CHARACTER RACESCHARACTER RACES (DWARVES)Character Ability Scores by Racial Type:As noted previously in the section pertaining to character abilities, thenon- and part-human races must meet certain minimum ability scores, andsome races have lower maximum possible scores as well. In order for yourcharacter to be of one of these races, these minimums and maximumsmust be met. The minimum scores must have been generated in the initialabilities rolls, or if bonuses are given for the race, then the minimums mustbe met considering such bonuses. Maximums applicable are easily met,for the ability score is simply lowered to conform to the maximum.The table below shows these minimum and maximum figures at a glance.CHARACTER RACE TABLE 111:ABILITY SCORE MINIMUMS 8 MAXIMUMSCharacterAbilityCHARACTERS RACEINTELLIGENCEMin. 3/3 8/8 7/7 4/4 6/6 3/3Max. 18118 18/18 18118 18/18 18/1 8 17/17DEXTERITYMin. 3/3 7/7 313 616 8/8 3/3CHARISMAMin.Max.313 818 313 313 3/3 3/316/16 18/18 18/18 18/18 18/1 8 12112*As noted previously, fighters of all races might be entitled to an exceptional strength bonus, see CHARACTER ABILITIES, Strength.Notes Regarding Character Race Table 111:Minimum Scores indicate the lowest possible roll for consideration of acharacter to be of the racial type indicated. Scores below the minimumindicated are not allowable, so any character with less than the minimumshown can not be of the appropriate race.Maximum Scores include racial penalties and bonuses; thus, some racescan exceed the 18 total possible in the initial generation of abilities withthree six-sided dice. Penalties and bonuses for race are taken beforeadjusting for maximum score.The Slash (/) separates the minimums and maximums possible for males,shown first, and females, shown after the slash, thus: males/females,minimum and maximum as applicable. A male dwarf needs a minimumstrength of 8, as does a female of that race; a male dwarf can have amaximum strength of 18, but a female dwarf can have a maximumstrength of 17; this reads as 8/8, 18/17.CHARACTER RACE DESCRIPTIONSAll of the non-human or part-human races closely resemble humans inmany aspects. It is assumed that similarities are sufficiently apparent so asto warrant no further <strong>com</strong>ment, and only special racial characteristicswhich are dissimilar to humans will be dealt with. Characters differ slightlywithin their respective races as a whole.Dwarves:The race of dwarves typically dwells in hilly or mountainous regions. Fordetails of the race in general the reader is referred to ADVANCEDDUNGEONS 8 DRAGONS, MONSTER MANUAL. As player characters, bothdwarves and their cousins the "mountain dwarves" can be considered.A character of the dwarven race can be a fighter (maximum of 9th level),a thief, or an assassin (maximum of 9th level). It is also possible for adwarven character to opt to work simdltaneously in the fighter and thiefclasses; in the latter event the dwarf will be limited to the armor permitteda thief when performing any functions of that class. Experience will alwaysbe divided between the two classes also, even though the dwarf may nolonger advance upwards in fighting ability level. (Complete informationregarding this subject is given hereunder in the section dealing withCHARACTER CLASSES.)Because of their very nature, dwarves are non-magical and do not everuse magical spells. However, this nature gives them a bonus with regard totheir saving throws (see COMBAT, Saving Throws) against attacks bymagic wands, staves, rods and spells. This bonus is + 1 for every 3% pointsof constitution ability. Thus, if o dwarf had a constitution of 7 he or shewould gain a +2 on dice rolls made as saving throws, at 14 constitutionthe bonus would be +4, and at 18 constitution the bonus would be themaximum normally possible, +5.Similarly, dwarves have exceptional constitutional strength with regard totoxic substances, ingested or injected Therefore, a11 dwarven charactersmake saving throws against poison in the same manner and with the samebonuses as they do against magical attacks from wands, staves, rods, andspells.All dwarves are able to speak the following languages (q...): dwarven,gnome, goblin, kobold, and orcish; in addition, dwarven characters areable to speak the "<strong>com</strong>mon tongue" of all humankind. However, exceptfor their alignment language (see ALIGNMENT), they are unable to learnmore than two additional languages regardless of their intelligenceability.Dwarves are able to see radiation in the infra-red spectrum, so they cansee up to 60' in the dark noting varying degrees of heat radiation. Thisability is known as "infravision".Dwarves are miners of great skill. They are able to detect the followingfacts when within 10' or less of the particular phenomenon (except15
CHARACTER RACES (DWARVES) CHARACTER RACES (GNOMES) Idetermination of approximate depth, which can be done at any distance):Detect grade or slope in passage,upwards or downwardsDetect new constructionor passage/tunnelDetect sliding or shiftingwalls or roomsDetect traps involvingpits, falling blocks andother stoneworkDetermine approximotedepth underground75% probability(d4, score 1-3)75% probability66 2/3% probability(d6, score 1-4)50% probability(d4, score 1-2 ord6, score 1-3)50% probabilityNote that the dwarven character must be actively seeking to determine thephenomenon in question in order to be able to determine the answer; theinformation does not simply spring to mind unbidden.In melee <strong>com</strong>bat (see COMBAT), dwarves add 1 to their dice rolls to hitopponents who are half-orcs, goblins, hobgoblins, or orcs. When beingattacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract4 from their opponents' "to hit" dice rolls because of the dwarves' smallsize and <strong>com</strong>bat ability against these much bigger creatures.As has already been noted, dwarven characters get a bonus of 1 added totheir initial constitution ability, and a penalty of 1 on their charisma scoredue to racial characteristics. It is very important to note the actual charismascore prior to racial adjustment, however, for dwarven characters do notsuffer charisma penalties, nor are they limited to a 16 charisma maximumwith regard to their own race. For example, let us suppose a player whohas rolled a charisma score of 18 decides to have a dwarven character,thus reducing charisma score by 1 due to racial characteristics. However,the highest score possible for a dwarf is 16 (see CHARACTER ABILITIES,CHARISMA TABLE), so the character's charisma score is recorded as 16(le), the parenthetical number being the actual score rolled. With regardto non-dwarven henchmen, the character is limited to a maximum of 8,but with regard to dwarves the character has a score of 18 charisma,'so upto 15 henchmen would serve the character if the additional servitors'(0verand above 8) were themselves dwarves.Elves:There are many sorts of elves, and descriptions of the differing types arefound in ADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL.Elven player characters are always considered to be high elves, the most<strong>com</strong>mon sort of elf.A character of elven stock can opt to be a fighter (maximum of 7th level),o magic-user (maximum of 11th level), a thief, or on assassin (maximumof 10th level). An elven character can also be multi-classed, i.e. afighter/magic-user, a fighter/thief, a magic-user/thief, or afighter/magic-user/thief. If the character is multi-clossed, the followingrestrictions and strictures apply: Although able to operate freely with thebenefits of armor, weapons, and magical items available to the classes thecharacter is operating in, any thieving is restricted to the armor andweaponry usable by the thief class. All earned experience is alwaysdivided equally among the classes of the character, even though thecharocter is no longer able to gain levels in one or more of the classes.(More detailed information is given in the CHARACTER CLASSES sectionhereafter.)Elven characters have a 90% resistonce to sleep and charm spells (if thesespells are cost upon them a percentile dice roll of 91% or better is requiredto allow the magic any chance of having an effect, and even then thesaving throw against spells is allowed versus the charm spell).When employing either a bow of any sort other than a crossbow, or a shortor long sword, elven characters gain a bonus of + 1 on their die rolls "tohit".All elven characters are able to speak the following languoges in additionto that of their chosen alignment: elvish, gnome, holfling, goblin,hobgoblin, orcish, gnoll, and the "<strong>com</strong>mon tongue" of mankind. Elven16characters of above 15 intelligence are able to learn one additionallanguage for every point of intelligence over 15, i.e. a character with an 18intelligence score could learn three additional languages (q.v.).Elves have the ability to see into the infro-red spectrum, so they are able tosee up to 60' in darkness, noting varying degrees of heat radiation.Secret or concealed doors are difficult to hide from elves. Merely passingwithin 10' of the latter makes an elven character 16 213% (1 in 6) likely tonotice it. If actively searching for such doors, elven characters are 33 1/3%(2 in 6) likely to find o secret door and 50% likely (3 in 6) to discover aconcealed portal.As has been shown previously, elven choracters add a bonus of + 1 to theirinitial dexterity score. Likewise, os elves are not as sturdy as humans, theydeduct 1 from their initial constitution score.If alone and not in metal armor (or if well in advance- 90' or more - ofa party which does not consist entirely of elves and/or halflings) an elvencharacter moves so silently that he or she will surprise (q.v.) monsters 66213% (d6, 1 through 4) of the time unless some portal must be opened inorder to confront the monster. In the latter case the chance for surprisedrops to 33 113% (d6, 1-2).Gnomes:A gnome's preferred habitation is an area of rolling, rocky hills, wellwoodedand uninhabited by humans. Details of the race are found inADVANCED DUNGEONS 8 DRAGONS, MONSTER MANUAL.A character of the gnome race can select to be a fighter (maximum of 6thlevel), an illusionist (maximum of 7th level), a thief, or an assassin(maximum of 8th level). It is also possible for a gnome character to be twoclasses at the some time (a fighter/illusionist, o fighter/thief, or anillusionist/thief, for example). In the latter case, the character is restrictedto the wearing of leather armor, regardless of which class <strong>com</strong>bination heor she has chosen, unless only fighting is performed by the character. Aswith ony such multi-class character, gnomes with two charocter classesmust always divide earned experience equally between levels, eventhough it might no longer be possible to advance upwards in level in oneof the classes. (See CHARACTER CLASSES for more information regardingthis subjectSimilar to their cousins, the dwarves, gnomes are highly magic resistant. Agnome player character gains a bonus of +1 for every 3% points ofconstitution ability score, just as dwarven Characters do. A constitution of 4gains a +1, 7 gains a +2, 11 gains a +3, 14 gains a $4. and 18 gains a+5 bonus to saving throws versus magic wands, stoves, rods, and spells.Gnome characters are able to speak the following languages in additionto their alignment language (q.v.) and the "<strong>com</strong>mon tongue" ofhumanity: dwarvish, gnome, halfling, goblin, kobold, and they can also<strong>com</strong>municate with any burrowing mammal (such as moles, bodgers,ground squirrels, etc.). Gnomes are unable to learn more than twolanguages in addition to those noted above, regardless of how high theirintelligence score is.Gnomes have infravision, the ability to see into the infra-red spectrum, soa gnome character is able to see up io 60' in the dark, noting varying heatradiation.Being miners of exceptional merit, gnomes are able to detect thefollowing facts when within 10' of the area to be examined, or at any timewith respect to determination of their approximate depth underground:Detect grade or slope in passage 80% probabilityupwards or downwards (d10, score 1-8)Detect unsafe walls,70% probabilityceilings, or floors (d10, score 1-7)Determine approximate60% probabilitydepth underground (d 10, score 1-6)Determine direction oftravel underground50% probobility(dANY, score any half)It is important to note that the gnome must be actively seeking toI