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P99 offline: Races

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From the barbarians of the frozen north to the trolls in the southern swamps. the lands of Norrath are full of many different races, each with their own civilizations. cultures. and tolerances. Each race has its own strengths and weaknesses. as well. ranging from physical and mental abilities, class choices. and special abilities (or lack thereof). Very little will affect your character as much as your choice of race. which. once decided. you can't change during the course of your character's career.

Not every class is available to each race. and you should consider this when choosing your character's race. Even within the classes available to each race, some races are going to be better at some classes than others. Barbarians. for example, make particularly good warriors, but in many ways make worse rogues than do halflings.

Additionally. the race you pick is likely to have a strong impact on how non-player characters (NPCs) — that is. characters controlled by the GM — react to you (see “Factions" in Chapter 6: Description). Most members of a race fall into rather broad categories of behaviors and beliefs. as noted in each race description. Although many of these are only guidelines. most characters will assume your dark elf is a fairly typical member of his race. even if you‘ve decided to make him a rare exception to the normal dark elf culture of hatred and deceit.

Racial Adjustments:

Your character's race will have an effect on her starting ability scores, feats, and skills, and may grant your character special abilities.

Racial Ability Adjustments:

Most races have a few bonuses and penalties to starting ability £32.] scores. These modifiers are listed under each race's description in this chapter, and are summarized on Table 2—1: Racial Ability Adjustments. These modifiers change your character’s starting ability scores, and similarly affect your maximum starting ability scores (see Abilities Link).

Race Str Dex Con Int Wis Cha
Barbarian (Bar) +4 Str +2 Con N/A -2 Int -2 Wis -2 Cha
Dark Elf (Def) -2 Str +2 Dex N/A +4 Int N/A -2 Cha
Dwarf (Dwf) +2 Str N/A +2 Con -2 Int +2 Wis -4 Cha
Erudite (Eru) -4 Str -2 Dex N/A +6 Int +2 Wis -2 Cha
Froglok (Frg) TBD TBD TBD TBD TBD TBD
Gnome (Gnm) -4 Str +4 Dex -2 Con +4 Int -2 Wis N/A
Half Elf (Hef) N/A +2 Dex -2 Con N/A -2 Wis +2 Cha
Halfling (Hfl) -2 Str +4 Dex N/A +4 Int +4 Wis +2 Cha
Human (Hum) N/A N/A N/A N/A N/A N/A
Iksar (Iks) +4 Str +2 Dex N/A N/A +2 Wis -4 Cha
Ogre (Ogr) +6 Str -2 Dex +4 Con -4 Int -2 Wis -4 Cha
Troll (Trl) +4 Str N/A +6 Con -4 Int -2 Wis -6 Cha
Kerran (Vah) +2 Str N/A N/A -2 Int N/A N/A
Wood Elf (Elf) -2 Str +4 Dex -2 Con N/A +2 Wis N/A


Class:

Each race has a number of classes available to it, and may have one or more favored classes that do not count against it when determining experience point (XP) penalties for multiclassing (see “Experience for Multiclass Characters" in TBD Link). The available classes for each race are listed on Table 2-2.


Race Available Classes
Barbarian (Bar) Beastlord, Rogue, Shaman, Warrior*.
Dark Elf (Def) Cleric, Enchanter, Magician, Necromancer*, Rogue, Shadow knight, Warrior, Wizard.
Dwarf (Dwf) Cleric*, Paladin*, Rogue, Warrior.
Erudite (Eru) Cleric, Enchanter**, Magician**, Necromancer**, Paladin, Shadow knight, Wizard.
Froglok (Frg) TBD
Gnome (Gnm) Cleric, Enchanter*, Magician*, Necromancer, Paladin, Rogue, Shadow knight, Warrior, Wizard.
Half Elf (Hef) Bard*, Druid, Paladin, Ranger, Rogue, Warrior.
Halfling (Hfl) Cleric, Druid, Paladin, Ranger, Rogue, Warrior.
Human (Hum) Bard**, Beastlord**, Cleric**, Druid**, Enchanter**, Magician**, Monk**, Necromancer**, Paladin**, Ranger**, Rogue**, Shadow knight**, Warrior**, Wizard**.
Iksar (Iks) Beastlord, Monk*, Necromancer, Shadow knight, Shaman, Warrior.
Ogre (Ogr) Beastlord, Shadow Knight, Shaman, Warrior*.
Troll (Trl) Beastlord, Shadow Knight, Shaman, Warrior*.
Kerran (Vah) Bard**, Beastlord**, Rogue**, Shaman**, Warrior**.
Wood Elf (Elf) Bard, Druid, Ranger, Rogue, Warrior.

A * indicates a favored class. A * indicates the highest level of these classes is considered a favored class. See the race description for details.

Racial Experience Penalties:

Not all races are equally challenged by the usual dangers of adventuring. As a result. some races gain less experience than others even when facing the same difficulties. Those races with experience point penalties are listed below.

When determining experience penalties from race and multiclassing, add all the penalties together and then modify the total experience gained. For example. a barbarian 5th-level rogue] 2nd-level shaman has a 5% XP penalty for being a barbarian and a 20% XF penalty for multiclassing, resulting in a 25% total experience penalty.

Table 2-3: Racial Experience Penalties: Barbarian 5% lksar 15% Ogre 20% Troll 20%

Languages:

All characters. in fact practically everyone in Norrath, speaks the Common tongue fluently. In bazaars in major cities, dwarves, gnomes, humans and wood elves all barter together in Common. with no difficulty understanding one another. Even the reptilian Iksar and monstrous ogres and trolls can speak Common without hardship, although ogres and trolls are not known for their extensive vocabularies. All characters begin play with 4 free skill ranks in Common, with the exception of ogres and trolls, who begin with 3 ranks (see the Language skill in Chapter 4: Skills).

However, people don't always want to he understood by every- one around them. Each race has its own native language as well, and every character also starts with 4 free skill ranks in her native speech (again, ogres and trolls are the exception: they begin with only 3 tanks). There are also some languages used by groups, such as the Dark Tongue, and languages spoken by certain NPC races, such as Goblin and Elder Dragon. If a character does not begin with a particular language, they may buy it just like any other skill.

Special Abilities:

Many races have special abilities that are universal to all members of their race. Some of these are simply bonus feats, as described in Chapter 5: Feats. Characters of other races receive certain skills as class skills, regardless of the character‘s actual class, or else receive bonus ranks in certain skills. Some traits. however, are unique abilities available only to members of a given race. These are listed in the race descriptions, and are described below in detail. All of these racial special abilities are treated as extraordinary special qualities (see the Introduction to "Special Abilities" LINK TBD Using Magic for an explanation of extraordinary abilities).

Resistance:

Resistance is rated as a type and a number, as in the following example: “a bonus of cold resistance (3)." This resistance represents the amount a creature subtracts from any damage taken from the given type of source, whether through mundane effects of the given type or from magical effects with the appropriate descriptor. For example, Iksar, having a bonus of fire resistance (5), subtract the first 5 points of fire damage inflicted upon them by a singular source of mundane heat or fire or by any singular magical effect with the [fire] descriptor. See “Spell Special Effects“ in LIKNK TBD Using Magic for more information on resistance.

Infravision:

Infravision is common to several races, constituting the ability to see heat as light. This allows a creature with Infravision to see warm objects (including living creatures and fires) as glowing sources of light when it is otherwise dark. In general, a living, warm-blooded creature sheds as much light for the purposes of Infravisiona as does a torch‘ Since creatures with Infravision generally shed their own heat. they effectively illuminate the area around themselves as if they carried a torch (granting vision to a 20 foot radius). Other warm-blooded creatures are easily spotted in darkness at considerable distances, since, to a creature with infravision, such creatures shed "light" in their own 20-foot radius as if they were walking torches.

Fast Recovery:

Iksar and Trolls have fast recovery, allowing them to heal from injuries much more quickly than other races. Rather than recovering their 1/2 their level in hit points for each day of rest, creatures with fast recovery heal 1/2 their level in hit points for each hour of rest. Thus. a 14th—level troll character heals 7 hit points of damage per hour. During this time, the recovering character may engage in light activity, such as traveling or similar activities that aren't strenuous. hut engaging in any fighting or tiring activity prevents the character from recovering any hit points for that hour.

Characters and creatures with fast recovery heal points of subdual damage at the same rate as real damage, and do so simultaneously. Thus, the 14th—level troll above would heal 7 points of both real and subdual damage each hour.

Fast recovery cannot heal any injury that a creature without this ability could not naturally heal. Thus iksar and trolls do not automatically grow hack lost limbs or ignore starvation damage — they simply recover hit points more quickly when recovery is possible.

Ultravision

Among the player races. only dark elves have ultravision. Ultravision is the ability to see forms of light invisible to other creatures. Such light can he found at night. and is common in most underground settings as well. Creatures with ultravision can see as clearly in normal darkness as a human can see in normal daylight. Full details of shape. distance and color can be deter- mined by a creature using ultravision. just as if they had a bright light source.

Races:

  • More details and fluff/Lore will be added later.

Info omitted which is in the above tables.

Barbarian Racial Traits

  • Medium size: Though large by human standards. barbarians

aren't quite big enough to count as size Large creatures. As Medium-size creatures. barbarians suffer no special bonuses or penalties.

  • Barbarians' base speed is 30 feet.
  • Barbarians begin with 4 ranks in Language: Barbarian and 4

ranks in Language: Common.

  • Due to their powerful Frames. barbarians begin play with the

Slam feat as a bonus feat despite that feat's size prerequisite.

  • Barbarians have a racial bonus of cold resistance (3).


Dark Elf: Racial Traits

  • Medium size: As Medium‘size creatures. dark elves have no

special bonuses or penalties due to their size.

  • Dark elves base speed is 30 feet.
  • Dark elves begin with 4 ranks in Language: Dark Speech and

4 ranks in Language: Common.

  • Dark elves receive Hide as a class skill regardless of their

actual class(es). and begin with 4 bonus ranks in that skill.

  • Dark elves have ultravision, allowing them to function easily

underground or in complete darkness.


Dawrf : Racial Traits

  • Small size: As small creatures, dwarves gain a +1 size bonus to Armor Class on all attack rolls

and, a +4 size bonus on Hide checks. They suffer a -4 size bonus on all Strength checks to break down doors, burst bonds, or the like. They must use smaller weapons than humans and their lifting and carrying limits are 3/4ths those of Medium sizes creatures with similar Strength scores.

  • Dwarves base speed is 20 feet.
  • DDwarves begin with 4 ranks in Language: Dwarf and

4 ranks in Language: Common.

  • Dwarves gain Sense Heading a skill regardless of their actual class(es), and they begin play with 4 ranks in it.
  • Dwarves receive a +2 bonus on all saving throws against poisons and magical effects, and also have racial bonuses of poison and magical resistance (3).
  • Dark elves have infravision, allowing them to function easily

underground or in complete darkness.

Erudite Racial Traits:

  • Medium»size: As Medium-size creatures, Erudites have no

special bonuses or penalties.

  • Erudites' base speed is 30 feet.
  • Erudites begin with 4 ranks in Language: Common and 4

ranks in Language: Erudite.

  • Erudites are notorious for their poor nighttime eyesight and

suffer a -—4 penalty on all Spot checks made in low—light conditions.

Gnome Racial Traits:

  • Small size: As Small creatures, gnomes gain a +1 size bonus

to Armor Class and on all attack rolls, and a +4 size bonus on Hide checks. They suffer a —4 size penalty on all Strength checks to break down doors, burst bonds, or the like. They must use smaller weapons than humans and, and their lifting and carrying limits are only three—quarters of those of Medium-size characters with similar Strength scores.

  • Gnomes base speed is 20 feet.
  • Gnomes begin with 4 ranks in Language: Gnome and 4 ranks

in Language: Common.

  • Gnomes gain Trade Skill (tinkering) as a class skill regardless

of their actual class(es). Gnomes also gain Disable Device as a class skill upon reaching 8th level regardless of their actual class(es).

  • Gnomes have infravision.

Half Elf Racial Traits:

  • Medium-size: As Medium size creatures, half elves have no

special bonuses or penalties due to their size.

  • Half elves base speed is 30 feet.
  • Half elves begin with 4 ranks in Language: Elven and 4 ranks

in Language: Common.

  • Half elves begin play with 4 bonus skill points. Unlike

humans, however, they do not gain additional bonus skill points as they rise in level.

  • Half elves have infravision.

Halfling Racial Traits:

  • Small size: As Small creatures, halflings gain a +1 size bonus

to Armor Class and on all attack rolls, and a +4 size bonus on Hide checks. They suffer a —4 size penalty on all Strength checks to break down doors, burst bonds, or the like. They must use smaller weapons than humans and, and their lifting and carrying limits are only three—quarters of those of Medium-size characters with similar Strength scores.

  • Halfling base speed is 20 feet.
  • Half elves begin with 4 ranks in Language: Halfling and 4 ranks

in Language: Common.

  • Halfling gain Sneak and Hide Heading skills regardless of their actual class(es), and they begin play with 4 ranks in each.
  • Halflings gain a +1 racial bonus on all Fortitude saves.
  • Halflings have infravision.

High Elf Racial Traits:

  • Medium—size: As Medium-size creatures, high elves have no

special bonuses or penalties due to their size.

  • High elves' base speed is 30 feet.
  • High elves begin with 4 ranks in Language: Elven and 4 ranks

in Language: Common.

  • High elves have infravision.

Human Racial Traits:

  • Medium—size: As Medium-size creatures. humans have no

special bonuses or penalties due to their size.

  • Humans' base speed is 30 feet.
  • Humans begin with 4 ranks in Language: Common.
  • Humans begin play with a bonus feat. This may be any feat

for which the character meets the requirements.

  • Humans begin play with 4 additional skill points. They also

gain 1 extra skill point for each level beyond 1st.

Iksar Racial Traits:

  • Medium-size: As Medium-size creatures, iksar have no special bonuses or penalties due to their size.
  • Iksar base speed is 30 feet, iksaralso have a natural swim

speed of 30 feet. Swim is always a class skill for iksar, regardless of class(es), and they gain a +8 racial bonus on all Swim checks. Further, an iksar may always take 10 on a Swim check, even when in a hazardous or stressful situation (see "Skills without Rolls" LINK TBD).

  • lksar begin with 4 ranks in Language: Common and 4 ranks

in Language: Iksar.

  • Iksar gain Wilderness Lore as a class skill. regardless of their

actual class(es).

  • Iksar have infravision.
  • Iksar have a racial bonus of fire resistance (5).
  • Iksar have fast recovery.
  • lksar have tough, scaly hides. giving them a natural armor

bonus of +3 to their AC. Their thick skins make it very difficult for them to wear heavy armors, however. even if it is designed for their bodies. As a result, iksar may never have the Armor Proficiency (heavy) feat, even when it is normally granted as a class feat.

  • Iksar are vulnerable to cold and ice attacks. Whenever an

iksar takes damage from natural cold or from magical effects with the [cold] descriptor. he suffers an additional 20% damage (with a minimum of l additional point of damage).

  • Iksar are not trusted. even by other dark races. When

determining their initial faction ranks (see “Alignment and Initial Faction" in Chapter 6: Description) with any non-iksar faction. treat the iksar's racial alignment as “completely opposed" no matter what the actual alignment comparison would yield.

Ogre Racial Traits:

  • Large size: As Large creatures, ogres suffer a~ ~1 size penalty to

Armor Class and to all attack rolls. and a 4 size penalty on Hide checks. They gain a +4 size bonus on all Strength checks to break down doors. burst bonds. or the like. however. They may use larger weapons than humans. and their lifting and carrying limits are twice those of Medium-size characters with similar Strength scores. Ogres have a natural reach of 10 feet. making them very effective melee combatants.

  • Ogres base speed is 30 feet.
  • An exception to the normal rule for starting ranks in language

skills. ogres begin with only 3 tanks in Language: Common and 3 ranks in Language: Ogre.

  • Due to their enormous size and strength. ogres begin play with

the Slam feat as a bonus feat.

  • Ogres have infravision.
  • Ogres have a racial bonus of fire resistance (3).
  • Ogres receive a +4 bonus on their saving throw against any

dazing or stunning effect. such as that from the Improved Bash feat or from the cleric spell stun.

Trolls Racial Traits:

  • Large size: As Large creatures, trolls suffer a~ -1 size penalty to

Armor Class and to all attack rolls. and a -4 size penalty on Hide checks. They gain a +4 size bonus on all Strength checks to break down doors. burst bonds. or the like. however. They may use larger weapons than humans. and their lifting and carrying limits are twice those of Medium-size characters with similar Strength scores. trolls have a natural reach of 10 feet. making them very effective melee combatants.

  • Trolls base speed is 30 feet
  • An exception to the normal rule for starting ranks in language

skills, trolls begin with only 3 tanks in Language: Common and 3 ranks in Language: Troll.

  • Due to their enormous size and strength, trolls begin play with

the Slam feat as a bonus feat

  • Trolls have infravision.
  • Trolls have fast recovery.
  • Trolls are vulnerable to heat and fire attacks. Whenever an

troll takes damage from natural heat or fire, or from magical effects with the [fire] descriptor. he suffers an additional 20% damage (with a minimum of l additional point of damage).

Kerran Racial Traits:

  • As Medium sized creatures. Kerrans' have no

special bonuses or penalties due to their size,

  • Kerrans' base speed Is 10 feet.
  • Kerrans' begin with 4 ranks In Language: Common and 4

ranks in Language: Combine.

  • Kerrans' get the Safe Fall and Sneak skills as class skills

regardless of their actual class(es) and begin play with 4 bonus ranks In each of these skills.

Wood Elf Racial Traits:

  • Medium-size: As Medium-size creatures, wood elves have no

special bonuses or penalties due to their size.

  • Wood elves' base speed is 30 feet.
  • Wood elves begin with 4 ranks in Language: Common and 4

ranks in Language: Elven.

  • Wood elves receive Hide and Wilderness Lore as class skills

regardless of their actual class(es), and begin play with 4 bonus ranks in each of these skills.

  • Wood elves have infravision.