This chapter of the Known Lands Online Campaign Sourcebook provides information pertaining to character races used in this campaign.
Designation Of Open Game Content: All game mechanics found on this page, including the names of races, classes, prestige classes, feats, spells and powers, are designated as Open Game Content under the Open Gaming License. Non-game related material, such as descriptive text, is not considered Open Game Content. |
The following races, typically found in the core rulebooks as character options, are not found within the Known Lands campaign setting:
The following races, typically found in the psionic rules as character options, are not found within the Known Lands campaign setting:
Humans are generally the most frequently encountered race within the Known Lands, as they are quite widespread and tend to live in a variety of environments.
Hit Die: 1d8
Class Skills: The paragon human may choose any ten skills as class skills. Knowledge skills must be selectly individually.
Skill Points Per Level: 4 + Int modifier. (This does not include the human's bonus skill point at each level.)
Weapon and Armor Proficiency: A human paragon is proficient with all Basic weapons and one other Weapon Group, and with light armor but not with shields.
The Human Paragon
Lvl | BAB | Fort | Ref | Will | Special Abilities | Spells Per Day |
---|---|---|---|---|---|---|
1 | +0 | +0 | +0 | +2 | Adaptive learning | -- |
2 | +1 | +0 | +0 | +3 | Bonus feat | +1 level of existing class |
3 | +2 | +1 | +1 | +3 | Ability increase | +1 level of existing class |
Spells Per Day: At 2nd and 3rd level, a human paragon gains new spells per day and spells known as if she had also gained a level in a spellcasting class she belonged to before adding the level. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of human paragon to the level in the spellcasting class, then determines spells per day, spells known and caster level accordingly.
If a character has more than one spellcasting class before she becomes a human paragon, she must decide to which class she adds each level of human paragon. If the human paragon has no levels in a spellcasting class, this class feature has no effect.
Adaptive Learning (Ex): A human paragon can designate any one of his human paragon class skills as an adaptive skill. This skill is treated as a class skill in all respects for all classes that the character takes levels in, both current and future.
Bonus Feat (Ex): At 2nd level, a human paragon gains a bonus feat. This feat can be any feat for which the human paragon is qualified, and the character must meet the requirements for the bonus feat normally.
Ability Increase (Ex): A human paragon gains a +2 inherent bonus to one ability score of her choice.
Unlike dwarves of other realms, dwarves within the campaign setting do not suffer for their dour demeanor. They are, however, noted for their somewhat clumsy manner.
Hit Die: 1d10
Class Skills: The paragon dwarf's class skills (and the key ability for each skill) are: Appraise (Int), Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Knowledge(dungeoneering) (Int), Perception (Wis), Profession (Int), Sense Motive (Wis) and Survival (Wis).
Skill Points Per Level: 2 + Int modifier.
Weapon and Armor Proficiency: A dwarf paragon is proficient with all Basic weapons, Crossbows, Axes and Picks & Hammers, and with light, medium and heavy armor but not with shields.
The Dwarf Paragon
Lvl | BAB | Fort | Ref | Will | Special Abilities |
---|---|---|---|---|---|
1 | +1 | +2 | +0 | +0 | Craft expertise, improved stonecunning |
2 | +2 | +3 | +0 | +0 | Improved darkvision (+30 ft.), save bonus |
3 | +3 | +3 | +1 | +1 | Constitution increase |
Craft Expertise (Ex): A dwarf paragon may add his level as a racial bonus to all Craft checks related to stone or metal items.
Improved Stonecunning (Ex): At 1st level, a dwarf paragon's racial bonus to Search checks to notice unusual stonework increases to +4. The range at which he receives an automatic stonework Search check for coming near an example of unusual stonework increases to 20 feet. Also, he can intuit where true north is in relation to himself (as if he had 5 ranks in Survival) whenever underground.
Improved Darkvision (Ex): At 2nd level, the dwarf paragon's darvision range increases by 30 feet.
Save Bonus (Ex): At 2nd level, a dwarf paragon's racial bonus on saves against poison and against spells and spell-like effects increases by 1.
Constitution Increase (Ex): A dwarf paragon gains a +2 inherent bonus to their Constitution score.
Elves within the campaign setting are much closer to the forests and woodlands than their peers in other realms. This is a product of their isolated existence within the Bloodborder Woods.
Hit Die: 1d8
Class Skills: The paragon elf's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Diplomacy (Cha), Knowledge (all skills, taken individually) (Int), Perception (Wis), Profession (Int), Spellcraft (Int), Stealth (Dex), Survival (Wis) and Swim (Str).
Skill Points Per Level: 2 + Int modifier.
Weapon and Armor Proficiency: An elf paragon is proficient with all Basic weapons, Bows, Light Blades and Heavy Blades, and with light armor but not with shields.
The Elf Paragon
Lvl | BAB | Fort | Ref | Will | Special Abilities | Spells Per Day |
---|---|---|---|---|---|---|
1 | +0 | +0 | +2 | +0 | Elfsight, resist enchantments | -- |
2 | +1 | +0 | +3 | +0 | Weapon focus | +1 level of existing divine class |
3 | +2 | +1 | +3 | +1 | Wisdom increase | +1 level of existing divine class |
Spells Per Day: At 2nd and 3rd level, an elf paragon gains new spells per day and spells known as if she had also gained a level in a divine spellcasting class she belonged to before adding the level. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of elf paragon to the level in the divine spellcasting class, then determines spells per day, spells known and caster level accordingly.
If a character has more than one divine spellcasting class before she becomes a elf paragon, she must decide to which class she adds each level of elf paragon. If the elf paragon has no levels in a divine spellcasting class, this class feature has no effect.
Elfsight (Ex): An elf paragon has exceptional visual acuity. Her racial bonus on Search and Perception checks increases to +4. In addition, an elf paragon's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
Resist Enchantments (Ex): An elf paragon's racial bonus on saves against enchantment spells or effects increases by 2.
Weapon Focus (Ex): At 2nd level, an elf paragon gains Weapon Focus as a bonus feat. This feat must be applied to one of the Weapon Group feats listed under the elf paragon's Weapon and Armor Proficiency section, above.
Wisdom Increase (Ex): An elf paragon gains a +2 inherent bonus to their Wisdom score.
Hit Die: 1d6
Class Skills: The paragon halfling's class skills (and the key ability for each skill) are: Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Jump (Str), Perception (Wis), Perform (Cha), Profession (Int), Stealth (Dex), Survival (Wis) and Swim (Str).
Skill Points Per Level: 4 + Int modifier.
Weapon and Armor Proficiency: A halfling paragon is proficient with all Basic weapons and Slings & Thrown Weapons, and with light armor but not with shields.
The Halfling Paragon
Lvl | BAB | Fort | Ref | Will | Special Abilities |
---|---|---|---|---|---|
1 | +0 | +0 | +2 | +0 | Athletic prowess, save bonus |
2 | +1 | +0 | +3 | +0 | Thrown weapon mastery |
3 | +2 | +1 | +3 | +1 | Dexterity increase |
Athletic Prowess (Ex): A halfling paragon's racial bonus on Climb, Jump and Stealth checks improves to +3.
Save Bonus (Ex): A halfling paragon's racial bonus on all saving throws increases by 1.
Thrown Weapon Mastery (Ex): At 2nd level, the halfling paragon gains Weapon Specialization (Slings & Thrown Weapons) as a bonus feat, even if they do not normally meet the requirements for the feat.
Dexterity Increase (Ex): A halfling paragon gains a +2 inherent bonus to their Dexterity score.
Desert nomads, the orcs of the campaign setting spend most of their time above ground, in contrast to their peers in other realms.
Hit Die: 1d10
Class Skills: The paragon orc's class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Perception (Wis), Profession (Int) and Survival (Wis).
Skill Points Per Level: 2 + Int modifier.
Weapon and Armor Proficiency: A paragon orc is proficient with all Basic weapons, Axes, Heavy Blades and Bows, and with light and medium armor but not with shields.
The Orc Paragon
Lvl | BAB | Fort | Ref | Will | Special Abilities |
---|---|---|---|---|---|
1 | +1 | +2 | +0 | +0 | Improved low-light vision, no light sensitivity |
2 | +2 | +3 | +0 | +0 | Swirling scimitars |
3 | +3 | +3 | +1 | +1 | Strength increase |
Improved Low-light Vision (Ex): An orc paragon's low-light vision increases in range, allowing him to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
No Light Sensitivity: An orc paragon loses his racial light sensitivity at 1st level.
Swirling Scimitars (Ex): At 2nd level, an orc paragon treats the scimitar as a light weapon (instead of a one-handed weapon) for all purposes, including fighting with two weapons.
Strength Increase (Ex): An orc paragon gains a +2 inherent bonus to their Strength score.
Shortest of the giant-kin, these four-armed giants dwell in the ancient holdings that once belonged to the dwarves.
Hit Die: 1d10
Class Skills: The tarthani paragon's class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (Int), Knowledge (psionics) (Int), Perception (Wis), Profession (Int) and Survival (Wis). When tarthani paragons attain Large size, they suffer the standard penalties to skills for Large creatures.
Skill Points Per Level: 2 + Int modifier.
Weapon and Armor Proficiency: A tarthani paragon is proficient with all Basic weapons and either Crossbows or Spears, and with light and medium armor but not with shields.
The Tarthani Paragon
Lvl | BAB | Fort | Ref | Will | Special Abilities |
---|---|---|---|---|---|
1 | +0 | +2 | +0 | +0 | Still mind |
2 | +1 | +3 | +0 | +0 | +2 Natural armor |
3 | +2 | +3 | +1 | +1 | Powerful build, Strength increase |
For every racial paragon level that the character takes, he grows an additional foot in height and thirty pounds in weight. The magical forces involved in the ceremony increases the size of the tarthani's personal equipment to match the body's new proportions.
Still Mind (Ex): The tarthani paragon gains a +2 bonus to saving throws against spells and effects from the Enchantment school.
Natural Armor (Ex): At 2nd level, a tarthani paragon gains a +2 natural armor armor bonus to armor class.
Powerful Build (Ex): At 3rd level, the physical stature of a tarthani paragon lets them function in many ways as if they were one size category larger.
Whenever a tarthani paragon is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the tarthani paragon is treated as one size larger if doing so is advantageous to him.
A tarthani paragon is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A tarthani paragon can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Strength Increase (Ex): A tarthani paragon gains a +2 inherent bonus to their Strength score.
This section provides information on the vital statistics (age, height and weight) of the common player-character races detailed above.
You can choose or randomly generate your character's age. If you choose it, it must be at least the minimum age for the character's race and class (see Table: Random Starting Ages). Your character's minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character's race and class on Table: Random Starting Ages.
Alternatively, refer to Table: Random Starting Ages and roll dice to determine how old your character is.
With age, a character's physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character's ability scores can be reduced below 1 in this way.
When a character reaches venerable age, the DM will secretly roll the character's maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year.
The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.
Table: Random Starting Ages
Race | Adulthood | Barbarian Battle Sorcerer Rogue Soulknife |
Bard Fighter Psychic Warrior Ranger |
Cleric Druid Monk Psion Wizard |
---|---|---|---|---|
Human | 15 years | +1d4 | +1d6 | +2d6 |
Dwarf | 40 years | +3d6 | +5d6 | +7d6 |
Elf | 110 years | +4d6 | +6d6 | +10d6 |
Halfling | 20 years | +2d4 | +3d6 | +4d6 |
Orc | 12 years | +1d4 | +1d6 | +2d6 |
Tarthani | 30 years | +2d6 | +3d6 | +4d6 |
Table: Aging Effects
Race | Middle Age1 | Old2 | Venerable3 | Maximum Age |
---|---|---|---|---|
Human | 35 | 53 | 70 | +2d20 |
Dwarf | 125 | 188 | 250 | +2d% |
Elf | 175 | 263 | 350 | +4d% |
Halfling | 50 | 75 | 100 | +5d20 |
Orc | 30 | 45 | 60 | +2d10 |
Tarthani | 60 | 80 | 120 | +4d% |
Notes:
The dice roll given in the Height Modifier column determines the character's extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character's extra weight beyond the base weight.
Table: Random Height and Weight
Race | Base Height | Height Modifier | Base Weight | Weight Modifier |
---|---|---|---|---|
Human, male | 4' 10" | +2d10 | 120 lb. | x(2d4) lb. |
Human, female | 4' 5" | +2d10 | 85 lb. | x(2d4) lb. |
Dwarf, male | 3' 9" | +2d4 | 130 lb. | x(2d6) lb. |
Dwarf, female | 3' 7" | +2d4 | 100 lb. | x(2d6) lb. |
Elf, male | 4' 5" | +2d6 | 85 lb. | x(1d6) lb. |
Elf, female | 4' 5" | +2d6 | 80 lb. | x(1d6) lb. |
Halfling, male | 2' 8" | +2d4 | 30 lb. | ×1 lb. |
Halfling, female | 2' 6" | +2d4 | 25 lb. | ×1 lb. |
Orc, male | 4' 11" | +2d12 | 160 lb. | x(2d6) lb. |
Orc, female | 4' 8" | +2d12 | 145 lb. | x(2d6) lb. |
Tarthani, male | 5'10" | 2d6 | 200 lb. | x(2d6) lb. |
Tarthani, female | 5'8" | 2d6 | 180 lb. | x(2d6) lb. |
Click here to return to the Table Of Contents for the Known Lands Online Campaign Sourcebook.
Open Game Content |
All original material on the Online Campaign Sourcebook website not designated as Open Game Content,
or not otherwise protected under the copyrights of other entities, is Copyright 2002-2005, Jason D. Kemp.