In a previous post, I raved about Anomalous Subsurface Environment from Henchman Abuse. I’ve decided to swipe the dwarves, elves, and halflings from this module as playable races for the world of Mutants & Magic.
Demihuman Level Limits
|Elf||5||9 F||8 †||5||3||3|
(Add the character’s Prime Requisite modifier to all level limits.)
† Elves cannot become clerics of Law, and thus this class option is not available to PCs.
F Favoured class; can freely multiclass. (Halflings have no favoured class.)
(Note that multicassed characters require 13+ in the Prime Requisites for both classes.)
Dwarves are [shorter than humans], and strangely proportioned, with wide barrel chests and dense musculature. They also have grey skin, and their eyes are entirely black, giving them the wide-spectrum vision that they share with elvenkind. … [T]heir hair color varies from brown to black. They prefer to live underground, as they find the sun’s light irritating (although they suffer no penalties for being in bright sunlight). After achieving adulthood, they do not appear to physically age. Despite this, some aging process must be occurring, as they fall sick and die after three centuries, give or take a few decades. They have a creation myth that involves escaping from their creator and his goblins. They cannot abide the presence of goblins, and will almost invariably attack them.
Ability Scores: Dwarves have minimum scores of STR 6 and CON 9. They have a maximum DEX of 17 and CHA of 17 (before adjustments). In addition, they receive a +1 to starting CON and -1 to CHA.
Special Abilities: All dwarves have Infravision and Ultravision. Dwarves have a keen attention to detail, gaining a +1 on Search checks. In addition, they are able to able to detect slanting passages, shifting walls, and new construction on a successful Search check. Dwarves favour the fighter class, and may multiclass as fighters. Dwarves add +1 to starting hit points.
Restrictions: Dwarves may advance up to 9th level as fighters, 6th level as thieves, 5th level as hunters, and 3rd level as psionicists. Dwarves can never gain spellcasting abilities. They may not employ Large weapons more than four feet in length (specifically, great axes, great swords, polearms, long spears, and long bows).
Saving Throws: Dwarves receive a +4 bonus on saves vs. poison or death effects, vs. mind-influencing effects, and vs. magic.
Elves are the strangest of the demihuman races. They are nearly man-height, averag[ing] five feet tall, and well-proportioned. They have grey skin, large black eyes as the dwarves have, with the attendant wide-spectrum vision, thin pointed ears, thin noses with narrow nostrils, and a mouthful of sharp, pointy teeth. They have either jet-black hair, or pigmentless snow-white hair. Like dwarves, after achieving adulthood, they do not appear to physically age. They may be immortal, as no elf can recall any that has died of old age, although their memories fade after a [century or two]. They do not feel a need to keep written records, experiencing most of history first-hand, but the limits on their memory mean that they have no notions of their origin. Elves prefer to live among their own kind, in villages deep in the wilderness, away from humanity.
Attributes: Elves have a minimum scores of DEX 6, INT 9, and CHA 6. They have a maximum STR of 16 and CON of 17 (before adjustments). In addition, they receive a +1 to starting DEX and -1 to CON.
Special Abilities: Elves possess Infravision and Ultravision. They have keen senses and gain a +1 to Spot/Listen checks. In addition, an elf is so observant that he has a 1 on 1d6 chance to find a secret door with just a cursory look (no Search required). Elves favour the magic-user class, and may multiclass as magic-users.
Restrictions: Elves may advance up to 9th level as magic-users, 8th level as clerics, 5th level as fighters or thieves, and 3rd level as hunters or psionicists. Elves cannot become clerics of Law, and thus this class option is not available to PCs.
Saving Throws: Elves receive a +2 bonus on saves vs. petrification or paralysis and vs. magic.
Halflings are very short, well-proportioned humans, with grey skin. Their eyes have pupils slightly larger than normal, but their vision is not particularly enhanced over normal human vision. Their hair color varies from brown to black. Halflings prefer to dwell near humans, either living in the actual human cities and towns, or forming villages near the humans. They have no particular origin myth, and if questioned, would state that they have always lived around humans. They live no longer than normal humans.
Ability Scores: Halflings have minimum scores of DEX 9 and CON 6, and a maximum STR of 16 (before adjustments). In addition, they receive a +1 to starting DEX and -1 to STR.
Special Abilities: Halflings are unusually accurate with all sorts of ranged weapons, gaining a +1 attack bonus when employing them. When attacked in melee by creatures larger than man-sized, halflings gain a +2 bonus to their Armour Class. Halflings are quick-witted, thus adding +1 to personal Initiative rolls. Due to their small size, halflings gain +1 to Sneak checks.
Restrictions: Halflings may advance up to 7th level as thieves, 4th level as fighters or hunters, and 3rd level as psionicists. They can never gain spellcasting abilities. Halflings may not use Large weapons, and must wield Medium weapons with both hands. Halflings subtract 1 from starting hit points. Halflings cannot multiclass.
Saving Throws: Halflings improve their base Saving Throw value by 2.