Races and Classes

Here you will find all the information necessary to create a new character (or maintain an existing character) within the world of Aligarth. For specifics on rolling up a new character, please see the house rules first.

Character Races
 * Dwarves
 * History - The dwarves are believed to be the original race of Aligarth. Their history in the world predates all other races by many centuries. Because of this fact, the dwarves have made it their solemn duty to protect the history of Aligarth and its relics. Rumors tell that deep within the dwarven strongholds (some of the oldest building on the planet) lie the most powerful and ancient artifacts and magical items ever known to exist.
 * Personality - Dwarves of Aligarth are stoic and thoughtful. They tend to be very wise, observing all that takes place around them with quiet dignity. They pride themselves on their knowledge of the world and its history. Dwarven adventurers tend to make excellent treasure hunters, willing to travel to the ends of the earth to recover or acquire a lost relic or artifact before it can fall into the wrong hands.
 * Ability Score Adjustment - +1 wisdom; -1 dexterity
 * Allowable Classes - Fighter, Paladin, Magic-user, Specialist Mage, Cleric, Druid, Bard
 * Benefits
 * All dwarves gain the legend lore ability as per the bard in the Player's Handbook, regardless of their chosen class. Dwarven bards may add an additional +5 percent per level to this ability.
 * Dwarf PCs have the option to multi-class.
 * Disadvantages
 * Because of their abnormal size and shape, and their relatively small representation in the human/demihuman population, dwarves will have a difficult time finding armor that fits properly
 * Gnomes
 * History - Gnomes have existed on Aligarth nearly as long as humans and halflings. They are a peaceful race that has freely integrated into the rest of human/halfling society. In fact, it is this integration that has led to their great prosperity and success, making them the race that they are today. If there is one thing a gnome loves, it's money. And if there is one thing all gnomes know, it's how to get it. Gnomes in Aligarth make up nearly all of the  entrepreneurial  work force of the civilized world. They run nearly every single shop, business, trade, guild hall, and office known to exist. If there is money to be made, then you can assume that a gnome is sitting at the helm. As a whole, gnomes also possess more stamina and endurance than any of the other civilized races, making them excellent workers and tradesmen. Nearly any hired job will be preformed by a gnome (and usually cheaper and faster than the non gnomish competition). This, along with their keen and inherent business sense, has allowed the gnomes to gain a very comfortable and important role in an otherwise humanocentric world.
 * Personality - Gnomes, as a whole, are cheerful and happy people. They will gladly take on any task, as long as the pay is right, and do so with a smile. They detest above all other things, laziness. That is of course unless the lazy individual is one who can be exploited. In this case, an opportunistic gnome will gladly seize the chance to launch ahead of the other, claiming any possible victory and spoils for themselves.
 * Ability Score Adjustment - +1 constitution; -1 intelligence
 * Allowable Classes - Fighter, Magic-user, Specialist Mage, Cleric, Thief, Bard, Psioniscist
 * Benefits
 * When ogres, trolls, ogre magi, giants, or titans attack gnomes, these monsters must subtract 4 from their attack rolls because of the gnomes’ small size and combat ability against these much bigger creatures.
 * All gnomes gain the appraisal non-weapon proficiency at no cost.
 * Gnome PCs have the option to multi-class
 * Disadvantage
 * Because of their abnormal size and shape, and their relatively small representation in the human/demihuman population, gnomes will have a difficult time finding armor that fits properly.
 * Halflings/Humans
 * History - A few centuries after the arrival of the dwaves, history saw the first of the humans and halflings. No one knows which race predates the other, but few consider such questions. In today's society, halflings are, essentially nothing more than genetically different, short humans. (Or if you ask a halfling, humans are simply tall halflings.) Halflings and humans have, at least for as long as history has been recorded, lived in peace with one another. Some scholars believe the two are actually evolved variations of the same race. Regardless of their origins, humans and halfings see one another as equals, and would probably give a queer look to anyone even suggesting that the two were somehow different. Such a concept is simply foreign to them.
 * Personality - The difference in personality and demenor from one halfing or human to the next can be as vast as one can imagine. There is no set code or guideline that dictates how either may act. As far as their population distribution (with regard to the civilized world) haflings and humans combined make up nearly 75% of the population, with each of the two races being roughly equal in number.
 * Ability Score Adjustment - +1 to ability score of your choice; -1 to ability score of your choice
 * Allowable Classes - Fighter, Ranger, Paladin, Magic-user, Specialist Mage, Cleric, Druid, Thief, Bard, Psionicist
 * Benefits (halfing only)
 * When ogres, trolls, ogre magi, giants, or titans attack halflings, these monsters must subtract 4 from their attack rolls because of the halflings’ small size and combat ability against these much bigger creatures.
 * Because halfings make up approximately 50% of the human/demihuman population, approximately half of all armor found will be fitted for halflings.
 * Halfling PCs have the option to dual-class.
 * Benefits (human only)
 * Because humans make up approximately 50% of the human/demihuman population, approximately half of all armor found will be fitted for humans.
 * Human PCs have the option to dual-class.
 * Disadvantages (halfing only)
 * Due to their small size, halflings are unable us large sized weapons
 * Half-elves
 * History - The elves of Aligarth are an incredibly ethnocentric and isolated race. They live in seclusion in the farthest recesses of the world. They believe that all elves, humans and halflings descended from the same ancient race. Considering humans/halflings to be disgusting and vile creatures who have genetically corrupted and fouled what was once a proud heritage, they harbor a deep and strong hatred toward these races. That's not to say however, that occasional matings haven't occurred between humans and elves (halflings are not genetically compatible). The result of such interactions is a grey skinned hybrid, not fully human, but not entirely elven. And, while most humans view these half-breeds with quiet acceptance, the true elves see them as even more insulting than pure humans and will hunt them down, stopping at nothing to eradicate their kind from the land.
 * Personality - Today, most half-elves live and peacefully coexist with humans and halflings. While their numbers are incredibly small, they are able to function in society with little to no fear or realization of persecution or racism. Outside of the safely of the city, however, half-elves know to watch their back carefully, and not to trust any shadow.
 * Ability Score Adjustment - +1 dexterity, +1 intelligence; -2 charisma
 * Allowable classes - Fighter, Ranger, Magic-user, Specialist Mage, Thief, Bard, Psionicist
 * Benefits
 * Half-elves have the option to either multi-class or dual-class. This choice must be made at the time of character creation.
 * Half-elves are naturally able to hide in shadows. The chance of success is equal to 10% plus 5% for every 2 points of dexterity above 10.
 * When wearing non-metal armor, half-elves are nauraly silent when moving.
 * Disadvantages
 * When dealing with others (except for other half-elves) half-elves suffer a -2 reaction adjustment penalty.
 * Because of the genetic incompatibility between humans and elves, all half-elves are likely to be born with some genetic disorder. This is determined randomly using the table below. This will be rolled at the time of character creation, and only after the player has assigned attributes and committed to playing a half-elf, but before class is determined.
 * Half-Elven Genetic Disorders (d8)


 * 1: Hypotonia - A half-elf with hypotonia receives a -2 penalty to STR.


 * 2: Anemia - A half-elf with anemia receives a -2 penalty to CON.


 * 3: Hemophilia - All vitality point rolls are made one die lower than normal (i.e. fighters roll d8, priests roll d6, rogues roll d4; wizards roll d3).


 * 4: Familial Insomnia - Half-elves with familial insomnia are unable to receive a full night sleep. All characters with this condition will recover lost wound points and vitality points at half the normal rate. Spell casting characters will suffer a 5% chance of spell failure when attempting to cast any spell.


 * 5: Osteogenesis Imperfecta - Half-elves with this condition take an double damage from bludgeoning type weapons.


 * 6: Dementia - A half-elf character with dementia suffers a 20% penalty to all earned xp.


 * 7: Savant - Gain a +1 bonus to DEX, INT and all saving throws.


 * 8: No genetic defect.