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From the Desk of Scott C. McClure



НазваниеFrom the Desk of Scott C. McClure
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1. /Ivrel/Core Rules/Addendums/Monster Addendum 1 [Draconians].doc
2. /Ivrel/Core Rules/Addendums/Monster Addendum 2 [Dragons].doc
3. /Ivrel/Core Rules/Core 0.0 - Ivrel Land of Legends Title.doc
4. /Ivrel/Core Rules/Core 0.1 - Table of Contents.doc
5. /Ivrel/Core Rules/Core 1.0 - Rules of Ivrel .doc
6. /Ivrel/Core Rules/Core 1.1 - Alternate Alignment System.doc
7. /Ivrel/Core Rules/Core 1.2 - Alternate Hit Point System.doc
8. /Ivrel/Core Rules/Core 1.3 - Expanded AC & RF System [LiteRF].doc
9. /Ivrel/Core Rules/Core 2.0 - Race Quick List.doc
10. /Ivrel/Core Rules/Core 2.1 - Races of Ivrel .doc
11. /Ivrel/Core Rules/Core 3.0 - Proficiencies List.doc
12. /Ivrel/Core Rules/Core 3.1 - Proficiencies Discriptions.doc
13. /Ivrel/Core Rules/Core 4.0 - Kits Allowed in Ivrel.doc
14. /Ivrel/Core Rules/Core 4.1 - Priest Kits of Ivrel.doc
15. /Ivrel/Core Rules/Core 4.2 - Specialty Classes of Ivrel.doc
16. /Ivrel/Core Rules/Core 4.2.1- Knight & Kelan Codex.doc
17. /Ivrel/Core Rules/Core 5.0 - Ivrel System Notes.doc
18. /Ivrel/Core Rules/Core 5.1 - Pantheon of Ivrelian Gods.doc
19. /Ivrel/Core Rules/Core 5.2 - Societies of Ivrel .doc
20. /Ivrel/Core Rules/Core 5.3 - Unique Weapons, Spells and Magical Items of Ivrel.doc
21. /Ivrel/Core Rules/Core 6.0 - Tables.doc
22. /Ivrel/Core Rules/Core 7.0 - Character Sheet Ivrel.doc
23. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Eight Monsters.doc
24. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Five Campaign Details.doc
25. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Four Kits & Classes.doc
26. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Nine Addemdums.doc
27. html">/Ivrel/Core Rules/Core Book Chapter Dividers/Chapter One Rules.doc
28. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Seven Misc.doc
29. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Six Tables.doc
30. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Three Proficiencies.doc
31. /Ivrel/Core Rules/Core Book Chapter Dividers/Chapter Two Races.doc
Aurak draconians
From the Desk of Scott McClure
From the desk of Scott c mcClure
From the Desk of Scott c mcClure
From the desk of Scott C. McClure
Alternate Alignment System
Alternate Hit Point System for use on Ivrel
Ac and rf system Expanded
Quick Race List Information Sheet
From the Desk of Scott C. McClure
General Proficiencies; = In addition to those normally in the Players Handbook
Compiled List of Proficiencies; Extended & With Descriptions
Kits allowed on Ivrel [No Kits allowed to multi-class characters unless they are multi-class kits]
From the desk of Scott C. McClure
Specialty classes of Ivrel; these classes are unique to the Ivrel setting and as such may be very new to players not familiar with the setting
From the Desk of Scott C. McClure
Ivrel System Notes
Pantheon of Ivrelian Gods
Societies of Ivrel
From the Desk of Scott c mcClure
Compiled Character Tables
Character; Your name; dm; Scott C
Chapter Eight
Chapter Five
Chapter Four
Chapter Nine
Chapter One
Chapter Seven
Chapter Six
Chapter Three
Chapter Two

From the Desk of Scott C. McClure

Subject: AD&D World Project [Called Ivrel]


Races of Ivrel; these are the various races that you as a player have too choose from. Most are useful in many parts of this campaign world. All player races come with advantages and disadvantages. I will lay them all out for you in the following pages.

  1. General Races of Ivrel; these are the races that are the most common choices for the players. Most have few debilitating detriments, and all offer unique role-playing options. None of these are considered overpowering to game play.

    1. Humans; these are the most common race on the planet of Ivrel. They breed at a frightful rate and seem to have no environmental preferences. They can be of almost any appearance, shape or color. Many band together into small clannish groups and associate on a verbal level. They have evolved culturally to the stage of the middle ages. Humans on Ivrel come in four basic types

      1. Common are the basic human from AD&D’s core rule set. No changes to the basic human.

      2. Bearon Humans [Mountain Men]

      3. Dylvana Humans [Forest Men]

      4. Vanadurin Humans [Plains Men]

    2. Halflings; these small humanoid people are just as common as humans. They look roughly human like, but much smaller. They have hairy feet and slightly disproportional bodies. Their heads, hands and feet are all slightly out of proportion to their legs, arms and bodies. As a whole they are fun loving breed that’s violent undertones hardly ever surface. They live in large sprawling communities of hill homes, culturally tribal with Tolkien undertones. Very common near man, and elves.

      1. The standard halfling is the Hairfoot from the complete gnomes & Halflings handbook. They are the hobbit looking Halflings.

      2. Dowerkin [Stout] look like slightly taller, almost dwarven sized Halflings. These miniature humans are more lithe than that of their common Hairfoot cousins.

      3. Tallfellows are a mixture of elven and halfling bloodlines. They are much taller than normal Hairfoot Halflings and smaller than elves. They possess some of the elven features, being faired of completion and appearance.

    3. Southron; Usually the result of a bastard situation, these people are also able to reproduce themselves. They aren’t like mules –grin-. They tend to cluster around established human settlements. No true culture of there own, then adept the most easily to live with culture they live by, usually humans. There are some rare instances of these living with Halflings. Most are human in appearance and they can vary as much as humanity varies in appearance. Though most are bulkier and larger than there human comrades, they do as a rule seem slower of wit that man or his neighbors. Usually in or around human settlements, shun all others. [Halforcs]

    4. Beastmen; Another bastard half-breed. These cannot reproduce so they, like mules, cannot produce more. All are large, semi-deformed creatures. They possess great strength and some wit, though many tend toward mindless violence. As a culture they are tribal only, violent and hostile too anyone better off than them. Typically woodland based, shunning all other races if possible. Very fearful of the Chanye Elves. [Half Ogre].

    5. Half Elves; these are a crossbreed of humans and elves. Mainly cannot reproduce, again much like the Half Ogre. They have no defined appearance, though they can look like any human or ash elf. They tend too live among humans, ash elves or halflings. They like humans can grow facial hair, just as the ash elf can. Just as with there appearance they also have no defined culture. They simply adapt the culture they like most around them.




    1. Nhicha Elves; Fast agile and aggressive these elves are the tribal elves of the plains and neither reaches of Ivrel. Most live in cities that are really nothing more than huge moving encampments. Like the Mongols of earth they are nomadic. There culture has survived many centuries. They are tall, like man, generally tanned and muscular. Though they rarely grow facial hair some rare ones can. These are the first elves to exhibit the canted eyes and long tilted ears. They tend to have fair hair, and are slightly more fragile than humans. Though they are more agile. Also these elves have been known to live hundreds of years. These elves do eat meat, and any other suitable food source.

    2. Lupines; The dog people. These creatures are essentially large dogs that are bipedal, as all the other races so far are. They can’t really speak any common tongue, though they can read and write the common tongues. Little is really known of their origins, though Rakasta and Kzin legends speak of a once powerfully built race of humanoid dogs that died out centuries back. They usually live in or around human, halfling, and elven settlements. There own culture being more nomadic, like the wild dogs of Africa today. They can have the appearance of any type of canine breed imaginable, some are even wolf like. They are docile by nature and tend to be clever when challenged to think.

    3. Naganitas; The most common of the humanoid draconian creatures on Ivrel. These hardy creatures are very survival minded, though this usually means that if something works they stick too it, without trying to improve there lots in life. Hardier than man himself, and just about as big these creatures contenders. There culture is tribal based, as that works for them. They will interact with any race that doesn’t show open hostility for them. Usually live in wet climates or jungles. There is though a adapted version of the Naganitas for almost any climate on Ivrel. Many migrate during hard times, and thus eventually they adapt to new climates. Halflings and Lupines do not get along with the Naganitas well, though there dislike for one another never breaks out in violence. Naganitas posses a very thick hide, this is present in any environment they adapt too.

  1. Common Races of Ivrel; These races comprise the every day races, not ultra common. Most of these races actually control the destinies or lives of many of the general races. The common races even directly fear some. Most of these can if allowed in too much abundance, be detrimental to game play. So be wary in allowing too many of one species in play.

    1. Chanye Elves; these are the most powerful elves of Ivrel, there kingdoms stretch hundreds of miles. They rule through combinations of savvy and military prowess. Unlike most elves of other worlds, they are semi violent. They have been known to eat meats, though not pungent meats. The Chanye are the most actively magical of the elves also, the only elven species to even come close too them are the elusive Qujhal. Chanye elves are usually tall, slight of build and pale skinned. They are among the most fragile races on the planet, being that there physical constitutions are weak. Culturally the Chanye are about equal to our Renaissance times, they live in a very information rich world. Many of there cities possess such technical achievements as Aqueducts, sewers, running water … etc. There cities are usually huge sprawling affairs that serve a multi cultural mixing pots, with a HEAVY elven overtone and control. Any given Chanye can live for thousands of years, when and if they actually die naturally is not known. Chanye culture can be best likened too that of the Romans in there glory, except with magic.

    2. Felaks; These humanoid cat creatures can appear like any domestic cat. They walk on bipedal possess cat ears and head. There bodies, like the Lupines are covered in various lengths of fur. Keen, agile and curious these creatures are the most “civilized” species of feline humanoids on the planet. They live among humans, ash elves, Lupines, halflings, Chanye elves and many other species. Though they are subservient to there larger feline cousins the Kzin and Rakasta. No true culture of their own, they take on the culture they best like, and then live among them. Not as long lived as the elves, but longer lived than many other races.




    1. Hutaakan; these are another of the canine humanoids; they resemble tall, lithe gray hounds. There very nature matches their appearances. They are aristocratic, snobbish and very class orientated. Magic runs deep within the Hutaakan’s and they treat it as an extension of their considerable mental prowess. They have a very Romanist culture, much like the Chanye. Usually the work force and “peasants” of the Hutaakan culture are Lupines, which find no reason, too dislike the quite and wise Hutaakan’s. The two races are like two halves of the same coin when they live together. Hutaakan’s prefer high mountain ranges and other hard to get too climates too live. They like dwarves are masters at stone crafting.

    2. Minotaurs; these huge bull headed humanoids are a sight too behold. Many are over seven foot tall, and wide of girth. There culture is based around roughly on the Minoians from earth. They worship what they find strong in the "One True Light”. Minotuars are brutishly strong and easy to anger. Many are too violent too live peaceable near other races. Though Southron and some humans have been known to settle around Minotuars. In general the Minotuars are the masters of the seas, having learned to build large seaworthy ships. They tend to keep mostly too themselves. They and the Kzin hate one another.

    3. Dwurfolkens; These hardy dwarven people live within the small rolling hills of the world of Ivrel. Most build subterranean homes, though not as deep as the Drish. For the most part the Dwurfolkens keep to them, not wanting to draw attention to the lives. They live out hardy lives of farming and herd rising. They tend to have short well-kept beards, black body hair, and dark colored hair. Most are deeply tanned, and exceptionally healthy. They are not more than four feet tall, though they are heavier than there height implies. They get along with almost all major races that live above or around them. About as long lived as the Ash Elves.

    4. Drish; these are the far burrowing dwarves of Ivrel. Most burrow as far as one mile deep. Most live in huge labyrinthine mazes, these “warrens” are the beloved homes of the Drish. The only places that they will defend too the death. They are even more robust than the Dwurfolkens, though not as accustomed to the other races. For the most part there culture is based on a HUGE clan structure. They are very common throughout the high mountains of Ivrel, though seldom really seen. They have basically the same appearance as the Dwurfolkens, though there hair tends too be much greasier. Very long-lived, though not as long as the Chanye.

    5. Dagonmen; yet another in the long line of draconian humanoids. The Dagonmen is the more intelligent cousin of the Trask. It is almost as strong as the Trask, faster than the Trask and smarter. They can appear like any other draconian or dragon creature. Though more intelligent than the Trask the Dagonmen prefers to live in small quite tribal groups. They lack the bloodthirsty nature that makes the Trask so mean. Dagonmen’s do understand magic.

  1. Uncommon Races of Ivrel; These are the seldom seen, or less noticeable races of Ivrel. Some are legendary; others simply shun the common places of Ivrel. All have in some way shaped the world of Ivrel. Also among this group are the extraordinary examples of some species lines. Most of these can unbalance play if not watched and strictly kept under control.

    1. Warrow; these small human looking people are often mistaken for halflings. They aren’t, for if you look closer at them you’ll notice a few things. They are not “Stouts” instead they appear to be perfectly proportioned replicas of there larger human cousins. They average about two too three feet in height and possess all the variations of appearance that humans can have. Though they tend to have dark hair and pale skin. There culture resembles that of the dwarves in that it is based loosely on a broad clan. Though many settlements have their own interpretations of the “law”. Warrows are outgoing and generally happy individuals who tend to try and live life too its fullest. Curious as cats and as sneaky as a snake on the prowl, they can also be very tough opponents. Warrows do practice and understand the magic’s of the world.




    1. Qujhal; Dark skinned elves that live deep within the crust of Ivrel. Long thought extinct these elves life out there life in relative peace. Most races don’t even know of there existence, though the Chanye and Nhicha do. Dwarves also know of the dark elves. Unlike most worlds of the ancient times, the dark elves of this world AREN’T hated. Dark elves are vegetarians, having not the space or resources to waste on rising herd animal’s underground. These elves are among the shortest of there kind. Many are about four foot, five being the highest they get. There night sight is the best of all the elves and there ability to navigate through darkness is legendary. They both understand and use magic heavily. [No Lioth here.] Sunlight bothers them greatly, in some cases it even causes pain to the dark elf who strays too the surface.

    2. Krullenian; these creatures are both legendary and feared among all known races. They stand at the pentacle of the draconian racial pool. Intensely strong, highly agile, keenly intelligent and cunning. The Krullenian inspires fear and awe in most creatures. There are but few races unimpressed by the appearance of a Krullenian, among them the Chanye, Kzin, Rakasta, Kevia, Auracks, Minotuars and Darklings. One of the few known drawbacks too the Krullenian is that if it hasn’t anything too do it will crawl under something and go too sleep. Until motivated by some one or something they usually tend to lethargy. Also unlike most of the other draconian breeds they must eat huge amounts of meat to satisfy their hungers. These are one of the only two draconians that can actually cast and use magic. More anomalous things abound about this, the most dangerous of the draconians. It is known that when they are young they possess attitudes much like that of the Trask, and as they grow to adulthood they learn and practice becoming more controlled. They seem to respect self control and thinking above that of violence and brutality. Other races have been able to negotiate with Krullenians, unlike the other previously mentioned sub species. They live in large communal groups, omnivorous and largely non-aggressive. After adult hood they actually venture out joining various agencies. These are like the Trask’s, the few independent draconians that aren’t directly controlled by the Auracks.

    3. Rakasta; the second of the feline races to populate Ivrel, the Rakasta appear much like wild hunting cats. Their fur, colors and patterns can be like that of any known terran-hunting cat. They are humanoid and very agile. Though not nearly as strong as the Kzin, they are more agile than the Felaks. Rakasta’s actually have a highly developed culture, resembling that of the Aramaic cultures of Earth. They are very aggressive and alert too anything not of there usual habitat. Not nearly as common as the Felaks, these creatures live in large clannish groups. They practice limited magic’s and have a very high understanding of magic. Very religiously natured, almost zealots. Rakasta’s have never been known to negotiate or lie.

    4. Bregga; The largest among the dwarven species. These dwarves live above ground the same as many of the other races of Ivrel. They are tallish, ranging from five to six feet in height. Most are heavy set and muscular. They most resemble that of the Nordic man, huge and bearded. As for a culture they are like the terran Amish. They shun the use of technologies as sinful, they work hard to plow, harvest and live their lives. Magic is viewed as evil by the Bregga, only the magic that flows though a priest is seen as good. Even with priest magic being seen as good, it’s over use will bother them. A silent and proud race the Bregga carry with them a very dark past, filled with violence and hate. They strive to erase these pains from there racial memories by living simple and mundane lives.




    1. Kangashitia; The elusive and xenophobic elves of the great forests of Ivrel. Physically the most robust of the elven kinds, they possess stronger bodies, and senses than most elves on Ivrel. Their cultures vary as much as that of the American Indians. Each “tribe” thinks of its self as a nation. Separate from all others, and as free as any. They see nothing as owned, instead borrowed. They again vary in their use of magic’s, as much as the various tribes would have if they had magic. The Apache would have used it violently, were, as the Iroquois would most likely have used it only when needed. As a whole though, magic doesn’t run as strongly through the Kangashitia as it does through other elves. They like classic elves; they never have facial hair, and possess the canted eyes along with the pointed ears. Unlike most elves though they are usually bronze tan in color, due to there living with the raw elements. They live for a few hundred years; longest known is about 600 years.

  1. Rare races of Ivrel; these are the most scarce of the races, some are exceptionally fierce, others incredibly magical and some simple rare. All of these are unbalancing from the start, DM’s should not only keep them in check, but also take every opportunity to make life hard on a character of these races that’s not in the home habitat.

    1. Jalinma the legendary sea elves of Ivrel, or too some of the more mundane cultures they are called merfolk. These elves have adapted themselves to the vast reaches of the sea. They are most extensive elven culture on Ivrel. This is due to the fact that land doesn’t confine them as it does the Chanye, which are the second most extensive elven culture on the surface. They’re lower bodies are mermaid like, as in they look like what has been envisioned as a mermaids lower half, roughly fish like. There skin may appear in varied hues and colors, as many as there are colors that fish exhibit. The color and patterns of their upper elven bodies always blend into their aquatic lower halves. Peaceful by nature, they will and do defend themselves and there treasures for theft and invasions. They can and do use magic heavily, having long ago come to understand magic and its ways.

    2. Kzin; Huge heavily muscled hunting cats, that look like huge one of three or four types of hunting cats. The Kzin found in the cold reaches of Ivrel look much like huge snow leopards. The mid latitudes resemble that of tigers, and the tropics look much like jaguars. All are huge, heavy creatures. All walk erect, humanoid. They are naturally violent and as cunning as any hunter can be. They do not exhibit any more advanced culture than that of a tribal base. Though there have been tantalizing hints of a great cultural past. They haven’t been known to use magic’s though there are priests among them. They do understand magic though and watch for it. There culture has been known to be a seafaring one also. Though few are seen on the open seas anymore.

    3. Auracks; Tall, soft skinned and lacking scales the Aurack are the last of the draconian species. They are as tall as any human. As with all draconians they walk erect like a human. They are the only draconian that can’t run on all fours though, having fully evolved the humanoid shape. They can look like any draconian creature, though they lack scales and wings. Keenly intelligent the Aurack leads the lessors of its kind. Most actually govern a large nation of draconians or at least play some part in governing them. They are cowardly, avoiding combat at all times. In general they issue orders to their servants and leave to carry out other higher deeds. They though, aren’t as wise as the Krullenians and not nearly as robust as the Dagonmen or Trask. Even the lowly Kopack holds an advantage above them in both cunning and agility. The single thing that makes an Aurack strong is magic, which they use and study with an intensity only matched by the Qujhal. There society is a caste-based system much like that of the Indians of East Asia.




    1. Kevia; There are few races on Ivrel that spawn legends that are told by all others. The Kevia Elves are unique in this, as all other races have at one time or another written stories about them. Seen always as “Angels” or “Winged Avengers” these elves are among the most religious of the species. Many are priests or some variation of them, some are warriors and still others are Wizards. As a rule they do not “live” among the terran creatures. In that they have long ago mastered the magic’s involved in making and sustaining there’re vast sky fortresses. On the whole they tend to be pious, stoic and very righteous in nature, seeing the world as a place that needs to be taught a thing or two. Never truly evil Kevia’s must be of a neutral or good alignment. They are tall, lightly tanned beings with slightly forward shoulders. There upper bodies have two full sized wings coming from their backs. There own dedicated pair of shoulders supports these wings. The wing shoulders are melded into that of the shoulders for the arms, most of the wings attachment mass is on the back and stretching around the side. They live in a hierarchical society, which uses magic heavily.

    2. Moon Elves [Dockalfen]; Moon elves have chalk white skin and very pale hair ranging from light blonde to stark white. Their eyes are black and it’s hard to tell where the iris ends and pupil begins. They are of average elven build and height, though they seem more fragile looking in daylight. For the most part they only exist on Terabithia. Moon elves are a long thought extinct sub race of elves and the Qujhal are frightened of them for some reason relating to the long ago past. Some Chanye scholars believe that after talking with the occasional Moon elf and looking over some of the ancient writings of the first race, that the Moon elves are older than even the Qujhal race. There isn’t much really known about the Moon Elves, though some things are apparent to observers. They are keen and alert to learn new things, also they seem to understand the many arcane workings of the Gates and some previously not understood artifacts.

    3. Galebduhr; [Kagonesti taken from the Krynn Campaign Setting] these strong, well-tanned elves live in the forests that settle at the base of the great mountains of Ivrel. They dwell in the defensible caves formed by these monolithic natural places. They forage and hunt in close proximity to these places and jealously defend the den caves from invaders. For the most part it is though by most elven scholars that some ancient dwarven blood runes through these elves as they seem much more hearty than normal elves. Even the dwarves admit that back in the times before reckoning there could have been a mixing of the blood lines. For there part the Galebduhr doesn’t seem to care, they live simple and happy lives as nature respecting elves. The Galebduhr are not found of iron, in fact they find its presence a distracting nuisance some even find it painful. They are the faithful allies of the Lakoer race and will go out of their way to help a fallen Lakoer.

    4. Doaine Sidhe [Pronounced Than-na-shee, taken from the Celtic Campaign Setting] these are the mysterious elves from places beyond the gates of Ivrel. Occasionally these elves came to Ivrel over the eons, most seemed weary as if from a great trek. All called their trip “the Voyage Across the Gray Sea” and seamed to view Ivrel as their destination point. Sidhe for short, these elves treat Ivrel as a holy land and so having grown disenchanted with a place called Eiren [Earth] they sought it out by making the voyage. Tall willowy and fair of skin these elves are akin looking to the native Chanye though not as willing to manipulate forces around them. The Sidhe possess keen mental acuity. They quickly became found of Adon the Creator, whom according to their amended legends rescued their first groups from marauding draconian creatures. This and more in the legends seem to have bonded them to Adon the Creator for the rest of there know lives. Like the Galebduhr they have no true love for iron though forged weapons are not looked upon with disdain as long as they aren’t made of iron. They have gem colored eyes, hues of dark hair and fair skin tones.




  1. Racial Bonus’s and Statistics; within this section you will find the stats, attribute limits and effects for the race you chose. Also any penalties will be listed hear and special hindrances and abilities. Each PC [Player Character] Race has its advantages and disadvantages to offer a player.

    1. General Races;

      1. Humans;

        1. Maximum Hit Points at first level; it’s a one-time bonus.

        2. No level limits beyond those imposed by attributes.

        3. Allowed to be multi-classed, dual class isn’t an option in this setting.

        4. Common are the basic human from AD&D’s core rule set. No changes to the basic human.

        5. Bearon Humans get a +1 to strength and a –1 to wisdom. In addition they have a 10% chance of being changelings [bear or wolf only]. If they are changelings then they can take the form of their animal shape up to three times per day and it take a full round to happen. The beast shape is exactly the same as the animal’s monster manual stats, except it is as intelligent as the human inside. If killed in beast shape, it returns to the human form. In addition to the shape change capability a changeling can speak in the language of the chosen form. Bearon may not be mages of any type, and are limited to 7th as clerics. No level limit on druid or rangers though. They cannot be paladins or soldiers. [10 % Exp Penalty to play this variant].

        6. Dylvana Humans get bonus proficiencies at start of play. Foraging, Hunting and Bowyer Fletcher. They get a +1 Thac0 bonus with bows of any type, except crossbows.

        7. Vanadurin Humans get riding land based for free, along with animal handling. They can judge the quality of a horse by simply touching and examining it [straight wis check]. A Vanadurin cannot be dismounted from horse back except through extreme force; they get a +1 to Thac0 and damage rolls when attacking from horseback.

      2. Halflings;

        1. Hairfoot;

          1. They have thirty-foot infravision.

          2. Plus one to the dexterity attribute and a minus one to the strength attribute.

          3. Plus one to perception and plus one comeliness.

        2. Dowerkin;

          1. They have sixty-foot infravision.

          2. Plus one constitution and minus one strength.

          3. Plus two perception and minus one comeliness.

        3. Tallfellow;

          1. They have sixty-foot infravision.

          2. Plus one wisdom and minus one strength.

          3. Plus one perception.

          4. Elven ability to detect secrets and concealed doors.

        4. All Halflings if over ninety feet away from a party or other groups a Halfling may try to either hide or move silently as per the Thief class ability. The base is fifteen percent [15%] plus two percent per level of the character [2%]. Any armor, or other noisy items negate the ability.

        5. All Halflings receive a plus one to their THAC0 when using small hurled weapons such as slings and darts.

        6. All Halflings may not be Knights, Soldiers, Archers or any other specialty combat class. Fighters are limited to eight levels. May not use non-priest magic’s beyond eight levels.

        7. All Halflings possess the special constitution bonus. The following chart figures this. See table C.




      1. Southron; [Half Orc]

        1. Plus two to the strength attribute and a minus one to both the wisdom and intelligence attributes.

        2. Southrons are extremely tough and hearty and as such they get an initial bonus of four hit points at first level. [+4 Hps]

        3. Southrons may use no priest magic; they may also not use Psionics.

        4. Minus one perception and minus four comeliness, they must have a comeliness of twelve to pass as human otherwise it is obvious they are half orc.

      2. Beastmen; [Half Ogre]

        1. Plus three to the strength attribute, minus two to intelligence, wisdom and dexterity attributes. Another plus two to the constitution attribute.

        2. Beastmen cannot be any type of magical class; also the use of Psionics is banned. In addition they may not be any for of specialty fighter classes, such as but to restricted too the Knight, Soldier, Archer or Ranger classes.

        3. A ten percent penalty to experience is also applied to any class that is picked using a Beastmen.

        4. Beastmen count as large targets for damage purposes, but in turn are granted a bonus of ten hit points to be applied at first level only.

        5. Minus two perception and minus six comeliness, they must have a comeliness of twelve to pass as human otherwise it is obvious they are half ogres.

      3. Half Elf;

        1. Thirty foot infravision [30’].

        2. Half elves can find secret doors on a roll of 1 or 2 on a six-sided dice [1D6]. They can find a concealed area on a roll of 1,2 or 3 on one six sided dice [1D6].

        3. Thirty percent immune too sleep. This DOSEN’T include charm and charm like spells.

        4. Plus one to comeliness and can pass as human if they have a comeliness under fourteen.

      4. Nhicha; [High Elf]

        1. Plus one to the dexterity attribute and a minus one to the constitution attribute.

        2. Sixty foot infravision [60’].

        3. Nhicha elves can find secret doors on a roll of 1 or 2 on a six-sided dice [1D6]. They can find a concealed area on a roll of 1,2 or 3 on one six sided dice [1D6].

        4. Ninety percent immune to sleep, charm and other mind effecting spells.

        5. Nhicha elves receive a plus one to there THAC0 rolls when using swords and bows, this bonus doesn’t apply to large swords or crossbows.

        6. Plus two to perception and comeliness.

      5. Lupine’s;

        1. Plus one to the strength attribute and a minus one to the wisdom attribute.

        2. Lupines are tough and hearty and as such they receive a one-time bonus of two hit points at first level [+2 Hps].

        3. Lupine’s can use their mouths and claws as weapons. A Lupines bite does one four sided [1D4] dice divided by damage and the claws do one six sided [1D3] dice damage divided by two.

        4. Plus one perception.




      1. Naganitas; [Lizard men]

        1. Naganitas possess a very tough hide; this gives them a natural type of armor protection. Natural AC of six [AC6].

        2. A Naganitas can swim at a rate of twelve [Move=12] underwater. On land they move a maximum of ten [Move=10].

        3. Naganitas suffer a minus two to the wisdom attribute.

        4. Plus one to strength attribute, minus two perception and minus four comeliness.

        5. Not required to be watered down daily.

    1. Common Races;

      1. Chanye Elf; [Grey Elf]

        1. Chanye elves can find secret doors on a roll of 1 or 2 on a six-sided dice [1D6]. They can find a concealed area on a roll of 1,2 or 3 on one six sided dice [1D6].

        2. Chanye elves receive a plus one to all THAC0 rolls made with swords and bows this bonus doesn’t apply to large swords or crossbows.

        3. Plus two to the Intelligence attribute, plus one to the dexterity attribute, minus one to the strength attribute and a minus two to the constitution attribute.

        4. Sixty foot infravision [60’].

        5. There is a ten percent [10%] experience penalty for a Chanye elf.

        6. Plus two perception and plus two comeliness.

      2. Minotaurs;

        1. Receives +2 strength, +2 constitution, -2 wisdom, -6 to comeliness and –3 to intelligence.

        2. Natural armor class of 6.

        3. Initial Hit Point bonus of 6 Hps at first level.

        4. Takes damage as a large creature.

        5. Bonus of +2 to all surprise rolls.

        6. Can track 50% of the time by scent.

        7. 60-foot infravision

      3. Felaks;

        1. Plus one to the dexterity attribute and a minus one to the wisdom attribute.

        2. Half reduces all falling damage, if the falling distance doesn’t exceed twenty feet [20’].

        3. Plus one to all THAC0 rolls made verse any Canine, Rodent or Avian opponents.

        4. Sixty foot infravision [60’]. All Felaks receive a bonus of four against surprise rolls. Surprise is rolled on a ten-sided dice [1D10].

        5. Felaks can find secret doors on a roll of 1 or 2 on a six-sided dice [1D6]. They can find a concealed area on a roll of 1,2 or 3 on one six sided dice [1D6].

        6. Felaks can bite for one four sided [1D4] dice divided by two [1D4 Divided by 2 = Damage] damage, this damage is figured against thrust in the AC system.

        7. Plus two perception and plus three comeliness.

      4. Hutaakan;

        1. Plus two to the intelligence attribute, plus one to wisdom, minus two to the constitution and charisma attributes.

        2. Twenty foot infravision [60’].

        3. Theirs a ten percent [10%] experience penalty to play a Hutaakan.

        4. Plus one perception and minus one comeliness.




      1. Dwurfolkens; [Hill Dwarf]

        1. Twenty foot infravision [20’].

        2. A Dwurfolken can detect the slope or grade of a hill reliably on a roll of 1 or 2 on a six-sided [1D6] dice.

        3. Dwurfolkens may also detect the quality of a given area of masonry. A roll of 1 or 2 on a six-sided [1D6] dice means the Dwurfolken has accurately assesses the quality of the masonry. Any flaws in the work or weaknesses in the masonry will become apparent to the Dwurfolken.

        4. Plus one to the constitution attribute and a minus one to the charisma attribute.

        5. Dwurfolkens cannot be magic users of any type, though they can use priest magic’s.

        6. Dwurfolkens as with all dwarves get the special constitution bonus’s that is applied against Poison’s, Spells and Paralyzing effects. The bonus is figured on the chart below. See table C.

        7. Dwarves always know their footing, they always remember where they have gone and come from. This allows them to back track unerringly a path they had taken some time before. The only time this doesn’t work is if they are incapacitated in some way and aren’t physically walking the path to be remembered.

        8. Plus one perception and minus three comeliness.

      2. Drish; [Mountain Dwarves]

        1. Thirty foot infravision [30’].

        2. A Drish can detect the slope or grade of a hill reliably on a roll of 1 or 2 on a six-sided [1D6] dice.

        3. Drish may also detect the quality of a given area of masonry. A roll of 1 or 2 on a six-sided [1D6] dice means the Drish has accurately assesses the quality of the masonry. Any flaws in the work or weaknesses in the masonry will become apparent to the Drish.

        4. Plus one to the constitution attribute and a minus one to the charisma attribute.

        5. Drish cannot be magic users of any type, though they can use priest magic’s.

        6. Drish as with all dwarves get the special constitution bonus’s that is applied against Poison’s, Spells and Paralyzing effects. See table C.

        7. Dwarves always know their footing, they always remember where they have gone and come from. This allows them to back track unerringly a path they had taken some time before. The only time this doesn’t work is if they are incapacitated in some way and aren’t physically walking the path to be remembered.

        8. Plus one perception and minus three comeliness.




      1. Dagonmen; [Baaz]

        1. Plus one to the constitution attribute, plus one to the dexterity attribute, minus two to the wisdom attribute and a minus one to the intelligence attribute.

        2. Cannot use magic at all, neither priest nor magic user.

        3. Natural AC of six [AC6].

        4. Moves at a rate of ten when walking erect, can run on all fours at a speed of twelve.

        5. Dagonmen’s can jump either five feet up and ten feet over or ten feet up and five feet over, must make a dexterity check to land on all fours. To land on just there legs the roll is modified by a minus three to the dexterity check.

        6. Thirty foot night sight [low light].

        7. Dagonmen can use their mouths and claws as weapons. The bite does one four-sided [1D4] dice damage and the claws do one six sided [1D3] dice.

        8. Theirs is a ten percent [10%] penalty to playing a Dagonmen.

        9. Minus two perception and minus six comeliness.

    1. Uncommon Races;

      1. Lavrex;

        1. They receive a +1 con, +2 STR, -3 Wis, +2 Perception and –2 int.

        2. Lavrex get a +4 hp bonus at first level.

        3. Immune to illusions and mind effecting spells.

        4. Natural AC of 6.

        5. Cannot be mages or clerics, though they may be psionisits up to 12th level.

        6. Can fly at a rate of 16-maneuver class D. Cannot attack while flying or sustain any powers.

        7. 120 feet of infravision.

        8. 10 % Exp Penalty to play this race.

        9. They move on the ground at 10

      2. Lakoer;

        1. They receive a +2 dex bonus, -1 con penalty, +2 perception.

        2. Bonus of 4 hps at the beginning of play only.

        3. May play any class an elf can.

        4. May never use armor that is more encumbering than none.

        5. Get a +1 to thac0 and damage with the special two-handed spear. [Solentar Stats; Damage 2d6 small/ medium, 3d6 to large. Speed 8. Separate to form to clubs (club stats). Weight 4 lbs. Size Large or medium when split].

        6. They have keen sight of 180 feet in darkness [low light not infravision].

        7. Cannot be mages above 8th level or clerics above 12th.

        8. Beak attack does 1d4 damage and can only be used if the Lakoer is unarmed.

        9. 10 % Penalty to play this race.

        10. They move on the ground at a rate of 10 and in the air at 16 maneuver class B.




      1. Warrows;

        1. Plus one to the dexterity attribute and charisma attribute, minus one to the strength and constitution attributes.

        2. Sixty foot infravision [60’].

        3. Plus one to all THAC0 rolls made with missile weapons.

        4. A Warrow has a good sense of direction. On a roll of 1,2 or 3 on one six sided [1D6] dice, a Warrow can determine the direction he or she is travelling in. This is information provided by the DM.

        5. Cannot use any large weapons.

        6. Warrows can see in magical darkness up to twenty feet unhindered.

        7. They get a bonus of 5% to all the thief modifiers that a Halfling gets.

        8. Warrows get a +2 to perception and +1 to comeliness.

      2. Qujhal; [Drow Elf]

        1. Plus two to the dexterity attribute, plus one to the intelligence attribute, minus one to the constitution attribute and minus two to the strength attribute.

        2. Ninety foot infravision [90’]

        3. All Qujhal are effected sunlight in different ways, roll on the following chart to find out how your character is effect by sunlight, or spells that mimic sunlight’s effects. They roll on the sunlight table at the end of this section if of evil alignment. See table D

        4. There is a five percent [5%] experience penalty to playing a Qujhal.

        5. Plus three perception and plus one comeliness.

      3. Rakasta;

        1. Plus two to the dexterity attribute, plus one to strength and minus two to the wisdom attribute.

        2. Infravision out to 30 feet.

        3. Natural AC of 7

        4. Plus one to any THAC0 roll made with melee weapons.

        5. Plus one to all damage rolls made with melee weapons.

        6. A Rakasta can leap twenty feet up and five feet over or five feet up and twenty feet over. To land on all fours, roll against the dexterity. To land standing, roll against the dexterity with a minus two [Dex-2].

        7. There is a ten percent [10%] experience penalty to this race.

        8. A Rakasta can use his mouth and claws as weapons. The bite does one four-sided [1D4] dice damage and the claws do one six sided [1D3] dice damage. Special weapon called the Kasa can be used on the claws; the damage from a claw hit is increased to 1d6 instead of 1d3.

        9. Plus three perception and plus one comeliness.




      1. Bregga; [Sundered Dwarf]

        1. Plus one to the constitution attribute, plus one to the strength attribute and minus one to the charisma attribute.

        2. Thirty foot infravision [30’].

        3. A Bregga can detect the slope or grade of a hill reliably on a roll of 1 or 2 on a six-sided [1D6] dice.

        4. Bregga may also detect the quality of a given area of masonry. A roll of 1 or 2 on a six-sided [1D6] dice means the Bregga has accurately assesses the quality of the masonry. Any flaws in the work or weaknesses in the masonry will become apparent to the Bregga.

        5. Bregga cannot be magic users of any type, though they can use priest magic’s.

        6. Bregga as with all dwarves get the special constitution bonus’s that is applied against Poison’s, Spells and Paralyzing effects. See table C.

        7. There is a ten percent [10%] experience penalty to playing a Bregga dwarf.

        8. Dwarves always know their footing, they always remember where they have gone and come from. This allows them to back track unerringly a path they had taken some time before. The only time this doesn’t work is if they are incapacitated in some way and aren’t physically walking the path to be remembered.

        9. Plus two perception and minus two comeliness, can pass as human if the characters comeliness is fourteen or above.

      2. Galebduhr; [Kagonesti]

        1. 90 foot infravision

        2. Receives +2 dexterity, +1 constitution, +1 strength, +3 perception and –2 wisdom

        3. 90% Immune to sleep and charm like spells

        4. +1 thac0 with spears and bows

        5. Cannot detect secret or concealed doors

        6. Cannot wear metal armors and disdains the use of forged weapons. They receive a –2 thac0 when using weapons made of iron. Some are harmed by the presence of iron [one in twenty suffer +2 damage when struck by iron weapons].

        7. 20% Experience penalty to play.

        8. May not be mages of any type.

        9. Must be of good alignment only.

      3. Kangashitia;

        1. Plus one to the strength attribute plus two to the dexterity, minus one to the constitution attribute and minus two to the wisdom attribute.

        2. Forty foot infravision [60’].

        3. There is a five percent [5%] experience penalty to playing a Kangashitia Elf.

        4. Kangashitia elves gain a plus one to all THAC0 rolls made using spears and bows. This bonus doesn’t apply to crossbows.

        5. Being creatures of the woodlands the Kangashitia elves are masters at tracking things in their natural surroundings. They are also very knowledgeable about wooded environments. To reflect this all Kangashitia elves have both tracking and woodslore for free. The non-ranger penalty of minus six to wisdom [Wis-6] does apply though. If the character is a ranger though there is a bonus of three applied to the checks [Wis+3].

        6. Plus two perception and plus two comeliness.




      1. Krullenians: [Bozak]

        1. Plus one to the dexterity attribute, plus two to the constitution attribute, plus one to the strength attribute, minus two to the wisdom attribute and minus one to the intelligence attribute.

        2. Natural AC of 6 Cannot benefit from armor of any type, though they can wear armor.

        3. They can track opponents by their scent; using their wisdom as the base for a tracking role does this. The base for the roll is wisdom minus four [Wis-4], but its modified by the following; If the target is bleeding minus six to the roll, if the target has iron based blood minus two to the roll and if the targets concealed or Invisible add four to the roll.

        4. Krullenians have wings and are powerful flyers. Their base airborne movement is ten [Move=10]; their base ground movement is eleven [Move=11]. They can also glide to the ground from higher elevations, taking no falling damage if their wings are used. Maneuver class D.

        5. Ninety foot infravision [90’].

        6. Krullenians can use their mouths and claws as weapons. A Krullenians bite does one four-sided [1D8] dice damage and the claws do one six sided [1D4] dice.

        7. There is a twenty percent [25%] experience penalty to playing a Krullenians.

        8. Plus two perception and minus six comeliness.

    1. Rare Races;

      1. Doaine Sidhe; [Sidhe]

        1. Receives +1 dexterity, +1 wisdom, +1 intelligence, -2 strength and –1 constitution

        2. +1 save vs. magic per three levels attained.

        3. Always save as mages not matter what class they play. A penalty and bonus.

        4. They have spellcraft and thaumaturgy for free at the start of play.

        5. They may not ever wear iron-based armor or use iron based weapons. They can use any other type of weapons and armors though as per class restrictions.

        6. A Sidhe struck by iron weapons receives a +2 to the damage done by the weapon.

        7. 90 foot infravision

        8. 90% immune to sleep and charm like spells.

        9. +2 save vs all illusions

        10. The only warrior class that they can play is a ranger.

        11. +1 thac0 with swords and bows.

      2. Jalinma; [Aquatic Elf]

        1. Base movement rate is eighteen [Move=18] underwater.

        2. Plus two to the dexterity attribute, minus one to the constitution attribute and minus one to the wisdom attribute.

        3. Jalinma’s cannot breath air for very long, after one day they will begin to take hit point damage. This damage is at the rate of two hit points [2Hp] per hour that they are breathing. [I.e. not in water of some type].

        4. All Jalinma’s receive a plus one to THAC0 rolls made with tridents, undersea nets and spears.

        5. When under water Jalinma’s have three hundred sixty degree [360] sonar, up to thirty feet [30’] away from them.

        6. Plus two perception underwater, minus three perception on land and plus one comeliness underwater.

        7. Can morph their fish like lower bodies into legs for short durations of time [one day per level of the character]. They move 10 on land as they are unsteady walking on the surface of land.

      3. Moon Elves [Dockalfen];

        1. Receives +2 dexterity, +3 perception, +2 intelligence, -1 comeliness, -2 strength and –2 constitutions.

        2. 90 Foot infravision

        3. 90% immune to sleep, charm and like spells.

        4. +1 Thac0 with swords

        5. +2 save vs. illusions

        6. Standard elven abilities in regards to secret doors and such.

        7. 10% Experience penalty to play.

      4. Kzin;

        1. Plus two to the strength attribute, plus three to the constitution attribute, plus two to the dexterity attribute, minus two to the wisdom attribute, minus three to the intelligence attribute and minus three to the charisma attribute.

        2. There is a twenty-five percent [25%] experience penalty to playing this race.

        3. A Kzin may use his mouth and claws as weapons. The bite does 1d10 and the claws do 1d6 each.

        4. Kzin cannot use magic, though they do understand it. They can be on RARE occasions either priests or bards though. If you chose one of these roll one ten sided [1D10] dice, if the roll is one you live … any other and the character died during the various rituals to become a lore master or shaman.

        5. Kzin can leap five feet up and ten feet over or ten feet up and five feet over. To land on all fours roll against dexterity. To land standing roll dexterity minus three [Dex-3] to land properly.

        6. Kzin use the special constitution chart against spells, poisons and paralyzing effects, see table C.

        7. Sixty foot night sight [low light].

        8. Can track by smell use wisdom for the base minus six [Wis-6].

        9. Plus four perception and plus three comeliness.

      5. Auracks; [Aurak]

        1. Plus two to the intelligence attribute, plus one to the dexterity attribute, minus two to the wisdom attribute and minus two to the strength attribute.

        2. Auracks cannot be priests, or specialty fighters of any type.

        3. Thirty foot night sight [low light].

        4. There is a ten percent [25%] experience penalty to playing the Aurack.

        5. Plus one perception and minus four comeliness.




      1. Kevia; [Avian Elf]

        1. Kevia elves have wings and thus they can fly. Their base movement rate is eighteen [Move=18], while their ground movement is eight [Move=8]. Maneuver class D.

        2. Kevia elves can use their powerful wings to buffet opponents, if they are no more than ten feet away, and they are in the air. The buffeting damage is one six sided [1D6] dice plus one for every two levels of experience [1D6+ 1 Every 2 levels = Damage].

        3. Plus two to the dexterity attribute and minus two to the constitution attribute.

        4. Natural armor class of six [AC6], if they are hit while flying they must make a dexterity check to stay airborne. The formula is as follows, Dexterity minus one for every ten points taken [Dex – 1/ 10 Hp lost = Number to roll under].

        5. Kevia elves receive a bonus of one to all THAC0 rolls made with crossbows and small single-handed weapons. Small weapons are four pounds and under.

        6. There is a fifteen percent [15%] experience penalty to playing a Kevia Elf.

        7. Plus three perception and plus one comeliness.



This section has the various race related charts and tables; some are reprints of charts already seen.


  1. General Race breaks down chart, rarity, experience penalties, and life spans.

Commonality

Player Race Title


Exp. Penalty

Life Span [Start/ Finish]

General

Human

None

16/ 75 Years




Halflings [All Variants]

None

16/ 85 Years




Southron

None

10/ 48 Years




Beastmen

None

10/ 45 Years




Half Elf

None

18/ 250 Years




Nhicha

None

100/ 1200 Years




Lupines

5%

4/ 60 Years




Naganitas

None

6/ 18 Years

Common

Chanye Elf

10%

150/ @5000 Years




Dagonmen Draconian

10%

10/ 120 Years




Felaks

None

6/ 80 Years




Minotuars

None

16/ 120 Years




Drish Dwarves

None

50/ 350 Years




Dwurfolken Dwarves

None

50/ 200 Years




Hutaakan

None

10/ 90 Years

Uncommon

Warrow

None

15/ 550 Years




Qujhal Elf

10%

150/ @5000 Years




Krullenian Draconian

25%

16/ 180 Years




Lakoer

10%

12/ 150 Years




Lavrex

10%

4/ 250 Years




Galebduhr

10%

75/ 600 Years




Rakasta

10%

8/ 60 Years




Bregga

10%

150/ 800 Years




Kangashitia Elf

5%

75/ 650 Years

Rare

Kzin

25%

16/ 90 Years




Moon Elf

20%

125/ @5000 Years




Doaine Sidhe

None

150/ @5000 Years




Kevia Elf

15%

125/ @5000 Years




Jalinma Elf

None

100/ 650 Years




Aurack Draconian

25%

18/ 250 Years
  1   2



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