HGd10PHB - Kind - Kradok
Kradok are the ancestors to dwarves, gnomes, and possibly paidion on Loar. They are larger and far more powerful than their descendants but have many of the same cultural similarities. Kradok prefer crafts and knowledge to warfare, but they are highly skilled at both. They are tactical thinkers and even invented several games to hone this way of thinking, one of which bears their name long after The Sundering.
Kradok are powerfully built humanoids with slightly lower than human average height but usually twice the girth and all muscle. They have wide ears that taper to a point at the top some with lobes and some not. Their skin runs the gamut of human tones, but also that of stone and earthen colors. They are good at discerning sounds when surrounded by earth, stone, metal, or crystal, but have normal hearing in the open.
Kradok live an average of 500 years, but some have managed to resist aging for far longer if they have a deep driving reason to do so.
Kradok live under a powerful elected monarch, usually male, called the Paxe. They have developed a loose caste system based on technical knowledge and skills. Each caste has a different type of leadership and cross-marriages are encouraged. Strongly disposed toward a free-market, trade, and craftmanship, it is extraordinarily rare to see a poor Kradok - at least by human standards. These casts include War, Agriculture, Trade, Exploration, Diplomacy, Mining, and Priest. Priests are typically in charge of Artifice under Taphal's guidance.
Key Characteristic: Strength
Base Characteristic Maximums: +4 CON; +1 INT; +2 STR; +2 WIS
Skill Bonuses (BP):
May pick any three of these and receive the skill with one free BP in them:
Lowered XP Threshold: The above skills only require 4 XP to gain Trained Points instead of 5.
Traits & Foibles:
- Resistant to Geomancy
- Resistant to Aging
- Independently Wealthy
- Inner Compass
These Traits and Foibles do not count toward the Slot total.
Kradok tend to hit the open road to advance their knowledge of crafting or to find new mines or materials. Less often, they will leave their work at home to champion causes, most likely Kradok-related causes. They are loyal, wise friends that tend to be tactically minded, but sometimes overthink things and get bogged down in planning when action is required. They tend to be excellent fighters or artificers, but generally do little with magic. The few who dabble in magic tend toward Geomancy.
- Hero's Guild Players Handbook Home
- Chapter 1 - Creature Kinds
- Chapter 2 - Primary Characteristics
- Chapter 3 - Skills
- Chapter 4 - Traits and Foibles
- Chapter 5 - Physical Combat Skills
- Chapter 6 - Mystical Skills
- Chapter 7 - Equipment
- Chapter 8 - Crafting
- Chapter 9 - Knowledge Social and Movement Skills
- Chapter 10 - Optional Classes
- Chapter 11 - Rules of Engagement