The Far World Colonies

Greenton and Caraca are two large port cities settled by expatriates from Pallin, Doria, Capitol, Raevel and Ghed about a hundred years ago. The Far World Colonies have been independent for most of the time since they were settled; in that time, they have become a haven for sailors, merchants, and pirates.
More recently, the colonies were claimed and dominated by Pallin and the Pallinite Imperial Navy. The two cities (and numerous smaller cities that dot the Far World Islands) are the major settlements of Pallin's Far World Colonies. The colonies host a diverse mix of races, both native and immigrant, as well as a piratey culture that defies Pallinite domination.
Geopolitical Background
The arrival of the Pallinites, and the establishment of the Castellan Authority over the colonies, went uncontested in the Far World in large part because of a lack of any sort of governmental authority. The original settlers of the Colonies had made their way to the Far World for the express purpose of escaping the authority of a strong government. Unfortunately for their descendents, a strong government seems to have followed them.There are not many in Caraca or Greenton who are happy about being forcibly added to the Pallinite Empire, but as yet there is no major organized resistance to the Castellan authority.
Internal Background
The colonists of Far World are dominant on the Far World Islands, and have only a limited presence in the mainland (comprised of the walled city of Caraca, and the nearby Saint Michael Mission of the Church of Pallin). On the islands, local control typically rested in the hands of a few powerful pirate lords, and violent power struggles between rival bands of pirates was commonplace. That has been largely stopped by the arrival of the Pallinites and the establishment of the Castellan authority, which enforces the Pallinite Navy's rule over the islands from their base on the island of Greenton. Two major pirate lords in Greenton have been given sanction by the Castellan, and are relied upon by the Pallinites to enforce law and order in the islands. These pirates are Captain Black and Captain Red, who have been rivals for power for as long as most can remember but are now forced to cooperate with each other by the Castellan.In Caraca, things are usually somewhat less chaotic. The city has a governor, who holds power by the grace of his influence with the city watch. The current governor is Don Hugo, a reclusive figure who is noted for his brutality in enforcing his will. Don Hugo cooperates with the Pallinites, and if there is so much as a murmur of resistance to Pallinite authority Hugo will (and has a few times before) quash it in total.
Greenton is the largest city in the Far World Islands. It is the location of the Castellan, the seat of Pallinite Naval Authority, and it also happens to be the base of operations of Captain Black and Captain Red.
The Tri-Island Area consists of the three southernmost Far World Islands: Melee Island, Booty Island and Plunder Island. These three islands formed a union long before the arrival of the Pallinites, and have been administered by a Governor from the Marley family for the last forty years. The current Governor, Elaine Marley, is the daughter of Tri-Island founder Horatio Marley. She divides her time equally between three Governors Mansions built on each of the three islands she rules.
Scabb Island is a wretched hive of scum and villainy, once a safe haven for the worst of the colonies' pirates and ne'erdowells. The Castellan is in the midst of an operation to clean up Scabb Island, with early results being mixed at best.
Phatt Island succumbed to Pallinite rule all too readily, and is now dominated by a fascist Governor with the backing of the Crown. Apart from the Castellan Authority in Greenton Harbor, Phatt Island is home to the largest Pallinite military presence in the Far World.
Lucre Island is home to the wealthiest merchant in the Far World, Ozzie Mandrill. He has alliances with several of the remaining pirate barons, and pays lip service to the Castellan in order to retain his power.
Caraca is the largest mainland-based colony in the Far World. It is a walled city with a strong government, currently headed by the colony's wealthiest land owner, Don Hugo de Chavez. Caraca's empowered government has stifled all resistance to capitulation with Pallinite rule, and Don Hugo gladly serves the Pallinite Crown.
The Saint Michael Mission is a mission of the Church of Pallin, established by Pallinite priests long before the arrival of the Castellan Authority. The objective of the Mission has been to both seek new converts to their religion and also to facilitate peaceful relationships between the colonists and the natives of the mainland. St. Michael's current mon signor, Padre Luis, has a close working relationship with the leader of the Gaurahni natives, and the mission has a standing mutual defense pact with the nearby Gaurahni city of Teotihuacan.
It is suspected (but not proven) that Padre Luis is giving shelter to Juan Pablo Rojas Paul, a rebel instigator who is fighting to unseat Don Hugo from power in Caraca. Relations between Caraca and the St. Michael Mission are icy, at best.
The humans of the colonies are a mixed, and therefore unique lot. They come from every corner of every nation on Kulm, and have developed their own unique multi-cultural heritage that longs to defy the tightening grip of Pallinite colonial rule. Whether they be Greentoners, Caracans or Tri-Islanders, the humans of the colonies have an abiding love and need for the freedom to just be themselves.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: None. Humans, as standard, may dual-class instead.
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Humans move at rate 12.
Bonus Languages: Common.
Special Advantages:
None.
Special Disadvantages:
None.
A tribe of native humans, there are settlements of the Shark People throughout the Far World islands. Highly adept sailors, the Shark People travel freely between the Far World islands and New Pallin as they please. In addition to the settlers, the Shark People are known to have contact with the Gaurahni in the jungles south of the islands.
For more information on the Shark People, follow the LINK.
Thought by some to be extinct, Araneas are one of the indigenous races of the Far World Islands. They are descended from Werespiders, and unlike other races descended from the Lycanthropes of the Far World (such as Lupins, Rakastas and Tabaxi), Araneas retain some trace of their lycanthropic heritage in the form of their shapechanging abilities. Araneas have three forms, which they can move between at will: spider form, human form, and a demispider form which can only be maintained for a limited amount of time.
Ability Score Adjustments: +2 Dexterity, +2 Intelligence, -2 Strength, -2 Constitution
Class Restrictions:
Multi-Class Allowances: Fighter-Mage, Mage-Cleric, Thief-Mage. Single-classed Araneas may dual-class.
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate:
Spider Form: 7; Spider/Demispider form Araneas move at speed 18, and can move on webs at speed 12.
Human Form: 10; Human form Araneas move at speed 12.
Bonus Languages: Aranea, Common. Araneas can innately communicate with spiders in any of their forms.
Special Advantages:
Infravision: 60' range.
Shapechanging: Can move between three forms: Human,
Demispider, Spider. Araneas must move through Demispider form in
order to shapechange between Human and Spider, or Spider and Human
forms. It takes a minimum of 2 rounds to move between those forms (1
round to shift to Demispider, 1 round to shift to desired form).
Demispider Form: Araneas can maintain Demispider form
for 2 rounds per level per day; so at first level, an Aranea may only
maintain Demispider form for 2 rounds each day. In Demispider form,
the Aranea has the advantages of both its spider and human forms.
Spider Taming: Araneas receive bonus proficiencies in
Animal Handling and Animal Training when dealing with Spiders.
Polymorph Resistance: As with other natural
shapechangers, Araneas are somewhat resistant to polymorph effects.
An Aranea who has been polymorphed is able to resume the form it was
in after one round.
Natural Attack: In Spider form, the Aranea can bite for
1d6 damage. 3/day, this bite can infect its victim with a poison:
those that fail a save vs. poison suffer 1d4 damage each round for
1d4 rounds, or until the poison is treated. In Demispider form, the
Aranea can bite to inflict poison damage (again, only usable 3/day),
but the Demispider's bite deals no damage on its own apart from the
poison.
Webcasting: In Spider or Demispider form, the Aranea can
use its webs to lasso and immobilize targets. Araneas can produce 30'
of webbing per day, and require 20' of webbing to immobilize a single
man-sized opponent. Only 10' is required for small-sized opponents,
5' for tiny-sized opponents, and all 30' is required for a single
large-sized opponent. If the Aranea has the Rope Use proficiency, a
Webcasting attack has a +2 bonus to hit.
Special Disadvantages:
Stigma: Many of the other races in the colonies distrust
Araneas, or are at the very least suspicious of them. This only comes
into play if an NPC witnesses the Aranea in Demispider form -- even
if it's just while the Aranea is moving between its Human and Spider
forms. Those that see the Demispider have, from that point onward, a
-3 reaction adjustment against the Aranea.
Dispelling Demispiders: Both the Human and Spider forms
of the Aranea are natural, and cannot be dispelled. However, an
Aranea in Demispider form who is hit with a successful Dispel Magic
spell is forced back into the last form it held.
Weapon Vulnerability: Araneas are susceptible to weapons
that have enchantments designed to deal extra damage to Lycanthropes
and other shapechangers.
The Dwarves of the Far World colonies are home to several species of Dwarf: Hill, Mountain, Deep, Sundered, Gully and even the Gray Dwarves (also known as Duergar). Dwarves were lured to the colonies long ago by the promise of forging their own destinies and exploring new and uncharted lands. Now even the mostly lawful Dwarves bristle under the yoke of Pallinite Castellan rule.
Ability Score Adjustments: Hill and Mountain Dwarves: +1 Constitution, -1 Charisma. Deep Dwarves: -2 Charisma, +2 Constitution. Sundered Dwarves: -1 Charisma, +1 Constitution and Strength. Gully Dwarves: -2 Charisma, +1 Dexterity and Strength. Gray Dwarves (Duergar): -2 Charisma, +1 Constitution.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Thief, Fighter-Psionicist, Psionicist-Thief.
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Dwarves move at rate 6.
Bonus Languages: Dwarven, Common. Duergar are also able to speak Undercommon, allowing them to communicate with various Underdark races.
Special Advantages:
(Hill and Mountain Dwarves)
Dwarven Resistances: Due to their hardy, non-magical
natures, Dwarves are exceptionally resistant to poisons and spells.
Against such attacks, Dwarves gain a +1 bonus to save for every 3.5
points of Constitution.
Infravision: 60 foot range.
Racial Enmities: Born from a pure hatred instinctively
driven into the Dwarven race, Dwarves gain a +1 bonus to hit Orcs,
Half-Orcs, Goblins and Hobgoblins. When attacked by Ogres, Trolls,
Ogre-Magi, Giants or Titans, Dwarves gain a +4 AC bonus.
Mining Detection: When within 10', Dwarves can detect
the following information about their subterranean surroundings:
|
Detect Grade/Slope in Passage |
1-5 on 1d6 |
|
Detect New Tunnel/Passage Construction |
1-5 on 1d6 |
|
Detect Sliding/Shifting Walls or Rooms |
1-4 on 1d6 |
|
Detect Stonework Traps, Pits and Deadfalls |
1-3 on 1d6 |
|
Determine Approximate Depth Underground |
1-3 on 1d6 |
(Deep Dwarves)
Enhanced Dwarven Resistances: Due to their hardy,
non-magical natures, Dwarves are exceptionally resistant to poisons
and spells. Against such attacks, Dwarves gain a +1 bonus to save for
every 3.5 points of Constitution. Once this is calculated, Deep
Dwarves add an additional +1 to the result.
Infravision: 90 foot range.
Racial Enmities: Born from a pure hatred instinctively
driven into the Dwarven race, Deep Dwarves gain a +1 bonus to hit
Orcs, Half-Orcs, Goblins and Hobgoblins. When attacked by Ogres,
Trolls, Ogre-Magi, Giants or Titans, Dwarves gain a +4 AC bonus.
Mining Detection: Deep Dwarves have the same mining
detection abilities as their Hill and Mountain kin.
(Gray Dwarves)
Dwarven Resistances: Due to their hardy, non-magical
natures, Dwarves are exceptionally resistant to poisons and spells.
Against such attacks, Dwarves gain a +1 bonus to save for every 3.5
points of Constitution.
Infravision: 120 foot range.
Racial Enmities: When attacked by Ogres, Trolls,
Ogre-Magi, Giants or Titans, Dwarves gain a +4 AC bonus.
Stealth: Duergar impose a -2 penalty to an enemy
surprise check, but only if the rest of his party is either similarly
stealthy (that is, possessing a similar Stealth racial ability) or
else 90' away. Duergar receive a +2 bonus to their own surprise
rolls.
Special Immunities: Gray Dwarves, in addition to the
standard Dwarven resistances, are immune to paralysis, illusion and
phantasm spells, and to magical poisons.
Spell-like Powers: 1/day each, Enlarge (as a wizard
twice the character's level) and Invisibility.
Mining Detection: Gray Dwarves have the same mining
detection abilities as their Hill and Mountain kin.
(Gully Dwarves)
Dwarven Resistances: Due to their hardy, non-magical
natures, Dwarves are exceptionally resistant to poisons and spells.
Against such attacks, Dwarves gain a +1 bonus to save for every 3.5
points of Constitution.
Infravision: 60 foot range.
Grovelling: Gully Dwarves may attempt to grovel anytime
they are in a dangerous situation and is not immediately engaged in
melee. The grovelling is typically effected by the dwarf throwing
itself at the mercy of its attacker, or fainting in the hope that it
will be ignored in the ensuing melee. Whatever form it takes,
grovelling forces opponents to roll a save vs. spells. Failing the
save, opponents ignore the Gully Dwarf for 1d6 rounds, though they
may restrain or tie him up instead of attacking. As Gully Dwarves
rise in level, they begin to impose penalties on the save roll
against grovelling (-2 to save at 5th level, -3 at 9th level and -5
at 13th level and above).
Racial Enmities: Born from a pure hatred instinctively
driven into the Dwarven race, Gully Dwarves gain a +1 bonus to hit
Orcs, Half-Orcs, Goblins and Hobgoblins. When attacked by Ogres,
Trolls, Ogre-Magi, Giants or Titans, Dwarves gain a +4 AC bonus.
Mining Detection: Gully Dwarves have the same mining
detection abilities as their Hill and Mountain kin.
(Sundered Dwarves)
Dwarven Resistances: Due to their hardy, non-magical
natures, Dwarves are exceptionally resistant to poisons and spells.
Against such attacks, Dwarves gain a +1 bonus to save for every 3.5
points of Constitution.
Infravision: 30 foot range.
Racial Enmities: Born from a pure hatred instinctively
driven into the Dwarven race, Sundered Dwarves gain a +1 bonus to hit
Orcs, Half-Orcs, Goblins and Hobgoblins. When attacked by Ogres,
Trolls, Ogre-Magi, Giants or Titans, Dwarves gain a +4 AC bonus.
Mining Detection: Sundered Dwarves have the same mining
detection abilities as their Hill and Mountain kin.
Special Disadvantages:
(Hill and Mountain Dwarves)
Magic Item Failure: Due to their non-magic natures,
Dwarves have a 20% chance to fail whenever they attempt to activate a
magical item.
(Deep Dwarves)
Magic Item Failure: Due to their non-magic natures,
Dwarves have a 20% chance to fail whenever they attempt to activate a
magical item.
Experience Penalty: In order to advance, Deep Dwarves
require an additional 10% of the experience points required at each
new level.
Light Sensitivity: Deep Dwarves suffer a -1 to all rolls
in bright sunlight or within the radius of a Continual Light
spell.
(Gray Dwarves)
Magic Item Failure: Due to their non-magic natures,
Dwarves have a 20% chance to fail whenever they attempt to activate a
magical item.
Experience Penalty: In order to advance, Duergar Dwarves
require an additional 20% of the experience points required at each
new level.
Light Sensitivity: Duergar Dwarves lose their Stealth
abilities when exposed to sunlight or the light from a Continual
Light spell. Their Dexterity is also reduced by -2 in such light, and
to-hit rolls are made with a -2 penalty. In situations where a
Duergar is in darkness but his opponents are in bright light, the
Duergar loses no dexterity or stealth but attacks with a -1
penalty.
Reputation: Even though individualism reigns in the
colonies, Duergar still suffer from historically bad relationships
with other Dwarven races, such that other dwarves react to Duergar
with a -3 penalty.
(Sundered Dwarves)
Magic Item Failure: Due to their non-magic natures,
Dwarves have a 20% chance to fail whenever they attempt to activate a
magical item.
Claustrophobia: Sundered Dwarves must roll a successful
save vs. death in order to overcome his fear of the underground
before he can enter dungeons, caves or tombs. If the check fails, he
may not enter. Once underground, the dwarf must make a saving throw
each day. If he fails, he will want to leave the underground by the
most direct route. Underground, the Sundered Dwarf attacks with a -2
penalty to his rolls. Should he fail his claustrophobic saving throw,
the penalty increases by -1 for each additional day he stays
underground.
(Gully Dwarves)
Magic Item Failure: Due to their non-magic natures,
Dwarves have a 20% chance to fail whenever they attempt to activate a
magical item.
So Very, Very Stupid: Gully Dwarves are usually stupid.
While player characters are generally an exception to this rule,
anytime a Gully Dwarf PC comes up with an elaborate plan or idea that
shows an uncharacteristic level of forethought, insight and planning,
the player may be required to roll an intelligence check first.
Four Elven subraces -- High, Gray, Sylvan and Dark Elves -- may be found in the Far World Colonies. The independent and freedom-loving attitudes of the colonials is very much in keeping with innate Elven beliefs and tendencies, and so Elves are among the most common demihumans in the colonies.
Ability Score Adjustments: High Elves: +1 Dexterity, -1 Constitution. Gray Elves: +2 to Intelligence, +1 Dexterity, -2 Constitution and -1 Strength. Drow Elves: +2 Dexterity, +1 Intelligence, -2 Charisma, -1 Constitution. Sylvan Elf: +1 Strength and Dexterity, -1 Charisma and Constitution.
Class Restrictions:
Multi-Class Allowances: Fighter-Mage, Fighter-Thief, Mage-Thief, Fighter-Mage-Thief
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Elves move on land at a rate of 12.
Bonus Languages: Elves begin play knowing how to speak Elven and Common. Drow Elves also begin play knowing Undercommon.
Special Advantages:
(High Elves)
Infravision: 60' range.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
(Gray Elves)
Infravision: 60' range.
Gray Elven Libraries: Gray Elves of any class may
purchase the Sage Knowledge proficiency without a cross-class
penalty. Further, when consulting Gray Elf sages, a Gray Elf pays a
reduced price for information than he would elsewhere.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
(Sylvan Elves)
Infravision: 60' range.
Magic Resistance: Elves enjoy a 90% resistance to Sleep
and Charm-based effects. Even if their resistance fails, they still
get a normal save against the effect.
Animal Empathy: Sylvan Elves can easily befriend natural
woodland creatures, in a manner similar to Rangers. This ability only
functions on non-hostile natural animals native to a forest
setting.
Weapon Affinity: Elves have a +1 bonus to hit with Long
and Short Swords, and Long and Short Bows.
Elven Stealth: Elves can move almost invisibly through
forests and other natural terrain; so long as they are not attacking,
they can only be seen by those with the ability to detect invisible
creatures. Elves impose a -4 penalty to an enemy surprise check, but
only if the Elf is wearing non-metal armor and the rest of his party
is either similarly stealthy (that is, possessing a similar Stealth
racial ability) or else 90' away.
(Drow Elves)
Infravision: 90' range.
Magic Resistance: Drow Elves begin play with a flat 50%
magic resistance. At each level after 1st, this increases by 2%, to a
maximum of 80%. In addition, Drow receive a +2 bonus to save against
all forms of magic.
Door Detection: Elven senses allow them to locate secret
or concealed doors. Passing within 10 feet of a secret door, Elves
will detect the opening on a roll of 1 on 1d6. If a Elf is actively
searching for secret doors, this chance increases to 1 or 2 on 1d6.
Concealed doors can be detected by Elves on a roll of 1, 2 or 3 on
1d6.
Weapon Affinity: Drow have a +1 bonus to hit with Long
and Short Swords, and Heavy, Light and Hand Crossbows.
Drow Stealth: Drow impose a -4 penalty to an enemy
surprise check, but only if the Elf is wearing non-metal armor and
the rest of his party is either similarly stealthy (that is,
possessing a similar Stealth racial ability) or else 90' away.
Spell-like Powers: 1/day, Drow can cast Dancing Lights,
Faerie Fire and Darkness. At 4th level, Drow gain the ability to
additionally use Levitate, Know Alignment and Detect Magic, also
1/day each. In addition, Drow priests can cast Clarivoyance, Detect
Lie, Suggestion and Dispel Magic 1/day.
Special Disadvantages:
(Gray Elves)
Haughtiness: Because of their arrogance, Gray Elves
suffer a -3 reaction adjustment penalty when dealing with non-elves.
This penalty is reduced (but still in effect!) to -1 when dealing
with other Elven subraces. There is no penalty when dealing with
other Gray Elves.
(Sylvan Elves)
Neuroses: Sylvan Elves are uncomfortable in most
settings other than the forest. When indoors or underground,
claustrophobia sets in, and Sylvan Elves also have an irrational
dislike of travelling across the sea. Whenever forced into any one of
the above mentioned situations, a Sylvan Elf suffers -2 to all
attack, damage, ability check and proficiency check rolls, and
endures a 20% chance of spell failure. A Sylvan Elf may learn to cope
with civilization and being inside buildings by purchasing the
Survival non-weapon proficiency (specific to Indoors), but the
claustrophobia from being underground and the distaste for sea travel
are not so easily overcome.
(Drow Elves)
Light Sensitivity: Drow lose their Stealth abilities
when exposed to sunlight or the light from a Continual Light spell.
Their Dexterity is also reduced by -2 in such light, and to-hit rolls
are made with a -2 penalty. Opponents save vs. Drow spells with a +2
bonus when the caster is suffering from his light sensitivity. When
the Drow is in darkness but his opponents are in light, he retains
his Dexterity and stealth but still suffers an attack penalty.
Power Loss: Drow who migrated to the Far World long ago
learned to preserve their innate Drow powers and resistances by
wearing special Spider Talismans crafted by the Aranea. If these
talismans are ever lost, or if the Drow is somehow forced to stop
wearing his talisman for more than two weeks, the Drow's powers begin
to fade at the rate of one per day. This starts from the most
powerful innate spellcasting and works down to the least powerful.
Magic resistance is also lost at the rate of 10% per day. This
process can be halted and the powers regained if the Drow either
returns to the Underdark or is reunited with his talisman.
Reputation: Even in the Far World, other Elves hate the
Drow. Drow suffer at least a -4 reaction penalty when dealing with
other Elves.
Experience Penalty: In order to advance, Drow Elves
require an additional 20% of the experience points required at each
new level.
Rock Gnomes, Tinker Gnomes, Deep Gnomes and Forest Gnomes can be found in parts of the colonies of the Far World. They are the least common of all the demihumans in the colonies.
Ability Score Adjustments: Rock Gnomes: +1 to Intelligence and -1 to Wisdom. Tinker Gnomes: +2 to Dexterity, -1 to Strength and -1 to Wisdom. Forest Gnomes: +1 Dexterity and Wisdom, -1 Strength and Intelligence. Svirfneblin: +1 Wisdom, +1 Dexterity, -1 Intelligence, -2 Charisma.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Illusionist, Fighter-Thief, Cleric-Illusionist, Cleric-Thief, Illusionist-Thief. Tinker Gnomes may mix the Tinker class with any other class or multi-class combination.
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate: 10 for Rock, Tinker and Forest Gnomes, 2 for Svirfneblin; Rock and Tinker Gnomes move on land at a rate of 6. Svirfneblin have a land movement rate of 9, and Forest Gnomes move at rate 12.
Bonus Languages: Gnome, Common. Additionally, Rock Gnomes speak the language of burrowing mammals, Forest Gnomes speak the language of forest mammals, and Svirfneblin speak Undercommon and the tongue of Earth Elementals.
Special Advantages:
(Rock and Tinker Gnomes)
Infravision: 60' range.
Magic Resistance: Gnomes gain a +1 bonus to their saving
throws vs. magic for every 3.5 points of Constitution.
Combat Bonuses: Due to their size and quickness, Forest
Gnomes have a +4 AC bonus when being attacked by Gnolls, Trolls,
Bugbears, Ogres, Ogre-Magi, Giants or Titans.
Racial Enmities: Forest Gnomes have a +1 bonus to hit
Goblins and Kobolds.
Mining Detection: When within 10', Gnomes can detect the
following information about their subterranean surroundings:
|
Detect Grade/Slope in Passage |
1-5 on 1d6 |
|
Detect Unsafe Walls/Ceilings/Floors |
1-7 on 1d10 |
|
Determine Approximate Direction Underground |
1-3 on 1d6 |
|
Determine Approximate Depth Underground |
1-4 on 1d6 |
(Forest Gnomes)
Pass Without Trace: Forest Gnomes can move through
any kind of wooded terrain without leaving a sign of his or her
passage.
Magic Resistance: Forest Gnomes gain a +1 bonus to their
saving throws vs. magic for every 3.5 points of Constitution.
Hide in Woods: Forest Gnomes have a 90% chance to Hide
in natural surroundings.
Combat Bonuses: Due to their size and quickness, Forest
Gnomes have a +4 AC bonus when being attacked by Gnolls, Trolls,
Bugbears, Ogres, Ogre-Magi, Giants or Titans.
Racial Enmities: Forest Gnomes have a +1 bonus to hit
Orcs, Lizardmen, Troglodytes or any creature which they have observed
directly damaging woodlands.
(Svirfneblin)
Infravision: 120' range.
Magic Resistance: Deep Gnomes have a base magic
resistance of 20%, and gain an extra 5% per level beyond 3rd.
Additionally, Deep Gnomes gain a +3 bonus to all saving throws (save
against poison, where they have only a +2 bonus).
Inherent Illusion Powers: All Deep Gnomes radiate
Non-Detection.In addition, all are able to cast Blindness, Blur and
Change Self 1/day each.
Freeze in Place: By freezing in place and remaining
perfectly still, a Deep Gnome has a 60% chance to go undetected by
any observer, even one with infravision.
Stealth: Deep Gnomes have a 90% chance to surprise an
opponent. They themselves are only surprised on a roll of 1.
Defense Bonus: Deep Gnomes gain a +1 bonus to their
already low Armor Class for every level after 3rd, to a maximum of
-6.
Weapon Affinity: Deep Gnomes have a +2 to hit with
thrown darts.
Mining Detection: Deep Gnomes have the same mining
detection abilities as their Rock and Tinker kin.
Special Disadvantages:
(Svirfneblin)
Experience Penalty: In order to advance, Deep Gnomes
require an additional 25% of the experience points required at each
new level.
The Half-Elves in the Colonies are only slightly less common than either their human or elven parents.
Ability Score Adjustments: None.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric, Fighter-Druid, Fighter-Thief, Fighter-Mage, Cleric-Ranger, Ranger-Druid, Cleric-Mage, Druid-Mage, Thief-Mage, Fighter-Mage-Thief, Fighter-Mage-Cleric, Fighter-Mage-Druid.
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Half-Elves move on land at a rate of 12.
Bonus Languages: Elven, Common.
Special Advantages:
Infravision: 60' range.
Magic Resistance: Half-Elves enjoy a 30% resistance to
Sleep and Charm-based effects. Even if their resistance fails, they
still get a normal save against the effect.
Door Detection: Elven senses allow Half-Elves to locate
secret or concealed doors. Passing within 10 feet of a secret door,
Elves will detect the opening on a roll of 1 on 1d6. If an Elf is
actively searching for secret doors, this chance increases to 1 or 2
on 1d6. Concealed doors can be detected by Elves on a roll of 1, 2 or
3 on 1d6.
(Half-Drow)
Infravision: 60' range.
Magic Resistance: Instead of the Elven resistance above,
Half-Drow have a flat general magic resistance of 20%.
Door Detection: Elven senses allow Half-Drow to locate
secret or concealed doors. Passing within 10 feet of a secret door,
Elves will detect the opening on a roll of 1 on 1d6. If an Elf is
actively searching for secret doors, this chance increases to 1 or 2
on 1d6. Concealed doors can be detected by Elves on a roll of 1, 2 or
3 on 1d6.
Special Disadvantages:
None.
Hairfoot, Stout and Tallfellow Halflings are commonly found in the colonies. The numbers of Halflings in the colonies is surprisingly high, given the general Halfling tendency toward eschewing travel and adventure.
Ability Score Adjustments: Hairfoots: +1 Dexterity, -1 Strength. Stouts: -1 Strength, +1 to either Dexterity or Constitution. Tallfellow: -1 Strength, +1 to either Dexterity or Wisdom.
Class Restrictions:
Multi-Class Allowances: Fighter-Thief, Fighter-Psionicist, Psionicist-Thief.
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Halflings move on land at a rate of 9.
Bonus Languages: Halfling, Common. Additionally, Stouts speak Dwarven, and Tallfellows speak Elven.
Special Advantages:
(Hairfeet)
Weapon Affinity: +1 to hit with slings, thrown weapons
and shortbows.
Halfling Stealth: Halflings impose a -4 penalty to an
enemy surprise check, but only if the Halfling is wearing non-metal
armor and the rest of his party is either similarly stealthy (that
is, possessing a similar Stealth racial ability) or else 90'
away.
Halfling Resistances: Halflings are exceptionally
resistant to poisons and spells. Against such attacks, Halflings gain
a +1 bonus to save for every 3.5 points of Constitution.
Human Affinity: +2 to reaction rolls with human
NPCs.
(Stout)
Weapon Affinity: +1 to hit with slings, thrown weapons
and shortbows.
Infravision: 60' range.
Halfling Stealth: Halflings impose a -4 penalty to an
enemy surprise check, but only if the Halfling is wearing non-metal
armor and the rest of his party is either similarly stealthy (that
is, possessing a similar Stealth racial ability) or else 90'
away.
Halfling Resistances: Halflings are exceptionally
resistant to poisons and spells. Against such attacks, Halflings gain
a +1 bonus to save for every 3.5 points of Constitution.
Mining Detection: Stouts have a 75% chance to detect
sloping passageways and a 50% chance to determine direction
underground.
(Tallfellow)
Weapon Affinity: +1 to hit with slings, thrown weapons
and shortbows.
Halfling Stealth: Halflings impose a -4 penalty to an
enemy surprise check, but only if the Halfling is wearing non-metal
armor and the rest of his party is either similarly stealthy (that
is, possessing a similar Stealth racial ability) or else 90'
away.
Surprise Rolls: Tallfellows have a +2 bonus to surprise
rolls when in a forest or wooded terrain.
Door Detection: Tallfellows can recognize a secret door
on a roll of 1 in 1d6.
Halfling Resistances: Halflings are exceptionally
resistant to poisons and spells. Against such attacks, Halflings gain
a +1 bonus to save for every 3.5 points of Constitution.
Special Disadvantages:
None.

The Lizard Men of the Far World are native to the Far World
Islands in the Caracan Sea. They belong to three tribes: Caymas,
Gurrash, and the Shazaks. Indigenous to the islands, the Lizard races
have been integrated into the larger colonial society. Now,
especially in Greenton and the Tri-Island area, the Lizard races form
an important source of manual labor, especially as dock workers,
porters and construction contractors (though the specialty of the
Caymas happens to be as architects).
Caymas (pictured above and to the right) are small,
standing about a foot or slightly more in height. They are energetic
and peaceful, and get along well with Humans and Tortles.
Gurrash are large, hulking lizard men who vaguely
resemble aligators (and hence are sometimes called "Gator Men"). They
are prized as bodyguards for their tremendous strength and fearsome
appearance.
Shazaks (pictured above and to the left) most closely
resemble the common Lizard Men found elsewhere (but especially the
Exxen of Doria).
There is some speculation as to whether the Lizard races of the
islands are in any way related to the Saurials of the mainland's
southern jungles. No conclusive evidence of this theory -- other than
the blindingly obvious fact that both races are reptilian -- has been
produced.
Ability Score Adjustments: Caymas: +2 Dexterity, -1 Strength, -1 Wisdom. Gurrash: +2 Strength and Constitution, -2 Wisdom and Charisma. Shazaks: +1 Strength, -1 Wisdom.
Class Restrictions:
Multi-Class Allowances:
Caymas: Fighter-Thief
Gurrash: Fighter-Cleric, Fighter-Thief
Shazaks: Fighter-Thief
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate: Gurrash and Shazak have AC 5, Caymas have AC 7; Caymas move at speed 9, Shazaks at speed 6 and Gurrash at speed 12. Shazaks and Caymas swim at speed 12, and Gurrash swim at speed 18.
Bonus Languages: Lizard Man, Common.
Special Advantages:
(Caymas)
Stealth: Cayma has a 20% chance to be able to remain
undetected in a swamp environment. Cayma thieves can add this 20% to
their Hide in Shadows score when attempting to hide in a swamp. A
Cayma attacking from concealment imposes a -2 penalty to surprise
rolls.
Infravision: 90' range.
Hold Breath: Cayma can hold its breath for a number of
rounds equal to 2/3 its Constitution score.
Natural Attack: Caymas can bite for 1d3 damage, in
addition to making a weapon attack.
Distant Kin: Shazaks, Caymas and Gurrash are distantly
related to the Exxen lizard men of Doria. Owing to some lingering
racial memory, reactions on first meeting will always be favorable
from members of the Exxen tribe.
(Gurrash)
Stealth: Gurrash has a 20% chance to be able to remain
undetected in a swamp environment. Gurrash thieves can add this 20%
to their Hide in Shadows score when attempting to hide in a
swamp.
Infravision: 120' range.
Hold Breath: Gurrash can hold its breath for a number of
rounds equal to its Constitution score.
Natural Attacks: In lieu of attacking with weapons, a
Gurrash can attack with a bite/tail slap combination. The bite deals
2d4 damage, and the tail slap deals 1d8 damage.
Distant Kin: Shazaks, Caymas and Gurrash are distantly
related to the Exxen lizard men of Doria. Owing to some lingering
racial memory, reactions on first meeting will always be favorable
from members of the Exxen tribe.
(Shazaks)
Stealth: Shazak has a 20% chance to be able to remain
undetected in a swamp environment. Shazak thieves can add this 20% to
their Hide in Shadows score when attempting to hide in a swamp.
Infravision: 60' range.
Hold Breath: Shazak can hold its breath for a number of
rounds equal to 2/3 its Constitution score.
Natural Attack: In lieu of attacking with weapons, a
Shazak can attack with a claw/claw/bite combination. The Shazak's
claws deal 1d2 damage each (2 attacks), and the bite deals 1d6
damage.
Distant Kin: Shazaks, Caymas and Gurrash are distantly
related to the Exxen lizard men of Doria. Owing to some lingering
racial memory, reactions on first meeting will always be favorable
from members of the Exxen tribe.
Special Disadvantages:
(Gurrash)
Size: Gurrash take damage as large
creatures.
Dog-men, believed to be descended from the Werewolves found throughout the islands. Despite this possible lineage, Lupins have a noted antipathy for lycanthropes of all kinds.
Ability Score Adjustments: +1 Strength, +1 Constitution, -1 Intelligence and Wisdom.
Class Restrictions:
Multi-Class Allowances: None. Lupins may dual-class instead.
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Lupins move at rate 12.
Bonus Languages: Lupin, Common.
Special Advantages:
Infravision: 60' range.
Natural Attacks: Unarmed Lupins can attack with a bite
(1d6 damage).
Detect Werewolves: Due to the Lupin's excellent sense of
smell, it has a 99% chance to detect a Werewolf in any of its forms,
and a 45% chance to similarly detect other Lycanthropes. Lupins have
a 15% chance to recognize another Lupin in unusual form (as from a
Polymorph spell/effect).
Detect Invisible Creatures: +4 bonus to any saving
throws made for detection when confronted by an invisible creature.
Lupins automatically get a saving throw when an invisible creature
approaches within 10', and then again for every round that the
creature remains that near. Lupins can also use this ability to
detect ethereal creatures, and knows the difference between ethereal
and invisible creatures. The Lupin does not know exactly where
detected creatures are, only that they are nearby.
Blind Fighting: Lupins automatically gain the Blind
Fighting proficiency, due to their heightened senses.
Tracking by Scent: Lupins can naturally track by scent,
with a score equal to half their Wisdom score (rounded up). Lupins
who then take the Tracking proficiency can use their full Wisdom
score. Lupin rangers gain a +6 bonus to their Tracking ability, due
to their keen sense of smell.
Smell Recognition: Lupins can recognize the smell of a
person or creature they have encountered before. Recognition of a
particular race is automatic, but the Lupin bust make an Intelligence
check to recognize a particular individual by smell. Perfumes or
strong odors in the area can give the Lupin a -1 to -4 penalty to
this ability, depending on the strength of the odors.
Detect Noise: A normal Lupin has a 35% chance to Detect
Noise as a thief. This chance increases by 2% per level after 1st
level. Lupin thieves begin with their Detect Noise at 35% (15% base +
20% racial adjustment), and also gain the bonus of 2%/level.
Special Disadvantages:
Sensitivity: Because of their heightened senses, Lupins
have a -2 penalty to saves against attacks based on odor (such as a
ghast's aura or a stinking cloud spell) or sound (such as a banshee's
wail or a harpy's song).
Wolfsbane: Wolfsbane repels Lupins, and is even more
poisonous to them than it is to humans. Ingested Wolfsbane acts as a
Type J poison (save vs. poison or die; successful save suffers 20 hp
damage). Injected Wolfsbane acts as a Type P poison (save vs poison
or all ability scores reduced by half for 1d3 days). Lupins' keen
senses always alert them to the presence of Wolfsbane, allowing them
to almost always avoid ingesting it willingly.
A race of cat-men, believed to be descended from Weretigers. Unlike Lupins, Rakasta have no special antipathy toward Were-creatures. Rakastan culture is unique, somewhat mystical, and concerned primarily with battle and honor.
Ability Score Adjustments: +2 Dexterity, -2 Wisdom.
Class Restrictions:
Multi-Class Allowances: None. Rakasta may dual-class instead.
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate: 10; Rakastas move at rate 12.
Bonus Languages: Rakasta, Common.
Special Advantages:
Infravision: 60' range.
Natural Attacks: Unarmed Rakasta can attack three times
in a round: two claw swipes (1d2 damage each) and a bite (1d4
damage). If both claws strike in a single round, the Rakasta can make
two rear-claw rake attacks (1d3 damage each). An armed Rakasta cannot
make natural attacks.
Excellent Balance: Rakastas take only half damage from
any fall.
Detect Invisible Creatures: +4 bonus to any saving
throws made for detection when confronted by an invisible creature.
Rakasta automatically get a saving throw when an invisible creature
approaches within 10', and then again for every round that the
creature remains that near. Rakasta can also use this ability to
detect ethereal creatures, and knows the difference between ethereal
and invisible creatures. The Rakasta does not know exactly where
detected creatures are, only that they are nearby.
Blind Fighting: Rakasta automatically gain the Blind
Fighting proficiency, due to their heightened senses.
Detect Noise: A normal Rakasta has a 20% chance to
Detect Noise as a thief. Rakasta thieves begin with their Detect
Noise at 20% (15% base + 5% racial adjustment).
Special Disadvantages:
Sensitivity: Because of their heightened senses, Rakasta
have a -1 penalty to saves against attacks based on sound (such as a
banshee's wail or a harpy's song).
A race of humanoid turtles, whose tribes are traditional allies of the three Lizard tribes. Tortles are bipedal, standing about the same height as humans. They have inhabited the islands of the Far World for thousands of years. Tortles are generally peaceful, scholarly farmers, but they will defend their homes.
Ability Score Adjustments: +1 Wisdom and Constitution, -2 Dexterity.
Class Restrictions:
Multi-Class Allowances: Fighter-Cleric.
Kit Allowances: The kits below are as presented (and in some cases modified) in the Savage Coast setting. All characters must select a kit (unless there is no kit available for the character's specific class).
Hit Dice: By class.
Natural Armor Class/Move Rate: 3; Tortles move at rate 3. Tortles can swim at speed 6.
Bonus Languages: Tortle, Common, Lizard Man.
Special Advantages:
Infravision: 60' range.
Natural Attacks: Unarmed Tortles can attack three times
in a round: two claw swipes (1d4 damage each) and a bite (1d6
damage). Tortles armed with a weapon can make a weapon attack and
bite in a single round.
Hold Breath: Tortles can hold their breath for 10
turns.
Shell Retreat: Within the span of a single round, a
Tortle can bend and twist to pull their limbs and head inside their
shell, taking no other actions in that round. When fully within their
shells, Tortles cannot move or attack, but they gain a base AC -1 and
have a +4 bonus to all saving throws, even against mental attacks. A
withdrawn Tortle can hear and smell but cannot see outside its shell,
making it immune to gaze attacks and other attacks that require a
victim to see.
Special Disadvantages:
Awkward Body: Because of their large, bulky shells,
Tortles cannot wear conventional armor or clothing. At double the
normal cost, a Tortle could commission armor designed to be worn
outside of its shell, but at extra movement penalty (movement speed
reduced by 2 on land and while swimming).