#HELPS 0 ELF~ EYE: COLOR: Light blue/light green/light brown HAIR: COLOR: Blond, light brown HEIGHT: Medium 6'2 to 6'6 WEIGHT: 160 lbs average BUILD: Lean BEST SUITED FOR: Mages, Rangers, Druids {Mhelp RSTAT_ELF for racial stats, help RHISTORY_ELF for history and more{x {Mdetails{x ~ 0 ARCHON~ EYE: COLOR: black HAIR: COLOR: feathers HEIGHT: medium 5'-5'9 WEIGHT: 120lbs-180lbs OTHER FEATURES: a sharp beak BUILD: lean BEST SUITED FOR: Paladin, Cleric, Rangers {Mhelp RSTAT_ARCHON for racial stats, help RHISTORY_ARCHON for history{x {Mand more details{x ~ 0 BARBARIAN~ EYE: COLOR: Varied HAIR: COLOR: Varied HEIGHT: large 6'0" to 7' WEIGHT: 180lbs and up OTHER FEATURES: None BUILD: Tall, muscular BEST SUITED FOR: Warriors {Mhelp RSTAT_BARBARIAN for racial stats, help RHISTORY_BARBARIAN for history{x {Mand more details{x ~ 0 DAERGAR DUERGAR~ EYE: COLOR: Dark brown or Black HAIR: COLOR: Dark brown or black HEIGHT: 4' to 4'5 WEIGHT: Medium 180 lbs to 200 lbs OTHER FEATURES: Grey pigment BUILD: Stalky BEST SUITED FOR: Warrior, Paladins {Mhelp RSTAT_DUERGAR for racial stats, help RHISTORY_DUERGAR for history{x {Mand more details{x ~ 0 DRACON~ EYE: COLOR: Dark Black some have Grey or steel blue HAIR: COLOR: NONE-Scales HEIGHT: large 6' to 7' WEIGHT: 200 lbs and over OTHER FEATURES: Scales BUILD: Stalky, Muscular BEST SUITED FOR: Warriors, Mages, Paladin {Mhelp RSTAT_DRACON for racial stats, help RHISTORY_DRACON for history{x {Mand more details{x ~ 0 DROW~ EYE: COLOR: Dark brown, black HAIR: COLOR: white HEIGHT: medium 5' to 5'6" WEIGHT: 105lbs average OTHER FEATURES: black skin BUILD: Lean BEST SUITED FOR: thief, mage {Mhelp RSTAT_DROW for racial stats, help RHISTORY_DROW for history{x {Mand more details{x ~ 0 DWARF~ EYE: COLOR: Brown or Black HAIR: COLOR: Brown or Black HEIGHT: medium 4' to 4'5 WEIGHT: 130lbs average OTHER FEATURES: Males tend to have large beards. BUILD: Stocky BEST SUITED FOR: Warriors, Paladins {Mhelp RSTAT_DWARF for racial stats, help RHISTORY_DWARF for history{x {Mand more details{x ~ 0 RHISTORY_ELF~ HISTORY: Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as a race they are quick and strong. Elves often live to be over 1,200 years old, although long before this time they feel compelled to depart the realms of men and mortals. Where they go is uncertain, but it is an undeniable urge of their race. Elves are often considered frivolous and aloof. In fact, they are not, although humans often find their personalities impossible to fathom. They concern themselves with natural beauty, dancing and frolicking, playing and singing, unless necessity dictates otherwise. They are not fond of ships or mines, but enjoy growing things and gazing at the open sky. Even though elves tend toward haughtiness and arrogance at times, they regard their friends and associates as equals. They do not make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves from humans, have little love for dwarves, and hate the evil denizens of the woods. Their humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They eat sparingly; they drink mead and wine, but seldom to excess. While they find well-wrought jewelry a pleasure to behold, they are not overly interested in money or gain. They find magic and swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests. ~ 0 RSTAT_ELF~ Elvish stats STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10 MAXIMUM STATS: Str 14 Int 27 Wis 27 Dex 16 Con 16 TRAINING POINTS TO START 11 SPECIAL ABILITIES: Sneak, Hide {Mhelp RSTAT_INFO for information of stats{x ~ 0 RSTAT_INFO~ Stats can be trained to a maximum of 92 points to all combined stats. By totaling your natural STR, INT, WIS, DEX, CON if they total 92 then you are at your maximum stats. 35 is the maximum stat attainable through magical items. However 30 is the maximum natural stat value. All races 100 possible totals for stats leaving room for diversity in characters. All races start with 10 for all stats at level 1 and get 11 training points to begin with. Example of stats maximums is this human can have 20 natural all stats +2 for class bonus so a human warrior (+2 Str) can have stats of Str: 22 Int: 20 Wis 20 Dex 20 Con 20 but can only train the stat to a total of 92 points so his stats may look something like this at full stats. Str: 21 Int: 17 Wis: 18 Dex: 17 Con: 19 Which is added all together totals 92 (21+17+18+17+19) = 92 But can enhance each of those stats by +5 with spells and eq. Table of stats 01-04 (You are dead) 05-08 Poor 09-13 Below Average 14-18 Average 19-22 Above Average 23-27 Excellent 28-35 Superior 36-40 Maximum Mortal 41+ God Like ~ 0 RHISTORY_ARCHON~ HISTORY: The archon are a race of intelligent bird-men that live on the peaks of the highest mountains, spending their days soaring on the thermal winds in peace and solitude. Aarakocra are about 5 feet tall and have a wing span of 20 feet. About halfway along the edge of each wing is a hand with three human-sized fingers and an opposable thumb. An elongated fourth finger extends the length of the wing and locks in place for flying. Though the wing-hands cannot grasp during flight, they are nearly as useful as human hands when an archon is on the ground and its wings are folded back. The wing muscles anchor in a bony chest plate that provides the archon with extra protection. The powerful legs end in four sharp talons that can unlock and fold back to reveal another pair of functional hands, also with three human-sized fingers and an opposable thumb. The hand bones, like the rest of an archon's skeleton, are hollow and fragile. Aarakocra faces resemble crosses between parrots and eagles. They have gray-black beaks, and black eyes set frontally in their heads that provide keen binocular vision. Plumage color varies from tribe to tribe, but generally males are red, orange, and yellow while females are brown and gray. Aarakocra have little to do with other species, including neighboring archon tribes, and leave their home territory only in extreme circumstances. They rarely encounter humans except for an occasional foray into a rural community to snatch a stray farm animal; this is not an intentionally malicious act, as archon are unable to distinguish between domestic and wild animals. A human venturing into archon territory may be able to convince one to serve as a guide or a scout in exchange for a shiny jewel or coin. ~ 0 RSTAT_ARCHON~ STARTING STATS: Str 10, Int 10, Wis 10, Dex 10, Con 10 MAXIMUM STATS: Str 15, Int 25, Wis 25, Dex 21, Con 14 TRAINING POINTS TO START 11 SPECIAL ABILITIES: None {Mhelp RSTAT_INFO for information of stats{x ~ 0 RHISTORY_BARBARIAN~ HISTORY: Barbarians belong to primitive cultures that possess rudimentary skills such as animal husbandry and simple manufacturing (weaving, carving). They may live in villages of simple buildings or in portable structures like tents, tepees, yurts, or wagons. In aquatic regions, they may live on watercraft like canoes or rafts. Barbarians are typically armed with swords, knives, bows, spears, and clubs. Armor is limited to shields, helmets, and chestplates. They tend to be hostile toward unfamiliar wizards ~ 0 RSTAT_BARBARIAN~ STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10 MAXIMUM STATS: Str 22 Int 15 Wis 21 Dex 20 Con 22 TRAINING POINTS TO START 11 SPECIAL ABILITIES: fast healing, second attack {Mhelp RSTAT_INFO for information of stats{x ~ 0 RHISTORY_DUERGAR~ HISTORY: The duergar are instantly recognizable by the small twisted horns on their heads, and grey skin. Most male duergar are bearded as well. It is not unheard of for female duergar to have beards as well, and most who do are considered among the most attractive women of their kind. Duergar are private peoples preferring to live amongst their own than any other. Occasionally, duergar have been known to live in some of the smaller settlements, but these are only the most gregarious of their kind. Duergar have often been labeled "grey-dwarves" due to their close kinship to the dwarves and as a matter of fact are a type dwarf themselves though a millennia of separation has given them some unique features like their grey pigment. They live in subterranean areas or areas which remain dark most of the time. Duergar are consummate craftsmen often skilled in stone and metal alchemy. They are extreme perfectionists and would rather start a project anew than produce a flawed work. It is for this quality that duergar craftsmanship is so desired. A duergar who produces faulty workmanship is forever disgraced by the rest of his or her people. Deliberately selling a crafted weapon or tool with an imperfection is the worst offense imaginable to them tantamount to murder. In general alchemy is thought to be a natural part of the world within Duergar society and it is a means of ranking duergar within their society. Duergar are cunning and like their nearest brothers the dwarves are also renowned warriors for their ferocity in battle. ~ 0 RSTAT_DUERGAR~ STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10 MAXIMUM STATS: Str 21 Int 16 Wis 21 Dex 17 Con 25 TRAINING POINTS TO START 11 SPECIAL ABILITIES: berserker {Mhelp RSTAT_INFO for information of stats{x ~ 0 RHISTORY_DRACON~ HISTORY: The Dracons are a magical race created by an evil mage in a effort to dominate the known world. He used the dracon for a short time until they eventually rebelled against his rule. They are now free and still often travel in numbers as well as are still considered war like. They strongest rules the clan and has first choice of mates. The dracon are an organized people with strict rules and edict which must be obeyed. Not doing so could cost you your life. ~ 0 RSTAT_DRACON~ STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10 MAXIMUM STATS: Str 20 Int 22 Wis 22 Dex 16 Con 20 TRAINING POINTS TO START 11 SPECIAL ABILITIES: fast, trip {Mhelp RSTAT_INFO for information of stats{x ~ 0 RHISTORY_DROW~ HISTORY: These dreaded, evil creatures were once part of the community of elves that still roam the world's forests. Now these dark elves inhabit black caves and winding tunnels under the earth, where they make dire plans against the races that still walk beneath the sun, on the surface of the green earth. Drow have black skin and pale, usually white hair. They are shorter and more slender than humans, seldom reaching more than 5 feet in height. Male drow weigh between 80 and 110 pounds, and females between 95 and 120 pounds. Drow have finely chiseled features, and their fingers and toes are long and delicate.Like all elves, they have higher Dexterity and lower Constitution than men. Drow clothing is usually black, functional, and often possesses special properties, although it does not radiate magic. For example, drow cloaks and boots act as if they are cloaks of and boots of elvenkind, except that the wearer is only 75% likely to remain undetected in shadows or to surprise enemies. The material used to make drow cloaks does not cut easily and is fire resistant, giving the cloaks a+6 bonus to saving throws vs. fire. These cloaks and boots fit and function only for those of elven size and build. Any attempt to alter a drow cloak has a 75% chance of unraveling the material, making it useless. In the centuries they've spent underground, drow have learned the languages of many of the intelligent creatures of the underworld. Besides their own tongue, an exotic variant of elvish, drow speak both common and the subterranean trade language used by many races under the earth. They speak the languages of gnomes and other elves fluently. Drow also have their own silent language composed of both signed hand movements and body language. These signs can convey information, but not subtle meaning or emotional content. If within 30 feet of another drow, they can also use complex facial expressions, body movements, and postures to convey meaning. Coupled with their hand signs, these expressions and gestures give the drow's silent language a potential for expression equal to most spoken languages. Long ago, dark elves were part of the elven race that roamed the world's forests. Not long after they were created, though, the elves found themselves torn into rival factions+one following the tenets of evil, the other owning the ideals of good (or at least neutrality). A great civil war between the elves followed, and the selfish elves who followed the paths of evil and chaos were driven into the depths of the earth, into the bleak, lightless caverns and deep tunnels of the underworld. These dark elves became the drow. The drow no longer wish to live upon the surface of the earth. In fact, few who live on the surface ever see a drow. But the dark elves resent the elves and faeries who drove them away, and scheme against those that dwell in the sunlight. Drow live in magnificently dark, gloomy cities in the underworld that few humans or demihumans ever see. They construct their buildings entirely out of stone and minerals, carved into weird, fantastic shapes. Those few surface creatures that have seen a dark elf city (and returned to tell the tale) report that it is the stuff of which nightmares are made. Drow society is fragmented into many opposing noble houses and merchant families, all scrambling for power. In fact, all drow carry brooches inscribed with the symbol of the merchant or noble group they are allied with, though they hide these and do not show them often. The drow believe that the strongest should rule; their rigid class system, with a long and complicated list of titles and prerogatives, is based on the idea. They worship a dark goddess, called Lolth by some, and her priestesses hold very high places in society. Since most drow priests are female, women tend to fill nearly all positions of great importance. Drow fighters go through rigorous training while they are young. Those who fail the required tests are killed at the program's conclusion. That is why dark elf fighters of less than 2nd level are rarely seen outside a drow city. Drow often use giant Dragonkins as pack animals, and frequently take bugbears or troglodytes as servants. Drow cities are havens for evil beings, including mind flayers, and drow are allied with many of the underworld's evil inhabitants. On the other hand, they are constantly at war with many of their neighbors beneath the earth, including dwarves or dark gnomes (svirfneblin) who settle to close to a drow city. Dark elves frequently keep slaves of all types, including past allies who have failed to live up to drow expectations. ~ 0 RSTAT_DROW~ STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10 MAXIMUM STATS: Str 14 Int 27 Wis 27 Dex 16 Con 16 TRAINING POINTS TO START 11 SPECIAL ABILITIES: sneak, hide {Mhelp RSTAT_INFO for information of stats{x ~ 0 RHISTORY_DWARF~ HISTORY: Dwarves are short, stocky fellows, easily identified by their size and shape. They average 4 to 4-? feet tall. They have ruddy cheeks, dark eyes, and dark hair. Dwarves generally live for 350 years. Dwarves tend to be dour and taciturn. They are given to hard work and care little for most humor. They are strong and brave. They enjoy beer, ale, mead, and even stronger drink. Their chief love, however, is precious metal, particularly gold. They prize gems, of course, especially diamonds and opaque gems (except pearls, which they do not like). Dwarves like the earth and dislike the sea. Not overly fond of elves, they have a fierce hatred of orcs and goblins. Their short, stocky builds make them ill-suited for riding horses or other large mounts (although ponies present no difficulty), so they tend to be a trifle dubious and wary of these creatures. They are ill-disposed toward magic and have little talent for it, but revel in fighting, warcraft, and scientific arts such as engineering. Though dwarves are suspicious and avaricious, their courage and tenacity more than compensate for these shortcomings. Dwarves typically dwell in hilly or mountainous regions. They prefer life in the comforting gloom and solidness that is found underground. They have several special abilities that relate to their underground life, and they are noted for being particularly resistant to magics and poisons. ~ 0 RSTAT_DWARF~ STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10 MAXIMUM STATS: Str 21 Int 16 Wis 21 Dex 17 Con 25 TRAINING POINTS TO START 11 SPECIAL ABILITIES: Berserk {Mhelp RSTAT_INFO for information of stats{x ~ 0 DKIN DRAGONKIN~ EYE: COLOR: HAIR: COLOR: HEIGHT: large WEIGHT: Varies OTHER FEATURES: Half human/Half Dragon BUILD: Musculine {Mhelp RSTAT_DKIN for racial stats, help RHISTORY_DKIN for history{x {Mand more details{x ~ 0 RHISTORY_DKIN~ HISTORY: Dragon Kin are half dragon/half human beings created by magical spells of the highest possible magic. Only the immortals posses this extreme magic and few mortals have ever earned the grace of an immortal for this race. Little else is known about these beings except that a meeting with them is sure to be fatal. ~ 0 RSTAT_DKIN~ No stats available for this race. SPECIAL ABILITIES: haste, hide, sneak, second attack, fast healing {Mhelp RSTAT_INFO for information of stats{x ~ 0 HUMAN~ human are of medium stature EYE: COLOR: Any color HAIR: COLOR: Any color HEIGHT: 5'5 to 6'6 WEIGHT: 140lbs average OTHER FEATURES: None BUILD: varied {Mhelp RSTAT_HUMAN for racial stats, help RHISTORY_HUMAN for history{x {Mand more details{x ~ 0 RHISTORY_HUMAN~ HISTORY: Humans are the generic race created after years of interbreeding. They are a melting pot of all the other races combined. Thier stats and abilities are centerline making them the most adaptable race on all Ea. ~ 0 RSTAT_HUMAN~ STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10 MAXIMUM STATS: Str 20 Int 20 Wis 20 Dex 20 Con 20 TRAINING POINTS TO START 11 SPECIAL ABILITIES: None {Mhelp RSTAT_INFO for information of stats{x ~ 0 SYLVAN~ sylvan are of medium stature EYE: COLOR: HAIR: COLOR: HEIGHT: WEIGHT: OTHER FEATURES: BUILD: {Mhelp RSTAT_SYLVAN for racial stats, help RHISTORY_SYLVAN for history{x {Mand more details{x ~ 0 RHISTORY_SYLVAN~ HISTORY: Sylvan are elves who have adjusted to city living unlike the Elven race encountered in the wilds of Ea. These elves are cultured by human standards but have lost thier instincts for hunting and foraging as well as some of the natural magics found in wood elves. They are physically stronger than wild elves but posses less mental prowess. ~ 0 RSTAT_SYLVAN~ STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10 MAXIMUM STATS: Str 15 Int 22 Wis 27 Dex 18 Con 18 TRAINING POINTS TO START 11 SPECIAL ABILITIES: {Mhelp RSTAT_INFO for information of stats{x ~ 0 $~ #$