managen ‘ANTHONY Vauerra | | Extn Donates Dnojver Maxacen ‘Maxtin Durnam | | Cuas DELON Pnopucrion Manager rman, Empire of te Eley Seb FS and Kevin Mal; Dries Dei by Bec LR Demibme fhe Reba by Roe Mowe nip he Shing Sty Sven E. Seba a al Donors Bp re Handi, Ay Clin wt Rew Cn, Lands Taig, Serer. ent Foi etry Ja Matin wath 2 Le Be Spdand, oy Athy Pre and Tome Bn by Bs RCo nd Sip Wis Based on the original DuNorows & Daacons’ rules created by E_ Gary Gygax and Dave Arneson andthe new | _Dunaross & Daacons game designed by Jonathar Tweet, Monte Cook, Skip Willams, Richard Baker, and Peter Adkivon ‘This Wizards of the Coast game product contains no Open Game Content. No portion of this work may be reproduce in any form Without writen permission, To learn more about the Open Gaming License and the d20 System Licenss, please visit wizardscomn/420, Us. canaDa asia, EUROPEAN HEADQUARTERS PACIFIC, & LATIN AMERICA Wear o the Coast, Balun “zares othe Coa Io Testa 68 5 PO, Bon 707 Fontan WA 36057-0707 (Qyosbone? 1-500-524-8406 10987654321 Firs Printing: March 2003 th. 47) 620-885 78-001. EN ‘mvs a AON DED ORABON FORGOTTEN REALS re symp ein Wen Cnet opt act =a Waar one Got heals oft uence Pty. ad creo hn Us Se an Caan yer dts arban) iS oe tay ick Par, Dewtosech Creo oat rate Few Li Devons nse Wests ote Cone ardregerl serosal ped uae Pe amr Inet he Urea Se ot rere. ky rpesur oun na ml ek onanga heen pies he meee met naw ten fy mp emai ig re caer Vis our webaite at wor. wzards.conftgotenreaims a a contents Inttnon Gaur 3 Chape & Pacteneed Mag bac Ee Group sss eae a Hor toheads Mac Easy 4 Air Gas Love Adin and BEL jp Barth eal Racial Hit Dice... 2.2... 4 Fey How toMea! Raga Ca oe onan oh co Tues ‘ Drees Tafing Sais Water Genasi... “Gold Dwarf Ging Dra 220 Caper: Mir Rs Det Goes “aa onto : Ton Deane Albee wake in, * sie 34 Wemic 238 Yi sea i 43 Appeadi : 45 Equipment Chapter 4 Half Rives. x8 ‘Common Half Elves 39 Hal-Aquatic FIP 1460 Halk-Drow - oo ae y Berterager 178 (Chapter 5: Half Ores and Ores Bladesinger ..ssscs.ssesvveeeeensece ar Gray Ore Breachgnome - eres see dL Halt Ore. : Even High Mage eet 382 Mountain Ore « Great Rife Skyguard < is r05 : i Ore Warlord - cs...) Seascale en Spelsingt ae 185 (Chapter 6 Hatflings aie Warrior Stald 186 ‘Ghosewise Halfling. fee+ssceeeres ahs anit, Weraling Saiper 388 Lightfoot Halfling iscootiness 07S. Bpala 189 Strongheart Halfling Faas 7a Sidebars (Chapter 7: Humans ees 80 ‘Acquiring a Template... jain chee Galisite BER ss: 81 “The Nightlers gee ae eae Chondathan at Echnicity of Existing Characters 280 Damaran = isan soso Malan... Rasher « Tethyrian <0 3 ‘Other Human Ethnic Groups ‘mis home to hundreds of intelligent peoples, divided 0 thousands of tribes, clans, nations, and ethnicities. 1¢ of these races are monstrous predators armed with {etrble powers and some are bloodthirsty’ marauders who ter sotie more civilized folk, but most are good-hearted folk who “Wish to live in peace in whatever manner-they Find mest pros ‘perous and fulfilling. This great diversity in physical nature, "magical talent, beliefynd values creates an incr “work of fltores tha spans the entire continent a tapestry 50 alex and wondrous that no one mortal can hope to ever oF widespread peoples tobe found inthe lands of ingon races tha ems iy to give rie to a Characters While giane and dragons are certainly and can wild enormous ifluens over the portions they claim ab tei on, choy ate not waaly Fond tring tands At the other end of the spectrum, a.” 2. osldyte or quagoth igh be inclined 0 wring enc bt he socitieysoreclsive and slated sha they st made much of 4 mark onthe face of Fasrin his took concfatrats on eight np tars ina, vey, gnome,halflves,hleors and ores balling lanoichl) and x numberof minor races ranging from oyun ot ned that book to make we of this ane. book are described aafakoera, arctic dwarf, urdonnit, wid skanter goblin, wemic, and yusn-ti~ the racial descriptions of these races to pay them as player ible patch- informdtion who shave a distinctive and unique set of racial advantages and Characters, but you should refer to Meters of Faerin if you nced their monster entries for your game a Ore cee duck, Dewazox MASTERS Guide, anid Monster Manual. Some ‘Puls revisions have been itlued in ehis product, such a8 the changes inthe Iycanthrope template, how monsters sequire Feats and sks name changes of feats spells and skill and details of race cla able If pte diftely in entyng a fet sl ‘or spells met likely change of nomenclature forthe sevson nace, subrace, and ethnic Group “Throughout this book the terms eice, subrac, and ethnic group (or ethnicity) are used to dssribe various peoples of erin ‘These terms have a specifi metning in the context of the DUNGEONS & Dracohs ame. ‘A rac isa distinct species of intelligent exeatures who share many of the same qualities In Facrin, creatures of different saces can often produce chien who ca in tur have children of heir own, so the erm “race” does ot quite measure up tthe Strict scientific definition of what constitutes «species. Race important game terms cause it describes st of rules shared by all characters ofthat race, While appearance, las skill and tslents may vary/ wildly from individual 9 individual, all humans share thé same racial adjustments and advantages—a Bonus feat at st level and extra skill points as compured to other ‘ces refleeting the human drive to excl and ahi. While alf humans have the same game advantages, not all dwarves or elves ae the same. These races have a more marked adaptition to their respective lifestyles, and over 8 réatively “bor time distinctive racial characteristics appear solted ‘populations. A subrace consists of those inviuals within & race drawbacks For example, sun elf culture focuses on learning and “ I INTRODUCTION ———* jad ’ loce over the games of agility and balance other elves Favor, and so sun elves have a bonus to their Intelligence scores instead of their Dekterity scores In game terms, a subrace is forall intents, and purposes, a race ofits own, but all the subraces of = particu lar race share many of the same qualities and are related. When ‘parents of different subraces have a child, the child almost “lays “take after” one parent or the other ‘An eric greup i 2 group of people of the same race who share some matior physical characteristics and common cultural heritage. Unlike a subrace two ethnic groups ofthe same race are “identical to each other in game ros. Humans of Chondathan stock are not any stronger, toughet, smarter, or more skilled than humans of Rashemi stock—bot any native of Faerdn can tell a Rashemi from a Chondathan at 4 glance. While distinct sthnicties are only described for the human nations in this book, is safe to assume that any race not differentiated by distinct subraees has a wide variety of physical characteristits. For exam: pic, centaue's human balf might have pale skin, or cqpper skin, or skin oa rich mahogany hue How to Read a racial entry: ‘Rach major race chapter is broken into a numberof entries based ‘0n ethnic group or subrace. The information presented in these entries generally follows the order described here. Ifa race docs not have an entry fora category (such as racial feats) the header is omitted. Major Rack INFORMATION: “The eight major racss described in this book cach begin with 2 igencral overview of the races culture, outlook, and history. Each Sabrace or ethnic group description’ contains more specific and etailed information on these topis For the specific race RaciaL Data Bach ethnic group, subeacs, or minor race begins with a short set of tries offering a quick syuopsis of the rac’ game characteristics Region: Regions in which the subrace or ethnic group is Found, character of this race or ethnicity may: choose a region listed hhere a his o her home region, as desribed in the FOROOTTEN, REALS Campaign Seting Th the case of « human ethnic group, any region in which the group is present as the primary or sec ‘ondary population may be selected. New regions are italicized and appear at the end of the racial entry. “Automatic and bonus languages are determined by your choice of home region. Racial Feats: Any now feats introduced in this book that are specific to the race at hand are listed here. ‘acial Prestige Cass: IF there are any prestige classes speci ically associated with the race, these are noted here Level Adjustment: If the race ot subrace comes with a level adjustment, itis given here If that race or subrace has racial Hit Dice (that i atypical member of thae race starts play with more than the single HID of most player character rics) its effective character level is given a5 well, combining its level adjustment and racial Hit Dice. See page 6 for details on how level adjust- ments and ROL affect character level and advancements History 5 ‘Asuimmary of the history of each race, subrac or ethnic group appears here. In several eases, the history of «particular group is ‘cofered in the description of 4 nation or race in the FOROOTTEN REALMS Campaign Setting, 0 you may be referred back t0 that book. 7 OUTLOOK ‘An overview of how people of the race in question erty them Selves conduct their basins, and view thestrld around them “This wll naturally be gom gereraization For mont races Some Calshies are murderous euttharats some are shy scholars and ‘others are crusading heroes But, taken s+ whole the pl Cal thie fan be expected fo be cosmopolitan, urbane, and prone £9 tome amount of indolenc. The outlook of race centers on what onl ofthat rac find importa and worth striving for CGharactere: Character clases particlrly appealing t0 men ers of te race are described here, alongwith some of che expla nation for why this 650 ; Favored Cats The ric’s favored clas is noted here, along witha brie dscusson of the reasons why the race tends to flow the clase Humans and halclves ave a Favored clas of “Any” fd do not count thet highestlevel class when determining ether a mulilsed character suffers an experience peal retige Caer: Prestige class pope among characters of this race oe sbrae are noted here slong with the reasons Why. SocreTy “This section isa bref description of how folk of the race organ ize ther lives, families, and governments, and what socal struc- tures surround the individual : Lanauace AND LITERACY ‘This section discusses the primary language used by a race nclud- ingsts origins and evolution. Secondary languages particularly ‘common among the people ofthat race are mentioned also. (Characters ofall player character classes except barbarian are literate, but this is not universally true of characters with NEC classes. Tn general, expertsand nobles will almost always be liter- ate, and adepts usually so Literacy among commoners and war: iors tends to vary greatly by culture. Characters who are not Titerate by their choice of class or race may become litrate by spending 2 skill points todo so. ABILITIES AND RACIAL FEATURES Any racial adjustments fo ability sores racial proficincis in particular weapons, racial bonuses to specific sil, and the lke 2c sted inthis section in bullepoint format. Any extaordi nary Ex) spelt (5p) orsuperatural (Su) ability is described here, as well as level adjustments and effective character level (ECL) of more powerful races Win this information has alcady eee proved in che Player's Handbook or Poxcorren RésaLsts Campaign Setting thi section omit Macic anp Lore traces have their own traditions of spellcasting and favored Spell and items. As withthe racial outlook, thi is» generalize wile Calshites ate renowned for their sil with elemental any particular Caishite wizard might choose to specialize 2) of the schools of arcane magic. “Spells and Splleasting? Any new ravial spells or any feats ted to splleasting from the Appendix are noted here under esting Tradition and Unique Spells “Magic Teme: Meany races havea particular affinity for magic ites of «particular sor. Common items are devices whose man “fata is asst institutionalize’ among those people. Duc to the prevalence of common items in pass where the rae ives they may be purchased a 10% discount n anyplace where folk “ok that race the Tei items ace specific magic items that ac the specialty of Htemeraftersof that race. They inelle a 10% discount in the ised price, reflecting the fact thatthe splleastes of tha race or group have handed down unsasal'training and tradition in the manufactore of those items, and soit is simply easier For sich an item to be crafted by a caster who meets the racial pre “ate. Since it easier fora character of the proper race t0 imate the iconic item, he tends to charge less fo i. Other folk ‘esd shield dnarves make +1 Avew Barieaxes, but the shield _ Garves’Foplitr axes are sonply the most prevalent «been Aatleares a0. : RactaL DEITIES | A brit ciscusion of deities. particularly important to the race ‘appears here. While most races may venerate many more gods "than those that are liste here, these are the ones most important to the race _ RELATIONS WITH OTHER RACES “This section describes how the race or subrace gets along with hee groups around it. Once again this something of a stereo type since individuals may sometimes Form strong bonds with folk of races their own race does not normally get along with— ce harbor hacred for Folk normally allied to their ox race. Dh oxrasion, a character may in the course of play acquire-a “pot mandate the lois ofthe charter. IF the template caries | _-Aével adjustment the characters effective character evel iy increases to the new toca of her character level and level aljstmene. Until the character canis enough experience Points 10 catch up” to her increased ECL, she ead any tore clas levels In effect, a werewolf and gaining Dracal Hit Dice and a level adjustment of +1 means chat © character will be stuck at her" corrent class level until he . = INTRODUCTION ee ‘EQUIPMENT While most equipment in the Player's Hendbeok equipment chapter is available in any sufficiently large city, many races have a particular affinity for equipment of a certain type. Equipment listed as common item in this section is generally available for x 10% ciscount in cities or settlements of that race ‘This doesnot apply to magical versions of those items unless the item happens to be an iconic magic item For the race "Any unique items of new items mentioned in this eetion are described in detail in the Equipment section of the Appendix. ‘Arms and Armor: Traditions of weapon manufacture and scmorsmithing aze some of the most distinctive characteristics of a race's technology and society, In some cases, these preferred weapons and arms were derived long ago for very good reasons. Elves, de toteir keen hand-eye coordination and frail build have alvays favored ranged combat over melee, and thercfoe arc among Faerin’s best archers. In other cases, the preference is based on jothing more than taste. Calshtes admire curved swords, and thus favor scimitars and Falehions over longswords and greatswords ‘Animals and Pets: While animals are not really equipment, working animals and pets common to a race are desribed here. Some of these creatures aré described in Monsters section of the Appendix REGION Finally, races or cthnc groups without 8 character rogion from the FoRoOTrEN REALMS Campaign Setting are provided 2 char acter region here. A character must choose one of the preferred classes for the region to qualify for the regional feats and bonus cquipment listed as a Istlevel character. A higher-level charze: ter may choose Feats specifi ta region bven if that region is not her home region or her class is not preferred there, but she must agin at least 2 ranks in Knowledge (Ieea!, specializing in tha region, in order to do 9. Level adjustments and ci Some race are sigaiicanty v6 poweHTl han thé sagdard character races. To provide the Dungeon Master with a toot for balancing characters of these races with characters of the - Acquiring a Template -~ acquires enough experience. points 10 qualify for the next iain manta sock ste cnn eet Rceoaace eyed aod on her pew ECL Achar jas | ints vampue, sh carscter Becomes + monster wner the wtion gaia shorecerm ge nthe efits of Ber ne em "SDM control bur some templates (uch as lyeanthrope) do - plats, but pays for it ‘with a long wait until she ean add her next clas level * ; “Example: Tautor i a 6thevel dwargen fighter with 17,700 [XP. He needs 21,000 XP fo reach 7th level. However, Faure i bien by a werewolf and contracts lyeanehropy Since the effec: tive character level moar for werewolf 43, Tauroc now has san ECL of 9. He cin add another class level until be reaches 45,00 XP, which i what a Stvlevel character necds eo achieve ‘ori evel. © A character whose ECL, Epic Level Handbook standard races the powerful races have @ special characteristic referred t038 eve! adjustment: Adil the level adjustment to the numberof clas levels your character has to determine his or her effective character level or ECL. Some creatures have racial Hit Dice, so their starting ECL equals their level adjustment plus ‘ir racial Hit Dice. Ifa race has racial Hit Dice, you can play a character of that ace with no clas levels aba character of a level equal to the level adjustment plus racial Hit Dice. For example, « centaur starts ‘with an ECL of 7 (level adjustment of +3 plus 4 Hit Dice). You ‘ean play a centaur with no class levels a Teh evel character, oF a dthlevel centaur fighter asa 21eh-Jevel character. ‘Most humanoid races do not have any racial Hit Dice, For them, you simply add the level adjustment to your characters clas level to determine their ECL. For example, 1st-level drow in any clas is equivalent to-a devel character (one class level, plus a level adjustment of +2). You could play a ¢thvlevel drow Wizard 26 a 6thlevel character, or a LOch-evel drow wizard a5 ‘Lach level character. For your convenience, we've extended the experience point table for characters of races with a high ECL. Refer to Table 2, ‘on this page. Characters with ECL modifier of «1 or higher for racial Hit Dice o level adjustment begin play with the number of experience ——— Intkopucrion a / » ‘TaBLe 1: Lever ApjustMenT AND Expentence Regurnements Z Racial Level Adjustment ~ MP Noml 2 ot wes ee 8 9) a0 ° et = fs =f = == 009 ,, 2d Stalag 5 NE SL Ee Se” See 3000 3d tnd ast oss a 6000 4th 3rd td a ee Wo THAN td te eo 35,000 th «= Sth th tee ote 21000 7th «6th Sth ES ee 28000. fh 7th_«=— Sth ad-> aod) dee ees 36000 9th th Teh 4h rd tnd de 49,000 10th 9th «8th Sth) deh Ged ade 55,000 llth 10th 9th Gh Sth’ th Sed” tnd et 66000 zh 11th 10th Th 6th Sth th Ged nd 78000 13th 12th Lith Sth. 7th = 6th «th th rd 91,000 14th 13th 2th 9th Sth = Tth_=— th Sth Ath 105,000 15ch lath 13th 20th 9th «Bh th_~ 6th Sth 329900 16th sth 14th Mth) 10th 9th Bh th th 336000 ith 16th Sth Yh Mth 0th Sth Teh 4353000 18th 17th doth 3th 12th Leh 10th SKB 7000 19ch teh 17h Mth 3th th Ath 10th 9th 3901000 20th 19th * 18th eh deh 13th ~ 12th” Ach 20eh 719000 — —20rk"_—aseh* loth Deke Ltht 3th”Tht Tet 234000) eee 2ouir ViehY 6th” seh = Lith" 13h" 0" i009 2— = 48eh—17eh* leek sth? Deh 23eht MEO a = 19th 18th” 17h" 6th” ASeh* «Tent sqm Sg se - 2oeh sek” geht 7th” Meth set 300 = — ork tse Beh Teh eh gryeoo = = = = teh ase deat THY amo = - = = = tems agent ae ae Sn, SR cK | SL Pane Ato #35000 — S = SS Se te 8 71 or better is considered an epiclevel character and may choose epi feats and epic clases. Refer tothe points necessary to be a character of their ECL For example Astlevelsviefneblin fighter has a level adjustment of +3 due to his race, soe is efectvely a 4thevel character. He begins play with 6,000 XP and must reach 10,000 XP before he can add another class level and become a 2ndlevelsvrfneblin fighter. Characters with ECL mogjifiers of +1-or better should begin play equipped 2s ‘characters of their effective character lev, ot their class level (ofer to Table 2-24 in the Dunonnw M.As7HR's Guide) In the ‘previous example, the Istevel svsfneblin fighter should be equipped as thvlevel character, not 2 Astlevel character. ‘Races that begin with 1 Hit Dc based on their clas are treated a5 Lstlevel characters in all respects except the numberof expe rience points they begin with and the amount of money with which they may equip themselves. They begin play with their Ist- Tevel feat, multiply their skill points by 4, and gain maximum hit ‘points for ther first clas Hit Die, Races that begin with racial Hit Dice beyond their Istlevel class Hit Die are treated a little differently racial Hit Dice ‘A number of the minor races, particularly nonhumancids, beg play with some number of Hit Dice derived from eheit mon strous race in addition to any Hit Dice for their class levels. or x indieatd. He reecives maximum hie points for the first Hit Dic and rollsall other Hit Dice nocmally. He does not maximum hitpoints For his ies lass Hit Die if he alsa er cas, : Racial Arcack Bonus. The character begin with che base attack listed. He asthe attack bonus For his class level to this er 0 determine his overall base attack bonus. When the lof his racial attack bonus and clasderved ateack bonus es +6, he guns a seed atack of J, and soon aca Saving Throw Bonus. The character begs with the Fortius, Refle, and Wil saving crow bonuses Tisted. He “als the saving throw bonuses for his class levels to his rail resto determine his total saving throw bonuscs, which ae then “mid by the appropriate ability scores, magi isms and other “ontios that modify saving throws, | Mail Sil Depending onthe creature typ of the characer's tac, be Begins with a number of racial sil poiats Thee sil its maybe spent on any nonexclusive shill the character he character gains quadruple Sil pints forthe First Hit Of is race—or, in otber wor, the numberof skill points ‘racer gains for his racial Hit Dice cquls (rail skill point lowance er Hit Die + Tatllgence modifier, minimum 1) x (facil Hit Dice +3). Skills normally posed bya monster of that rac ae treated ls sills (1 kl pone purchases 1 fill rank), while all other “hillsare rosa hills (2 sil points purchases 1 sil rank) The tnurimam number of skill anks allowed equal 3+ eh characte’ rail Hit Die + the character's clas levels or half of that number for croselas shill. When the character as his ist cls level, Ado wor gain the <4 multiple foe sil points a¢ Ist leveL. “Racial eats Depending on the creature typeof the charac acs he egins with & numberof feats These feats may be hhovever th character likes, proved he meets the preey tits before adding any class levels Feats requiring other Feats prerequisites are pecmisible as long asthe requ feats are ol at the same time. Because the character gains these Feats he does no gun «feat when he ads his ist level of character class. FEAT AND ABILITY SCORE INCREASES or purposes of determining when a character with class levels and racial Hit Dice gains new feats and ability sore increases and ‘maximum skill rank allowed, treat cach racial Hit Dic as 1 ter level and consult Table 2. Do not add ability soore creases derived from the character's racial Hit Dice alone. In elude any additional level adjustment. ___ Example: James is creating a centaur ranger to join a party of| evel caracters The centaur’ ECL is +, so James ean play cheval cntaur ranger and fii well with the party. Te ea begins with +racil Hit Dios; adding 6 levels of ranger giyes acter 10 total Hit: Dice James skips the abiicy ‘awarded through 4 total Hit Dice. Between + HD (che Psracal HID) and 10 HD (che 6thvevel centaue’s HD), character gains one ability increase at 8 Hit Dice. As a i INTRODUCTION —— character of 10 Hit Dice, his eentauris entitled to a total of four feats—two froin his centaur Hit Dice, plus additonal feas at 6 and 9 Hit Dice. ‘Taste 2: Maximum SKILL RANKS, feat ACQUISITION, AND ABILITY 4 Increases 5 Total Chass Grows Clas Hit Skill Mex Skill Max Ability Dice Ranks Ranks Feats_——_“Tncreaes 1 + 2 fat 5 ph oo 4 ge 3 ‘ 3 far. = ‘ 7 312 increase 5 8 ‘ ee = ‘ 6 9 440 fee 7 10 5 = : 8 u sy. = iereae 9 n 6 far = 2 -B ON eat cee M4 7 Che 34, ay ay 742 fet increase 3 446 8 a sige u 7 ope ee ae 9 ae WoW y2 incense dy Se sPaote gato Se 38 Nom eagioan’ iat af ee Sage 20.) 23. ph ie = increase gi tae Wi eteOs aN ee ai a6 gs a we eazy. fet increase at. an) ae a ee wwe a “A character can ad no more than 20 character levels to her ‘racial Hit Dice. To add 21 or more levels toa character, consult ‘the Epic Level Handbeok How to Read a Region Some of races detailed in this book have their own regions Gescrited in Chapter 1 of the FoRcorTeN Reais Campaign ‘Settng). The choice of a region affects a character in a number of ways. Preferred Classes: If character chooses a region preferred for har class she guns the equipment listed for the region in ada ‘ion to the starting package or starting money. ‘Automatic Languages: All characters from this region auto- matically know these languages, regarless of Intelligence score Bonus Langoagee Characters with Intelligence sores of 12 or higher begin lay wth one oF more Bons languages, wich are ‘chosen From this list. epional este If you chow this egioafon nny elt fron regional feats whenever you carn feat. ‘Bonus Equipment: Characters with a preferred class can make ‘choice from this lis. Items mirked with an asterisk are mas- ‘erwork items t that jewel sat keh the pfu Facrn. After centuries of decline, mas darn kingdoms are gone, bt the fruits oftheir bors survive, unboted by the pas esol Geis In recestyety the Thanter Hagley Diquel darven renananes that might one day reer the Stot Folk toxtheir former glory. , racial History Most nondwarven scholars belive thatthe Stout Folk are an lala Bet cn doe uasts WAM TRL wo ateiGs og ago that they have become one with the earth and stone of Farin. However, the collective dwarven racial miemory holds that their ancestors sang fully formed From the heart of the work. islf, fashioned of iron and mithral in the Soulforg, shaped by the All Father's hammer, and then given life by the breath of Moradin. The oldest myths Claim that the first —— ‘DWARVES ae » Fayored Clase An arctic dwar?s favored class is ranger. The harsh polar environment of the Great Glacier rewards those who possess dxcellent survival skills, and the intermierene feuding. ‘between the Inugaakalikurit and their frost giant enemies demands the specialized skills ofa giant killing ranger. Arctic pwarf society Arctic dwarf culture is remarkably homogeneous, the result of centuries of isolation from the other races of Facrin: Compared to other dwarven cultures, InugaXalikurit place almost no ‘emphasis on bloodline or clan. While individual accomplishment does garner respect, rarely are such feats remembered for more than a generation. The pursuit of leisure is placed above hard work or skied artisanship, and few arctic dwarves are driven to accomplish more than continued survival. Aretie dwarves receive a great deal of individual attention in childhood, with all adult members of the community serving as parental figures to varying degeees. Little is expected of Inu: {gaakalikurit youth, so they spend their days engaged in playful pursuits. As adults, each arctic dwarf is expected to contribute to ‘the community’s well-being, but there is little societal reward for doing more than the minimum required. Elderly arctic dwarves are considered ro have earned the right to live out the rest of ‘their days engaging in Ieburely pursuits and are simply encased beneath; the ie and snow when death finally claims them, Arctic dwarves have emigrated in such small numbers from ‘heir mountain homes thac they have very little experience as ‘minorities within other cultures. Those who do leave usually look for individuals of similar temperament, regardless of race, and attempt to recreate the easygoing lifestyle of their native villages. Language.and Literacy Likealldivarwes, arctic dwarves spetk a dialect of Dwarven and ‘employ the Dethek rune alphabet. They also peak the dialect of | Common spoken in Sossal. The Inugaakalikurit dialect of Dwar: ven is known as Kurit and has strong ties to Uhuik, the Ulutiun tongue spoken by che humans of the Great Glacier and the Tee Hunters of the North. Common secondary languages include Uluik, Giane, Damaraa, and Draconic, which enable arctic Avarves to communicate with their neighbors. All aretic dwarf characters are literate except for barbarians, adepts, aristocrats, experts, warriors, and commoners. Abilities and racial seatures Arctic dwarves have all the dwarven racial traits listed in the ‘Player's Handbook, except a8 follows. + 44 Serength, —2 Dexterity, +2 Constitution, "2 Charisma. Arctic dwarves are’incredibly strong, but shorter and more stout than other dwarven subraces + Small As Small creatures, arctic dwarves gain a2 size bonus to Armor Class a +1 sie bonus on attack rolls and a ¢4 size [bonus on Hide checks, but chey must use smaller weapons than Jpumans use, and their lifting and carrying limite are three ‘quarters of those of Mediumsize characters. + Immune to cold. To + Automatic Languages: Dwarven, Common, home. region. Bonus Languages: BY region, fees + Favored Chase Ranger *"Level ‘Adjusment +2. Arctic dwarves re significantly conger on average than most Stout Folk and they poses an Immunity to coli. They are slightly more powerful and gain level more slowly than the commen races of Pirin, Soe Table in the Introduction arctic pwarf magic and Lore Arctic dwarves take a pragmatic view toward magic: Tes useful if it helps them hunt, but otherwise spells and spelleasters—espe cially arcane ones—are a matter for tales told to youngsters SPELLS AND SPELLCASTING Arctic dwarves do not have an arcane spelleasting tradition Since they do they not worship the dwarven deities, they lack a strong divine spelleastng tradition as wel. ‘Most arctic dwarf spellasters are druids, depts, and rangers The druids in particular have an afTinity to fire magic, because many of their most common foes (such as Frost giants and frost worms) fear and hate flames. Arctic DwarF Maaic ITEMS Arctic dwarves rarely employ magic tems, as they donot have ‘teultural tradition ofelercs o arcane splleasters tocraft sich items. Those few ites that do exist are usally Fashioned by dei or the rare arctic dwarf arcane spellester and inlude such ims‘ amulets of natural ermor and smrwiboe of peed Cdontcal to Bots of speed) Tn caves earved int the Grea Glacier, arctic dwarves nurture coinsized ie erystal of exceeding sharpness. Called herrenderit Jn ehe Kuit congue, these crystals canbe magically enhunesd to orm deadly arrowheads (Gee the Magic Ieems section of the ‘Appendis) The kerrenderi crystals take a long time to form in their iey caves so only the greatest hunters among the arctic dwarves carry tevrendevit arrows in thee quivers Arctic pwarf Deities ‘Among the various dwarven subraces, the Inugaakalikurit are tunigue in thae they dé not venerate the Morndinsamman or, indeed, worship any gods. A few exceptions exist, including afew arctic dwarves who have turned to the worship of the human god Uluciu. Instead, ehe arctic darves follow a druid tradition, ‘enerating Talos and Uluciu, relations with other races Isolated as they are by their environment, arctic dwarves have: litle experience wich iembers of other races aside from Ulutiun ‘humans and frost giants. They get along well with the Former and hate the later. Since most arctic dwarves are amiable and peace-loving, they treat representatives of most other race’ favorably unless shown rcason not to. The Inugaakalikurit Find dwarves and gnomes somewhat amusing «combination of| i familiar appearance and odd (to an. arctic dwarf) ways akeise, humans other than Ulutiuns ar seen a od since eet ‘ifr greatly from that known to artic dwarves. The pgzakalikurit regard elves and half-elves with a measure of shaving only ever seen winged elves soaring high above thei ountain homes Halflings,half-ores, and planctouched are oti ereatures to atypical arctic dwar. ctic pwarf equipment fic dwarves commonly employ only 2 handfel of weapons, dig battleates, halfspears, shorcbows, and shorespears. scaretc dwarves wear hide armor, with pelts of polar bears mest highly prized. The harsh arctic environment of the Glacier requires the use of cogsleds (as sleds in the Player's beak, soON goggles, and snowshoes. Aretic dwarves favor riding dogs with heavy winter coats as and pack animals. When they hunt behind dogsleds, they ten chase down and exhaust their prey, then finish the hunt farctc harpoons (see the Equipment section of the Appen: ix) While the arctic harpoon can be difficult for artic dwarves viel, they favor i anyway, motivated by a mythie tradition ‘of arctic dwarf harpooners who felled impossibly large polar said other prey ctic Dwarf Region Biipe arccic dmarvos ive oa the Great Glacier. Th Fegion "appropriate for an Inuguakalihurit raised inthe race's homeland “inthe ieebound mountains of the glacier. Prefered Claes: Barbarian, fighter, ranger, dru A charac of one of these classes may choose a regional feat and gain “Tis choice of the bonus equipment below asa Istlevel character. ic dwarf character of any other class may not select one the regional feaes here and doesnot gain the bonus equipment As level © ‘Automatic Languages Conmon, Dyarven, Ulik Bonus Languages: Aguas, Auran, Common, Damaran, Dra Gian Regional Feats: Oral History, Sutvivor, Surarm fighting "Bonus Equipment: (A) ight pick* or hafspear’s or (8) riding dog and hide armor" pwarf, gold Dragon Cost, Duarf (gol, Unther, Western Heart end Gold varies hati to the Great Rit shou select the | ld vat rego. “Racal Feats: Hammer Fis, Metallurgy, Styider, Stoncshape Bab iery inthe SSathin the immediate vicinity