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species--demi-human

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SPECIES--DEMI-HUMANS

The following species can easily interact with humans in villages, towns and cities without alarm.

  • Humans: Move 30; AC 9; Class: C,F,M,T; Special: none
  • Amazon: Move 30; AC 9; Class: C,F,M,T; Special: none
  • Berserker: Move 30; AC 9; Class: C,F,; Ability: Con+1; Special: +2 to hit vs. humanoids, battle rage
  • Centaur: Move 35; AC 9; Class: C,F; Ability: Str+1, Int -1; Special: double damage on lance charge. May make 2 attacks, kick 1d6 plus 1 weapon.
  • Cyclopian: Move 30; AC 8; Class: F,M,T; Ability: Str+1; excellent darkvision; Special: none
  • Dwarf: Move 25; AC 9; Class: C,F,T; darkvision; Special: Notice stonework details/traps on 1-2, +2 on all saves.
  • Elf: Move 30; AC 9; Class: F,M,T; darkvision; Special: notice secret doors on 1-2, immune to ghoul paralysis. Some thief skill mods.
  • Feline: Move 35; AC 9; Class: F,M,T; Ability: Dex+1; darkvision; Special: weapon or 3 attacks (1d3 each)
  • Gnome: Move 25; AC 9; Class: F,M,T; darkvision; Special: Notice stone work 1-2, +2 saving throws, small size: lowered HD, May not use heavy weapons, treat small weapons as normal, normal as heavy. Small sized.
  • Halfling: Move 25; AC 9; Class: C,F,T; Special: +1 to hit with missiles, +2 saving throws, May not use heavy weapons, treat small weapons as normal, normal as heavy. Small sized: lowered HD. Some thief skill mods.
  • Half Elf: Move 30; AC 9; Class: C,F,M,T; darkvision; Special: notice secret doors 1-2. Some thief skill mods. Must take a combination class.
  • Merfolk: Move 30, Swim 45; AC 9; Class: C,F,M; darkvision; Special: -1 to hit on land.
  • Satyr: Move 35; AC 8; Class: F,M,T; Special: may use head-but (1d6) instead of weapon. At 6th level may play pipes to cast charm person, sleep, or fear (must choose knowledge in 1 of these only). Only surprised on a 1, surprises others on 1-4.
species--demi-human.1543414324.txt.gz · Last modified: 2018/11/28 06:12 by dave