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Races

Race name Racial Adjustments Preferred Classes
Dwarf +2 Con / -2 Cha Fighter / Tinker
Elf +2 Dex / -2 Con Rogue / Sorcerer
Halfling +2 Dex / -2 Str Cleric / Rogue
Humans None Any
Komodo +2 Str / -2 Int Ranger / Barbarian
Mutant +1 ??? / -1 ??? Any

Dwarves (Revised)
While a Dwarf from Dirt shares the same personality, physical description, and alignment as the Dwarves described in the 3ed D&D Player's Handbook, that is mostly all they share in common. As with all of the other races, the Dwarves have taken to living in multi-racial tribes for strength and stability. This has led to a life above ground for many generations, though many Dwarves still feel right at home when deep underground. Though they no longer dwell in the stony depths, they are still masters of modern stonework and construction.

Elves (Revised)
The Elves of Dirt not like the joyous people described in the 3ed D&D Player's Handbook. Here the Elves are an emotionally distant lot, prone to ignore any goings on that does not pertain to their current objectives. Many have dedicated themselves to nurturing the sparse plots of remaining woodlands, while others have forsaken their ancestral heritage and taken to the Wastelands. The skin tone of these Elves is much darker then their ancestral brethren, also they sadly have lost the ability to bare children with humans.

Halfling (Revised)
Halflings in the land of Dirt have a much harder time in life then their cousins in other worlds. Since the cataclysm itself, all of the other races treated Halflings with great disrespect due to their small, weak stature. Though they were already well adapted to living in harmony with other races, they had to work twice as hard to gain the acceptance of their new communities. Another race may have become sour and hateful under this unjust ridicule but, the Halflings incredible sense of optimism found a them a new source of strength, Religion. While they had always given reverence to the gods before, they now turned to them with a fervent vigor unmatched by any of the other races. This did not go unnoticed by the gods of Dirt, and to this day many of the devoted Halflings are favored priests of high standing.

Human (Revised)
Generally, the Humans of Dirt are the same as they are presented in the 3ed D&D Player's Handbook (pages 13-14). The only noted exception is that all Human characters speak both Tradespeak and the dominant language of their home tribe.

Komodo (New)
These descendants of lizardmen were the quickest to adapt to living their new world. While most of the other races were quite wary of these dark tan humanoid reptiles, they were soon welcomed into the newly forming tribal communities due to their natural talents and fierce loyalty to their new extended families. Komodos that live together often paint similar markings on their bodies to symbolize their family ties. Non-Komodos who have developed strong relations with their Komodo neighbors may be welcomed into the family unit and offered to bear the family markings as well. Note that due to the nature of the paint mixture, the paint permanently stains flesh.
  • +2 Strength, -2 Intelligence
  • Base Speed 35
  • Medium sized: as per 3ed D&D Player's Handbook
  • Thermal Sense: Through pits in the side of his head, a Komodo can sense the differences in the heat given off by all beings and objects within 40ftin front of him. This paints a "picture" that the Komodo can use to interact with his immediate surroundings without having to use his eyes. This sense can be used in combat with no penalties.
  • +2 racial bonus on all Hunting and Tracking checks
  • +1 racial bonus to all Craft checks involving artistic expression
  • Racial bonus proficiencies with natural weapons: Bite: 1d3 (20/x2 Crit) Damage, Infectious (Injury DC 13 / Initial Effect: none / Secondary Effect: 1d2 Con) Tail: 1d4 (20/x2 Crit) Damage
  • -2 racial penalty on saving throws against Rads
  • Automatic Languages: Tradespeak, Bellowspeak (4 Ranks) and the dominant language of the character's home tribe.
  • Favored Classes: Ranger or Barbarian, see 3ed D&D Player's Handbook (pages 55-56) for details.

Mutant (new)
Although the ambient radiation from the Great Cataclysm is low enough in most areas that healthy living is possible in the Northern Wastes of Dirt, All races except for the Komodos have been cursed with the occasional birth of the Mutant children. Often times the poor souls that survive infancy are cast out of their homes at an early age in most tribes. Luckily, some find refuge in tribes that accept Mutants or are made up of Mutants. Regardless, those who survive to adulthood find themselves to be "gifted" with unusual abilities bestowed upon them by radioactively altered genetics. Unfortunately, most Mutants are also bestowed obviously unnatural physical features which cause them to have trouble associating with other races.

Table xxx: Mutant Benefits
xx-xx Speed xx-xx Powerhouse
xx-xx No Pain xx-xx Hypersenses
xx-xx Altered Metabolism xx-xx Feral Traits
xx-xx Secondary Limbs xx-xx Altered Musculature
Speed
Mutant gains +3 Dex and +15 to base speed. This increase causes the mutant to move in a VERY unusual way, even when relaxed (only DC 12 to notice something odd)
No Pain
This character's body has no ability to feel pain, as such he can withstand tremendous damage before collapsing. All of the character's hit dice are doubled (Con bonus is not doubled) at the cost of not knowing how injured he is unless he thoroughly examines himself. The DM keeps track of all damage this character suffers and only informs him of his current total if the character takes a full round to examine himself.
Powerhouse
This mutant is at least 9ft tall and is considered a Large size creature. He gains +4 Str and +1 Con, but loses -2Dex and -5 base speed. Most standard equipment will need to be altered to fit this character's body (+20 to 40% to the base price).
Hypersenses
Mutants with this ability gain +4 to ALL sensory checks (Listen, Spot, Search,…) and +2 to bonus to Save vs. Illusions. Unfortunately, they suffer a -3 penalty to all saves involving attacks to one's senses.
Secondary Limbs
This character was born with an extra pair of arms and may perform additional actions during a round with them at a -2 penalty to all actions in addition to the penalty for off-handed actions (i.e. main hand -8, off hand -12, third hand -12, forth hand -12). This additional penalty may be lowered by learning the Extra Limb Use feat.
Altered Musculature
Mutant gains +3 Str and +2 to all checks requiring bodily contortion (Escape Artist,…). Anyone looking upon this mutant's uncovered limbs or torso will automatically notice his unnatural muscle structure. Also, all attempts to treat this mutant's wounds are at -2 to the check.
Altered Metabolism
This mutant can gain sustenance from any organic matter it can manage to chew and swallow without any ill effects. It gains +5 to save vs. all Poisons, Toxins & Rads. The unfortunate side effect of this ability is that the mutant is constantly hungry and needs to eat three times a much as a normal person.
Feral Traits
This character has mammalian animalistic facial and bodily traits such as body fur, claws, and enlarged canine teeth. These traits allow the character to inflict +1d3 real damage in unarmed combat and give him a natural Armor bonus of +2.
Table xxx: Mutant Defects
xx-xx Speed xx-xx Powerhouse
xx-xx No Pain xx-xx Hypersenses
Unnatural Coloration
This mutant hair and / or skin is of a freakish color. -3 to all checks involving social interaction with non-mutants.
Sickly
-1 Con and -3 to save vs. all Poisons, Toxins & Rads.
Half-Witted
-1 skill point per level.
Luminescence
This mutant continually gives off a slight glow, equivalent to a candlelight. -10 penalty to Hide checks.
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Last updated on 12/17/2001
Copyright© 2001 by Reid San Filippo
Original site by Tim Bruns