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Dark Destiny Campaign

Joining Concordia
Classes Allowed in Concordia
DM and Character submission
DM List(Under Construction)
Chat Room & Message Board
The Chat Room
Message Board
Races of Concordia
The Concordian Race
Demi-Humans
Humans
Humanoids
Getting to know your race
Human history(under construction)
Humanoid History(under construction)
Getting to know the Dem-Human Races
Information on Concordia
Concordia
Concordia Map
Society
Alignment and Concordia
Laws of Concordia
Slavery
Education
The Womans Role
Economics
Population
Magic use and Responsibility
Provinces and Cities
Gods
The Great War(under construction)
Shaars




RACES


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Dwarves

1. Ability score adjustments: +1 strength, +1 constitution, -1 charisma.
2. Alignment: Vary.
3. Classes allowed: Fighter, Priest, Thief.
4. Abilites:

A. Dwarves are not very adapt at magic use or magical items and automatically have a 30% penalty to using magical spells, scrolls, or items other than swords and armor.
B. Dwarves gain a +2 to all saving throws vs rod, staves, wands, or spells.
C. Dwaves automatically get the direction sense proficiency.
D. When underground dwarves get a +2 to there search for or disarm traps, and detecting secret passages.


Gnomes

1. Ability score adjustments: +2 charisma, +1 dexterity, -1 strength.
2. Alignment: Mainly neutral, although they vary from gnome to gnome.
3. Classes allowed: Priest, Mage, Thief, Bard
4. Abilites:

A. Gnomes are not adept fighters and get a -3 penalty when using a weapon they are not proficient in.
B. Gnomes are great negotiators and react very well with npcs across Concordia giving them a 40% bonus to there npc reaction checks.

Jekur (dark elf)


1. Ability score adjustments: +1 dexterity, -1 constitution
2. Alignment: Mostly chaotic, although alignments vary with each pc.
3. Classes allowed: Fighter, Ranger, Mage, Priest, Thief.
4. Abilites:

A. Elves are extremely light of foot, have superior senses, and can only be surpries by an opponent on a roll of 1 on a 1d10.
B. They are extremely adept at magic use, and can learn spells with a 10% bonus when learning a spell.
C. Besides this, They are very naturally resistant to magic, and gain a +2 to all their saves vs magical spells.

D: In pitch black areas dark elves can only be spotted by infravision, while low light areas they have a 50% of being spotted with normal vision.


Common Elves


1. Ability score adjustments: +1 dexterity, -1 constitution.
2. Alignment: Mainly neutral, some chaotic, although alignments vary with each pc.
3. Classes allowed: Fighter, Ranger, Priest, Mage, Thief.
4. Abilites:

A. Common elves are able to pass through wilderness surroundings silently and without being seen-in this way they can surprise opponents (-4 to surprise modifier).
B. Unless they are attacking, these eleves can only be spotted by creatures able to see individual creatures or things.
C. Because of their magical nature, common elves are 90% immune to all charm and sleep spells.
D. Common elves are especially proficient in the use of the bow and spear, which they use very effectively in their natural surroundings.
E. Because of this, they gain a +1 to hit with both weapons.
F. They may also, because of their dexterity, move, fire a bow, and then move again, all in the same round.




Goblins


1. Ability score adjustments: +1 intelligence, +2 charisma, -1strength.
2. Alignment: Lawful, very few chaotic.
3. Classes Allowed: Fighter, Ranger, Mage, Priest, Thief, Bard.
4. Abilites:

A. Because of their known natural charm and likeableness, goblins gain a +2 to all reaction rolls with people they first meet.
B. Do to their military culture goblins are automatically ambidextrous.
C. Goblins also recieve an extra +1 bonus when using a weapon they are specialized in.



Halflings


1. Ability score adjustments: +1 dexterity, -1 Strength.
2. Alignment: Chaotic Good.
3. Classes allowed: Fighter, Ranger, Priest, Theif.
4. Abilites:

A. All halfling characters have a high resistance to magical spells, so for every 3 1/2 points of consitution score, the character gains a +1 bonus on saving throws vs wands, staves, rods, and spells.
B. They have a similar resistance to poison, gaining the same saving throw bonus vs poison as they do for spells.
C. All halflings gain a +1 bonus to their attack rolls when using thrown weapons or slings.
D. A halfling can surprise opponents when not in metal armor, but must be along or in the company of elves or halflings. (-4 to opponents surprise rolls).



Lizardmen

1. Ability score adjustetments: +2 intelligence, -1 dexterity, -3 charisma.
2. Alignment: Lawful, mostly neutral.
3. Classes allowed: Fighter, Mage, Priest.
4. Abilites:

A. Lizardmen can move in water at a rate of 12, ad have no penalties for attacking in water.
B. They can also remain under water for long periods of time (up to 2/3 his constitution score -rounded up).
C. Lizardmen start with a natural armor class of 7.
D. Lizardmen are a little slow on land, but not overly so, and have only 8 movement here.
E. Lizardmen, however, do not need to wet their bodies, as they have grown used to life outside of water.

F. Lizardmen characters when created have a 20% chance of being born with the chamelon effect, which applies only when they are in the following terrains: Desert, Forest, Swamp, Mountains, Water. This effect allows them to blend with the natural settings of the said terrains. This being said, those with the effect have only a 10% chance of being spotted when not moving, and 60% chance when moving slowly.


Ogres


1. Ability score adjustments: +2 strength, +1 constitution, -1 wisdom.
2. Alignment: Lawful good or evil, never chaotic or neutral.
3. Classes allowed: Fighter, Ranger, Mage, Priest.
4. Abilites:

A. Orges take damage as large creatures.
B. Orges gain an extra +1 when using medium or larger weapons.
C. Orges gain an extra +1 when using a weapon they are specialized in.



Orcs


1. Ability score adjustments: +1 strength, +1 intelligence, -2 dexterity.
2. Alignment: Lawful or Neutral.
3. Classes allowed: Fighter, Mage, Priest, Bard
4. Abilites:

A. Orcs are very strong causing them to score critical hits on a natural roll of 19 or 20.
B. Orcs are also very clumsy causing them to score critical misses on a natural roll of 1 or 2.
C: Due to there high intelligence, orcs gain an extra two languages when they start.


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