{"id":138,"date":"2015-11-03T16:50:09","date_gmt":"2015-11-03T16:50:09","guid":{"rendered":"http:\/\/vanhiel.com\/dnd\/?page_id=138"},"modified":"2015-11-03T16:50:09","modified_gmt":"2015-11-03T16:50:09","slug":"races","status":"publish","type":"page","link":"http:\/\/vanhiel.com\/dnd\/dungeon-masters-guide\/races\/","title":{"rendered":"Races"},"content":{"rendered":"<p>Many factors affect a character&#8217;s background.&nbsp;Two of the most important are his&nbsp;race and his character class (see Chapter 3,&nbsp;&#8220;Player Character Classes&#8221;). In a sense, a&nbsp;character&#8217;s class is his profession: Some&nbsp;characters are fighters, some mages, some&nbsp;clerics, and so on. A character&#8217;s race affects&nbsp;which character classes are available to&nbsp;him \u2013 only humans have unlimited class&nbsp;options. All non-human races are limited, to&nbsp;some extent. There are two reasons for this:<\/p>\n<p>First, the restrictions are intended to&nbsp;channel players into careers that make sense&nbsp;for the various races. Dwarves are, to a certain&nbsp;extent, anti-magical, and incapable of&nbsp;shaping magical energy-they can&#8217;t be wizards.&nbsp;Halflings, despite their ties to nature,&nbsp;lack the devotion and physical will to be&nbsp;druids. Similar situations exist for the other&nbsp;demihuman races.<\/p>\n<p>Second, the demihuman races have&nbsp;advantages that are not available to&nbsp;humans. Flexibility-the ability to choose&nbsp;from among all the classes-is one of very&nbsp;few human advantages.<\/p>\n<h2>A Non-Human World<\/h2>\n<p>The DM can, if he&nbsp;chooses, make any class available to any&nbsp;race. This will certainly make your players&nbsp;happy. But before throwing the doors open,&nbsp;consider the consequences.<\/p>\n<p>If the only special advantage humans&nbsp;have is given to all the races, who will want&nbsp;to play a human 1 Humans would be the&nbsp;weakest race in your world. Why play a&nbsp;20th-level human paladin when you could&nbsp;play a 20th-level elven paladin and have all&nbsp;the abilities of paladins and elves?<\/p>\n<p>H none of the player characters are&nbsp;human, it is probably safe to assume that no&nbsp;non-player characters of any importance&nbsp;are human either. Your world would have&nbsp;no human kingdoms, or human kings,&nbsp;emperors, or powerful wizards. It would be&nbsp;run by dwarves, elves, and gnomes.<\/p>\n<p>This is not necessarily a bad thing, but&nbsp;you must consider what kind of world nonhumans&nbsp;would create. Building a believeable&nbsp;fantasy world is a daunting task;&nbsp;creating a believable alien fantasy world&nbsp;(which is what a world dominated by nonhumans&nbsp;would be) is a huge challenge even&nbsp;for the best writers of fantasy.<\/p>\n<p>What would non-human families be like?&nbsp;What would the popular entertainments be?&nbsp;What would non-humans value? What&nbsp;would they eat? What would their governments&nbsp;be like? A society governed by&nbsp;nature-loving elves would be a very different&nbsp;place than a human-dominated world!<\/p>\n<p>It is possible that certain character classes&nbsp;might not even exist. Paladinhood, for&nbsp;example, could be a uniquely human perspective.&nbsp;Would elves or dwarves hold the&nbsp;same values of law, order, god, and community&nbsp;to which a paladin aspires? If you only&nbsp;change the image (i.e., have elven paladins&nbsp;behave exactly like human paladins), what&nbsp;you&#8217;ve got is the &#8220;humans-in-funny-suits&#8221;&nbsp;syndrome. Even within the human race&nbsp;there are vast cultural differences. Think&nbsp;how much greater these differences would&nbsp;be if the blood were entirely different!<\/p>\n<p>Also, if humans are weak, will the other&nbsp;races treat them with contempt? With pity?&nbsp;Will they be enslaved? All things considered,&nbsp;humans could have a very bad time of&nbsp;it. If, after considering all the potential pitfalls,&nbsp;you decide to experiment with nonstandard&nbsp;class selections, do so carefully.&nbsp;We offer the following advice:<\/p>\n<p>Allow nonstandard race\/ class combinations&nbsp;only on a case-by-case basis. If you&nbsp;institute a general rule \u2013 &#8220;Elves can now be&nbsp;paladins&#8221; \u2013 you will suddenly find yourself&nbsp;with six player character elf paladins.<\/p>\n<p>If a player desperately wants to play an&nbsp;elf paladin, ask him to come up with a&nbsp;thoughtful rationale explaining why this elf&nbsp;is a paladin. It must be plausible and consistent&nbsp;with your campaign setting. If the&nbsp;rationale satisfies you, allow that player,&nbsp;and only that player, to play an elf paladin.&nbsp;Explain to the other players that this is an&nbsp;experiment.<\/p>\n<p>Don&#8217;t allow any other elf paladins in the&nbsp;game until you have seen the first one in&nbsp;action enough to decide whether the class&nbsp;fits into your game. If it does, congratulations;&nbsp;you&#8217;ve broadened your players&#8217; horizons.&nbsp;If it doesn&#8217;t, don&#8217;t hesitate to tell the&nbsp;elf paladin player that he has to retire the&nbsp;character or convert him to a normal fighter.&nbsp;Never allow someone to continue playing&nbsp;a character that is upsetting your game.<\/p>\n<p>By following this simple rule, you can test&nbsp;new race\/class combinations without&nbsp;threatening your campaign. Moderation is&nbsp;the key to this type of experimentation.<\/p>\n<h2>Racial Level Restrictions<\/h2>\n<p>In addition to unlimited&nbsp;class choice, humans can attain any&nbsp;level in any class. Once again, this is a human&nbsp;special ability, something no other race has.&nbsp;In the AD&amp;D\u00ae game, humans are more motivated,&nbsp;indeed driven, by ambition and the&nbsp;desire for power, than the demihuman races.&nbsp;Thus, they advance further and more quickly&nbsp;than others.<\/p>\n<p>Demihumans can attain significant levels&nbsp;in certain classes, but do not have the same&nbsp;unlimited access. Some players may argue&nbsp;that the greater age of various non-humans&nbsp;automatically means they will attain greater&nbsp;levels. That can present problems.<\/p>\n<p>Demihuman characters are limited in&nbsp;how high a level they can achieve both to&nbsp;preserve internal consistency (humans are&nbsp;more flexible than non-humans) and to&nbsp;enforce game balance. ADM, however, can&nbsp;change or eliminate these limits as he sees&nbsp;fit. As with class restrictions, the consequences&nbsp;must be examined in detail.<\/p>\n<p>Given their extremely long lifespans,&nbsp;demihumans without limitations would&nbsp;quickly reach levels of power far beyond&nbsp;anything attainable by humans. The world&nbsp;would be dominated by these extremely&nbsp;powerful beings, to the exclusion of&nbsp;humans. Human heroes would be feeble&nbsp;compared to the heroes of elves and&nbsp;dwarves.<\/p>\n<p>Given their numerous advantages, demihumans&nbsp;would be the most attractive&nbsp;races \u2013 no one would play a human. Again,&nbsp;this isn&#8217;t necessarily bad, but it&#8217;s very different.&nbsp;The resulting game will be completely&nbsp;unlike the standard sword-and-sorcery&nbsp;milieu. You may need to set it in an ancient&nbsp;age, when elves and dwarves ruled the&nbsp;world, before the ascendance of men&nbsp;(though given the situation, it&#8217;s unlikely that&nbsp;men would ever become dominant).<\/p>\n<div style=\"background-color: #def; padding: 5px;\">\n<h3>Slow Advancement&nbsp;(Optional Rule)<\/h3>\n<p>If you decide to&nbsp;allow demihumans unlimited advancement,&nbsp;consider this option: To counteract&nbsp;the demihumans&#8217; long life, slow&nbsp;down their advancement. Require demihumans&nbsp;to earn two, three, or even four&nbsp;times as many experience points as a&nbsp;human in order to advance a level.<\/p>\n<p>This allows the short-lived humans to&nbsp;advance more quickly than their long-lived&nbsp;comrades, who will eventually&nbsp;catch up (after the humans&#8217; demise). If&nbsp;this solution, though logical, is unacceptable&nbsp;to your players, a compromise&nbsp;may be called for.<\/p>\n<p>The best compromise is to allow demihumans&nbsp;normal (or double-cost)&nbsp;advancement to their &#8220;maximum&#8221; levels.&nbsp;Then require them to earn triple or quadruple&nbsp;experience points to advance&nbsp;beyond that point. They will advance&nbsp;very slowly, but the players Will still&nbsp;have a goal and the sense of accomplishment&nbsp;that comes with rising a level.<\/p>\n<\/div>\n<h3>Standard Class and Level&nbsp;Limits<\/h3>\n<p>Before removing or&nbsp;modifying level limits, familiarize yourself&nbsp;with the game and the balances that currently&nbsp;exist. Only after you are experienced and&nbsp;comfortable with these should you begin&nbsp;alteration of the non-human level limits. The standard level limits for all races and&nbsp;classes are given on Table 7.<\/p>\n<table width=\"100%\">\n<thead>\n<tr>\n<td colspan=\"7\"><strong><a name=\"table07\"><\/a>Table 07: RACIAL CLASS AND LEVEL LIMITS\u2020<\/strong><\/td>\n<\/tr>\n<tr>\n<td><strong>Character Class<\/strong><\/td>\n<td style=\"text-align: center;\" colspan=\"6\"><strong>Character Race<\/strong>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<\/td>\n<\/tr>\n<tr>\n<td>&nbsp;<\/td>\n<td style=\"text-align: center;\"><strong>Human<br \/><\/strong><\/td>\n<td style=\"text-align: center;\"><b>Dwarf<\/b><\/td>\n<td style=\"text-align: center;\"><strong>Elf<\/strong><\/td>\n<td style=\"text-align: center;\"><strong>Gnome<\/strong><\/td>\n<td style=\"text-align: center;\"><strong>Half-Elf<\/strong><\/td>\n<td style=\"text-align: center;\"><strong>Halfling<\/strong><\/td>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td style=\"background-color: #ddd;\">Bard *<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">U<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">U<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #ddd;\">Cleric<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">U<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">10<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">12<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">9<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">14<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">8<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #ddd;\">Druid *<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">U<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">9<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<\/tr>\n<tr>\n<td>Fighter<\/td>\n<td style=\"text-align: center;\">U<\/td>\n<td style=\"text-align: center;\">15<\/td>\n<td style=\"text-align: center;\">12<\/td>\n<td style=\"text-align: center;\">11<\/td>\n<td style=\"text-align: center;\">14<\/td>\n<td style=\"text-align: center;\">9<\/td>\n<\/tr>\n<tr>\n<td>Illusionist *<\/td>\n<td style=\"text-align: center;\">U<\/td>\n<td style=\"text-align: center;\">\u2013<\/td>\n<td style=\"text-align: center;\">\u2013<\/td>\n<td style=\"text-align: center;\">15<\/td>\n<td style=\"text-align: center;\">\u2013<\/td>\n<td style=\"text-align: center;\">\u2013<\/td>\n<\/tr>\n<tr>\n<td>Mage<\/td>\n<td style=\"text-align: center;\">U<\/td>\n<td style=\"text-align: center;\">\u2013<\/td>\n<td style=\"text-align: center;\">15<\/td>\n<td style=\"text-align: center;\">\u2013<\/td>\n<td style=\"text-align: center;\">12<\/td>\n<td style=\"text-align: center;\">\u2013<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #ddd;\">Paladin<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">U<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #ddd;\">Ranger<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">U<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">15<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">16<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">\u2013<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #ddd;\">Thief<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">U<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">12<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">12<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">13<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">12<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">15<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>* These character classes are optional<\/p>\n<p>U A player character can advance to the maximum possible level in a given class. The Player&#8217;s&nbsp;Handbook gives rules for advancing the player characters to 20th level.<br \/>\u2013 A player character cannot belong to the listed class.<br \/>\u2020&nbsp;Player characters with less than exceptional prime requisites cannot advance beyond the&nbsp;listed level.<\/p>\n<div style=\"background-color: #def; padding: 5px;\">\n<h3>Exceedlng Level Limits&nbsp;(Optional Rule)<\/h3>\n<p>Demihuman&nbsp;characters with extremely high ability&nbsp;scores in their prime requisites can&nbsp;exceed the racial maximum levels. In&nbsp;cases where multiple prime requisites&nbsp;exist, the lowest prime requisite is used&nbsp;to calculate any additional levels.<\/p>\n<p>The bonus levels available to characters&nbsp;with high prime requisite scores are&nbsp;summarized on Table 8. The additional&nbsp;levels listed in Ta:bie 8 are added to the&nbsp;normal maximum aU@wed, regardless of&nbsp;what class or race is involved.<\/p>\n<p>For example, a half&#8221;elf is limited to 12th level as a thief. A half-elf thief with&nbsp;Dexterity 17, however, is allowed two&nbsp;bonus levels, so he could advance to 14th&nbsp;level.<\/p>\n<table>\n<thead>\n<tr>\n<td colspan=\"2\"><strong><a name=\"table08\"><\/a>Table 08: PRIME REQUISITE BONUSES<\/strong><\/td>\n<\/tr>\n<tr>\n<td style=\"text-align: center;\"><strong>Ability Score<\/strong><\/td>\n<td style=\"text-align: center;\"><strong>Additional Levels<\/strong><\/td>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td style=\"text-align: center;\">14, 15<\/td>\n<td style=\"text-align: center;\">+1<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #dddddd; text-align: center;\">16, 17<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">+2<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #dddddd; text-align: center;\">18<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">+3<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align: center;\">19<\/td>\n<td style=\"text-align: center;\">+4<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<\/div>\n<h2>Creating New Player Character Races<\/h2>\n<p>The races listed in&nbsp;the Player&#8217;s Handbook are only a few of the&nbsp;possible intelligent races populating the&nbsp;worlds of AD&amp;D\u00ae games. Adventurous&nbsp;DMs and players may want to experiment&nbsp;with characters of other races, such as orcs,&nbsp;lycanthropes, ogres, lizardmen, or even&nbsp;dragons.<\/p>\n<p>Before you do this, however, you need to&nbsp;know very clearly what you are doing.&nbsp;Unrestricted or ill-considered use of nonstandard&nbsp;races can easily and quickly&nbsp;destroy a campaign. Always consider a new&nbsp;race from a variety of angles:<\/p>\n<p>How does the new race fit with the other&nbsp;player characters? How does it fit in the&nbsp;campaign in general? What could you&nbsp;accomplish with this race that you couldn&#8217;t&nbsp;with another?<\/p>\n<p>The majority of players who want to play&nbsp;an unusual race desire only the thrill and&nbsp;excitement of a truly challenging roleplaying&nbsp;situation. There are, however, a few&nbsp;players who see such races as a way to take&nbsp;advantage of game systems and campaign&nbsp;situations. As with changing level limits and&nbsp;classes allowed, you are well advised to&nbsp;move slowly and carefully in this area.<\/p>\n<p>Allowing player characters of unusual&nbsp;races introduces a whole new set of problems&nbsp;for the DM. In creating a new nonhuman&nbsp;or demihuman player character&nbsp;race, the rules and guidelines below should&nbsp;be followed to preserve game balance.<\/p>\n<p><strong>The race should be humanoid<\/strong> (i.e., it&nbsp;must have two hands, at least two legs, and&nbsp;stand generally upright). The race must be&nbsp;able to move about on land. It must also be&nbsp;intelligent. An ore or a centaur would be&nbsp;acceptable.<\/p>\n<p><strong>The race cannot possess special abilities<\/strong>&nbsp;beyond the scope of those already given for&nbsp;the other player character races. Although a&nbsp;dragon can polymorph into human form, it&nbsp;cannot be a player character because it has a&nbsp;breath weapon, can polymorph and cast&nbsp;spells, and is not humanoid in its natural&nbsp;state. A brownie could not be a player character&nbsp;because it, too, has abilities beyond&nbsp;those of the standard player character races.&nbsp;<\/p>\n<p><strong>The race cannot be extra-dimensional<\/strong> or&nbsp;draw on extra-dimensional powers. It cannot&nbsp;have innate spellcasting ability, be&nbsp;undead, or possess magic resistance.<\/p>\n<p><strong>The race must be cooperative<\/strong> and willing&nbsp;to interact with the human world. The&nbsp;duergar, a race of deep-dwelling dwarves,&nbsp;have no desire to deal with humans and seek&nbsp;to avoid contact whenever possible. Satyrs&nbsp;resent intruders into their woods and&nbsp;glades, which rules them out as player characters.&nbsp;You must judge this criterion based&nbsp;on the conditions in your game world.<\/p>\n<p>If these conditions are met, the race can&nbsp;be considered as a possible player character&nbsp;race. Some examples of races that definitely&nbsp;fit the profile are half-orcs, orcs, half-ogres,&nbsp;lizardmen, goblins, centaurs, and kobolds.<\/p>\n<p>When experimenting with a new player&nbsp;character race, allow only one at the start.&nbsp;Do not begin your design experiment with a&nbsp;whole party of half-ogres! Start slowly,&nbsp;involving only one player. If the new race is&nbsp;too powerful, it can be easily eliminated.<\/p>\n<p>Once the new race is selected, the real&nbsp;work begins. Examine the race and apply all&nbsp;of the following guidelines to it.<\/p>\n<p><strong>Character Abilities:<\/strong> All races, regardless&nbsp;of type, use the same ability generation&nbsp;method as all other player characters. Their&nbsp;scores will range from 3 to 18 unless modified&nbsp;by pluses or minuses.<\/p>\n<p>Creature sizes, defined in the Monstrous&nbsp;Compendium, affect abilities as follows:<\/p>\n<p>Creatures of tiny (T) size have a -3 modifier to Strength. Creatures of small (S) size&nbsp;have a -1 modifier to Strength. Creatures of&nbsp;large (L) size have a +1 modifier to Strength.&nbsp;Huge (H) creatures gain a +2 to Strength and&nbsp;Gigantic (G) creatures have a +4.<\/p>\n<p>Those with an Intelligence less than average&nbsp;(as determined by the DM or as listed in&nbsp;the Monstrous Compendium) suffer a -1&nbsp;penalty to Intelligence and those exceptionally&nbsp;Intelligent or greater gain a +1 bonus.<\/p>\n<p>All other ability modifiers are assigned by&nbsp;the DM. Likely candidates include minuses&nbsp;to Charisma and Wisdom and plus or minus&nbsp;adjustments to Dexterity. In all cases,&nbsp;bonuses and penalties should balance out. If&nbsp;a creature has a +1 bonus to Strength, it&nbsp;should have a -1 penalty to another ability.&nbsp;With the exception of Strength, no creature&nbsp;can have a modifier greater than + 2 or -2&nbsp;to any score.<\/p>\n<p><strong>Racial Ability Requirements:<\/strong> It is possible&nbsp;for a creature to have seemingly illogical&nbsp;ability scores. However, you can set minimums&nbsp;and maximums on these. Table 7 in&nbsp;the Player&#8217;s Handbook shows these limits&nbsp;for the standard player character races. It&#8217;s&nbsp;the DM&#8217;s job to do the same for nonstandard&nbsp;races.<\/p>\n<p>As a guide, creatures of large size should&nbsp;have at least an 11 Strength and, unless they&nbsp;are described as agile or quick, should have&nbsp;a ceiling of 17 to Dexterity. Dull-witted creatures&nbsp;(those of low Intelligence) should have&nbsp;a limit of 16 to Intelligence.<\/p>\n<p>The DM can waive any requirements if,&nbsp;for example, a player wants (or gets) a hill&nbsp;giant character with Strength 6. Some&nbsp;rationale should be offered, however. (In&nbsp;the case of the weakling hill giant, perhaps&nbsp;he was the runt of the family, cast out by his&nbsp;fellows, and forced to take up adventuring.)<\/p>\n<p><strong>Character Classes:<\/strong> The DM must judge what character classes the new race can be.&nbsp;Use the information in the next chapter as&nbsp;your guide, and start with a narrow range of options; you can always widen it later.<\/p>\n<p>Almost any sort of creature can be a fighter.&nbsp;None (except humans) can be paladins.&nbsp;Those favoring the outdoors (centaurs, for&nbsp;example) can be rangers.<\/p>\n<p>Those with penalties to WISdom cannot&nbsp;be priests; others can be priests only if their&nbsp;game description mentions NPC priests and&nbsp;the creature has some type of social organization&nbsp;(a tribe, dan, etc.). No nonstandard&nbsp;creature can be a druid, as this is a human&nbsp;belief system.<\/p>\n<p>Those with penalties to Intelligence cannot&nbsp;be wizards. If the description in the&nbsp;Monstrous Compendium implies that a&nbsp;creature is stupid, dull-witted, or in any&nbsp;way averse to magic and spell casting, it&nbsp;cannot be a priest or wizard.<\/p>\n<p>A Dexterity penalty prevents the character from being a thief. Creatures of large size&nbsp;or greater cannot be thieves. If it is implied&nbsp;that a creature is clumsy or awkward, it&nbsp;cannot be a thief.<\/p>\n<p>A new character race can be multi-classed&nbsp;if there is more than one potential class open to it (e.g., fighter and mage). Classes from&nbsp;the same group cannot combine into&nbsp;multi classes&nbsp;(e.g., fighter\/ranger, fighter\/paladin, or ranger\/paladin). Characters&nbsp;from variant races must also have scores of&nbsp;14 or higher in the prime requisites of both&nbsp;classes to qualify for multi-class standing.&nbsp;This particular&nbsp;condition does not apply to&nbsp;normal player character races.<\/p>\n<p><strong>Level Limits:<\/strong> Like all non-humans, new player character races have level limits.&nbsp;However, these limits are lower than those&nbsp;for other non-humans, since these races are&nbsp;often unsui ted to adventuring. (Perhaps this&nbsp;explains why player characters of these&nbsp;races are so rare.)<\/p>\n<p>The maximum level a character from a&nbsp;variant race can attain depends on the character&#8217;s prime requisite ability score (or&nbsp;scores). Use Table 9 to determine the character&#8217;s maximum level.<\/p>\n<table>\n<thead>\n<tr>\n<td colspan=\"2\"><strong><a name=\"table09\"><\/a>Table 09: MAXIMUM LEVELS FOR VARIANT RACES<\/strong><\/td>\n<\/tr>\n<tr>\n<td style=\"text-align: center;\"><strong>Prime Requisite Score<\/strong><\/td>\n<td style=\"text-align: center;\"><strong>Level Limit<\/strong><\/td>\n<\/tr>\n<\/thead>\n<tbody>\n<tr>\n<td style=\"background-color: #dddddd; text-align: center;\">9&nbsp;<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">&nbsp;3<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #dddddd; text-align: center;\">10&nbsp;<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">4&nbsp;<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align: center;\">11&nbsp;<\/td>\n<td style=\"text-align: center;\">5&nbsp;<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align: center;\">12&nbsp;<\/td>\n<td style=\"text-align: center;\">6&nbsp;<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #dddddd; text-align: center;\">13&nbsp;<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">7&nbsp;<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #dddddd; text-align: center;\">14&nbsp;<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">8&nbsp;<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align: center;\">15&nbsp;<\/td>\n<td style=\"text-align: center;\">9&nbsp;<\/td>\n<\/tr>\n<tr>\n<td style=\"text-align: center;\">16&nbsp;<\/td>\n<td style=\"text-align: center;\">10&nbsp;<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #dddddd; text-align: center;\">17&nbsp;<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">11&nbsp;<\/td>\n<\/tr>\n<tr>\n<td style=\"background-color: #dddddd; text-align: center;\">18+&nbsp;<\/td>\n<td style=\"background-color: #dddddd; text-align: center;\">12&nbsp;<\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>Unlike the standard demihuman races, new character races never gain additional&nbsp;levels for high ability scores. It is unusual&nbsp;enough that a member of the race has&nbsp;become a player character at all! Without the aid of many wishes a character from a&nbsp;nonstandard race can never rise above 12th&nbsp;level.<\/p>\n<p><strong>Alignment:<\/strong> The Monstrous Compendium&nbsp;lists alignments for most races. If an&nbsp;absolute alignment is listed (e.g., &#8220;good&#8221;),&nbsp;the player character has that alignment. If&nbsp;only alignment tendencies are given, the&nbsp;player can choose any alignment.<\/p>\n<p><strong>Hit Points:<\/strong> All creatures roll their hit points using the die appropriate to their chosen class. At 1st level, Large and greater&nbsp;size creatures gain one additional hit point for every Hit Die the creatures would normally receive (pluses to the die are ignored)&nbsp;in addition to their normal Constitution&nbsp;bonus. Thus, an ogre fighter with a Constitution of 12 would still gain a + 4 hit point&nbsp;bonus at first level, since ogres normally&nbsp;have 4 Hit Dice. (To those who think this is a&nbsp;big advantage, remember that Large size&nbsp;creatures suffer larger-than-man-sized damage&nbsp;from weapons!) Thereafter, all new&nbsp;races earn hit points according to level&nbsp;advancement, Constitution, and character&nbsp;class.<\/p>\n<p><strong>Level Advancement:<\/strong> The character progresses&nbsp;like all others of the same character&nbsp;class. Being a nonstandard race does not&nbsp;give the player character any special benefits&nbsp;to his character class.<\/p>\n<p><strong>Armor:<\/strong> Most creatures (orcs, gnolls, goblins) have an Armor Class of 10 (and&nbsp;thus wear armor for protection). Some creatures, however, have natural armor which is&nbsp;retained by the player character. These&nbsp;characters gain the benefit of a +1 bonus to&nbsp;their AC only if the armor worn is worse&nbsp;than or equal to their natural Armor Class&nbsp;(as per horse barding).<\/p>\n<p>If better armor is worn, natural armor is&nbsp;ignored and Armor Class is determined by&nbsp;the armor being worn. Odd-sized and odd-shaped&nbsp;creatures can&#8217;t wear off-the-shelf armor; it must be made to order and costs extra (and take longer to make).<\/p>\n<p><strong>Movement:<\/strong> The creature&#8217;s movement rate is the same as that listed in the Monstrous&nbsp;Compendium.<\/p>\n<p><strong>Attacks:<\/strong> The player character is allowed&nbsp;the number of attacks given his character&nbsp;class and level, not the number listed in the&nbsp;monster description in the Monstrous Compendium.<\/p>\n<p><strong>Size Problems:<\/strong> Players who play Large-sized&nbsp;creatures hoping to get an advantage over others should quickly discover many&nbsp;problems they didn&#8217;t anticipate. Consider&nbsp;the plight of the player who decides to play&nbsp;a hill giant. Right away, he&#8217;ll have a hard time buying basic equipment. Who makes&nbsp;pants for giants in a human town? Everything must be special ordered at two to four&nbsp;times its normal cost (at least).<\/p>\n<p>This is a minor inconvenience compared&nbsp;to other difficulties. Buildings and dungeons are built for humans and other Medium-sized creatures, denying the large fellow the&nbsp;opportunity for both a hearty drink and exciting adventure. Even the toughest character will tire of drinking from measly cups&nbsp;and buying five dinners at a time. Will he&nbsp;enjoy spending the night in a leaky stable&nbsp;while his companions enjoy warm feather beds upstairs in the inn?<\/p>\n<p>Days of traveling will quickly show him&nbsp;the joys of walking while everyone else rides&nbsp;(no horse can carry him), especially when his companions gallop spryly away from oncoming danger, leaving him in its path.&nbsp;The costs of replacing broken furniture will quickly become prohibitive. Ropes will have an annoying tendency to break when the big lunk tries to climb them. And the hill&nbsp;giant better have at least 20 friends handy to&nbsp;pull him out of that 30-foot pit!<\/p>\n<p><strong>NPC Reactions:<\/strong> On the personal side,&nbsp;expect NPCs to have strong negative feelings&nbsp;about unusual player character races,&nbsp;even to the point of bigotry and hatred.&nbsp;These reactions will make life more difficult for the player character, but they are the&nbsp;price the player pays for his unusual choice.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Many factors affect a character&#8217;s background.&nbsp;Two of the most important are his&nbsp;race and his character class (see Chapter 3,&nbsp;&#8220;Player Character Classes&#8221;). In a sense, a&nbsp;character&#8217;s class is his profession: Some&nbsp;characters are fighters, some mages, some&nbsp;clerics, and so on. A character&#8217;s race affects&nbsp;which character classes are available to&nbsp;him \u2013 only humans have unlimited class&nbsp;options. All non-human [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":131,"menu_order":3,"comment_status":"closed","ping_status":"closed","template":"","meta":{"_acf_changed":false,"footnotes":""},"class_list":["post-138","page","type-page","status-publish","hentry"],"acf":[],"_links":{"self":[{"href":"http:\/\/vanhiel.com\/dnd\/wp-json\/wp\/v2\/pages\/138","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/vanhiel.com\/dnd\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"http:\/\/vanhiel.com\/dnd\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"http:\/\/vanhiel.com\/dnd\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/vanhiel.com\/dnd\/wp-json\/wp\/v2\/comments?post=138"}],"version-history":[{"count":1,"href":"http:\/\/vanhiel.com\/dnd\/wp-json\/wp\/v2\/pages\/138\/revisions"}],"predecessor-version":[{"id":139,"href":"http:\/\/vanhiel.com\/dnd\/wp-json\/wp\/v2\/pages\/138\/revisions\/139"}],"up":[{"embeddable":true,"href":"http:\/\/vanhiel.com\/dnd\/wp-json\/wp\/v2\/pages\/131"}],"wp:attachment":[{"href":"http:\/\/vanhiel.com\/dnd\/wp-json\/wp\/v2\/media?parent=138"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}