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C - C Expanded Races

This document describes a new racial variant for dwarves called Deep Dwarves. It provides details on their environment and history of endless war against goblins and orcs in the deep underground. It then lists their racial traits, including penalties to fighting in daylight, excellent stoneworking abilities, low-light vision, resistance to magic and poison, and an unshakable hatred of goblins and orcs that makes withdrawing from combat against them difficult. Their appearance is also described.
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© © All Rights Reserved
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Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
67 views

C - C Expanded Races

This document describes a new racial variant for dwarves called Deep Dwarves. It provides details on their environment and history of endless war against goblins and orcs in the deep underground. It then lists their racial traits, including penalties to fighting in daylight, excellent stoneworking abilities, low-light vision, resistance to magic and poison, and an unshakable hatred of goblins and orcs that makes withdrawing from combat against them difficult. Their appearance is also described.
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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EXPANDED RACES

NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
dwarves have battled and warred with goblin and orc kind for so long,
DWARF, DEEP that the only affinity the deep dwarves know is the affinity of slaughter
towards their eternal enemy. In this case, the deep dwarves know

T
hese dwarves live very deep underneath the earth and rarely –if goblin and orc kind best, at least best in the ways to defend against
ever– come to the surface world. Because of their love of the them, infiltrate their warrens, and how to efficiently remove the life from
deepest parts of the under-earth, this variety of the dwarven race is their bodies.
all but separate in relations to the type of dwarves normally found in
mountain holds, and surface cities. Though the deep dwarf is only a ENVIROMENT
cousin race to their surface-dwelling counterpart, they still share many They are primarily tunnelers, miners, smiths, masons, and dour warriors
of the same characteristics. who eternally fight vicious wars against fellow denizens of the deep
parts of the world. These battles have driven them farther and farther
into unfathomable depths beneath the earth. Their homes are usually
small, but elaborate caverns, tunneled and mined with defensive
capabilities in mind. It’s never easy to get to the deep dwarves, and it’s
never easy to take their homes from them.

RACIAL TRAITS & ABILITIES


DAYLIGHT FIGHTING: Deep dwarves have traditionally spent little
or no time above ground fighting in such environments. In daylight (not
lamplight, or torchlight) deep dwarves suffer a -2 penalty to all to-hit rolls
in combat, and a -2 penalty to constitution saving throws. At the 5th
level of experience this penalty begins to fade and is reduced to -1, and
at 10th any penalty fighting in daylight is negated providing the deep
dwarf has spent a significant amount of time in the daylight learning to
acclimate to bright environments.

DEFINE DEPTH & DIRECTION: Like other dwarf races, deep


dwarves can sense their direction and depth underground, but with
almost supernatural accuracy. These senses provide them with a 99%
accurate rate of measure unless magic or some other supernatural force
interferes with this ability.

DEEP STONECRAFT (Wisdom ): Deep dwarves spend most of


DESCRIPTION their lives mining tunnels and carving halls out of the darkest and
The skin tone of a deep dwarf is always either dark brown, charcoal hardest stone of the under-earth. Thus they possess an extensive
gray, or onyx black in color, and their eyes are usually solid black, but knowledge of stoneworking and construction techniques which make
sometimes with speckled grey coloration. Their hair color is black, often them capable in spotting unusual and unique features within worked and
streaked with gray even at a young age. But most often deep dwarf hair unworked stone. A deep dwarf merely passing within 20 feet of a new
is pearl white. Those who spend much of their time on the surface find construction, unfamiliar construction, sliding wall, stonework trap, unsafe
that if they had white hair at birth, it tends to turn grey then black after a stone surface, unstable ceiling, concealed or secret doors, and
handful of years upon the surface. Their physique is sinewy and passageways constructed or disguised as stone, may perceive it with a
muscled, though more gaunt than other dwarves. successful wisdom check adding a bonus of +3 to the roll. Should the
deep dwarf actively be searching for such features, the bonus increases
PERSONALITY to +5. When examining a stone feature, a successful wisdom check
The deep dwarves are stoic, and their faces don’t often change with also reveals other bits of knowledge, such as which race created the
their mood. But in times of war, the songs and war cries of the deep feature, approximate age, and if applicable the approximate value of a
dwarves prove that their personality is all but stone-like. Deep dwarves stone object.
have not mastered humor, and don’t see a need for it. This
characteristic makes the surface races find them hard to bargain with, DEEPERVISION: Deep dwarves have excellent deepvision abilities
and even harder to befriend, though loyalty, family, and clan are the allowing them to see in various shades of gray even when in total
greatest loves of the deep dwarves. darkness up to a range of 180 feet.
RACIAL AFFINITIES DEFIANCE OF THE ARCANE: Deep dwarves are resistant to all
The deep dwarf peoples split from the other dwarven races untold forms of arcane magic and wizardly spellcraft, and receive a +3 bonus
millennia ago and since that time has developed no meaningful to saving throws against such forces. Additionally, deep dwarves who
affiliations with others. The possible exception to this is that deep
EXPANDED RACES
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
wish to take up a character class that can cast arcane spells (illusionist,
wizard, etc.) require an additional +10% needed experience points to
advance to new levels of experience in those classes.

DWARVEN ALCHEMY (Intelligence ): Due to their environment


most deep dwarves are proficient in the use of natural alchemies. Using
fungi and mosses, as well as gases and toxins excreted from the deeps,
the deep dwarf is capable of making minor potions, poisons, and natural
concoctions derived from the under realms.

RANCOR: Deep dwarves have an instinctive, intense hatred for goblin


and orc-kind, and even other monstrous races of the deeps. All social
interactions with these types of creatures are nearly impossible to
manage peaceably. Any needed charisma checks in applicable social
situations between these groups suffers a penalty of -10 to the roll. In
these cases, most deep dwarves will never voluntarily have any
dealings with goblins, orcs, and other monstrous races of the under-
earth.

RESISTANCE TO POISON: Deep dwarves are imbued with a great


constitutional fortitude resulting in a +2 bonus to saving throws against
all forms of poison (contact, ingested, or inhaled).

UNSHAKABLE ENMITY: When fighting goblins, orcs, or other


monstrous creatures of the deep earth, the deep dwarf gains a bonus of
+2 to hit and to damage against them. Withdrawing from these types of
combat is difficult for the deep dwarf requiring a successful charisma
check to do so. If failed, the deep dwarf cannot find it within their heart
to leave the combat until the enemy is defeated, or the enemy has
bested them. For each previously failed charisma check against the
same opponent, if another check is needed, a cumulative -1 for each
failed attempt is applied to the successive rolls. ELF, GRAY
T
WEAPON LIMITATION: Deep dwarves never use two-handed he gray elf is the oldest, most reclusive of all the elven ancestries,
weapons, pole-arms, or any other melee or ranged weapons having an and if legends are accurate this progenitor elven race is immortal.
EV 4 or higher, even if specifically dwarven made. They are considered Despite their long-lived nature, these elven peoples are not prolific
to be not proficient with these weapons regardless of class weapon and their small families live in the deepest, remotest parts of the world
proficiency, and will result in a -3 to-hit penalty if used. The exception to far away from any other society.
this rule is that a deep dwarf is always willing and able to use a dwarven
great axe. DESCRIPTION
Mostly, gray elves look like their high elf cousins but they do not visibly
Attribute Modifiers: +1 Strength, +1 Constitution, age after their adolescence. Though they are equally as tall as the
-1 Dexterity, -1 Charisma more common high elves, their facial features still retain youth even as
they stretch into over a thousand years of age. Their bodies are thin
Base Movement: 15 feet and slight, but toned in musculature, with soft faces and dark, haunting
eyes. Gray elves move simply, efficiently, and with such refinement that
Languages: Dwarven, goblin, orc, undercommon they almost seem to float as they move about especially when viewed at
a distance. They live only in hidden forests and groves, and usually
Size: Small only when those places are in the hardest to reach, secluded areas
where civilization and enemies can’t get to.
Typical Classes: Barbarian, bard, cleric, fighter, monk, rogue
PERSONALITY
Class Modifiers: A deep dwarf of the monk class receives a bonus The gray elf knows their place in the world – as the moral and racial
+2 to their Monk Special Abilities armor class. leaders of all elvendom. They are proud of their ancestry, and like to
live up to the legends that are spoken of them by others. Their very
long lives make most gray elves seem stoic, stone-like, and with their
EXPANDED RACES
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
unblinking, dark eyes, seemingly uncaring and cold. They are skilled in slow the gray elf in movement is completely negated. This ability
metalworking and stonecraft, and regard shaping gems as their greatest doesn’t allow a grey elf to move if they are tied up, knocked
pleasure. Many gray elves are skilled in warfare and encase unconscious, or some other form of effect that completely takes away
themselves in ornate suits of heavy armor. They love to wield thin- the character’s ability to walk (such as their legs being removed from
bladed longswords, and spears while wading into war on foot, but they their body).
most favor mounted combat upon the backs of their specially trained
warhorses. Almost all gray elven warriors are knights of some skill. GEMSMITH (Intelligence ): Most gray elves learn from a very
young age to cut, polish and otherwise beautify all types of gemstones.
RACIAL AFFINITIES Many become so adept at this process that even in practice or during
While most elves prefer the comfort of other elves, the gray elves seem leisure time they become the equivalent of a master gem smith. This
to keep no other culture, people, or race close to them. At some point in ability imparts all gray elves with the ability to cut, divide, and polish a
the distant past, the gray elves distanced themselves from all of the gemstone as long as they have the necessary tools to attempt the task.
other elven peoples. Other elves began to make their way into the When doing so, the gray elf is entitled to a +2 bonus to the intelligence
world and move farther from their ancestors. The gray elves either roll. When successful, the gray elf can turn raw gemstones into
stayed in the places they originally came from or retreated away from polished masterpieces. In addition, and with the CK’s approval, the
the rest of the world. Nobody really knows why the gray elves left their better the gemsmith roll, the higher in value the gemstone becomes.
cousins, and left the greater parts of the world to others, but their culture
and history has remained consistent since the beginning of time. Most HORSEMANSHIP (Dexterity ): Most gray elves train when young
other races refer to the gray elves in legends and tales, as so few gray in mounted combat with all types of horses, but especially elven
elves take part in normal society and even fewer in adventuring parties. warhorses. Like the knight character class the gray elf is trained to
Other gray elves and their families are the most important aspect to gray saddle, mount (and dismount), ride, and perform simple leaps and tricks
elf relationships. while mounted without the need for a dexterity check to accomplish this
ability. Attempting greater feats and tricks while mounted usually
ENVIROMENT requires a dexterity check. This ability works just like the ability of the
At the center of the few gray elf communities are large, intricate same name under the knight character class in the Castles & Crusades
dwellings of shaped wood and stone. These structures, and even entire Player’ Handbook. However, if the gray elf takes up the knight
gray elven towns and cities, are built into the boughs of ancient trees character class as their profession this racial ability provides an
where possible. additional +2 bonus to any dexterity check related to the horsemanship
ability.
RACIAL TRAITS & ABILITIES
SILENT MOVEMENT (Dexterity ): This ability allows the gray elf
ENHANCED SENSES: Like high elves, gray elves possess an to silently move on foot when in a wilderness area. They can move up
enhanced sense of hearing and vision when compared to humans. to one-half their normal speed at no penalty to this dexterity check. At
Grey elves can see detail that most others can’t discern at ranges of up more than one-half speed, up to the character’s maximum speed, the
to 2 miles. The gray elf can read a road sign, or tell the type of weapon dexterity check is penalized by 5. It is very difficult for a gray elf to
a person is carrying on their hip at this distance. Likewise, sensitive charge or run while trying to remain silent. In this case, the penalty to
elvish ears impart a consistent +2 bonus to all attribute checks involving the dexterity check is -10.
listening.
SPELL RESISTANCE: Gray elves are particularly resistant to spells
EFFICIENT MOVEMENT: Normal movement by feet, such as and spell-like abilities that charm the mind or unnaturally cause sleep.
dancing, hiking, running, tip-toeing, striding, walking, etc. is practiced in When making saving throws versus these types of spells the gray elf
gray elf society in such a way that they maximize every movement to be receives a +10 bonus to the roll. This spell resistance ability allows for a
efficient and waste no time and energy. When a gray elf has their special wisdom saving throw against the sleep spell’s effects even
movement penalized or reduced in some way due to mundane terrain though such a saving throw is not normally allowed. A successful
impediments or weather effects, any penalty received is reduced to a saving throw in this instance versus sleep completely avoids that spell’s
mere 5 feet. For example, if a gray elf’s normal movement is 30 feet, effect upon the gray elf using this ability.
and deep sand in a sand storm is encountered penalizing their
movement by half, the gray elf simply has their movement penalty TWILIGHT VISION: When in an environment only illuminated by
reduced by 5 feet so that they can move up to a maximum of 25 feet in moonlight, starlight, or torchlight, gray elves have exceptional vision and
a round. Magical and supernatural effects that penalize movement still can distinguish color and detail at a distance of up to 1 mile under such
apply as normal. At the 5th level of this character’s experience, any conditions. Twilight vision only applies when the gray elf is outdoors
mundane terrain penalty is altogether negated and the gray elf is not and in a natural wilderness environment. When in a cave or in a human
hampered by normal terrain and weather effects that reduce movement. city, for example, the elf’s vision is only slightly better than a humans
Additionally, at 5th level magical and supernatural terrain and weather with this ability.
effects that penalize movement is likewise reduced by only 5 feet of
movement. By the character’s 10th level of experience, all mundane
terrain and weather effects, as well as magical and spell effects that
EXPANDED RACES
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr

PERSONALITY
Attribute Modifiers: +1 Intelligence, +1 Wisdom, The mist elves pride themselves on hard work and longevity. This
-1 Strength, -1 Charisma dignity in their ways allows them to never look down and always look a
friend or foe full on with confidence. They stand straight up appearing
Base Movement: 30 feet taller than they are, and are known to speak carefully and never out of
turn. Though mist elves are not immortal as legends might say, they
Languages: Elf, goblin, sylvan refuse to bury their dead. Instead the mist elf culture binds the dead in
the finest silks and lays them in the water of their homeland where it is
said the magic of the land itself takes the body below the surface and
Size: Medium
preserves it forever.
Typical Classes: Cleric, knight, wizard
RACIAL AFFINITIES
Mist elves live in the shadows of other nations, kingdoms, and empires.
Class Modifiers: A gray elf of the knight class receives a bonus of +2 As survivors of the emergence of the other races the mist elves are
to their horsemanship class ability. hearty, smart, and quietly staying to own their path. Though the mist elf
culture has a small footprint upon the world, they have good working
relations with other moral and respectable cultures. They usually
distrust halflings and the more monstrous races.

ENVIROMENT
The mist elves have always lived on the seaside cliffs and plains found
near the waters of oceans and large lakes. Their homes are simple but
elegant tent structures, or beautiful cliff side halls. Though the mist
elves of old survived the genocides and wars brought from the emerging
races, they always remained in the places their people were from.
That’s not to say the mist elves never leave home – they are a loyal
people who would follow friends and leaders to the highest mountain
peaks, and the deepest dark places of the world.

RACIAL TRAITS & ABILITIES


ELVEN ATHLETICS: Due to their intense wilderness upbringing,
mist elves are granted a +2 bonus to any athletics attribute checks
involving climbing or swimming but only when unarmored or lightly
ELF, MIST armored (EV2 or less). In addition, a mist elf’s natural endurance allows
them to perform both of these athletic skills for double the normal

M
ist elves are undoubtedly related to the high elves, and the telltale duration before tiring.
signs of that ancestry is apparent in their proud bearing. They are
a good people, trustworthy, and stalwart friends to have at one’s ENHANCED SENSES: Elvish physiology is blessed with enhanced
side. But, these seaside living folk tend toward the chaotic nature of a hearing and vision. Mist elves can see father than humans and discern
people unrestrained by the complications and corruptions of larger fine details up to 2 miles distant. This means that the mist elf can see
societies. Therefore the mist elves are often considered the lesser side and describe a shield device on an enemy two miles away provided
of the elf races, with small families and no ambition or desire to greater there is a clear line of sight with ample amount of light. Even in
their position in the world. Though other elves, dwarves, and even torchlight the mist elf has exceptionally keen vision. The mist elf can
human cultures see the mist elves as low and underdeveloped, nothing also hear extraordinarily well and receives a +2 bonus to any attribute
could be farther from the truth – it is a fact that these people claim to be check related to the act of listening.
the true first race of the world and the fathers of all elvendom.
LESSER SPELL RESISTANCE: The ancient mist elves are
DESCRIPTION resistant to spells and spell-like abilities that charm the mind or
Mist elves are shorter than their high elf kin, with stouter arms and legs. unnaturally cause sleep, though they are not as adept at this as the
Their faces tend to be wider with eyes that are more oval-shaped. They other elven races. When making a saving throw versus these types of
mostly have pale tanned complexions with blue or grey eyes, and only spells the mist elf receives a +5 bonus to the roll. This lesser spell
have silver, white, or golden blonde hair. Mist elf society often sheds resistance ability allows for a special wisdom saving throw against the
much of its clothing during the warmest parts of the year, preferring their sleep spell’s effects even though such a saving throw is not normally
bare skin or sheer garments to heavy cloth or leather.
EXPANDED RACES
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
allowed. A successful saving throw in this instance versus sleep
completely avoids that spell’s effect upon the mist elf using this ability. ELF, TWILIGHT (Drow)

T
NAKED ARMOR: When mist elves are unarmored and wearing light hese
clothing (or no clothing at all), their freeform movement affords a natural
defense against attackers providing a +2 to their armor class. This
benefit is negated when wearing heavy clothing (such as winter
clothing) or any kind of armor that covers the body and/or legs.

SILENT MOVEMENT (Dexterity ): This ability allows a mist elf to


silently move on foot when in a wilderness area. They can move up to
one-half their normal speed at no penalty to this dexterity check. At
more than one-half speed, up to the character’s maximum speed, the
dexterity check is penalized by 5. It is very difficult for a mist elf to
charge or run while trying to remain silent. In this case, the penalty to
the dexterity check is -10.

TWILIGHT VISION: When in an environment only illuminated by


moonlight, starlight, or torchlight, a mist elf has exceptional vision and
can distinguish color and detail at a distance of up to 1 mile under such
conditions. Twilight vision only applies when the mist elf is outdoors and
ELF, WILD
in a natural wilderness environment. When in a cave or in a human city,

T
for example, the elf’s vision is only slightly better than a humans with hese
this ability.

WEAPON TRAINING: Mist elves are trained from youth to wield bow
weapons of any type, as well as the use of any kind of spear. When
employing these favored armaments in battle the mist elf may add a +1
bonus to the attack roll to hit. In addition, when using a spear with two
hands in combat (no second weapon or shield in the other hand), the
mist elf also gains a +1 to the damage inflicted on any successful melee
attack.

Attribute Modifiers: +1 Constitution,


-1 Wisdom

Base Movement: 30 feet

Languages: Common, elf, goblin, sylvan


ELF, WOOD

T
Size: Medium hese

Typical Classes: Fighter, knight, monk, paladin, ranger, wizard

Class Modifiers: If the mist elf is playing a member of knight class,


the knight’s embolden ability is gained at the character’s 2nd experience
level (instead of 3rd). Members of the paladin class gain the aura of
courage class ability at the 5th experience level (instead of 6th) and the
range is increased to 20 feet around the paladin. Mist elf rangers
receive a bonus of +2 to the delay/neutralize poison class skill.
EXPANDED RACES
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
RACIAL AFFINITIES
HALF-OGRE Half-ogres usually care for themselves or other half-ogres if any others
can be found. While not in their own groups, only bands of ogres, orcs,
hobgoblins, and goblins even consider the company of half-ogres.
Many humans absolutely loathe half-ogres, while other humanoid races
can be indifferent towards them. Life of a half-ogre that intermingles
with humans can be very difficult. Most human communities do not let
them pass through, and others will hunt and destroy the half-breeds.

ENVIROMENT
The half-ogre shares the ogres’ place in the ecosystem; that of a plague
on humans and some demihumans, lusting for treasure and making
neither crafts nor good labor. The beginnings of half-ogre poetry have
been around for many years, but it is exceptionally ugly and disturbing.

Maybe it will be the few daring half-ogres to bring light to the world of
this often considered monstrous race.

RACIAL TRAITS & ABILITIES


BRUTALITY: When engaged in melee combat with either their hands,
or a hand-held weapon, the half-ogre’s sinewy strength, regardless of
strength score, always causes a bonus of +2 points of damage to an
opponent. Similarly, it is difficult if not impossible for a half-ogre to pull
their punches. Thus, the half-ogre can never voluntarily cause
temporary or subdual damage against any target.

H
alf-ogres are not your typical adventuring fair. These half-breeds INAPTITUDE (Dwarves / Gnomes / Small Creatures): In the
tend to form small wandering bands of other half-ogres when they thick of combat against dwarves, gnomes, and other small creatures,
can, but are most likely found in the company of full-blooded ogres, the half-ogre finds their skill lacking against these types of opponents
or other pillaging and war-like creatures. Half-ogres mixed in with and incurring a constant penalty -2 to hit with attack rolls against them.
groups of their combative and violent cousins tend to be treated poorly
(even by ogre standards), and are often front-line fighters whose loss MENTAL INFIRMITY: All half-ogres lack a certain perceptual fitness
will not greatly affect the overall family group. resulting in a -1 penalty to all mental saving throws (intelligence,
wisdom, and charisma).
DESCRIPTION
Half-ogres resemble their full-blooded cousins in many ways, though OF GIANTKIND: The half-ogre is classified as a giant for all benefits
they are medium-sized creatures. They tend to be large, and thickly and disadvantages that would normally apply to true giants (magic
muscled, and are generally taller than the average human male. The items, combat bonuses or penalties against) as indicated by the castle
half-ogre’s savage features of a large, pointy or broad nose, severe keeper.
underbite, and protruding brow-line are somewhat muted by their human
lineage. They have stocky frames with long arms, and squat legs. OGRE-VISION: In a similar manner to ogres, half-ogres can see in
Sometimes, half-ogres can pass as ugly, unevolved humans. complete darkness up to 60 feet, and have exceptional twilight-vision.
Even under starlight, moonlight, or torchlight the half-ogre can
PERSONALITY distinguish color and detail when in an outdoor environment, up to one-
While many ogres are voracious predators and pillagers, the half-ogre is mile distant.
usually prevented from celebrating and taking part in successful raids,
and war-parties while with other plunderers. Half-ogres can be shy, POWERFUL FISTS: When attacking with their fists alone, the half-
quiet, and even seem introspective from outsiders who view them, but ogre can slam opponents as a normal melee attack instead of a melee
are themselves not often mistaken as scholars. Those not familiar with weapon attack. This slam does 1d6 points of damage and does not
the half-ogre race tend to look upon them as dumb, unevolved, or incur any to-hit or damage penalties due to a low strength score.
backwards, and usually give them a wide berth. This is why a half-orge Though, a strength bonus is still applied if the half-ogre has a sufficient
in the company of the more beautifully-typified races seems reserved, strength score to provide one. The +2 bonus to damage from the
quiet, and reluctant social creatures. brutality ability listed above also applies to this slam attack.
EXPANDED RACES
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
TOUGH: All half-ogre characters gain a bonus of 5-8 (1d4+4) moppish hair, though the curls of their halfling cousins are not unknown.
additional hit points as a one-time bonus at 1st level to add to the They have somewhat long and sinewy arms and legs, making them
amount provided by their class and normal constitution bonus (if any). appear as if their bodies are stunted when compared to other halflings.
When rolling for these additional hit points the amount gained is not An interesting and some say disturbing feature to the longleaf halfling is
additionally modified by a constitution bonus or penalty. their fingers which are long, boney, and usually with sharp, pointed
nails.

PERSONALITY
The longleaf halfling is dour, serious, and often quick to irritate, and
mostly lacks the jovial attitude other halflings seem to enjoy. These
personality quirks don’t make them bad people, just noticeably different
from the more common halfling race that others are often at a loss on
how to deal with them. The longleaf race can work with common
halflings, but usually find them lazy, slow, and sluggish due to their
affinity for baked goods.

RACIAL AFFINITIES
Like other halflings, the longleafs prefer the company of their own
people, and clans. Of the other races, longleafs can work with most
others for the benefit of themselves or their own kind, but most are
disposed towards half-elves, wild elves, wood elves, and sometimes
dwarves. Though human and longleaf halfling interaction is known, the
longleaf does not desire to spend their time within the walls of human
towns and cities any longer than they have to be.

Attribute Modifiers: +2 Strength, +1 Constitution, ENVIROMENT


-2 Intelligence, -1 Charisma The longleaf halfling is only happy in their native environment of
unmolested wilderness, and deep woodlands far away from the more
Base Movement: 30 feet cosmopolitan races. Their connection to nature is evident in the way
they live, grow food, and the people they allow into their homes.
Languages: Common, giant, goblin, ogrish, orc, undercommon Everything they do is in harmony with the land around them. This
congruence between nature and the lives of this halfling race are often
Size: Medium symbolized artistically by depicting various imaginative drawings and
paintings of the leaf. Each clan or family’s crest always has a leaf
Typical Classes: Fighter symbol associated with it.

RACIAL TRAITS & ABILITIES


HALFLING, LONGLEAF ARCANE WEAKNESS: Longleaf halflings are susceptible to the
arcane magic of illusionists and wizards (but not arcane magic
originating from faeries and the like, see Resist Nature’s Magic below).

T
Having only rarely felt the pinch of arcane magic, the longleaf suffers a
hese halflings are not your typical halfling. While longleaf halflings
penalty of -2 to all saving throws from arcane magical effects and spells.
are short in stature, with large almond-shaped eyes, and round hairy With experience, these penalties begin to fade. At the 5th character
feet, they are anything other than their more common halfling
level the penalty suffered against arcane magic is reduced to -1, and at
cousins. These halflings are wilder than most of their brethren. They
10th level the arcane weakness penalty is eliminated completely.
tend to live in wilderness areas or hide in small enclaves deep in the
wilds. A sturdy group, the longleaf halflings pride themselves on their
wilderness skills and actively avoid encounters with the outside world as
DUSKVISION: Longleaf halflings possess the normal duskvision of
other members of the halfling race. Their large almond-shaped eyes
much as possible. They rely on their hiding and survival abilities rather
can see in starlight and moonlight just as a human can see at dusktime.
than combat to overcome their enemies.
Longleaf halflings retain the ability to distinguish color and most detail
under these conditions, though everything appears to be cast in dusky
DESCRIPTION shadows with this type of vision. The longleaf has no enhanced vision
Longleaf halflings are taller and leaner than other halflings, and they
when in the confinement of the dark alleyways of a city environment or
often wear the rugged clothing of their wilderness heritage. Their hair
when underground. With candlelight, torchlight, or other conditions of
and eye colors are rich earth tones, and their skin is often cracked and poor illumination the longleaf halfling can see no better than a human
rigid from a lifetime in the wilds. Longleaf halflings have straight,
can.
EXPANDED RACES
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
animal or plant life. When outside of their selected wilderness union,
the longleaf halfling must make a wisdom check to derive this
information. Likewise, the longleaf can easily determine if water is safe
to drink or not, and can always find shelter and enough food and water
for themselves in a mere 1d3 hours. If the longleaf is searching for food
and shelter for other people in the selected wilderness, a wisdom check
must be made. If this check is failed, 1d4 hours pass and the longleaf
would only be able to find enough food, water, and shelter for
themselves. If the check is successful, they must spend 1d4+2 hours to
find enough food, water, and shelter for a maximum of 1d4+2 additional
people. When finding food, water, and shelter for others, the wisdom
check can only be attempted once per day.

RESIST NATURE’S MAGIC: Longleaf halflings are naturally


resistant to a druid’s spells and other nature based magical effects,
including those from pixies and fae creatures. The longleaf receives a
+1 bonus to all saving throws from druidic magic, faerie magic, as well
FEARLESS RESOLVE: Because longleaf halflings tend to live far as from other nature-based sources.
from civilized peoples, they are in near constant danger. Thus they
have learned that fear is sometimes a worthy trait, and a good survival SILENT RUNNING (Dexterity ): Longleaf halflings are quiet as a
mechanism. Controlling their fears and harnessing an internal resolve breeze in outdoor environments. With a successful dexterity check the
when faced with dangers has its advantages. All longleaf halflings longleaf can move silently when moving up to their normal movement
receive a +1 bonus to saving throws versus fear effects, as well as a +1 rate or less, but only when outdoors. Though difficult, the longleaf
bonus to any rolls needed when checking for morale. In addition, when halfling can move up to twice his movement distance in the round, and
a longleaf halfling encounters an enemy either one-on-one or when part attempt to move silently, but with a -10 penalty to the dexterity check.
of a group, and that enemy is of higher level (or HD) the longleaf gains a
+1 bonus to attack rolls to hit their enemies in melee combat. WILD PORTENTS (Wisdom ): When making a wisdom check to
determine whether the longleaf halfling is surprised, a bonus of +1 is
HIDE OUTSIDE (Dexterity ): Longleaf halflings spend much of added to the roll. This bonus only applies to wisdom checks used to
their lives avoiding the watchful eyes of enemies and city folk. When in determine surprise.
an outdoor environment, the longleaf can attempt to hide from others
with a bonus of +2 to the dexterity check. If the longleaf decides to
move while attempting to remain hidden they can still hide but will Attribute Modifiers: +1 Dexterity, +2 Constitution,
instead suffer a penalty to the dexterity check rather than a bonus. -1 Intelligence, -2 Charisma
When hiding outside and moving up to their current movement rate, the
longleaf instead suffers a -5 penalty to the hide outside check. It is Base Movement: 20 feet
impossible to move more than the longleaf’s normal movement rate
(such as jogging or running) and attempt to hide using this ability. If the Languages: Halfing
longleaf is actively being observed, even casually, they cannot attempt
to hide. However, if the observer is momentarily distracted, the longleaf Size: Small
halfling can then attempt to hide outside, but at a -10 penalty since they
would have to move quickly and have a viable hiding spot within 5 feet. Typical Classes: Bard, Druid, Ranger, Rogue
HINTERLAND UNION (Wisdom ): Longleaf halflings are
Class Modifier: A longleaf halfling of the ranger class receives a +2
connected to the wilderness in almost mystical ways. They coexist with
bonus to the track ability.
their environment in aspects that only members of the druid class may
understand. This relationship with the wilderness imparts upon them a
specialized knowledge of the particular wilderness the longleaf halfling
normally calls home. For example, they may pick a temperate
deciduous forest as their preferred hinterland union with this ability.
Other examples of this union may include: desert (sandy or tundra),
forest (boreal, temperate, tropical as well as coniferous or deciduous),
hills (rocky or rolling, as well as montane, temperate, or tundra), marshy
lowlands, or plains (grasslands, montane, tundra), etc. The longleaf can
identify specific animals and plants from the selected type of wilderness
without resorting to a die roll. In their home wilderness, they are always
accurate and can determine most special abilities and qualities of the
EXPANDED RACES
NEW RACES AND RACIAL VARIANTS FOR YOUR CASTLES & CRUSADES GAMES
By Derrick “Omote” Landwehr
HEIGHT & WEIGHT BY RACE
RACE ------ HEIGHT ------ ------ WEIGHT ------
Dwarf 3’ 10” 5’ 2” 140 lbs. 180 lbs.
-Deep 3’ 6” 4’ 8” 110 lbs. 160 lbs.
Elf, High 4’ 0” 6’ 0” 100 lbs. 135 lbs.
-Gray 5’ 4” 5’ 8” 100 lbs. 130 lbs.
-Twilight (Drow) 4’ 0” 5’ 6” 90 lbs. 115 lbs.
-Wild 4’ 4” 5’ 8” 100 lbs. 125 lbs.
-Wood (Gray) 4’ 8” 6’ 6” 110 lbs. 165 lbs.
Gnome 3’ 6” 4’ 8” 70 lbs. 90 lbs.
Half-Elf 4’ 2” 6’ 2” 90 lbs. 175 lbs.
Half-Ogre 5’ 6” 7’ 1” 160 lbs. 340 lbs.
Half-Orc 4’ 10” 6’ 5” 120 lbs. 180 lbs.
Halfling 3’ 0” 4’ 6” 45 lbs. 70 lbs.
-Longleaf 3’ 3” 4’ 10” 50 lbs. 75 lbs.
Human 4’ 8” 6’ 8” 90 lbs. 250 lbs.

MINIMUM STARTING AGE BY RACE


ADULT
RACE F/R/A/C/D/B* Ran/Pal Bard/Mon/W/I
AGE
Dwarf 150 +4d6 +7d6 +10d6
-Deep 75 +2d6 +7d6 +10d6
Elf, High 200 +7d6 +9d6 +12d6
-Gray 500 +10d6 +15d6 +20d6
-Twilight 100 +4d6 +6d6 +8d6
-Wild 40 +3d6 +5d6 +8d6
-Wood 60 +4d6 +6d6 +8d6
Gnome 30 +3d6 +4d6 +6d6
Half-Elf 20 +1d6 +2d6 +3d6
Half-Ogre 15 +1d4 +4d6 +8d6
Half-Orc 13 +1d4 +1d6 +2d6
Halfling 16 +1d4 +1d6 +2d6
-Longleaf 15 +1d4 +2d4 +3d4
Human 15 +1d4 +1d6 +2d6
* Fighter, Rogue, Assassin, Cleric, Druid, Barbarian

AGING BY RACE
MIDDLE
RACE OLD VENERABLE MAXIMUM
AGE
Dwarf 300 450 600 +2d100 years
-Deep 250 350 450 +2d100 years
Elf, High 500 750 1000 +3d100 years
-Gray 1000 2000 3000 +2d1000 years
-Twilight 200 300 400 +2d100 years
-Wild 100 150 200 +1d100 years
-Wood 150 225 300 +1d100 years
Gnome 75 112 150 +3d20 years
Half-Elf 62 93 125 +3d20 years
Half-Ogre 50 70 90 +1d100 years
Half-Orc 30 45 50 +1d10 years
Halfling 40 60 80 +2d20 years
-Longleaf 35 50 75 +2d20 years
Human 35 53 70 +2d20 years
Expanded Races – Release 3, 190331

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