ARRGS – Races

A Race is the species a particular character belongs to. There are an infinite variety of Races available, in truth every Monster write up could be classified as a Race available for a character to select, however, for the purposes of ease of play a Race is restricted to humanoids and in particular those accepted by other humanoids (acceptance varies from region to region).

Each Race has a number of Traits that all members of the Race possess, as well as a number of Options that only some members of the Race may possess or acquire.

Building A Character

Once Ability Scores have been rolled for a character, then the next step is to choose a Race for that character to belong to.  Once a Race is chosen, apply the Traits to the character sheet.

A Race can be advanced as a Class (see Classes section for more details) and when done so (as a Primary or Secondary Class) the player may add Primary Class Features and Options as normal for advancing a class (see ARRGS – Classes section for more information). It is recommended that only NPCs choose a Race as a Primary Class.

Races

There are a number of basic Races to choose from. They are all humanoid and almost all of them are accepted by typical, above-ground, good humanoids. A few other Races are included that could be used in alternative campaign settings (those set in the Underdark or in evil lands) and these include the Dark Elves, Dark Dwarves, and Orcs.

All Races include a number of options, these can be acquired by investing experience into the Race as a Class (it is suggested as a Secondary Class), see the Classes section for information on how to advance a Class.

All races follow the same template shown below:

Title: The title is the name of the Race

Description: A basic description of the race.

Traits: Traits are abilities that are applied to all characters of this race.

Primary Class Features: Primary Class Features are abilities shared by all members of a class (providing it is selected as a Primary Class). They typically include Vitality and Class skills for the basic classes.

Vitality: The number provided is the amount of Vitality gained whenever a level is gained in this class, if and only if this class is designated as the Primary Class. Secondary Classes never provide additional Vitality (only additional Options). Optionally the dice denoted in brackets can to be used to roll Vitality gained per level instead of a flat number, this dice rolling is optional and at the GM’s discretion.

Class Skills: The list of skills are those available skills available to be chosen whenever the character acquires the Skill Training Option from this class (Skill Training options from other classes use the Class Skill list from those classes). If the class is the Primary Class then it will indicate how many Skill Training Options it grants at 1st level. Secondary Classes do not grant any additional Skill Training Options at 1st level beyond those chosen as Options.

Options: These are a list of Options and Advanced Options that are available to choose whenever a character gains a level in that class. Advancing a level in a Primary Class allows the character to choose 2 Options from the list. Advancing a level in a Secondary Class allows the character to choose only 1 Option from the list

Ability Pool: Some options grant abilities that have a limited number of uses (which may be increased by selecting the option multiple times as a character increases in level). Every use of these abilities reduces the number of remaining uses until recharged by a Rest.
Rather than keeping track of all ability uses individually, the concept of an Ability Pool is used for ease of play. An Ability Pool is acquired by a character the first time he selects an option that grants an ability with a limited number of uses. The Ability Pool uses the Ability Score modifier +3 (as indicated by the Ability) as the base number. Whenever an option is selected that grants an ability with a limited number of uses, then the Ability Pool increases by +1.
This Ability Pool is shared across all abilities with a limited number of uses. Whenever one of these abilities is used, reduce the Ability Pool by -1 for each use (or more if indicated by the ability). Once the Ability Pool reaches 0 no more abilities with limited uses can be used. The Ability Pool is recharged by taking a Rest.

The Dark Elf

Description: Dark Elves are an offshoot of elves from long ago. They are dark skinned and even shorter and more slender than their normal cousins. Dark Elves typically dwell in the Underdark and are generally regarded as evil for the societies they form in the harsh environments underground.

Traits:

Ability Bonus: The Dark Elf increases his Dexterity Ability Score by +2.

Darkvision: Dark Elves have the vision mode – Darkvision out to 12 squares (60 ft). Within their visual range for Darkvision (12 squares) they treat Shadowy Light and Darkness (but not Utter Darkness) as normal Light level of illumination, however they may only perceive things in black and white under these conditions. Beyond their visual range for Darkvision (12 squares) their vision is identical to those possessing only the normal vision mode (and thus requiring a Light illumination to see).

Light Blindness: Dark Elves gain the Blind condition (see Conditions section) whenever they are exposed to Daylight levels of illumination. Upon exposure to Daylight levels of Illumination the Dark Elf suffers the Attack check detailed under the Blind condition. He may attempt a Fortitude Save check once each day to remove the Blind condition. As soon as the Dark Elf is no longer exposed to Daylight levels of illumination the Blind condition is removed.

Size: Medium – +0 Size modifier

Movement Mode: Walking ( 6 squares / 5 / 1 / 1 )

Primary Class Features:

Vitality: 4 per level (1d6)

Class Skills: The Dark Elves’ Class Skills are: Knowledge (Int), Perception (Wis), Religion (Wis), Stealth (Dex). A Dark Elf may select 8 Skill Training Universal Options from the list of Class Skills above.

Options:

  • Ability Bonus [1]: The Dark Elf gains a +1 Inherent bonus to one of the following Ability Scores; Charisma, Dexterity, Intelligence.
  • Charm (Sp) [-]: The Dark Elf may perform a Spell Attack Manoeuvre using the Charm spell as a 1st level spell even if he does not otherwise possess a caster level or spell list. He may use this spell like ability a number of times equal to his Intelligence modifier +3. Advancement: Each time this option is selected the Dark Elf increases the number of uses by +1 (see Ability Pool above) and the spell level by +1.
  • Dancing Lights (Sp) [-]: The Dark Elf may perform a Spell Attack Manoeuvre using the Dancing Lights spell as a 1st level spell even if he does not otherwise possess a caster level or spell list. He may use this spell like ability a number of times equal to his Intelligence modifier +3. Advancement: Each time this option is selected the Dark Elf increases the number of uses by +1 (see Ability Pool above) and the spell level by +1.
  • Delumination (Sp) [-]: The Dark Elf may perform a Spell Attack Manoeuvre using the Delumination spell as a 1st level spell even if he does not otherwise possess a caster level or spell list. He may use this spell like ability a number of times equal to his Intelligence modifier +3. Advancement: Each time this option is selected the Dark Elf increases the number of uses by +1 (see Ability Pool above) and the spell level by +1.
  • Daylight Adaptation [1]: The Dark Elf loses the Light Blindness trait.
  • Dispel Magic (Sp) [-]: The Dark Elf may perform a Spell Attack Manoeuvre using the Dispel Magic spell as a 1st level spell even if he does not otherwise possess a caster level or spell list. He may use this spell like ability a number of times equal to his Intelligence modifier +3. Advancement: Each time this option is selected the Dark Elf increases the number of uses by +1 (see Ability Pool above) and the spell level by +1.
  • Faerie Fire (Sp) [-]: The Dark Elf may perform a Spell Attack Manoeuvre using the Faerie Fire spell as a 1st level spell even if he does not otherwise possess a caster level or spell list. He may use this spell like ability a number of times equal to his Intelligence modifier +3. Advancement: Each time this option is selected the Dark Elf increases the number of uses by +1 (see Ability Pool above) and the spell level by +1.
  • Favoured Class [-]: The Dark Elf may select an option from the Expert Class. Advancement: Each time this option is selected the Dark Elf may select another option from the Expert Class.
  • Identify (Sp) [-]: The Dark Elf may perform a Spell Attack Manoeuvre using the Identify spell as a 1st level spell even if he does not otherwise possess a caster level or spell list. He may use this spell like ability a number of times equal to his Intelligence modifier +3. Advancement: Each time this option is selected the Dark Elf increases the number of uses by +1 (see Ability Pool above) and the spell level by +1.
  • Improved Darkvision [-]: The Dark Elf gains a +1 Inherent bonus to the range of his Darkvision vision mode. Advancement: Each time this option is selected the Inherent bonus to the range of his Darkvision vision mode increases by +1.
  • Levitate (Sp) [-]: The Dark Elf may perform a Spell Attack Manoeuvre using the Levitate spell as a 1st level spell even if he does not otherwise possess a caster level or spell list. He may use this spell like ability a number of times equal to his Intelligence modifier +3. Advancement: Each time this option is selected the Dark Elf increases the number of uses by +1 (see Ability Pool above) and the spell level by +1.
  • Swift and Silent [1]: The Dark Elf ignores all movement related modifiers when performing Stealth Skill checks.
  • Weapon Familiarity [-]: The Dark Elf gains a +1 Inherent bonus to Skill checks and Damage involving any weapon covered by the Light Blade or Crossbow area of expertise (see Skills section), even if he does not possess the relevant Skill Training Option or area of expertise. Advancement: Each time this option is selected, the Inherent bonus to Skill checks and Damage increases by +1.

The Dwarf

Description: Dwarves are a race of industrious humanoids that value honour and tradition above all else. They are shorter and stockier than humans, and tend to live in hilly or mountainous regions where they can live among their own kind, mine precious ores, and manufacture items of great quality.

Traits:

Ability Bonus: The Dwarf increases his Constitution Ability Score by +2.

Darkvision: Dwarves have the vision mode – Darkvision out to 12 squares (60 ft). Within their visual range for Darkvision (12 squares) they treat Shadowy Light and Darkness (but not Utter Darkness) as normal Light level of illumination, however they may only perceive things in black and white under these conditions. Beyond their visual range for Darkvision (12 squares) their vision is identical to those possessing only the normal vision mode (and thus requiring a Light illumination to see).

Size: Medium – +0 Size modifier

Movement Mode: Walking ( 6 squares / 5 / 1 / 1 )

Primary Class Features:

Vitality: 4 per level (1d6)

Class Skills: The Dwarves’ Class Skills are: Craft (Int), Discipline (Cha), Perception (Wis), Profession (Wis) Religion (Wis), Weaponry – Melee (Str). A Dwarf may select 8 Skill Training Universal Options from the list of Class Skills above.

Options:

  • Ability Bonus [1]: The Dwarf gains a +1 Inherent bonus to one of the following Ability Scores; Constitution, Strength, Wisdom.
  • Craftsman [10]: The Dwarf gains a +1 Inherent bonus to Craft Skill checks. Advancement: Each time this Option is selected, the Inherent bonus to Craft Skill checks increases by +1.
  • Diehard [1]: The Dwarf may always perform 1 Standard Action when he has the Dying condition (this is in place of the 1 Move Action a character may perform when he has the Dying condition). In addition, a Dwarf never gains the Unconscious condition if it is incurred as a direct result of the Dying condition (other means of acquiring the Unconscious condition occur as normal).
  • Favoured Class [-]: The Dwarf may select an option from the Warrior Class. Advancement: Each time this option is selected the Dwarf may select another option from the Warrior Class.
  • Favoured Enemy [10]: The Dwarf may select a Race (any race from the ARRGS – Races section or any monster from the Monsters section), this now becomes a favoured enemy. The Dwarf gains a +2 Inherent bonus to Skill checks and Damage rolls made against any creature of this race (including half breeds). Advancement: Each time this option is selected the Dwarf may select another Race to gain a +2 Inherent Skill checks and Damage rolls against creatures of that Race. If the same Race is chosen multiple times then increase the Inherent bonus to Skill checks and Damage rolls against members of that Race by +2 each time it is chosen. Track the Inherent bonuses for each Race selected separately.
  • Hardy [1]: The Dwarf increases the Vitality per level of his Primary Class by +1 (or increases the dice used by 1 step – from 1d6, to 1d8, to 1d10, to 1d12, etc). If this Option is selected after the character has reached 1st level in his Primary Class then he receives +1 additional Vitality for each level in his Primary Class.
  • Improved Darkvision [-]: The Dwarf gains a +1 square (5 ft) Inherent bonus to the range of his Darkvision vision mode. Advancement: Each time this option is selected the Inherent bonus to the range of his Darkvision vision mode increases by +1 square (5 ft).
  • Stubborn [1]: The Dwarf may perform a Willpower Save Manoeuvre as an Immediate Action that does not provoke Opportunity Actions, whenever he has just failed a Willpower Save check against a Spell Manoeuvre used to cast a spell or spell like ability from the Enchantment school. This action must be used immediately after the failed Willpower Save check and cannot be saved for later.
  • Stability [-]: The Dwarf gains a +2 Inherent bonus to any checks made against Combat Manoeuvres used to perform a Bullrush, Reposition, or Trip. Advancement: Each time this Option is selected, the Inherent bonus to checks made against Bullrush, Reposition, or Trip Combat Manoeuvres increases by +1.
  • Stone Cunning [1]: The Dwarf is able to intuit his approximate depth underground and polar north without requiring a Nature (Survival) Skill Manoeuvre to do so.
  • Stonesinger [-]: The Dwarf gains a +2 Inherent bonus to Skill checks made when using any spell or spell like ability with the Earth descriptor. Advancement: Each time this Option is selected, the Inherent bonus to Skill checks increases by +1.
  • Weapon Familiarity [10]: The Dwarf gains a +1 Inherent bonus to Skill checks and Damage rolls involving any weapon covered by the Axe or Picks and Hammers area of expertise (see Skills section), even if he does not possess the relevant Skill Training option or area of expertise. Advancement: Each time this option is selected, the Inherent bonus to Skill checks and Damage rolls increases by +1.

The Elf

Description: Elves are fey-like humanoids renowned for dwelling in forests and for weaving great works of magic. They are slender and quick of wits and body.

Traits:

Ability Bonus: The Elf increases his Dexterity Ability Score by +2.

Low Light Vision: Elves have the vision mode – Low Light Vision out to 12 squares (60 ft). Within their visual range for Low Light Vision (12 squares) they treat Shadowy Light as normal Light level of illumination. Beyond their visual range for Low Light Vision (12 squares) their vision is identical to those possessing only the normal vision mode (and thus requiring a Light illumination to see).

Size: Medium – +0 Size modifier

Movement Mode: Walking ( 6 squares / 5 / 1 / 1 )

Primary Class Features:

Vitality: 4 per level (1d6)

Class Skills: The Elves’ Class Skills are: Arcana (Int), Craft (Int), Knowledge (Int), Perception (Wis), Stealth (Dex), Weaponry – Missile (Dex). An Elf may select 8 Skill Training Universal Options from the list of Class Skills above.

Options:

  • Ability Bonus [1]: The Elf gains a +1 Inherent bonus to one of the following Ability Scores; Charisma, Dexterity, Intelligence.
  • Darkvision [-]: The Elf gains the vision mode – Darkvision out to 1 square (5 ft). Within their visual range for Darkvision (1 square) they treat Shadowy Light and Darkness (but not Utter Darkness) as normal Light level of illumination, however they may only perceive things in black and white under these conditions. Beyond their visual range for Darkvision (1 square) their vision is identical to those possessing only the normal vision mode (and thus requiring a Light illumination to see). Advancement: Each time this Option is selected, the Elf gains a +1 square (5 ft) Inherent bonus to the range of his Darkvision vision mode.
  • Dreamspeaker [-]: The Elf gains a +2 Inherent bonus to Skill checks made when using any spell or spell like ability from the Divination school of magic plus the Sleep spell. Advancement: Each time this Option is selected, the Inherent bonus to Skill checks increases by +1.
  • Favoured Class [-]: The Elf may select an option from the Magic User Class. Advancement: Each time this option is selected the Elf may select another option from the Magic User Class.
  • Favoured Enemy [-]: The Elf may select a Race (any race from the Races section or any monster from the Monsters section), this now becomes a favoured enemy. The Elf gains a +2 Inherent bonus to Skill checks and Damage rolls made against any creature of this race (including half breeds). Advancement: Each time this option is selected the Elf may select another Race to gain a +2 Inherent bonus to Attack, Damage, and Skill checks against creatures of that Race. If the same Race is chosen multiple times then increase the Inherent bonus to Skill checks and Damage rolls against members of that Race by +2 each time it is chosen. Track the Inherent bonuses for each Race selected separately.
  • Illumination (Sp) [-]: The Elf may perform a Spell Attack Manoeuvre using the Illumination spell as a 1st level spell even if he does not otherwise possess a caster level or spell list. He may use this spell like ability a number of times equal to his Intelligence modifier +3. Advancement: Each time this option is selected the Elf increases the number of uses by +1 (see Ability Pool above) and the spell level by +1.
  • Nature Sense [-]: The Elf gains a +1 Inherent bonus to Nature Skill checks. Advancement: Each time this Option is selected, the Inherent bonus to Nature Skill checks increases by +1.
  • Perceptive [-]: The Elf gains a +1 Inherent bonus to Perception Skill checks. Advancement: Each time this Option is selected, the Inherent bonus to Perception Skill checks increases by +1.
  • Sleepless Reverie [1]: The Elf is immune to the Unconscious condition. All checks made to induce the Unconscious condition on the Elf automatically fail and all checks made to resist the Unconscious condition automatically succeed. All other conditions and effects caused alongside the Unconscious condition are unaffected and occur as normal.
  • Stealthy [-]: The Elf gains a +1 Inherent bonus to Stealth Skill checks. Advancement: Each time this Option is selected, the Inherent bonus to Stealth Skill checks increases by +1.
  • Weapon Familiarity [10]: The Elf gains a +1 Inherent bonus to Skill checks and Damage rolls involving any weapon covered by the Light Blade or Bows area of expertise (see Skills section), even if he does not possess the relevant Skill Training option or area of expertise. Advancement: Each time this option is selected, the Inherent bonus to Skill checks and Damage rolls increases by +1.

The Human

Description: Humans are the most common humanoids in most settings. They are not the quickest, or strongest, or smartest, or most durable of creatures, and yet their ambition has enabled them to survive and flourish everywhere.

Traits:

Ability Bonus: None

Size: Medium – +0 Size modifier

Movement Mode: Walking ( 6 squares / 5 / 1 / 1 )

Primary Class Features:

Vitality: 4 per level (1d6)

Class Skills: Any. A Human may select 8 Skill Training Universal Options from any Skill.

Options

  • Ability Bonus [1]: The Human gains a +1 Inherent bonus to any Ability Scores.
  • Capable [-]: The Human may select a Universal Option (see Universal Options section). Advancement: Each time this option is selected, the Human may select a Universal Option.
  • Favoured Class [-]: The Human may select an option from the Expert, Magic User, or Warrior Class. Advancement: Each time this option is selected the Human may select another option from the Expert, Magic User, or Warrior Class.
  • Perceptive [-]: The Human gains a +1 Inherent bonus to Perception Skill checks. Advancement: Each time this Option is selected, the Inherent bonus to Perception Skill checks increases by +1.
  • Skilled [-]: The Human may select a Skill. The Human gains a +1 Inherent bonus to all Skill checks made using this Skill. Advancement: Each time this option is selected the Human may select another Skill to gain a +1 Inherent bonus to Skill checks. If the same Skill is chosen multiple times then increase the Inherent bonus to Skill checks for that Skill by +1 each time it is chosen. Track the Inherent bonuses for each Skill selected separately.
  • Weapon Familiarity [-]: The Human gains a +1 Inherent bonus to Skill checks and Damage rolls involving any weapon covered by a single chosen area of expertise (see Skills section), even if he does not possess the relevant Skill Training option or area of expertise. Advancement: Each time this option is selected, the Inherent bonus to Skill checks and Damage rolls increases by +1, the Human may not choose another area of expertise to be affected by this Option.

Half Breeds

It is possible for a character to possess mixed parentage from two different Races (Human and Orc or Elf and Human being the most common). When such a parentage occurs (or is desired by a PC), rather than create a separate race for each combination, the mixed race can be constructed by combining the Traits and options of two different Races.

First a “base” Race needs to be chosen from the Race of his parents, this signifies the Race whose physical characteristics are most prominent in the new character, it also determines which Race the character most strongly resembles. The character inherits all the Traits from the “base” Race. Whenever the character advances his Race in level he may then select and Primary Class Features and Options from either Race of his parents as he desires.

Advancing A Race

A Race is identical to a Class (see Classes section) with the exception of Traits which apply to all characters. They can therefore be advanced as a Class by expending experience points into it in order to increase the level of the Race and gain further Options from it as a result.

A Race can be chosen as a Primary Class (although this is not recommended for PCs) and will grant Vitality and Class Skills as other classes do in accordance with a Race’s Primary Class Features, and in these instances a character may select 2 Options from the list for that Race. More likely is that a PC will advance his Race as a Secondary Class and so gain only 1 Option (and no Primary Class Features) every time it increases in level.

For me details see the ARRGS – Classes section for more information about advancing classes.

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