Races
Human:
* No ability score minimums
* All classes available, with no level limits
* Survival: When rolling for hit points (2nd level and higher), roll twice and take the better result
* Dual Classing: You can switch to another class provided you are between 3rd and 8th level in your current class, and have at least a 13 in the prime requisite(s) of the new class. You keep your current hit points, but otherwise act as a 1st level character of the new class. No XP is earned for that adventure if older class abilities other than hit points are used. Once you reach 3rd level in the new class, all abilities of the old class become available again along with your new abilities.
* Languages: Common, +any one language
Dwarf
* Minimum 9 Constitution
* Berserker (8), Cavalier (6), Cleric (8), Fighter (12), Thief (6)
* Multiclass: Cleric/Fighter, Cleric/Thief, Fighter/Thief
* Senses: Infravision 60', Detect Traps, Shifting Walls, Sloping Passages, New Construction 1-2 on 1d6, Listening 1-2 on 1d6
* Toughness: +4 bonus to all Saving Throws
* Languages: Common, Dwarf, Gnome, Goblin, Kobold
* Restrictions: May not use two handed swords, longbows, or any pole arm.
Elf:
* Minimum 9 Intelligence
* Bard (12), Fighter (10), Magic-User (10), Thief (8)
* Multiclass: Bard/Fighter, Bard/Thief, Fighter/Magic-User, Fighter/Thief, Magic-User/Thief
* Senses: Infravision 60', Detect Secret doors 1-2 on 1d6, Listening 1-2 on 1d6
* Immunity: Immune to ghoul paralysis
* Languages: Common, Elven, Gnoll, Hobgoblin, Orc
Halfling
* Minimum 9 Dexterity, 9 Constitution
* Acrobat (8), Druid (6), Fighter (8), Ranger (10), Thief (12)
* Acrobat/Fighter, Druid/Ranger, Fighter/Thief, Ranger/Thief
* Senses: Listening 1-2 on 1d6
* Hiding: Hide outdoors 1-9 on 1d10, hide indoors 1-2 on 1d6
* Combat Bonus: +1 to hit with ranged/thrown weapons, +2 AC vs large opponents
* Lucky: +4 bonus to all Saving Throws
* Languages: Common, Halfling, +any one language
* Restrictions: May not use battle axes, two handed swords, longbows, morning stars, heavy crossbows, or any pole arm. May use bastard swords but only two handed.
Gnome
* Minimum 9 Constitution
* Bard (8), Fighter (6), Illusionist (12), Thief (8)
* Multiclass: Bard/Thief, Fighter/Illusionist, Fighter/Thief, Illusionist/Thief
* Senses: Infravision 90'
* Beast Speech: communicate with small birds and rodents
* Combat Bonus: +1 to hit when fighting goblins/kobolds, +2 AC vs large opponents
* Innate Magic: +2 bonus to all Saving Throws
* Languages: Common, Gnome, Dwarf, Kobold, Goblin
* Restrictions: May not use battle axes, two handed swords, longbows, morning stars, heavy crossbows, or any pole arm. May use bastard swords but only two handed.
Half-Elf
* No ability score minimums
* Assassin (6), Cleric (6), Druid (10), Fighter (8), Magic-User (8), Ranger (8), Thief (10)
* Multiclass: Cleric/Fighter, Cleric/Fighter/Magic-User, Cleric/Magic-User, Cleric/Magic-User/Thief, Cleric/Ranger, Fighter/Thief, Magic-User/Thief, Ranger/Thief
* Senses: Infravision 60', Listening 1-2 on 1d6
* Versatility: choose either Human Survival ability or Elf detect secret doors and ghoul immunity abilities
* Languages: Common, Elven, Hobgoblin, Orc, +any one language
Half-Orc
* Minimum 9 Strength or 9 Dexterity
* Acrobat (6), Assassin (12), Berserker (10), Cavalier (6), Cleric (6), Fighter (10), Thief (6)
* Multiclass: Acrobat/Fighter, Assassin/Cleric, Assassin/Fighter, Cleric/Fighter, Fighter/Thief
* Senses: Infravision 60', sense of smell gives +1 to track if a Ranger
* Disguise: Pass as fully human or fully orcish 1-4 on 1d6, pass as opposite sex 1-2 on 1d6, pass as other demi-human/humanoid race 1 on 1d6
* Languages: Common, Orc, Giant, +any one language
Dragonborn
* Minimum 9 Strength, 9 Charisma
* Cleric (10), Fighter (10), Magic-User (8), Thief (8)
* Multiclass: Cleric/Fighter, Cleric/Magic-User, Cleric/Thief, Fighter/Magic-User, Fighter/Thief, Magic-User/Thief
* Resistance: -1 point of damage per die and +2 to saves vs one: cold, acid, poison gas, lightning, or fire (choose one)
* Breath Weapon: deals 1d6+1 damage of resistance type, opponents may Save vs Breath Weapon for half damage, usable once per day.
-Cold/Fire: 15' long, 10' wide cone
-Acic/Lightning: 5' wide, 25' long line
-Poison Gas: 10' cube
* Languages: Common, Dragon
Changeling
* Minimum 9 Wisdom
* Cleric (12), Fighter (6), Illusionist (8), Magic-User (6), Thief (6)
* Multiclass: Cleric/Fighter, Cleric/Illusionist, Cleric/Thief, Illusionist/Thief, Magic-User/Thief
* Senses: Infravision 60'
* Heritage: cast one cleric spell once per day depending on heritage (or alignment):
-Angelic (Lawful): light
-Demonic (Chaotic): darkness
-Fey (Neutral): cause fear
* Languages: Common, any 1
Multiclassing: Demi-humans with two or three classes divide all XP earned evenly between the classes before applying any bonuses for high prime requisite scores. Prime requisite bonus XP is only added to the qualifying class(es). When rolling for hit points, roll each die and divide the result by the number of classes. Record fractional results.
-Multiclass Clerics can use any weapons allowed by their other class.
-Multiclass Illusionists and Magic-Users can wear any armor allowed by the other class and still cast spells.
-Multiclass Druids are still bound by the armor restrictions of the class.
-Multiclass Thieves may wear any armor allowed by the other class, but cannot perform Climb Sheer Surfaces, Remove Traps or Move Silently skills while in armor heavier than leather.
This message was last edited by the GM at 00:36, Wed 26 Sept 2018.