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Unearthed Arcana 1 Preface Now that you have this tome in your hands, you are This effort was by no means mine alone. Len about to discover a new and exciting dimension in Lakofka, as usual, contributed his part. Roger Moore the ADVANCED DUNGEONS & DRAGONS game is a name that all devotees of the game know, and world. You have unearthed the hidden mysteries of he also added to this work. Luke Gygax was this work, so although they are no longer arcana, invaluable as a sounding-board and playtester. the contents are treasure. The AD&D game system Frank Mentzer was on hand from the beginning to is dynamic. It grows and changes and expands. test and try my thoughts and ideas, to bring his own Our universe does all this, and so too the multiverse creativity to the whole, and to assist in making this a of this game system. The description and definition far better effort than originally conceived. Once of an infinite multiverse must necessarily be done the ideas were compiled, Jeff Grubb and Kim piecemeal - adding new discoveries as they come Mohan went to work on the manuscript. These two to light, expanding horizons as the sum total of our insisted on clarifying, codifying, expanding, and past knowledge allows. defining, and generally demanded that the whole text become better and better. Despite the extra As the original volumes of the game system work demanded from me, I thank them for this - (Monster Manual, Players Handbook, and Dungeon and still more for their own creativity which they Masters Guide) have altered from their first editions, freely contributed in order to insure that what you so the game has changed in form and substance. now hold is the best possible text, a literally up-to- This new material grew from my own campaign, the-minute description of the “state of the art” as articles published in DRAGON Magazine, and input that term applies to the AD&D game system. from many Dungeon Masters and players also. The book has a single purpose: Unearthed Arcana Every Dungeon Master who has created a brings new dimensions to the AD&D game system. campaign milieu out of whole cloth, so to speak, The compiled material, which lies herein, offers fresh can certainly understand that the more one learns, new approaches to play without materially the more one comes to understand how little he affecting any ongoing campaign adversely. This knows. So too the multiverse of this game system. work does not alter former “laws of the multiverse,” The farther afield one goes in exploration and but it does open insights and vistas beyond those discovery, the greater the realization of how vast is previously understood and seen. the realm of unknown knowledge which awaits discovery, as it were. However, such as with our All the participants of a campaign will find this actual world, the expanses of the game multiverse material of greatest interest and benefit to them. will always have frontiers and unexplored territories. Dungeon Masters will discover new sub-races and This fact, indeed, is what makes the AD&D game their inter-relationships, new deity models for non- system so wonderful and appealing. humans, and much in the way of magic - a new spellcasting class and new options for casters! Thus, Good Reader, here is the “last word” - by far Players, of course, benefit from all of that and more. not the last word ever, but the latest so far. It is, after There are new horizons for demihuman characters, all, high time that those who enjoy the challenge new professional callings, new weapons, new and excitement of the AD&D game be presented approaches to just about everything. Yes, some of with a tome such as this, a package that gathers all this material has appeared previously, but here it is of the new discoveries, plus a wealth of just carefully revised, edited, and compiled so as to uncovered secrets, between one pair of covers. change it from a possible insertion to an integral Preliminaries aside, here is Unearthed Arcana. It is part of a vital campaign. There are new choices, now the moment you have waited for. Read on, new possibilities, new opportunities, and new ideas and may you have as much fun with your creation laid out before you. Best of all, these rest upon the as we are having with ours. solid foundation of the AD&D game system - the most widely accepted and played role-playing game in the world. Unearthed Arcana 2 EXPANDED CHARACTER RACES The expanded, revised character race tables show all of the racial and with an eye towards what class (q.v.) of adventurer the varieties that are now open to player characters. In summary, player character will be. character dwarves are no longer limited to being hill dwarves; elves Penalties and Bonuses for Race: Certain racial stocks excel in certain can be other than high elves; and gnomes are not restricted to ability areas and have shortcomings in others. These penalties and being “surface gnomes.” The special characteristics of the additional bonuses are applied to the initial ability scores generated by a player sub-races and the new player race, the half-ogre, are given on the for his character as soon as the racial stock of the character is following pages. selected and the modified ability scores then are considered as if The Dungeon Master may have restrictions as to which races are they were the actual ability scores generated for all game purposes. allowed in the campaign due to the circumstances of the milieu. These penalties and bonuses are shown below. The minimum and Two tables for easy reference are given below in order that you can maximum initial ability scores listed include ability adjustments by select the racial stock of your character based on abilities generated race. Magic may alter ability scores above or below these values: Ability Adjustments By Racial Type or Subtype Initial Ability Score Limits By Racial Type or Subtype Race Penalty or Bonus Race Ability Score Limits Dwarf, gray Constitution +1, Charisma -1 Dwarf, gray Constitution 19, Charisma 17 Dwarf, mountain Constitution +1, Charisma -1 Dwarf, mountain Constitution 19, Charisma 17 Intelligence +1, Dexterity +1, Wisdom -1, Intelligence 19, Dexterity 19, Wisdom 17, Elf, dark (male) Elf, dark (male) Constitution -1 Constitution 17 Intelligence +1, Dexterity +1, Charisma +1, Intelligence 19, Dexterity 19, Charisma 19, Elf, dark (female) Elf, dark (female) Strength -1, Constitution -1 Strength 17, Constitution 17 Intelligence +1, Dexterity +1, Strength -1, Strength 17, Intelligence 19, Dexterity 19, Elf, grey Elf, grey Constitution -1 Constitution 17 Strength +1, Dexterity +1, Intelligence -1, Strength 18, Dexterity 19, Intelligence 17, Elf, sylvan Elf, sylvan Constitution -1 Constitution 17 Strength +1, Dexterity +1, Constitution -1, Strength 18, Dexterity 19, Constitution 17, Elf, wild Elf, wild Charisma -1 Charisma 17 Gnome, deep Constitution +1, Charisma -1 Gnome, deep Constitution 19, Charisma 17 Strength +2, Constitution +2, Intelligence -1, Strength 19, Constitution 19, Intelligence 15, Half-ogre Half-ogre Dexterity -1, Charisma -2 Dexterity 15, Charisma 13 There are certain other disadvantages and advantages to characters of various races; these are described in the paragraphs pertaining to each race which follow. Character Class Limitations By Race Racial Stock of Character Class Dwarf, Grey Dwarf, Mountain Elf, Dark Elf, Grey Elf, Wild Elf, Wood Gnome, Deep Half-Ogre CLERIC yes yes yes* yes no yes yes yes Bard yes yes yes yes yes yes yes no Cloistered Cleric yes yes yes* yes no yes yes no Druid yes yes yes yes yes yes yes yes FIGHTER yes yes yes yes yes yes yes yes Anti-paladin yes yes yes yes no yes yes yes Barbarian yes yes no no yes no no yes Cavalier no no yes yes no yes no no Duelist yes yes yes yes yes yes yes no Paladin yes yes yes yes no yes yes no Ranger yes yes yes yes yes yes yes yes MAGIC-USER no no yes* yes no yes yes no Illusionist no no yes* yes no yes yes no Necromancer no no yes* yes no yes yes no MONK no no no no no no no no PSIONICIST yes yes yes yes yes yes yes no THIEF yes yes yes yes yes yes yes yes Assassin yes yes yes yes yes yes yes yes * Only drow females may be clerics of Lolth, goddess of the drow. As such, male drow are typically arcane casters while females are clerics. Note: Character class names are shown in capital letters if the class is core class; sub-classes are shown with the first letter capitalized only. The character classes presented in this book, listed in italics, list what races are permitted for that particular class. Assume that all subraces face the same restrictions with regards to these newly presented classes, unless otherwise noted in the subrace or class description. Racial Stock of Characters shows seven subraces of the six demihuman races presented in the PLAYERS HANDBOOK as well as a new player race, the half-ogre. Reading down each heading gives quick reference as to what classes each subrace or race is able to become in regard to their player character role. A “no” indicates that the race cannot become the character class in question. A “yes” indicates that the race may choose the character class in question. The listed multiclass options only show primary class combinations. Permitted Multiclass Options: All subraces presented herein use the multiclass restrictions of their race as outlined in the PLAYERS HANDBOOK, except as noted below. Note that listed multiclass options only show primary class combinations. Characters may choose to multiclass using subclasses of each listed class, so long as the chosen class is available to them (i.e. a dwarf could be not a cavalier/cleric or a fighter/druid). Wild elves, unlike their brethren, may not be multiclassed magic-users (as they are barred from playing magic-users and their subclasses) and clerics (though they may be multiclassed bards or druids). Unearthed Arcana 3 DWARVES DUERGAR (Grey Dwarves) Ability Adjustments: Because of their sturdy builds, duergar add 1 to Gray dwarves, also known as their initial constitution scores. Their dour and suspicious natures duergar, are usually found only in cause them to subtract 1 from their initial charisma scores. the subterranean depths of the Permitted Classes: Duergar may advance in all classes open to earth. While the majority of the typical dwarves, as well as the psionicist class: cleric, bard, cloistered members of this sub-race are of cleric, druid, fighter, anti-paladin, barbarian, duelist, paladin, ranger, lawful evil alignment (with neutral psionicist, thief and assassin. tendencies), player characters who Level Equivalency: All duergar characters, due to their racial are gray dwarves may be of any abilities, add 2 to their character level when determining the alignment. Duergar are thinner than experience needed to progress in level. As such, a level 1 duergar other dwarves, almost emaciated in cleric would effectively be 3rd level for the purposes of determining appearance, and their skin and hair the experience points needed to reach next level. This increase in color ranges from medium to dark effective level only serves to slow level advancement and grants no gray. benefits to the character’s level-based abilities. Darkvision 120’: Duergar can see in complete darkness to a distance MOUNTAIN DWARVES of 60’. Bright light, such as that from a torch or lantern, within 60’ of Mountain dwarves are similar to their cousins, hill dwarves, but tend the duergar character spoils their darkvision. to be taller (4½’ + tall) and lighter in coloration (typically of lighter of Determine Depth Underground: Gray dwarves can automatically skin with brown hair). determine how far belowground they are. Determine Direction Underground: Gray dwarves can automatically ELVES determine which direction they are traveling in when underground. DARK ELVES (DROW) Stonecraft (WIS): Dwarves’ expertise at mining and working stone Dark elves, also known as drow, are the most divergent of the elven allows them to spot unusual or unique stonework construction. When sub-races. Their form similar to that of other elves, but their skin color is passing within 10’ of a secret door, dwarves automatically make a the inky black of a moonless night and their hair is normally pure wisdom check to notice it. They get a +2 bonus to intelligence white or silver. checks made to actively search for secret doors. A dark elf player character is considered an outcast from his or her Metalcraft: Duergar, like other dwarves, are expert smiths and gain a homeland deep within the earth, whether by matter of choice, +2 bonus to all skill and ability checks related to crafting or appraising alignment, or merely being on the losing side of some family-wide metal items. Duergar gain a +2 bonus to traps and open locks power struggle. As such, drow characters do not have immediate checks. access to the weaponry, armor, cloaks, and poisons that are Defensive Expertise (Giants): Duergar have retained the defensive normally found in the possession of non-player characters of this sub- expertise of dwarves against giantkind. They gain a +4 bonus to race. The magic resistance possessed by NPC dark elves is likewise armor class when attacked by giantkind (ogres, trolls and giants). not a property of player characters, who have abandoned their Light Sensitivity: Gray dwarves live most of their lives deep beneath homeland; it is likely that this power is the result of extended dabbling the surface of the earth. They will not venture forth into the surface in the dark arts as well as the effects of their environment. Once world except at night or on the gloomiest of overcast days. Daylight, having made the decision to embark upon an adventuring career, a and spells such as continual light, affect duergar as follows: The drow player character can never regain this magic resistance short character’s dexterity is effectively reduced by 2 for the duration of of the use of wish spells or similar magics, but can still rise in power the exposure (with all penalties to armor class, ability checks, etc., and dominate fellow dark elves. In drow society only females may be applicable), all their attacks are made at a -2 penalty and clerics, priestesses to the demon queen Lolth, though player spellcasters must make a concentration check with a –2 challenge characters are not bound by this restriction (unless they choose Lolth modifier in order to successfully cast spells. The relatively dim light as their patron deity!). given off by such sources as torches, lanterns, magic weapons, light All dark elves can use a background skill to learn the silent tongue of spells, and faerie fire spells does not adversely affect a gray dwarf. subterranean dwellers, a language of complex hand signals and Stealthy: Duergar have the ability to move about noiselessly and gestures, combined with facial expressions and body language. The conceal themselves. Elves gain a +2 bonus dexterity checks made range of communication in this silent tongue is only 30’, but it is as to move silently and hide. This bonus is added to those gained by the informative as any other language within that range. Only the drow stealthy class ability. may fully master this tongue, though other races may be taught its Resistance to Magic: Dwarves are highly resistant to magic, gaining basic signs and symbols. a +4 bonus to all saves versus arcane magic. Immune to Poison: Duergar are immune to all poisons. Immune to Illusions/Phantasms: Duergar are immune to all illusion/phantasm spells. Immune to Paralyzation: Duergar are immune to all paralyzation spells and effects. Psionics: All duergar may use the following psionic abilities once per day: enlarge person, invisibility and reduce person. These psionic abilities function exactly as the psionic powers of the same name. See page 35 of this tome for more information on the use of psionics and its interaction with magic and/or magic resistance. The psionicist level is equal to the duergar character’s level. Automatic Languages: Dwarves automatically speak Undercommon and the dwarven tongue. Bonus Languages: Due to their dealings with these races, dwarven characters may learn the following knowledge: language skills, at the start of play: Common, elven, giant, gnomish, goblin, kobold or svirfneblin. Darkvision 120’: Dark elves can see in complete darkness to a Size: Even though dwarves typically stand little over 4’ tall they are distance of 60’. Bright light, such as that from a torch or lantern, considered Medium-sized due to their broad shoulders and sturdy within 60’ of the dark elf character spoils their darkvision. build. Determine Depth Underground: Dark elves can automatically Movement Rate: Duergar move at a rate of 45’ (9”) per round due determine how far belowground they are. to their short stature. Determine Direction Underground: Drow can automatically determine which direction they are traveling in when underground. Unearthed Arcana 4 Enhanced Senses: The keen senses of dark elves grant them a +2 GRAY ELVES (FAERIES) bonus to wisdom checks involving sight or listening. Gray elves are members of a rare race that shares all of the abilities Stonecraft (WIS): The keen senses of the drow and the long years of high elves, including resistance to sleep and charm, ability with they have spent expanding their web of subterranean cities have sword or bow, twilight vision, enhanced senses, detection of secret given them expertise at working stone. This allows them to spot and concealed doors, and ability to move silently when unusual or unique stonework construction. When passing within 10’ of encncumbered. The two sub-races share the same languages. a secret door, dark elves automatically make a wisdom check to Gray elves receive a + 1 bonus to their dice rolls for intelligence and notice it. They get a +2 bonus to intelligence checks made to dexterity, giving beginning player characters a maximum score of 19 actively search for secret doors. in these abilities but suffer a -1 penalty to their initial constitution and Light Sensitivity: Drow live most of their lives deep beneath the strength scores. Gray elves are not as common as high elves, and surface of the earth. They will not venture forth into the surface world do not normally associate with humanoids other than elves for long except at night or on the gloomiest of overcast days. Daylight, and periods. They are thinner than high elves, with hair color of silver or spells such as continual light, affect drow as follows: The character’s gold and eyes of amber and violet. dexterity is effectively reduced by 2 for the duration of the exposure (with all penalties to armor class, ability checks, etc., applicable), all their attacks are made at a -2 penalty and spellcasters must make a concentration check with a –2 challenge modifier in order to successfully cast spells. The relatively dim light given off by such sources as torches, lanterns, magic weapons, light spells, and faerie fire spells does not adversely affect a dark elf. Stealthy: The natural grace of their race gives drow the ability to move about noiselessly and conceal themselves. Drow elves gain a +2 bonus dexterity checks made to move silently and hide. This bonus is added to those gained by the stealthy class ability. Resistance to Magic: Drow are highly resistant to magic, gaining a +4 bonus to all saves versus arcane magic. Improved Resistance to Sleep & Charm: Elves are naturally resistant to sleep and charm spells. They receive a +10 bonus to all savings throws versus sleep and charm spells. Immune to Ghoul’s Paralysis: Dark elves are immune to ghoul’s paralysis, just as their surface cousins are. Spell-Like Powers: All dark elves have the innate ability to use the following magic spells once per day: dancing lights, faerie fire, and darkness, 5’ radius. Upon attaining 4th level in any class, dark elves gain the ability to cast detect magic, know alignment, and levitate, also once per day. Females of 4th level or higher also can use clairvoyance, detect lie, undetectable lie, suggestion and dispel WILD ELVES (GRUGACH) magic, each once per day. Wild elves, or grugach, The caster level is equal to ½ of the drow’s level. shun outsiders even more Weapon Training: Dark elves are trained in the use of two-weapon fervently than other elves, combat and offset any two-weapon fighting penalties by +2. and are xenophobic even Automatic Languages: Drow automatically speak Undercommon with regard to other elven and the elven tongues. races. Bonus Languages: Due to their interactions with these races, dark They are similar in appearance to elves may learn the following knowledge: language skills, at the start wood elves, but are smaller, thinner, and very fair. of play: Common, dwarven, gnomish, goblin, kobold, kuo-toa or They have the standard elven abilities listed in the PLAYERS svirfneblin. HANDBOOK (resistance to sleep and charm, twilight vision, stealthy, Size: Elves are Medium-sized creatures. etc) but, unlike most elves, gain the benefits of weapon training with Movement Rate: The base movement rate of drow is 60’ (12”) per spears in place of long and short swords. They retain their bonus to round. hit with bows. Ability Adjustments: Drow males and females gain different ability In addition to the standard elven ability adjustments, wild elves score adjustments due the vastly different roles of the two genders in receive a + 1 bonus to the dice roll to their initial strength but suffer a drow society and due to Lolth’s blessings upon female drow. -1 penalty to their starting charisma due to their reclusive, distrustful Drow males gain a +1 bonus to their initial intelligence and dexterity natures. Wild elves begin play with the animal empathy ability of score, but suffer a -1 penalty to their initial wisdom and constitution gnomish characters. All grugach must take profession (trapper) as a scores. background skill due to their expertise at setting pits, snares, and Drow females, on the other hand, gain a +1 bonus to their initial natural traps. intelligence, dexterity and charisma scores, but suffer a -1 penalty to Automatic Languages: Grugach automatically speak elven. their initial strength and constitution scores. Bonus Languages: Due to their xenophobic nature, grugach Permitted Classes: Dark elves may advance in the following characters must learn Common through use of a background skill at character classes: cleric, bard, cloistered cleric, fighter, anti-paladin, the start of play. They may also learn the following knowledge: cavalier, duleist, paladin, ranger, magic-user, illusionist, language skills, at the start of play: gnomish, goblin, or sylvan. necromancer, psionicist, thief and assassin. Size: Grugach, unlike other elves, are Small-sized creatures. Level Equivalency: Female drow characters, due to their racial Movement Rate: Grugach, despite their small size, move at 60’ (12”) abilities, add 2 to their character level when determining the per round. experience needed to progress in level. Male drow characters add Permitted Classes: Grugach are more limited than other elves in the 1 to their character level when determining the experience needed classes they can practice; they can only be bards, druids, fighters, to progress in level due to their limited abilities. (including barbarians, duelists and rangers), psionicists or thieves As such, a level 1 female drow magic-user would effectively be 3rd (including assassins). Their multiclassing options are limited to level for the purposes of determining the experience points needed combinations of these classes as well). to reach next level. This increase in effective level only serves to slow level advancement and grants no benefits to the character’s level- based abilities. Unearthed Arcana 5 WOOD ELVES (SYLVAN ELVES) Wood elves, also known as sylvan elves, have abilities similar to those automatically make a wisdom check to notice it. They get a +2 of high elves, including resistance to sleep and charm, extra bonuses bonus to intelligence checks made to actively search for secret when wielding sword or doors. bow, twilight vision, natural Metalcraft: Deep gnomes are superior craftsmen of finely wrought, stealth, and detection of often elaborate, pieces of jewelry. Like dwarves, they gain a +2 secret and concealed bonus to all skill and ability checks related to crafting or appraising doors. They may learn metal items. They also gain a +2 bonus to traps and open locks treant as a bonus checks. knowledge: language skill Enmity (Kuo-Toa & Drow): The age-old hatred that exists between and automatically gain deep gnomes and both kuo-toa and drow affords them a +1 bonus the animal empathy ability to attack rolls these racial enemies. of gnomish characters. Defensive Expertise (Giants): Years of battling giantkind has trained They receive a +1 bonus to gnomes how to use their height to their advantage against such their initial dice roll for foes. They gain a +4 bonus to armor class when attacked by strength, and must take a - giantkind (ogres, trolls and giants) 1 penalty to their initially Universal Resistance: Gnomes are highly resistant to all baleful generated score for effects and gain a +2 bonus to all saving throws. intelligence. Immune to Illusions/Phantasms: Deep gnomes are immune to all Wood elves are more illusion/phantasm spells. reserved than gray elves, Spell-Like Abilities: Player character deep gnomes may use the and do not mix with other following spell-like abilities once per day: blindness, blur and change races on a regular or self, as if cast by an illusionist of the character’s highest level. A deep recurring basis. gnome also radiates nondetection as the spell, though this applies Wood elves have fair complexions, with hair color ranging from only to the individual alone and does not affect an area. copper red to blonde and eyes of light brown, light green or hazel. When a deep gnome becomes a player character, he or she forfeits some of the benefits that derive from close association with the GNOMES Elemental Plane of Earth, as described above. However, deep DEEP GNOMES (SVIRFNEBLIN) gnomes do retain the innate ability of svirfneblin to summon an earth Deep gnomes, also known as svirfneblin, are members of a breed of elemental once per day. gnome that lives deep beneath the surface of the earth. They can When a deep gnome reaches 6th level, he or she can perform this be of any class or combination of classes that is permitted to surface feat in a fashion similar to the magic-user spell conjure elemental. The dwelling gnomes. Deep gnomes who are not illusionists gain special type of creature summoned, if any, is determined by rolling d20 and abilities at high levels. Deep gnomes are more muscular than their referring to the following table: above-ground cousins, their gnarled skin ranging from medium Die Roll Result brown to grayish brown in color. They have gray eyes and tend to be 1-2 summoning fails, may not be attempted again that day bald. 3-5 xorn Player character deep gnomes must be male, since no females of 6-14 8 HD earth elemental this sub-race have ever been known to take up adventuring careers. 15-17 12 HD earth elemental Player character deep gnomes do not possess the innate magic 18-19 16 HD earth elemental resistance of non-player character svirfneblin. Unlike nonplayer 20 24 HD earth elemental characters of this sub-race, player character svirfneblin do not automatically improve in natural armor class as they progress in Automatic Languages: Deep levels. The reasons why player character deep gnomes lose certain gnomes automatically both abilities may be similar to why this happens to dark elves (see speak Undercommon and above). svirfneblin, a dialect of gnomish. Darkvision 120’: Deep gnomes can see in complete darkness to a Bonus Languages: Due to distance of 120’. Bright light, such as that from a torch or lantern, their interactions with these within 60’ of the deep gnomish character spoils their darkvision. races, deep gnomes may Enhanced Senses: The keen senses of gnomes grant them a +2 learn any of the following bonus to wisdom checks involving sight, smell or listening. knowledge: language skills, Light Sensitivity: Deep gnomes live most of their lives deep beneath at the start of play: the surface of the earth. They will not venture forth into the surface Common, elven, dwarven, world except at night or on the gloomiest of overcast days. Daylight, gnomish, goblin, kuo-toan, and spells such as continual light, affect them as follows: The kobold or terran. character’s dexterity is effectively reduced by 2 for the duration of Size: Deep gnomes are Small the exposure (with all penalties to armor class, ability checks, etc., creatures. applicable), all their attacks are made at a -2 penalty and Movement Rate: Deep spellcasters must make a concentration check with a –2 challenge gnomes move 45’ (9”) per modifier in order to successfully cast spells. The relatively dim light round. given off by such sources as torches, lanterns, magic weapons, light Ability Modifiers: Deep spells, and faerie fire spells does not adversely affect a deep gnome. gnomes, like dwarves, are Determine Depth Underground: Svirfneblin can automatically exceptionally robust and add determine how far belowground they are. +1 to their initial constitution Determine Direction Underground: Deep gnomes can automatically score. They are more determine which direction they are traveling in when underground. muscular than is typical for Stealthy: Deep gnomes are adept at moving about noiselessly, and are virtually invisible when there is unworked stone against which they can gnomes and, as such, do not hide. Svirfneblin gain a +2 bonus dexterity checks made to move adjust their initial strength score, though their somber silently. When able to conceal themselves in an area with unworked nature imposes a -1 penalty stone, deep gnomes gain a +5 bonus to dexterity checks made to to their initial charisma score. hide. These bonuses are added to those gained by the stealthy class Permitted Classes: Deep gnomes may advance in the following ability. character classes: cleric, bard, cloistered cleric, druid, fighter, anti- Stonecraft (WIS): Gnomish, like dwarven, expertise at mining and paladin, duelist, paladin, ranger, magic-user, illusionist, necromancer, working stone allows them to spot unusual or unique stonework psionicist, thief and assassin. construction. When passing within 10’ of a secret door, deep gnomes Unearthed Arcana 6 Level Equivalency: All svirfneblin characters, due to their racial On the negative side, half-ogres are cursed with evil dispositions, abilities, add 2 to their character level when determining the prone to sullenness and bouts of rage. Even when this is not the case experience needed to progress in level. As such, a level 1 deep half-ogre characters are viewed with fear and suspicion by most gnome illusionist would effectively be 3rd level for the purposes of humans and demihumans they come upon. determining the experience points needed to reach next level. This Furthermore, the cost of specially-sized armor and clothing required increase in effective level only serves to slow level advancement and by half-ogres is high, two times the norm for any other Medium-sized grants no benefits to the character’s level-based abilities. creature, and weight is 50% more than usual. Large shields, while easier to manipulate for a half-ogre, only provide a +1 bonus to HALF-ELVES armor class because of the limited area protected by the shield. They are also too big to ride anything but a huge horse or an Half-elves of high elven ancestry are fully described on page 7 of the elephant, neither of which is readily available or of low cost. PLAYERS HANDBOOK. Those descended from gray and wood elves When struck by any weapon designed to slay humans or ogres, half- have similar abilities and restrictions. Because wild elves do not trust ogres are considered to be of either race. Similarly, rangers humans any farther than they can toss them, no instances are known attacking half-ogres always gain the benefits of the favored enemies of half-elves descended from grugach stock. Half-elves of drow class ability whether the ranger is a human, demihuman or descent retain their elf parent’s disadvantages with regard to light humanoid. And half-ogres, whether PCs or NPCs, attack at a -4 and have darkvision 120’ in place of twilight vision. They are looked penalty against dwarves and gnomes due to the skills of those upon as outcasts by the dark elf population. smaller races at battling bigger folk. HALF-OGRES Darkvision 60’: Half-ogres can see in complete darkness to a Half-ogres are rare crossbreeds of human and ogre. Half-ogres range distance of 60’. Bright light, such as that from a torch or lantern, from 7’ to 8’ in height and weigh between 300 and 400 pounds. Skin within 30’ of the half-ogre character spoils their darkvision. color and hair color is variable but tends to be brown, greyish, black, Conspicuous: Half-ogres, due to their larger size, suffer a -2 penalty dull yellow (skin only) or one of the above with a slight grey-green to all dexterity checks made to hide and move silently. hue. Overall, half-ogres have swarthy, dull complexions with dark, Ability Check Modifier: Half-ogres, due to their human ancestry, are lank hair. Most half-ogres have human-like eyes, though about 20% allowed to choose a third ability score with which they gain a +2 have the white pupils common to ogrekind. bonus to all ability checks. Automatic Languages: Half-ogres automatically speak Common Half-ogres, though generally outcasts and giant. among humans and feared for their Bonus Languages: Due to their interactions with these races, ogres ugliness and size, can find may learn the following knowledge: language skills, at the start of some acceptance play: dwarven, goblin, kobold or orcish. among ogres and Size: Ogres are Medium creatures. ogrillons. Movement Rate: Ogres move 60’ (12”) per round. Ability Modifiers: Ogres are brutish creatures who gain a +2 bonus to their initial strength and constitution scores, but suffer a -2 penalty to their initial charisma score and a -1 penalty to their initial intelligence and dexterity scores. Permitted Classes: Half-ogres, unlike other half-human characters, are limited in their choice of character class. They may only advance in the following classes: anti-paladin, barbarian, cleric, druid, fighter, ranger, thief and assassin. HUMANS Humans characters are fully decribed in the PLAYERS HANDBOOK, with any cultural or racial variations being expanded upon in campaign sourcebooks such as the PLAYERS GUIDE TO GREYHAWK. Half-ogres in an ogre band need to prove themselves constantly to their larger kin, however. For this reason, half-ogres found among an ogre band are cruel, violent, and strong; weaker half-ogres usually wind up in the stew pot. Most half-ogres found among full-blooded ogres are leaders of the ogre band or are at least well on their way to becoming leaders. Long years suffering the harsh treatment of their kin help half-ogres develop a sense of cunning and a strong will to survive. Therefore, ogres under the leadership of a half-ogre fight more effectively, even engaging in planned ambushes and complicated tactics that are beyond most ogres. There are a number of advantages and disadvantages to being a half-ogre. On the positive side, their greater size and mass allows half- ogres to use bastard swords one-handed without penalty. Their greater size and strength would also allow the use items such as a rod of lordly might or hammer of thunderbolts to better advantage. At the same time, half-ogres aren’t big enough to fully employ either the mattock or maul of the titans. Luckily, protective rings, bracers, and amulets may be used by the race, despite their size. Unearthed Arcana 7 EXPANDED & REVISED RACIAL REFERENCES The following table serves as a guide in determining which races your character will like, be rather indifferent to, or dislike. Your Dungeon Master will certainly take racial preferences into account during interaction between your character and the various races that he will encounter (see Encounter Reactions on page 51 of the PLAYERS HANDBOOK). Expanded Racial Preference Table Basic Acceptability of Racial Type Race DG DH DM ED EG EH EWi EWd GD GS 1/2E HH HS HT 1/2Og 1/2O H DWARF Gray (DG) P A A G H H H H A A N N A N N N N Hill (DH) A P G H A A A A N G H N G N H H N Mountain (DM) A G P H A A A A N G N N G N H H N ELF Dark (ED) G A A P H H H H H A A* N N A N N N Gray (EG) A A A H P G N G N N G* N N G A A N High (EH) A A A H G P N G N N G* N N G A A N Wild (EWi) A A A H N N P N A A A* A A N A A A Wood (EWd) A A A H G G N P N N G* N N G A A N GNOME Deep (GD) A N N H N N N N P G N N G N H A N Surface (GS) A G G A N N N N G P N G G G H A N HALF-ELF (1/2 E) N N N A* G* G* A* G* N N P N N G A A G HALFLING Hairfoot (HH) N N N N N N N N N G N P P P A N G Stout (HS) A G G N N N N N G G N P P P A A N Tallfellow (HT) N N N A G G N G N G G P P P A A N HALF-OGRE (1/2 Og) N H H N A A A A H H A N N N P N N HALF-ORC (1/2 O) N H H N A A A A A A A N A A N P N HUMAN (H) N N N N N N N N N N G G N N A N P * With regard to the reactions of races other than elves, half-elves are considered as a specific racial type. However, elves will react to half-elves as if the half-elf were either a half-elf or a full-blooded elf of the same racial type as the half-elf’s non-human ancestor, whichever is the more negative reaction. Unearthed Arcana 8 EXPANDED DEMIHUMAN DESCRIPTIONS The Dwarven Point of View As AD&D players know, the dwarves are a human-like race, standing To other intelligent races, dwarves are humorless, “dour and taciturn” about 4 feet high but weighing much as 150 pounds or so due to (as the DMG puts it), and loveless except for a lust for more and more their broad build and musculature. Most people also know that gold. Such is not true; there is much joy in a dwarf’s life in such things dwarves prefer living underground in caverns and mines, they value as the birth of a child, the crafting of a beautiful jewel, or the forging gold highly, and they have beards (female dwarves are also said to and finishing of a great suit of armor or a matchless weapon. be bearded). Their use of axes and hammers as weapons and their Yet, it is true that for the most part, the life of a typical dwarf is fraught hatred of orcs and giants is also familiar. However, this limited with ceaseless toil and labor; the dwarves’ work ethic makes the amount of information is the extent of most people’s awareness and human conception of the same concept appear lackadaisical. They knowledge of dwarves. pay a price for this drive, in terms of the many lines that fill their faces Scattered throughout the AD&D books and a number of other as they age. This price, however, is seen as a badge of honor among sources are other bits of information regarding this poorly understood dwarves, and adds in some sense to their satisfaction with race — information that may mean little in itself, but when put themselves. Other races don’t always see it this way (especially the together presents in some detail an interesting portrait of a distinctly elves, who would be sorely distressed to have to live such serious and different race, one that does not share our human values and hardworking lives). Those few who do admire the dwarves and feelings on the topics of life and living. Much of the difficulty in uphold their achievements publicly will come to win their cautious getting to understand dwarves is due directly to their habit of gratitude, and in time may be counted in some manner as an separation from the affairs of other races. The dwarves are very “honorary dwarf” if they continue to actively support and champion much a race apart. dwarven causes. One of the most striking features of dwarven society is the inequality Interestingly enough, there is some element of humor in the dwarven in numbers of males vs. females. Two out of three dwarves are male character, of a nature particular to themselves. Whenever dwarves at birth, and this ratio continues to hold true as dwarves get older. have been responsible for the rescuing of persons of other races, The effect this has upon them reaches into nearly every aspect of there is inevitably some jesting and joshing to the effect that the their lives. Most male dwarves do not marry, but instead devote their victims wouldn’t have had to be rescued if they’d been dwarves, or lives to careers as craftsmen, miners, adventurers, and so forth. that the dwarves fail to understand what was so awful about the Dwarves who do enter into marriage become exceedingly jealous situation (regardless of how bad it was). Though two demons, a and possessive of their partners, restricting the freedom each has in dragon, and an entire tribe or orcs be slain in the conquest, and the exchange for a life of devotion to each other and their children. Yet, dwarves be immensely proud among themselves, they may put on a though roughly half of all male dwarves are destined to go through casual front to other races, and would appear to treat the whole life as bachelors, they do not appear overly sad or frustrated. Their episode as a light romp in the afternoon sun. careers fill their daily lives as completely as would the presence of a With all this in mind, one understands how dwarves on the whole wife, and appear to give them much the same satisfaction have such low charismas when interacting with other races. Yet, on (particularly in the metal-working and jeweler crafts, for reasons to be the positive side, dwarves possess a powerful tenacity, driving on given later). when others have given up and left the race. Legends and tales How would a human society cope with an excess of males such as abound of dwarves who dared the greatest obstacles and dangers this? History reveals that at times such as this, human societies turn to in reaching for their goals, either to emerge victorious or end up warfare or extreme violence in order to bring the sexual imbalance utterly destroyed. A thing is either done or it is not, and there is no back to normal. For dwarvenkind, however, a male-to-female ratio halfway about it. Dedication like this can often make the difference of 2 to 1 is normal. between success and failure for adventuring parties. Such an attitude can prove to be a great morale boost for groups of Some dwarves, male and female alike, would not marry even if they adventurers, particularly lawful good ones. How could one avoid had the chance, so immersed are they in their work. The greatest winning, with a dwarf on one’s side? heroes and heroines of dwarvenkind have almost always been single, as marriage means the end of any outside occupations, The natural tendency to suspiciousness in the dwarven nature has especially adventuring. For a married dwarf to adventure or saved enterprises from disaster, much more often than it has led to otherwise spend a lot of time out of the home is seen as a shirking of the missing of a good opportunity. Dwarves take a great interest in responsibilities and a disgraceful insult to the other partner of the seeing that the party and its valuables are secure from loss — a lowest order, in effect saying that the partner (be it he or she) is not greater interest than most other peoples can willingly muster. worthy of the other’s affections. Much of this feeling is caused and Dwarves abhor slavery and all forms of involuntary servitude; they reinforced by the basically lawful good nature of the dwarven fold. never practice it among their own kind or against other races. Foes By and large, dwarves are seen as possessive, single-minded, are either made to leave the area, coexist peacefully if they elect to perhaps having a narrow range of interests, yet throwing all their stay, or else are slain. Those who make a practice of enslaving energies into the seeking of their goals. Dwarves are clannish, more dwarves run the gravest risks; other dwarves who find this out will lay so than most other races, and few make a habit of spending a lot of aside all differences to unite and destroy them, in a fairly short time, if time among the company of non-dwarves for long periods of time. at all possible. A strong streak of materialism is present in the dwarven character, Dwarves are one of the toughest of races, perhaps the most so. and they are sometimes notoriously jealous of what the own. Poisonous substances don’t affect them as much as they do other Dwarves tend to hoard their wealth, spending money only to make races. Dwarves do not use any magical spells, but this has proved to more money, and are very watchful of thieves, real and suspected. be a saving grace at times — such as when cursed rings fail to In dwarven society, there is but one penalty for pickpockets and function when worn, giving them a chance of recognizing the burglars, and that is death — unless, of course, the thief is working for cursed enchantments. Magical spells and magical effects of other the dwarves against someone else. sorts may be more strongly resisted by dwarves because of their non- magical natures. Their strength is also considerable and in battle Many dwarves are rather vengeful, and remember slights or insults serves to offset their short height. Though dwarves are not as agile as long after they have ceased to matter to anyone else. They may well other races, this doesn’t appear to affect them greatly in any way. take opportunities to redress the situation when their enemies have Earlier it was said that dwarves are a race apart. Indeed, they were been lulled into complacency. Little wonder that other races created that way. The god Moradin, the Father of the Dwarves, is sometimes distrust dwarves more than they do goblins. Who knows, said to have fashioned them secretly of iron and mithral, in a forge in they ask, what a dwarf is really thinking of you? the fires at the heart of the world. No other god suspected what was happening, it is told, and when dwarves appeared upon the world the event was cause for great surprise among the other deities. Being

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