Post by Elanorîn on Mar 22, 2005 18:55:22 GMT -5
Right. I'll go through, briefly, the core choices available to build your character, first off, races (these are taken from the Players Handbook and The Races of Destiny book.):
Races
-Human (fast learners, get extra skill points and feats)
-Elf (dexterous but frail, immune to magic sleep spells, see well in low-lit conditions with heightened senses they hear and see very well)
-Half-elf (has the elven immunity to sleep spells and resiliance and enchantment spells, see twice as far as humans in low light, has keen hearing and sight, also very good at convincing people and gathering information, for any race specifics such as elven-only magic or weapons against elves, half-elves suffers and gains as if they were elves)
-Dwarf (sturdy though uncharismatic, see very well in the pitch dark and have great knowledge of all things stone)
-Halfling (dexterous but not strong, like the gnome, their small size makes them hard to hit and attacks well, they hide well, they are natural climbers, jump well and can move silently, good at avoiding mishaps, strong morale against fear, with keen ears they hear very well.
-Gnome (sturdy but not strong, due to their small size they are also hard to hit, they hide well, and are good at attacks, they see twice as far as humans in low light, they are hard to fool with illusions and their own illusions are very convincing, excellent at dodging, keen hearing, also good knowledge of alchemy)
-Half-orc (very strong but unintelligent and uncharismatic, they have darkvision, for any race specifics such as orc-only magic or weapons against orcs, half-orcs suffers and gains as if they were orcs)
-Illumian (A race created by sorcery. They have a mystical connection to the magic runes of their alphabet and glowing sigils surround them)
As in anything in D&D, for the sake of a well-balanced game everything has both strengths and weaknesses. This is true for the races as well. I give a very brief indication to these here, (within the brackets).
Races
-Human (fast learners, get extra skill points and feats)
-Elf (dexterous but frail, immune to magic sleep spells, see well in low-lit conditions with heightened senses they hear and see very well)
-Half-elf (has the elven immunity to sleep spells and resiliance and enchantment spells, see twice as far as humans in low light, has keen hearing and sight, also very good at convincing people and gathering information, for any race specifics such as elven-only magic or weapons against elves, half-elves suffers and gains as if they were elves)
-Dwarf (sturdy though uncharismatic, see very well in the pitch dark and have great knowledge of all things stone)
-Halfling (dexterous but not strong, like the gnome, their small size makes them hard to hit and attacks well, they hide well, they are natural climbers, jump well and can move silently, good at avoiding mishaps, strong morale against fear, with keen ears they hear very well.
-Gnome (sturdy but not strong, due to their small size they are also hard to hit, they hide well, and are good at attacks, they see twice as far as humans in low light, they are hard to fool with illusions and their own illusions are very convincing, excellent at dodging, keen hearing, also good knowledge of alchemy)
-Half-orc (very strong but unintelligent and uncharismatic, they have darkvision, for any race specifics such as orc-only magic or weapons against orcs, half-orcs suffers and gains as if they were orcs)
-Illumian (A race created by sorcery. They have a mystical connection to the magic runes of their alphabet and glowing sigils surround them)
As in anything in D&D, for the sake of a well-balanced game everything has both strengths and weaknesses. This is true for the races as well. I give a very brief indication to these here, (within the brackets).