# This is the Races table # # All text after a '#' is treated as a comment. # Feel free to include your own races. # # The format is : # # 1ST LINE : # # Name (up to 20 characters), followed by a ';' # Size (Size of the race), followed by a ';' # World (DS = Dark Sun, Std = Standard, etc.), followed by a ';' # # 2ND LINE : # # Description(Any text you want to have included in the savefiles, like # special abilities etc.), followed by an empty line # containing only a '.' # # 3RD LINE : # # Limits (The minimum/maximum requirements, the order is : # Str,Dex,Con,Int,Wis,Cha), followed by a ';' # Extrastr (Determines whether extra strength is rolled for a # warrior with strength 18), followed by a ';' # # 4TH LINE : # # Modifiers (The racial modifiers for the attributes, the order is : # Str,Dex,Con,Int,Wis,Cha) # Even if the modifier is 0, it has to be included, # followed by a ';' # XP penalty (A percentage value which is added to the XP needed to # gain a level. # e.g. 10,000 needed to reach level 4, 20% penalty # thus the character needs 12,000 XP to reach 4th level), # followed by a ';' # # 5TH LINE : # # Classes (The possible classes for the race, without multi-class # combinations, followed by the maximum level in brackets, # if no level limit is specified, the advancement is not # limited. The maximum length is 20 characters), # followed by a ';'. If the list is longer than one line, # only the last line ends with a ';' # # 6TH LINE : # # Groups (Groups of classes are defined by a setname, these setnames # can then be used in the multiclass entries. # When groups are used, any ONE member of the group can be # substituted for the group entry. A class can only be # member of one group. # The maximum length is 10 characters.) # Each group is is followed by a ';'. The last group ends # with a '.'. # Even when no groups are specified, the '.' has to be included. # # 7TH LINE : # # Multiclass (The possible multi-class combinations, the classes # are seperated by a '/'. # The classes/groups have to be in alphabetical order # e.g. Fighter/Thief, NOT Thief/Fighter), followed by a ';' # If the list is longer than one line, only the last line # ends with a ';'. Even when no multiclasses are possible, # the ';' has to be be included. # # 8TH LINE : # # Thieving (This line contains the thieving skill modifiers, # the order is : # pick pocket,open locks,find/remove traps,move silently, # hide in shadows,detect noise,climb walls,read languages) # Even if the modifier is 0, it has to be included, and even # if the race cannot be a thief, the line has to be included. # # No comments are allowed in the racial definition (only between two # races, comments are allowed). # Dwarf ;S;DS ; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution. - +1 bonus to all saving throws while performing tasks related to focus. - +2 bonus to all proficiency rolls while performing tasks related to focus. - Infravision up to 60 feet. . 10/20,5/20,14/20,5/20,5/20,5/20;Y; +1,-1,+2,0,0,-2;0; Cleric(12),Fighter(16),Gladiator,Psionicist,Templar(10),Thief(12); C = Cleric,Templar; F = Fighter; P = Psionicist; T = Thief. C/F,C/P,F/P,F/T,P/T,C/F/P,F/P/T; 0,+10,+15,0,0,0,-10,-5 #----------------------------------------------------------------------------- Dwarf ;S;KT ; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Ogres, trolls, giants and titans suffer -4 to hit. - +1 to hit goblinkind. - Infravision up to 60 feet. - Detect grade or 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 : 1-4 on 1d6 . 8/18,3/17,11/18,3/18,3/18,3/17;Y; 0,0,+1,0,0,-1;0; Barbarian(16),Bushi(16),Kensai(16),Yakuza(12); . ; 0,+10,+15,0,0,0,-10,-5 #----------------------------------------------------------------------------- Dwarf ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Infravision up to 60 feet. - Detect grade or 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 : 1-4 on 1d6 . 8/18,3/17,11/18,3/18,3/18,3/17;Y; 0,0,+1,0,0,-1;0; Cleric(10),Fighter(15),Psionicist(8),Thief(12); C = Cleric; F = Fighter; P = Psionicist; T = Thief. C/F,F/T,F/P,P/T; 0,+10,+15,0,0,0,-10,-5 #----------------------------------------------------------------------------- Dwarf, Deep ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution, and a further +1. - Magical items have a 20% chance to malfunction. - Ogres, trolls, giants and titans suffer -4 to hit. - +1 to hit goblinkind. - Suffer -1 to hit in bright sunlight. - Infravision up to 90 feet. - Detect grade or 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 : 1-4 on 1d6 . 8/18,3/16,13/19,3/18,3/18,3/15;Y; 0,0,+2,0,0,-2;10; Cleric(12),Fighter(14),Psionicist(8),Thief(10); C = Cleric; F = Fighter; P = Psionicist; T = Thief. C/F,F/T,F/P,P/T; +5,0,+10,0,+5,0,-10,-15 #----------------------------------------------------------------------------- Dwarf, Duergar ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Ogres, trolls, giants and titans suffer -4 to hit. - +2 on surprise; impose -2 to opponent's if stealthy. - Immune to Paralysis, Illusion and Phantasm spells, as well as to magical or alchemical poisons. - Can use Enlarge and Invisibility once per day. - Other dwarves react at -3. - Suffer -2 to hit and -2 DEX in bright sunlight. - Infravision up to 120 feet. - Detect grade or 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 : 1-4 on 1d6 . 8/18,3/17,11/18,3/16,3/18,3/15;Y; 0,0,+1,0,0,-2;20; Cleric(12),Fighter(12),Psionicist(8),Thief(14); C = Cleric; F = Fighter; P = Psionicist; T = Thief. C/F,F/T,F/P,P/T; +5,0,+10,+10,+5,+10,-10,-15 #----------------------------------------------------------------------------- Dwarf, Gully ;S;DL ; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution. - Magical items have a 40% chance to malfunction. - Ogres, trolls, giants and titans suffer -4 to hit. - +1 to hit goblinkind. - +1 to DEX when climbing or dodging. - Can attempt to 'grovel' if in danger. - Infravision up to 60 feet. - Detect grade or 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 : 1-4 on 1d6 . 6/18,6/18,8/16,3/12,3/14,3/12;Y; +1,+1,0,0,0,-2;0; Barbarian(7),Fighter(6),Priest(5),Thief(8); . ; +10,-5,+5,0,-5,0,-5,-25 #----------------------------------------------------------------------------- Dwarf, Gully ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution. - Magical items have a 40% chance to malfunction. - Ogres, trolls, giants and titans suffer -4 to hit. - +1 to hit goblinkind. - Can attempt to 'grovel' if in danger. - Infravision up to 60 feet. - Detect grade or 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 : 1-4 on 1d6 . 6/18,6/18,8/16,3/12,3/14,3/12;Y; +1,+1,0,0,0,-2;0; Cleric(8),Fighter(8),Psionicist(8),Thief(16); C = Cleric; F = Fighter; P = Psionicist; T = Thief. C/F,F/T,F/P,P/T; +10,-5,+5,0,-5,0,-5,-25 #----------------------------------------------------------------------------- Dwarf, Hill ;S;DL ; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Ogres, trolls, giants and titans suffer -4 to hit. - +1 to hit goblinkind. - Infravision up to 60 feet. - Detect grade or 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 : 1-4 on 1d6 . 8/18,3/17,11/18,3/18,3/18,3/17;Y; 0,0,+1,0,0,-1;0; Barbarian,Fighter,Priest(10),Ranger(8),Thief(13); . ; 0,+10,+15,0,0,0,-10,-5 #----------------------------------------------------------------------------- Dwarf, Hill ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Ogres, trolls, giants and titans suffer -4 to hit. - +1 to hit goblinkind. - Infravision up to 60 feet. - Detect grade or 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 : 1-4 on 1d6 . 8/18,3/17,11/18,3/18,3/18,3/17;Y; 0,0,+1,0,0,-1;0; Cleric(10),Fighter(15),Psionicist(8),Thief(12); C = Cleric; F = Fighter; P = Psionicist; T = Thief. C/F,F/T,F/P,P/T; 0,+10,+15,0,0,0,-10,-5 #----------------------------------------------------------------------------- Dwarf, Mountain ;S;DL ; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Ogres, trolls, giants and titans suffer -4 to hit. - +1 to hit goblinkind. - Infravision up to 60 feet. - Detect grade or 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 : 1-4 on 1d6 . 8/18,3/17,11/19,3/18,3/18,3/16;Y; 0,0,+1,0,0,-1;0; Cavalier(15),Fighter,Priest(10),Thief(9); . ; 0,+10,+15,0,0,0,-10,-5 #----------------------------------------------------------------------------- Dwarf, Mountain ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Ogres, trolls, giants and titans suffer -4 to hit. - +1 to hit goblinkind. - Infravision up to 60 feet. - Detect grade or 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 : 1-4 on 1d6 . 8/18,3/17,11/19,3/18,3/18,3/16;Y; 0,0,+1,0,0,-1;0; Cleric(10),Fighter(16),Psionicist(8),Thief(12); C = Cleric; F = Fighter; P = Psionicist; T = Thief. C/F,F/T,F/P,P/T; 0,+10,+15,0,0,0,-10,-5 #----------------------------------------------------------------------------- Dwarf, Sundered ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Ogres, trolls, giants and titans suffer -4 to hit. - +1 to hit goblinkind. - Claustrophobic: ST vs death to go underground, and each day; -2 to hit -1 per day spent underground. - Infravision up to 30 feet. - Detect grade or 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 : 1-4 on 1d6 . 8/18,3/17,11/18,3/16,3/18,3/16;Y; +1,0,+1,0,0,-1;0; Cleric(10),Fighter(14),Psionicist(8),Thief(15); C = Cleric; F = Fighter; P = Psionicist; T = Thief. C/F,F/T,F/P,P/T; 0,+5,+10,+5,+5,0,0,-10 #----------------------------------------------------------------------------- Elf ;M;DS ; - +1 bonus to attacks with long bows and long sword (tribal weapons only). - Infravision up to 60 feet. - High overland movement. . 5/20,12/20,8/20,8/20,5/20,5/20;Y; 0,+2,-2,+1,-1,0;0; Abjurer(15),Cleric(15),Conjurer(15),Defiler(16),Diviner(15),Enchanter(15), Fighter(14),Gladiator(10),Illusionist(12),Invoker(15),Necromaner(15), Preserver(15),Psionicist,Ranger(16),Templar(16),Thief(12),Trader(16); C = Cleric,Templar; F = Fighter,Ranger; M = Defiler,Preserver; P = Psionicist; R = Trader; T = Thief. C/F,C/M,C/P,C/R,C/T,F/M,F/P,F/R,F/T,M/P,M/R,M/T,P/R,P/T,R/T,C/F/M, C/F/P,C/F/R,C/F/T,C/M/P,C/M/R,C/M/T,C/P/R,C/P/T,C/R/T,F/M/P,F/M/R, F/M/T,F/P/R,F/P/T,F/R/T,M/P/R,M/P/T,M/R/T,P/R/T; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf ;M;KT ; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a bow (except crossbow) or a short or long sword. - Infravision up to 60 feet. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,6/18,7/18,8/18,3/18,8/18;Y; 0,+1,-1,0,0,0;0; Barbarian(12),Bushi(12),Kensai(12),Monk(12),Shukenja(12),Yakuza(12); . ; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf ;M;Std; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a bow (except crossbow) or a short or long sword. - Infravision up to 60 feet. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,6/18,3/18,8/18,3/18,8/18;Y; 0,+1,-1,0,0,0;0; Cleric(12),Diviner(15),Enchanter(15),Fighter(12),Mage(15),Psionicist(7), Ranger(15),Thief(12); C = Cleric; F = Fighter; M = Mage; T = Thief. F/M,F/T,M/T,F/M/T; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf, Aquatic ;M;Std; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a short or long sword. - Infravision up to 360 feet in water only. - Can breathe water. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,6/18,8/18,7/18,3/18,8/18;Y; 0,+1,0,-1,0,0;0; Cleric(12),Diviner(15),Enchanter(15),Fighter(12),Mage(15),Psionicist(7), Ranger(15),Thief(12); C = Cleric; F = Fighter; M = Mage; T = Thief. F/M,F/T,M/T,F/M/T; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf, Dargonesti ;M;DL ; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a bow (except crossbow) or a short or long sword. - Can breathe water. - Can shapechange into a dolphin 3 times per day. - Infravision up to 60 feet. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,10/18,3/18,8/18,8/18,3/18;Y; -1,+1,0,0,0,0;0; Cavalier(10),Fighter(16),Priest,Wizard(10); . ; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf, Dimernesti ;M;DL ; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a bow (except crossbow) or a short or long sword. - Can breathe water. - Can shapechange into a sea otter 3 times per day. - Infravision up to 60 feet. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,10/18,3/18,8/18,8/18,3/18;Y; -1,+1,0,0,0,0;0; Cavalier(10),Fighter(16),Priest,Wizard(10); . ; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf, Drow ;M;Std; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a bow (except crossbow) or a short or long sword. - Infravision up to 90 feet. - Once per day can use Dancing Lights, Faerie Fire, Darkness. - Once per day, from 4th level, can use Levitate, Know Alignment, Detect Magic. - If priest, can use once per day Clairvoyance, Detect Lie, Suggestion and Dispel Magic. - Magic resistance 50% + 2% per level (max. 80%). - +2 on saving throws involving magic. - Suffer -2 to hit and -2 DEX in bright sunlight. - At least -4 reaction penalty with other elves. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,8/18,7/18,8/18,3/18,8/18;Y; 0,+2,-1,+1,0,-2;20; Cleric(12),Diviner,Enchanter,Fighter(12),Mage,Psionicist(7), Ranger(15),Thief(12); C = Cleric; F = Fighter; M = Mage; T = Thief. F/M,F/T,M/T,F/M/T; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf, Grey ;M;Std; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a bow (except crossbow) or a short or long sword. - Infravision up to 60 feet. - Unlimited access to elven libraries and sages. - Suffer -3 on reaction with non-elves, and -1 with other elves. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,6/18,5/18,8/18,3/18,8/18;Y; -1,+1,-2,+2,0,0;15; Cleric(12),Diviner(15),Enchanter(15),Fighter(12),Mage(15),Psionicist(7), Ranger(15),Thief(12); C = Cleric; F = Fighter; M = Mage; T = Thief. F/M,F/T,M/T,F/M/T; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf, High ;M;Std; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a bow (except crossbow) or a short or long sword. - Infravision up to 60 feet. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,6/18,7/18,8/18,3/18,8/18;Y; 0,+1,-1,0,0,0;0; Cleric(12),Diviner(15),Enchanter(15),Fighter(12),Mage(15),Psionicist(7), Ranger(15),Thief(12); C = Cleric; F = Fighter; M = Mage; T = Thief. F/M,F/T,M/T,F/M/T; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf, Kagonesti ;M;DL ; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a bow (except crossbow) or a short or long sword. - Infravision up to 60 feet. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 8/18,8/18,8/18,3/15,8/18,8/18;Y; +1,+2,+1,-3,0,0;0; Barbarian(12),Bard(7),Fighter(12),Ranger(15),Priest(12),Thief(12); . ; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf, Qualinesti ;M;DL ; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a bow (except crossbow) or a short or long sword. - Infravision up to 60 feet. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 7/18,7/18,7/18,8/18,6/18,8/18;Y; 0,+1,-1,0,0,0;0; Bard,Fighter(14),Ranger,Priest,Thief(12),Wizard; . ; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf, Silvanesti ;M;DL ; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a bow (except crossbow) or a short or long sword. - Infravision up to 60 feet. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,6/18,6/18,10/18,6/18,12/18;Y; 0,+1,-1,0,0,0;0; Bard,Fighter(12),Paladin(12),Ranger,Priest,Wizard; . ; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- Elf, Sylvan ;M;Std; - 90% resistance to sleep and all charm-related spells. - +1 Bonus to attack rolls when using a bow (except crossbow) or a short or long sword. - Infravision up to 60 feet. - Friendly approach to woodland creatures. . 6/18,6/18,7/18,8/18,3/18,7/18;Y; +1,+1,-1,0,0,-1;0; Cleric(12),Diviner(15),Enchanter(15),Fighter(12),Mage(15),Psionicist(7), Ranger(15),Thief(12); C = Cleric; F = Fighter; M = Mage; T = Thief. F/M,F/T,M/T,F/M/T; +5,-5,0,+5,+10,+5,0,0 #----------------------------------------------------------------------------- #Furchin ;S;SJ ; #- +1 bonus for saving throws versus wands,staves,rods or spells # for every 3« points of constitution. #- +1 bonus on attack rolls when using throwing weapons or slings. #- +4 bonus vs. cold-based attacks. #- Giant-class creatures have -4 to hit; man-sized ones have -2. #- Free Survival NWP (Cold weather). #. #3/18,7/18,9/18,6/18,3/18,7/18;N; #-1,+1,+1,0,-1,0;0; #Cleric(8),Fighter(9),Psionicist(10),Thief(15); #F = Fighter; #P = Psionicist; #T = Thief. #F/P,F/T,P/T; #+5,+5,+5,+10,+15,+5,-15,-5 #----------------------------------------------------------------------------- Gnome ;S;KT ; - +1 bonus for saving throws versus wands,staves,rods or spells for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Ogres, trolls, giants, bugbears and gnolls suffer -4 to hit. - +1 to hit goblins and kobolds. - Infravision up to 60 feet. - Detect grade or slope in passage : 1-5 on 1d6 - Detect unsafe walls, ceiling and floors : 1-7 on 1d10 - Detect approximate depth underground : 1-4 on 1d6 - Determine approximate direction underground : 1-3 on 1d6 . 6/18,3/18,8/18,6/18,3/18,3/18;Y; 0,0,0,+1,-1,0;0; Barbarian(11),Bushi(11),Yakuza(13); . ; 0,+5,+10,+5,+5,+10,-15,0 #----------------------------------------------------------------------------- Gnome ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Infravision up to 60 feet. - Detect grade or slope in passage : 1-5 on 1d6 - Detect unsafe walls, ceiling and floors : 1-7 on 1d10 - Detect approximate depth underground : 1-3 on 1d6 - Determine approximate direction underground : 1-3 on 1d6 . 6/18,3/18,8/18,6/18,3/18,3/18;Y; 0,0,0,+1,-1,0;0; Cleric(9),Fighter(11),Illusionist(15),Psionicist(9),Thief(13); C = Cleric; F = Fighter; M = Illusionist; P = Psionicist; T = Thief. C/F,C/M,C/T,F/M,F/T,M/T; 0,+5,+10,+5,+5,+10,-15,0 #----------------------------------------------------------------------------- Gnome, Forest ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Man-sized or larger creatures suffer -4 to hit. - +1 to hit orcs, lizardmen, troglodytes, or creatures damaging woodlands. - Can hide in woods. . 3/18,8/18,8/18,3/18,6/18,3/18;N; -1,+1,0,-1,+1,0;0; Cleric(9),Fighter(11),Illusionist(15),Psionicist(9),Thief(13); C = Cleric; F = Fighter; M = Illusionist; P = Psionicist; T = Thief. C/F,C/M,C/T,F/M,F/T,M/T; 0,+5,+10,+5,+5,+10,-15,0 #----------------------------------------------------------------------------- Gnome, Minoi ;S;DL ; - +1 bonus for saving throws versus wands,staves,rods or spells for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Ogres, trolls, giants, bugbears and gnolls suffer -4 to hit. - Infravision up to 60 feet. - Detect grade or slope in passage : 1-5 on 1d6 - Detect unsafe walls, ceiling and floors : 1-7 on 1d10 - Detect approximate depth underground : 1-4 on 1d6 - Determine approximate direction underground : 1-3 on 1d6 . 6/18,8/18,8/18,8/18,3/13,3/18;Y; -1,+2,0,0,-1,0;0; Fighter(11),Illusionist(15),Priest(9),Thief(13),Tinker; . ; 0,+5,+10,+5,+5,+10,-15,0 #----------------------------------------------------------------------------- Gnome, Rock ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells for every 3« points of constitution. - Magical items have a 20% chance to malfunction. - Ogres, trolls, giants, bugbears and gnolls suffer -4 to hit. - +1 to hit goblins and kobolds. - Infravision up to 60 feet. - Detect grade or slope in passage : 1-5 on 1d6 - Detect unsafe walls, ceiling and floors : 1-7 on 1d10 - Detect approximate depth underground : 1-4 on 1d6 - Determine approximate direction underground : 1-3 on 1d6 . 6/18,3/18,8/18,6/18,3/18,3/18;Y; 0,0,0,+1,-1,0;0; Cleric(9),Fighter(11),Illusionist(15),Psionicist(9),Thief(13); C = Cleric; F = Fighter; M = Illusionist; P = Psionicist; T = Thief. C/F,C/M,C/T,F/M,F/T,M/T; 0,+5,+10,+5,+5,+10,-15,0 #----------------------------------------------------------------------------- Gnome, Svirfneblin ;S;Std; - +2 bonus vs. poison, +3 to all other saving throws. - Magic resistance 20% + 5% per level beyond 3rd. - Magical items have a 20% chance to malfunction. - Radiate Non-detection; can use Blindness, Blur, Change self once per day. - Surprised only on a roll of 1; surprise others 90% of the time. - Armor Class improves by 1 per level beyond 3rd, to a max. of -6. - Infravision up to 120 feet. - Detect grade or slope in passage : 1-5 on 1d6 - Detect unsafe walls, ceiling and floors : 1-7 on 1d10 - Detect approximate depth underground : 1-4 on 1d6 - Determine approximate direction underground : 1-3 on 1d6 . 6/18,5/18,6/18,3/18,3/18,3/18;Y; 0,+1,0,-1,+1,-2;0; Cleric(9),Fighter(11),Illusionist(15),Psionicist(9),Thief(13); C = Cleric; F = Fighter; M = Illusionist; P = Psionicist; T = Thief. C/F,C/M,C/T,F/M,F/T,M/T; 0,+5,+10,+5,+5,+10,-15,0 #----------------------------------------------------------------------------- Half-Elf ;M;DL ; - 30% resistance to sleep and all charm-related spells. - Infravision up to 60 feet. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,6/18,6/18,4/18,3/18,3/18;Y; 0,+2,0,0,0,0;0; Bard,Cleric(14),Druid(9),Fighter(14),Knight-Crown(10),Knight-Rose(10), Knight-Sword(10),Mariner(10),Priest(14),Ranger(16),Thief(12),Wizard(10); . ; +10,0,0,0,+5,0,0,0 #----------------------------------------------------------------------------- Half-Elf ;M;DS ; - Infravision up to 60 feet. - Gains survival proficiency at 3rd level. - Can befriend an animal at 5th level. . 5/20,8/20,5/20,5/20,5/20,5/20;Y; 0,+1,-1,0,0,0;0; Abjurer(12),Bard,Cleric(16),Conjurer(12),Defiler,Diviner(12),Druid(14), Enchanter(12),Fighter,Gladiator,Illusionist(16),Invoker(12),Necromancer(12), Preserver(12),Psionicist,Ranger(14),Templar(14),Thief(12),Trader(10), Transmuter(12); C = Cleric,Druid,Templar; F = Fighter,Ranger; M = Defiler,Preserver; P = Psionicist; R = Trader; T = Thief,Bard. C/F,C/M,C/P,C/R,C/T,F/M,F/P,F/R,F/T,M/P,M/R,M/T,P/R,P/T,R/T,C/F/M, C/F/P,C/F/R,C/F/T,C/M/P,C/M/R,C/M/T,C/P/R,C/P/T,C/R/T,F/M/P,F/M/R, F/M/T,F/P/R,F/P/T,F/R/T,M/P/R,M/P/T,M/R/T,P/R/T; +10,0,0,0,+5,0,0,0 #----------------------------------------------------------------------------- Half-Elf ;M;KT ; - 30% resistance to sleep and all charm-related spells. - Infravision up to 60 feet. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,6/18,6/18,4/18,3/18,3/18;Y; 0,0,0,0,0,0;0; Barbarian(14),Bushi(14),Kensai(14),Monk(14),Samurai(14),Wu-Jen(12), Yakuza(12); . ; +10,0,0,0,+5,0,0,0 #----------------------------------------------------------------------------- Half-Elf ;M;Std; - 30% resistance to sleep and all charm-related spells. - Infravision up to 60 feet. - Detect secret or hidden doors : 1 on 1d6. - Detect secret doors while searching : 1-2 on 1d6 - Detect hidden doors while searching : 1-3 on 1d6 . 3/18,6/18,6/18,4/18,3/18,3/18;Y; 0,0,0,0,0,0;0; Bard,Cleric(14),Conjurer(12),Diviner(12),Druid(9),Enchanter(12), Fighter(14),Mage(12),Psionicist(7),Ranger(16),Thief(12),Transmuter(12); C = Cleric,Druid; F = Fighter; M = Mage; R = Ranger; T = Thief. C/F,C/M,C/R,F/M,F/T,M/T,C/F/M,F/M/T; +10,0,0,0,+5,0,0,0 #----------------------------------------------------------------------------- Half-Giant ;G;DS ; - Doubles hit die rolls (program takes this into account). . 17/20,3/15,15/20,3/15,3/17,3/17;Y; +4,0,+2,-2,-2,-2;0; Cleric(12),Fighter(16),Gladiator(14),Psionicist,Ranger(8); C = Cleric; F = Fighter,Ranger; P = Psionicist; T = Thief. C/F,C/P,F/P; 0,0,0,0,0,0,0,0 #----------------------------------------------------------------------------- Halfling ;S;DS ; - +1 bonus for saving throws versus wands,staves,rods or spells for every 3« points of constitution. - +1 bonus on attack rolls when using throwing weapons or slings. . 3/20,12/20,5/20,5/20,7/20,5/20;N; -2,+2,-1,0,+2,-1;0; Cleric(12),Druid(12),Fighter(12),Gladiator(12),Illusionist(16), Psionicist,Ranger(16),Thief(16); C = Cleric,Druid; F = Fighter,Ranger; M = Illusionist; P = Psionicist; T = Thief. C/F,C/M,C/P,C/T,F/M,F/P,F/T,M/P,M/T,P/T,F/P/T; +5,+5,+5,+10,+15,+5,-15,-5 #----------------------------------------------------------------------------- Halfling ;S;KT ; - +1 bonus for saving throws versus wands,staves,rods or spells for every 3« points of constitution. - +1 bonus on attack rolls when using throwing weapons or slings. - +2 bonus on reaction rolls with human NPCs. . 3/18,7/18,10/18,6/18,3/18,7/18;N; -1,+1,0,0,0,0;0; Barbarian(9),Bushi(9),Shukenja(8),Yakuza(15); . ; +5,+5,+5,+10,+15,+5,-15,-5 #----------------------------------------------------------------------------- Halfling ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells for every 3« points of constitution. - +1 bonus on attack rolls when using throwing weapons or slings. - Variable infravision. . 7/18,7/18,10/18,6/18,3/17,3/18;N; -1,+1,0,0,0,0;0; Cleric(8),Fighter(9),Psionicist(10),Thief(15); F = Fighter; P = Psionicist; T = Thief. F/P,F/T,P/T; +5,+5,+5,+10,+15,+5,-15,-5 #----------------------------------------------------------------------------- Halfling, Hairfoot ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells for every 3« points of constitution. - +1 bonus on attack rolls when using throwing weapons or slings. - +2 bonus on reaction rolls with human NPCs. . 3/18,7/18,10/18,6/18,3/18,7/18;N; -1,+1,0,0,0,0;0; Cleric(8),Fighter(9),Psionicist(10),Thief(15); F = Fighter; P = Psionicist; T = Thief. F/P,F/T,P/T; +5,+5,+5,+10,+15,+5,-15,-5 #----------------------------------------------------------------------------- # Stout halflings can choose between +1 DEX and +1 CON #----------------------------------------------------------------------------- Halfling, Stout ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells for every 3« points of constitution. - +1 bonus on attack rolls when using throwing weapons or slings. - Infravision up to 60 feet. - Detect sloping passageways : 75% - Determine direction when underground : 50% . 6/18,7/18,10/18,6/18,3/18,5/18;N; -1,0,+1,0,0,0;0; Cleric(8),Fighter(9),Psionicist(10),Thief(15); F = Fighter; P = Psionicist; T = Thief. F/P,F/T,P/T; +5,+5,+5,+10,+15,+5,-15,-5 #----------------------------------------------------------------------------- # Tallfellow halflings can choose between +1 DEX and +1 WIS #----------------------------------------------------------------------------- Halfling, Tallfellow ;S;Std; - +1 bonus for saving throws versus wands,staves,rods or spells for every 3« points of constitution. - +1 bonus on attack rolls when using throwing weapons or slings. - Detect secret or hidden doors : 1 on 1d6. - +2 to surprise when in woods. . 3/18,7/18,10/18,6/18,6/18,5/18;N; -1,0,0,0,+1,0;0; Cleric(8),Fighter(9),Psionicist(10),Thief(15); F = Fighter; P = Psionicist; T = Thief. F/P,F/T,P/T; +5,+5,+5,+10,+15,+5,-15,-5 #----------------------------------------------------------------------------- Hengeyokai ;M;KT ; - Shapechange into different forms a number of times equal to lev. - Infravision up to 120 feet. . 12/18,9/18,12/18,12/18,12/18,12/17;Y; 0,0,0,0,0,0;0; Bushi(14),Kensai(6),Shukenja(8),Wu-Jen(9); . ; 0,0,0,0,0,0,0,0 #----------------------------------------------------------------------------- Human ;M;DL ; . 3/18,3/18,3/18,3/18,3/18,3/18;Y; 0,0,0,0,0,0;0; Barbarian,Bard,Cavalier,Cleric,Druid,Fighter,Knight-Crown,Knight-Rose, Knight-Sword,Mariner,Paladin,Prestidigitator,Priest,Ranger,Thief,Wizard; . ; 0,0,0,0,0,0,0,0 #----------------------------------------------------------------------------- Human ;M;DS ; . 5/20,5/20,5/20,5/20,5/20,5/20;Y; 0,0,0,0,0,0;0; Abjurer,Bard,Cleric,Conjurer,Defiler,Diviner,Druid,Enchanter,Fighter, Gladiator,Illusionist,Invoker,Necromancer,Preserver,Psionicist,Ranger, Templar,Thief,Trader,Transmuter; . ; 0,0,0,0,0,0,0,0 #----------------------------------------------------------------------------- Human ;M;KT ; . 3/18,3/18,3/18,3/18,3/18,3/18;Y; 0,0,0,0,0,0;0; Barbarian,Bushi,Kensai,Monk,Ninja,Samurai,Shukenja,Sohei,Wu-Jen,Yakuza; . ; 0,0,0,0,0,0,0,0 #----------------------------------------------------------------------------- Human ;M;Std; . 3/18,3/18,3/18,3/18,3/18,3/18;Y; 0,0,0,0,0,0;0; Abjurer,Bard,Cleric,Conjurer,Diviner,Druid,Enchanter,Fighter,Illusionist, Invoker,Mage,Necromancer,Paladin,Psionicist,Ranger,Thief,Transmuter; . ; 0,0,0,0,0,0,0,0 #----------------------------------------------------------------------------- Irda ;L;DL ; - Shapechange into different forms. - Spellcasters gain one additional spell of their highest level. . 12/18,8/18,12/18,4/18,10/18,14/18;Y; 0,+1,-3,+1,0,+1;0; Cavalier,Fighter,Mariner,Paladin,Priest,Thief,Wizard; . ; 0,0,0,0,0,0,0,0 #----------------------------------------------------------------------------- Kender ;S;DL ; - Immune to fear (including magical). - +1 bonus for saving throws versus wands,staves,rods, spells and poison for every 3« points of constitution. - +1 bonus on attack rolls when using throwing weapons or slings. - Opponent surprise roll is penalized by -4. - Infravision up to 30 feet. - Taunt ability. - If not rogue, has the following thief abilities (DEX applies): PP 5% OL 5% FT 5% MS 5% HS 5% DN 5% CW 40% . 6/17,8/18,10/18,6/18,3/16,6/18;N; -1,+2,0,0,-2,+1;0; Barbarian(10),Bard(6),Cleric(8),Druid(8),Fighter(9),Handler,Ranger(9), Thief(15); . ; +5,+5,+5,+10,+15,+5,-15,-5 #----------------------------------------------------------------------------- Kender ;S;Std; - Immune to fear (including magical). - +1 bonus for saving throws versus wands,staves,rods, spells and poison for every 3« points of constitution. - +1 bonus on attack rolls when using throwing weapons or slings. - Opponent surprise roll is penalized by -4. - Infravision up to 30 feet. - Taunt ability. - If not rogue, has the following thief abilities (DEX applies): PP 5% OL 5% FT 5% MS 5% HS 5% DN 5% CW 40% . 6/17,8/18,10/18,6/18,3/16,6/18;N; -1,+1,0,0,0,0;0; Cleric(6),Druid(5),Fighter(5),Ranger(5),Thief; . ; +5,+5,+5,+10,+15,+5,-15,-5 #----------------------------------------------------------------------------- Korobokuru ;S;KT ; - +1 bonus for saving throws versus wands,staves,rods or spells or poison for every 4« points of constitution. - Ogres, trolls, giants and titans suffer -4 to hit. - +1 to hit goblinkind. - Infravision up to 120 feet. - Detect grade or slope in passage : 80% - Detect new tunnel/passage construction : 80% - Detect sliding/shifting walls or rooms : 70% - Detect stonework traps, pits and deadfalls : 60% - Determine approximate depth underground : 70% - 66% of identifying normal animals and plants. . 8/18,6/18,12/18,3/15,3/17,3/16;Y; +1,0,+1,-2,0,0;0; Barbarian(10),Bushi(16),Samurai(6),Wu-Jen(7),Yakuza(10); . ; 0,+10,+15,0,0,0,-10,-5 #----------------------------------------------------------------------------- Minotaur ;L;DL ; - If of any warrior type can specialize in a weapon. . 12/18,8/18,12/18,5/18,3/16,3/16;Y; +2,0,+2,0,-2,-2;0; Barbarian,Fighter,Mariner,Priest(10),Wizard(14); . ; 0,0,0,0,0,0,0,0 #----------------------------------------------------------------------------- Mul ;M;DS ; - Infravision up to 60 feet. - Can sustain labor for days before rest. . 10/20,5/20,8/20,5/20,5/20,5/20;Y; +2,0,+1,-1,0,-2;0; Cleric(10),Druid(12),Fighter,Gladiator,Psionicist,Thief(12); C = Cleric,Druid; F = Fighter; P = Psionicist; T = Thief. C/F,C/P,C/T,F/P,F/T,P/T,C/F/T,F/P/T; 0,-5,0,+5,0,0,+5,-5 #----------------------------------------------------------------------------- Spirit Folk, Bamboo ;M;KT ; - Identify normal plants : 75% - Identify normal animals : 50% - Hide in woods : 75% - +1 on saves vs. earth/wood. - Forces -4 on opponents' tracking checks. - Infravision up to 120 feet. . 6/18,12/18,6/14,12/18,9/18,14/18;Y; 0,0,0,0,0,0;0; Bushi(14),Kensai(9),Monk(17),Samurai(12); . ; 0,0,0,0,0,0,0,0 #----------------------------------------------------------------------------- Spirit Folk, River ;M;KT ; - Can breathe water. - Lower water once per day. - +1 on saves vs. water. - -1 on saves vs. fire. . 6/18,12/18,6/14,12/18,9/18,14/18;Y; 0,0,0,0,0,0;0; Bushi(14),Kensai(9),Monk(17),Samurai(12); . ; 0,0,0,0,0,0,0,0 #----------------------------------------------------------------------------- Spirit Folk, Sea ;M;KT ; - Can breathe water. - Can predict weather for next 24 hrs. with 75% accuracy. - +1 on saves vs. fire . 6/18,12/18,6/14,12/18,9/18,14/18;Y; 0,0,0,0,0,0;0; Bushi(14),Kensai(9),Monk(17),Samurai(12); . ; 0,0,0,0,0,0,0,0 #----------------------------------------------------------------------------- Thri-Kreen ;M;DS ; - Does not need sleep. - Cannot use items designed for demihumans. - 4 claw attacks (1d4) per round. - 1 bite (1d4+1) per round. - Can leap 20 feet up or 50 feet forward at 3rd level. - Bitten opponents must save versus paralyzation or be paralyzed at 5th level. Smaller than man-sized are paralyzed for 2d10 rounds, man-sized for 2d8 rounds, larger for 1d8 rounds, huge or gargantuan for 1 round. - Gains chatkcha proficiency at 5th level. - Can dodge missiles on 9 or better on 1d20 at 7th level. . 8/20,15/20,5/20,5/20,5/20,5/17;Y; 0,+2,0,-1,+1,-2;0; Cleric(12),Druid(16),Fighter(16),Gladiator(15),Psionicist,Ranger(12); C = Cleric,Druid; F = Fighter,Ranger; P = Psionicist. C/F,C/P,F/P,C/F/P; 0,0,0,0,0,0,0,0