The Races
(Page 2)


Centaur


Ability Score Range

	Ability		Minimum	Maximum
	Strength	11	18
	Dexterity	3	16
	Constitution	11	18
	Intelligence	3	16
	Wisdom		4	18
	Charisma	3	18



Class Restrictions

Class Maximum Level
	Warrior
	Fighter	12
	Ranger	10
	Paladin	-
	Wizard
	Mage	12
	Illusionist	-

	Priest
	Cleric
	Druid	14
	Shaman	7
	Witch Doctor	-
	Rogue
	Thief	-
	Bard	12

Hit Dice.
    Player character centaurs receive hit dice by class. In addition they receive 4 bonus hit points at first level. Alignment.
    Centaurs tend toward neutral or chaotic good. PC centaurs may be any alignment, but are usually neutral or chaotic good

Natural Armor Class.
    5

Background.
    Centaurs have the upper torso, arms and head of a human, and the lower body of a horse. These woodland beings are sociable creatures, living in family groups organized into larger tribes. Tribes survive through hunting, foraging, fishing, agriculture and trade. They tend to shun humans, but often trade with elves for food and wine.
    Centaurs welcome elves into their areas, sometimes even sharing territory with them. Humans and dwarves receive polite invitations to leave, while halflings and gnomes are usually tolerated.
    Centaurs mate for life, and the males clearly have the dominant role in their society. They are pastoral beings who can be violent when the need arises. They live in harmony with nature and know how to conserve resources. They keep things in balance, planting a tree for every one they chop down and taking only what the environment can easily give.
    These woodland creatures use a variety of weapons, including oaken clubs, composite bows and medium horse lances. Some carry shields, and a few wear special centaur armor.

Languages.
    Centaur, elvish, common.

Role-Playing Suggestions.
    Centaur player characters are either young stallions and mares who have not yet found their life mates, or widows and widowers who have lost their mates and taken up a life of adventure in order to ease their pain. They are a strong, proud race, easily offended and impulsive.
   Centaurs live in balance. They must eat a lot to power their great bodies, and have been known to over-indulge when it comes to wine and ale. Under the influence of alcohol, centaurs display rowdy, boorish, and aggressive behavior.
   Those centaurs deciding to explore the world as adventurers usually do so to satisfy an innate curiosity and wanderlust that sometimes becomes a compulsion. They make excellent companions, good fighters, and hardy travelers. While they might sometimes offer a two-legged companion a ride, centaurs do not consider themselves pack animals or sources of transportation. In fact, they often become insulted if such a role is suggested. They also do not tolerate horse jokes, though otherwise they have good senses of humor.

Special Advantages.
    Centaurs can make three melee attacks in a round: once with their weapons and twice with their front hooves. Hooves cause 1-6 points of damage each.
   Centaurs armed with lances can charge for double damage, but cannot attack with their hooves in that same round.

Special Disadvantages.
    Centaurs take damage as large creatures. They have difficulty negotiating underground settings.

Monstrous Traits.
    Appearance.

Superstitions.
    Fear of dragons and giants, see omens and portents in nature.

Weapon Proficiencies.
    Composite long bow, medium horse lance, great club.

Nonweapon Proficiencies.
    Animal lore, agriculture, animal noise, armorer, artistic ability, bowyer/fletcher, brewing, drinking, eating, fishing, hunting, leatherworking, natural fighting, running, set snares, survival (forests), tracking, weaving, winemaking

Fremlin


Ability Score Range

	Ability		Minimum	Maximum
	Strength	2	11
	Dexterity	8	18
	Constitution	4	13
	Intelligence	6	18
	Wisdom		3	16
	Charisma	3	18




Class Restrictions

Warrior
	Fighter -
	Ranger -
	Paladin	-
Wizard
	Mage 10
	Illusionist 10

Priest
	Cleric -
	Druid -
	Shaman -
	Witch Doctor -
Rogue
	Thief 12
	Bard -

Hit Dice.
    Player character fremlins receive hit dice by class.

Alignment.
    Fremlins tend toward chaotic neutral. PC fremlins may be of any alignment, but are usually chaotic neutral.

Natural Armor Class.
    6

Background.
    Fremlins are friendly, mostly harmless gremlins. Like other gremlins, they are small, winged goblinoids, only growing to about a foot in height. However, fremlins tend to be plump and slate colored.
    Sometimes fremlins, like their gremlin cousins, are mistaken for imps. While this makes gremlins very angry, it causes fremlins to fall into hysterical fits of laughter. They have large, pointed ears, bat-like wings that give them the power of flight, and an innate immunity to non-magical weapons.
    Fremlins shun clothing and ornamentation, believing that they should never hide the wonderful bodies they were born with. They refuse to use weapons, and are generally worthless in combat.
    These magical creatures live to have fun, usually at the expense of others. They love to play practical jokes, though their humor tends to be less harmful than that of their gremlin cousins.

Languages.
    Gremlin (includes fremlin and galltrit), common.

Role-Playing Suggestions.
    Fremlins are friendly gremlins who tend to be quite harmless. These plump magical creatures are usually whining and lazy, complaining about the least thing and always seeking a way out of real work.
    Fremlin player characters are tolerable companions. They usually hook up with a character who befriends them or does something to earn their attention. Those they like receive companionship, those they dislike become the targets of their mischievous pranks.
    Fremlins will stick with an adventuring party for a time, remaining as long as they are kept fed and entertained. While they have some useful skills and abilities, fremlin PCs are usually played for comic relief. They seldom assist in combat, and often they wind up hindering the efforts of their companions by giving away hiding locations or making other "innocent" blunders.
    These magical creatures are cowards, fleeing at the first sign of trouble. They can be annoying, obnoxious, and easily insulted. Often they will disappear for a time, returning just when the rest of their party believes them to be gone for good. Apologies sometimes bring them back earlier, but usually they stay away until they forget whatever it is that made them mad or depressed in the first place.

Special Advantages.
    Fremlins are immune to attacks made with normal weapons. Opponents need a +1 weapon or better to hit them. Fremlins can fly, with a movement speed of 12 and a maneuverability class of B. Although fremlins rarely fight, they can use tiny weapons specially scaled to their size. Such weapons must be specially made and inflict about one-third normal damage.

Special Disadvantages.
    None

Monstrous Traits.
    Appearance, size.

Superstitions.
    Fremlins are afraid of almost everything.

Weapon Proficiencies.
    Dagger, pixie sword, other weapons scaled for their size.

Nonweapon Proficiencies.
    Begging, danger sense, drinking, eating, fortune telling, gaming, hiding, reading/writing, set snares, spellcraft.

Giant-kin, Firbolg


Ability Score Range

	Ability	Minimum	Maximum
	Strength	14	19
	Dexterity	8	15
	Constitution	12	18
	Intelligence	8	18
	Wisdom		8	18
	Charisma	3	14


Class Restrictions

	Class	Maximum Level
	Warrior
	Fighter	12
	Ranger	-
	Paladin	-
	Wizard
	Mage	-
	Illusionist	-
	Priest
	Cleric	-
	Druid	-
	Shaman	7
	Witch Doctor	-
	Rogue
	Thief
	Bard

Hit Dice.
    Player character firbolgs receive hit dice by class. In addition they receive 13 bonus hit points at first level.

Alignment.
    Firbolgs tend toward neutral or chaotic good. PC firbolgs may be of any alignment, but are usually chaotic good

Natural Armor Class.
    3.

Background.
    Firbolgs are the most powerful of the giant-kin. They look like normal humans who have grown to a height of 10 1/2 feet tall and weigh over 800 pounds. Stylish firbolgs wear their hair long and grow long, thick beards. Their pink skin is very dense and thick, giving them a low natural armor class. They have smooth voices of deep bass and thick, rolling consonants.
    These great giant-kin live in remote forests and hills. They distrust most other civilized races and tend to avoid them whenever possible. They get along with druids and faerie creatures, including elves. They do not attack or kill without reason, but they love to engage in pranks which relieve strangers of their valuables.
    They have close-knit communities centered around the family or clan. Clans exist as gatherers or nomads, coming together at least once a year with other clans to celebrate or make important decisions.
    Firbolgs live off the land, but they also live in harmony with it. They trade their great strength for food with other peaceful folk, supplementing their diet by gathering and hunting. Few monsters bother firbolgs, and they avoid true giants other than storm giants. They refuse to allow other giant-kin to roam their territories.

Languages.
    Firbolg, common, storm giant.

Role-Playing Suggestions.
    Firbolgs are extremely confident and quite fearless in most instances. They are a cautious and crafty race, and over the years they have learned to distrust and fear humans and demihumans. They are not overly aggressive, preferring to avoid encounters through hiding and deception. When forced to fight, they employ grand strategies which utilize the terrain and situation around them to best effect. They are taught to operate as a group, not as individuals, and they will carry this trait with them when they take up with adventuring groups.
    Firbolg PCs usually adventure to gain knowledge. They are especially interested in increasing their understanding of magic or their collection of treasure. They do not ask for much from their companions, nor do they expect to give much beyond what is fair.
    Firbolgs can use any large weapons. They disdain the use of armor and shields. Only the lesser races need such protection.
    Like all giant-kin, firbolg PCs seem strange and aloof to other player characters. Their motivations are different than those of smaller folk; for example, they often try to live up to the ideals of storm giants, making them seem even more strange to lesser folk.

Special Advantages.
    Firbolgs have magical powers usable once per day. These develop, in order, at odd-numbered levels, starting at 3rd level. The powers are: detect magic, diminution (as double the potion), fools' gold, forget, and alter self. These cannot be used when the firbolg is engaged in melee combat.
    Firbolgs can use large human weapons (like two-handed swords and halberds) with one hand without penalty.
    When using weapons of their own make (huge double-sized versions of human weapons), firbolg can wield them with both hands to inflict double damage.
    Firbolgs can swat away incoming missiles with a roll of 6 or better on ld2O. With one free
    hand, they can bat away up to two missiles per round. Large missiles, such as hurled boulders or catapult missiles, can be caught if the firbolg wishes. Caught missiles can be hurled back at opponents on the next round with a -2 penalty to the attack roll.

Special Disadvantages.
    Firbolgs have 15% magic resistance, even against magic that is beneficial. Firbolgs never wear armor of any sort, nor do they carry shields. Firbolgs take damage as large creatures. When using man-made weapons, firbolg cannot apply their Strength bonuses. Firbolgs must earn double the experience points of the base class to advance each level (for a fighter, 2nd level at 4,000, 3rd at 8,000, and so on). Firbolg Shamans: Firbold shamans must earn triple the experience points of the base clerical class to advance as shamans. For each level advanced as a shaman, the firbolg receives 2d6 hit points and the standard shaman spell allotment. In addition, firbolg shamans gain additional innate magical abilities of the illusion/phantasm school. At I st to 5th level, they receive two I st level spells at each level. At 6th and 7th levels they receive two 2nd level spells. As innate abilities, these are randomly determined, and do not change once they are established. Each of these illusionist spells can be used once per day.

Monstrous Traits.
    Size.

Superstitions.
    Firbolg have an innate fear of human and demihuman mobs.

Weapon Proficiencies.
    Club, halberd, giantkin halberd, giant-kin two-handed sword, twohanded sword.

Nonweapon Proficiencies.
    Agriculture, animal handling, animal training, blacksmithing, cooking, eating, gaming, herbalism, hunting, intimidation, reading/writing, set snares, weaponsmithing, weather sense.


Giant-kin, Voadkyn


Ability Score Range

	Ability	Minimum	Maximum
	Strength	11	18
	Dexterity	13	19
	Constitution	8	16
	Intelligence	11	17
	Wisdom		3	16
	Charisma	3	18





Class Restrictions

	Class	Maximum Level
	Warrior
	Fighter	11
	Ranger	11
	Paladin	-
	Wizard
	Mage	8
	Illusionist	-
	Priest
	Cleric	-
	Druid	-
	Shaman	7
	Witch Doctor	-
	Rogue
	Thief	10
	Bard	-

Hit Dice.
    Player character voadkyn receive hit dice by class. In addition, they receive 7 bonus hit points at first level.

Alignment.
    Voadkyn tend toward chaotic good. PC voadkyn may be of any alignment, but are usually chaotic good.

Natural Armor Class.
    8.

Background.
    Voadkyn are also known by the more common name of wood giants. They are one of the smallest of the giant-kin races, vaguely resembling giant-sized wood elves. They stand about 91/2 feet tall and weigh approximately 700 pounds. They have the same physical proportions as humans, which gives them a thinner, lighter look than other giant-kin. Wood giants have no facial or body hair. They have large heads as compared to their bodies, and their jaws, chins and mouths are especially prominent. Their ears are on a higher plane than human ears, resting almost completely above the line of the eyes.     The skin of a wood giant can be any shade of brown mixed with yellow or green. They like to wear leather armor or ring mail, and they carry a special steel-tipped sheath for their sword which allows them to use it as a walking stick. They often disdain footwear, leaving their feet bare, though they do wrap their ankles in strips of leather. They dress in loose trousers or short kilts stained in forest colors, and always wear a leather forearm sheath to protect their bow arm.     Wood giants live in the same forests favored by wood elves, whom they are good friends with. In fact, the two races often co-exist. They share a bond that goes back further than the oldest legends. They do not make their own lairs, preferring to live under the stars or to share a wood elf lair when shelter is needed.     The bond between wood giants and wood elves extends to the other elven races. Wood giants tolerate the company of any good elves. Usually, they do not mix with other intelligent creatures, except for the occasional treant.     A small number of voadkyn have druid powers. Voadkyn druids are never found in the same community with voadkyn shamans.     Voadkyn are flighty and frivolous by nature. They have a fondness for finely cut gems and well-crafted magical items. They also love to eat and drink wine, usually in large amounts.

Languages.
    Voadkyn, treant, sylvan elf, common.

Role-Playing Suggestions.
    Wood giants give in to sudden whims and rarely take anything seriously. Those that decide to become adventurers are mostly in it for the fun they believe awaits them and for the treasures they believe they will earn. They are fun-loving beings. More serious companions consider them to be irrational, foolish, and even obnoxious. Still, most believe wood giants to be friendly and enjoyable company. Voadkyn PCs are slightly more ambitious than those who remain in the forest, but they still appear to be unmotivated, plodding, even lazy beings. This temperament makes them slow to anger, but they will fight to defend themselves or their allies. Wood giants love to eat, and they always have a sack of nuts and seeds from which to snack. When traveling with other adventurers, a wood giant can be heard munching on some plant byproduct almost constantly. They eat all kinds of vegetables and plants, including leaves and roots that other humanoid races find inedible. They do not eat meat.

Special Advantages.
    Wood giants, like elves, are 90% resistant to sleep and charm spells. They have infravision up to 90 feet.     At 7th level, wood giants gain the ability to polymorph (self) into any humanoid creature, from three to 15 feet in height. They cannot form themselves into another specific person, only into a typical member of the race.     Voadkyn can move silently in forests, and any opponents there suffer a -4 penalty on their surprise rolls. In fact, voadkyn can blend into forest vegetation so well that only creatures able to detect invisible objects can see them. Voadkyn are quick, and can move out of hiding, fire an arrow, and return to their hiding place in the same round.     The favorite wood giant weapon, a huge long bow, gives a wood giant a +1 bonus to attack rolls and a 50% increase in range. The largesized arrows for these bows cause ld8 points of damage. The voadkyn must be at full size to use this bow.

Special Disadvantages.
    . Voadkyn take damage as large creatures. They get no attack bonus for high strength. Voadkyn warriors use the Paladin XP table.

Monstrous Traits.
    Size.

Superstitions.
    Voadkyn dislike enclosed spaces. They believe that nights when the stars are hidden precede days of ill fortune, and are reluctant to do much on such days.

Weapon Proficiencies.
    Giant-kin dagger, giantkin long bow, giant-kin mace, two-handed sword.

Nonweapon Proficiencies.
    Alertness, animal lore, animal noise, animal training (dire wolves), bowyer/fletcher, direction sense, drinking, eating, fast-talking, gaming, hiding, hunting, set snares, survival (forests), winemaking.


Gnoll


Ability Score Range

	Ability	Minimum	Maximum
	Strength	6	18
	Dexterity	5	18
	Constitution	5	18
	Intelligence	3	14
	Wisdom		3	16
	Charisma	3	14


Class Restrictions

	Class	Maximum Level
	Warrior
	Fighter	11
	Ranger	-
	Paladin	-
	Wizard
	Mage	-
	Illusionist	-
	Priest
	Cleric	9
	Druid	-
	Shaman	5
	Witch Doctor	5
	Rogue
	Thief	11
	Bard	-

Hit Dice.
    Player character gnolls receive hit dice by class. In addition they receive 2 bonus hit points at first level.

Alignment.
    Gnolls tend toward chaotic evil. PC gnolls may be of any alignment, but are usually some form of neutral.

Natural Armor Class.
    10.

Background.
    Gnolls are large, evil, hyenalike humanoids that roam the land in loosely organized bands. They stand about 7 feet tall. They are humanoid, but the fine details more closely resemble a hyena. The skin of a gnoll is greenish gray that gets darker near its muzzle. They have short manes of reddish gray to dull yellow hair.     Gnolls usually live beneath the ground or within abandoned ruins. Underground tribes operate mainly during the night. The strongest gnolls rule their brothers, using fear and intimidation to best advantage. Gnoll females fight as well as the males, though they rarely get to use the best armor and weapons available to the band.     Gnoll society uses slaves, and they often work with other humanoids, including orcs, bugbears, and trolls. This works best when the gnolls and their allies are of similar strength and numbers. If either gains an advantage, the other usually becomes food. To a gnoll, hunger comes before friendship or fear. They dislike goblins, kobolds, giants, humans, demihumans, and any type of manual labor.

Languages.
    Gnoll, flind, troll, orc, hobgoblin, common.

Role-Playing Suggestions.
    Gnoll player characters are extremely rare, for it is very difficult for them to overcome their chaotic evil upbringing. Those who reject gnoll society usually do so out of hatred of the gnolls or to gain revenge against their race for some real or imagined wrong.     Those gnolls who become adventurers often exhibit evil tendencies. They fight a constant battle to keep their bestial urges in check, and to overcome their natural aversion to manual labor. They find it particularly hard to break their taste for intelligent creatures, as they are confirmed carnivores.     Gnoll adventurers will often put up with races they don't like out of necessity.

Special Advantages.
    None.

Special Disadvantages.
    Gnolls take damage as large creatures.

Monstrous Traits.
    Appearance, bestial habits.

Superstitions.
    Revere the phases of the moon, avoid bright light.

Weapon Proficiencies.
    Battle axe, long composite bow, morning star, two-handed sword, any pole arm.

Nonweapon Proficiencies.
    : Animal training (hyenodon), close-quarter fighting, hiding, hunting, observation, tracking, wild fighting.


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