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2
Actions in Combat......................................... 121 Table 3-18: Familiars ........................................51
Contents Injury and Death............................................ 127
Movement and Position............................... 130
Table 3-19: Familiar Special
Abilities ......................................51
Character Creation Basics................................ 4 Combat Modifiers.......................................... 132 Table 3-20: The Wizard ...................................52
Introduction........................................................... 6 Special Initiative Actions ............................ 133 Table 4-1: Skill Points Per Level ...................58
Chapter 1: Abilities.............................................. 7 Special Attacks and Damage....................... 134 Table 4-2: Skills..................................................59
Your Ability Scores............................................. 7 Chapter 9: Adventuring ................................ 141 Table 4-3: Example Opposed
The Abilities ......................................................... 8 Carrying Capacity .......................................... 141 Checks ........................................60
Changing Ability Scores.................................10 Movement........................................................ 142 Table 4-4: Example Ability
Chapter 2: Races..................................................11 Exploration ...................................................... 144 Checks ........................................62

CONTENTS
Choosing a Race................................................11 Experience and Levels.................................. 144 Table 4-5: Example Door DCs.......................62

TABLE OF
Racial Characteristics ......................................11 Treasure............................................................. 146 Table 4-6: Languages........................................74
Humans ...............................................................12 Other Rewards................................................ 146 Table 5-1: Feats ..................................................79
Dwarves ...............................................................14 Chapter 10: Magic............................................ 147 Table 6-1: Creature, Race, and
Elves......................................................................15 Casting Spells.................................................. 147 Class Alignments.....................88
Gnomes................................................................16 Arcane Spells ................................................... 154 Table 6-2: Deities by Race...............................90
Half-Elves............................................................17 Divine Spells.................................................... 156 Table 6-3: Deities by Class..............................90
Half-Orcs.............................................................18 Schools of Magic ............................................ 156 Table 6-4: Random Starting Ages.................93
Halflings..............................................................19 Special Abilities .............................................. 158 Table 6-5: Aging Effects ..................................93
Chapter 3: Classes ..............................................21 Chapter 11: Spells ............................................ 159 Table 6-6: Random Height
The Classes..........................................................21 Bard Spells........................................................ 159 and Weight................................93
Class and Level Bonuses.................................21 Cleric Spells ..................................................... 160 Table 7-1: Random Starting Gold.................95
Level-Dependent Benefits .............................22 Druid Spells ..................................................... 166 Table 7-2: Coins .................................................96
Class Descriptions ............................................22 Paladin Spells .................................................. 167 Table 7-3: Trade Goods ....................................96
Barbarian .............................................................24 Ranger Spells................................................... 167 Table 7-4: Weapons ..........................................98
Bard .......................................................................26 Sorcerer and Wizard Spells......................... 168 Table 7-5: Armor............................................. 104
Cleric ....................................................................29 Spell Format .................................................... 171 Table 7-6: Donning Armor.......................... 105
Druid.....................................................................33 Spells.................................................................. 172 Table 7-7: Goods and Services.................... 108
Fighter..................................................................35 Appendix: General Guidelines Table 7-8: Containers and Carriers........... 110
Monk ....................................................................37 and Glossary......................... 275 Table 7-9: Special and
Paladin..................................................................41 Index...................................................................... 283 Superior Items....................... 114
Ranger ..................................................................44 Playtester Credits ............................................ 287 Table 7-10: Grenadelike Weapons............ 114
Rogue....................................................................46 Table 8-1: Fundamental Actions
Sorcerer................................................................48 List of Tables in Combat ............................... 122
Wizard..................................................................52 Table 1-1: Ability Modifiers and Table 8-2: Two-Weapon Fighting
Multiclass Characters......................................55 Bonus Spells ................................8 Penalties .................................. 125
Chapter 4: Skills..................................................57 Table 1-2: Average Strength Scores ...............8 Table 8-3: Partial Actions............................. 127
Skill Summary ...................................................57 Table 1-3: Average Dexterity Scores..............9 Table 8-4: Miscellaneous Actions ............. 127
How Skills Work ..............................................57 Table 1-4: Average Constitution Table 8-5: Standard Scale............................. 130
Acquiring Skill Ranks .....................................58 Scores.............................................9 Table 8-6: Tactical Speed.............................. 130
Using Skills ........................................................60 Table 1-5: Average Intelligence Table 8-7: Creature Size and Scale ............ 131
Skill Descriptions .............................................62 Scores.............................................9 Table 8-8: Attack Roll Modifiers ............... 132
Chapter 5: Feats...................................................77 Table 1-6: Average Wisdom Scores................9 Table 8-9: Cover.............................................. 133
Acquiring Feats .................................................77 Table 1-7: Average Charisma Scores........... 10 Table 8-10: Concealment............................. 133
Prerequisites.......................................................77 Table 2-1: Racial Ability Table 8-11: Size and AC of Objects........... 136
Types of Feats.....................................................77 Adjustments ............................. 12 Table 8-12: Substance Hardness
Feat Descriptions..............................................78 Table 3-1: Base Save and and Hit Points........................ 136
Chapter 6: Description.....................................87 Base Attack Bonuses .............. 22 Table 8-13: Common Weapon and
Alignment...........................................................87 Table 3-2: Experience and Level- Shield Hardness
Religion ...............................................................90 Dependent Benefits ............... 22 and Hit Points........................ 136
Vital Statistics ....................................................92 Table 3-3: The Barbarian ................................ 25 Table 8-14: DCs to Break
Looks, Personality, Table 3-4: The Bard .......................................... 27 or Bust Items.......................... 136
And Background..........................................93 Table 3-5: Bard Spells Known....................... 27 Table 8-15: Object Hardness
Customizing Your Character ........................94 Table 3-6: The Cleric ....................................... 30 and Hit Points........................ 136
Chapter 7: Equipment......................................95 Table 3-7: Deities .............................................. 31 Table 8-16: Turning Undead ...................... 140
Wealth and Money ..........................................96 Table 3-8: The Druid........................................ 34 Table 9-1: Carrying Capacity ...................... 142
Selling Loot ........................................................96 Table 3-9: The Fighter..................................... 36 Table 9-2: Carrying Loads............................ 142
Weapons..............................................................96 Table 3-10: The Monk..................................... 38 Table 9-3: Movement and
Armor ................................................................ 104 Table 3-11: Small Monk Distance................................... 143
Goods and Services ....................................... 107 Damage and Speed ................. 39 Table 9-4: Hampered Movement.............. 143
Special and Superior Items......................... 113 Table 3-12: The Paladin................................... 42 Table 9-5: Terrain and Overland
Chapter 8: Combat .......................................... 115 Table 3-13: The Ranger................................... 44 Movement .............................. 143
How Combat Works..................................... 115 Table 3-14: Ranger Favored Table 9-6: Mounts and Vehicles ................ 143
Combat Basics................................................. 117 Enemies ..................................... 45 Table 9-7: Light Sources............................... 144
Combat Sequence.......................................... 118 Table 3-15: The Rogue .................................... 46 Table 10-1: Items Affected by
Combat Statistics ........................................... 118 Table 3-16: The Sorcerer ................................ 49 Magical Attacks..................... 150
Initiative ........................................................... 120 Table 3-17: Sorcerer Spells Known............. 49

3
4. REVIEW THE STARTING PACKAGE
CHARACTER Look at the class’s starting package at the end of each class

CREATION BASICS
description in Chapter 3: Classes. It offers a fast way to complete the
next several steps of character design. If you like the feat, skills, and
Follow these steps to create a beginning, 1st-level character. You will equipment listed there for a character of the class you’ve chosen,
need a photocopy of the character sheet, a pencil, some scratch then you can record this information on your character sheet. You
paper, and four six-sided dice. can also use it as a guideline for making your own decisions from
scratch.

0. CHECK WITH YOUR DUNGEON MASTER


5. RECORD RACIAL AND CLASS FEATURES
CHARACTER
CREATION

Your Dungeon Master (DM) may have house rules or campaign


standards that vary from the standard rules. You might also want to Your character’s race and class grant him or her certain features.
know what character types the other players are playing so that you Most features are automatic, but some of them involve making
can create a character that fits in well with the group. choices. Some decisions require thinking ahead about one of the
upcoming character steps. For instance, to know whether you want
to give a fighter Exotic Weapon Proficiency as a bonus feat, you
1. ABILITY SCORES need to know something about exotic weapons (described in
Roll your character’s six ability scores. Determine each one by Chapter 7: Equipment). Look ahead when you need to, and don’t be
rolling four six-sided dice, ignoring the lowest die, and totaling the afraid to backtrack and do something over.
other three. Record your six results on scratch paper.
If you roll really poorly, you can roll again. Your scores are
considered too low if your total modifiers (before changes according
to race) are 0 or less, or if your highest score is 13 or lower.

2. CHOOSE CLASS
AND RACE
You want to choose your character’s class
and race at the same time because some
races are better suited to some classes. The
description of each class in Chapter 3:
Classes includes an entry labeled “Races”
You can look there to see what class and
race combinations are most common.
Write the character’s class and race on the
character sheet.
Take some time to think about what sort
of person your character is going to be. You
don’t have to develop his or her whole
personality at this point, but now’s a good
time to start thinking about it.
The classes are barbarian, bard, cleric,
druid, fighter, monk, paladin, ranger,
rogue, sorcerer, and wizard. The races are
human, dwarf, elf, gnome, half-elf, half-orc,
and halfling.

3. ASSIGN AND ADJUST


ABILITY SCORES
Now that you know your character’s class
and race, assign the scores you rolled in
Step 1 to your character’s six abilities:
Strength, Dexterity, Constitution,
Intelligence, Wisdom, and Charisma.
Adjust these ability scores up and down
according to his or her race, as indicated on
Table 2–1: Racial Ability Adjustments.
Put high scores in abilities that work for
your character’s class. Each class
description includes an entry called
“Abilities” that points out important
abilities for that class. You’ll also want to
assign abilities according to your concept of
what sort of person the character is, and his
or her strengths and weaknesses.
For each ability, record the character’s
modifier. See Table 1–1: Ability Modifiers
and Bonus Spells. This number essentially
tells you how far above (or below) average
your character is in regard to that ability.
4
6. SELECT SKILLS 7. SELECT A FEAT
Depending on your character’s class and Intelligence modifier, you Each 1st-level character starts with a feat. See Table 5–1: Feats for a
get a certain number of skill points to spend on skills as a 1st-level list of available feats. Some feats refer to equipment or skills, so you
character. Skills are measured in ranks. Each rank adds +1 to checks may need to look ahead at other chapters to decide whether you
(rolls) you make to successfully use that skill. At 1st level, your want one of those feats for your character.
character can buy up to 4 ranks in a class skill (a skill from your
class’s list of class skills) or up to 2 ranks in a cross-class skill (a skill
from some other class’s list of class skills). 8. REVIEW DESCRIPTION
Your class skills are listed in the description of your class in Look over Chapter 6: Description. It helps you detail your character.
You can decide these details now or wait until later, but they’re at

CHARACTER
Chapter 3: Classes, and all skills are listed on Table 4–2: Skills and

CREATION
described in Chapter 4: Skills. least worth reviewing at this stage.
Buying skills goes faster if you spend 4 skill points (your
maximum) on every skill you buy, following the example of the 9. SELECT EQUIPMENT
skills in each class’s starting package. If you don’t use the equipment in the starting package for your
Each skill has a key ability associated with it. When you list the character’s class, you randomly determine the value of his or her
skills on your character sheet, fill in the space on the ability modifier starting equipment (see Table 7–1: Random Starting Gold) and then
column with the appropriate ability modifier (which you recorded select it piece by piece. You still might want to use the equipment
back in Step 3). listed for the starting package as a guide.

10. RECORD COMBAT AND


SKILL NUMBERS
Based on your race, class, ability modifiers,
feat, and equipment, figure out your saving
throws, Armor Class, hit points, initiative
modifier, melee attack bonus, ranged
attack bonus, weapon statistics, and total
skill bonuses. Fill in the character sheet
with base attack and saving throw bonuses
from your character’s class table. Create a
total bonus (or maybe a penalty) for each
saving throw, for melee and ranged attacks,
for attack and damage for each weapon, for
each skill, and for initiative.
Determine the character’s Armor Class
(AC). This represents how difficult the
character is to hurt in combat, based on his
or her armor, shield, and Dexterity
modifier.
Each character has hit points (hp),
representing how difficult he or she is to
kill. At 1st level, wizards and sorcerers get 4
hp. Rogues and bards get 6 hp. Clerics,
druids, and monks get 8 hp. Fighters,
paladins, and rangers get 10 hp. Barbarians
get 12 hp. To this number, add your
character’s Constitution modifier.

11. DETAILS GALORE


Now invent or choose a name for your
character, determine his or her sex, choose
an alignment, decide how old he or she is
and what he or she looks like, and so on. As
Chapter 6: Description shows, there’s no
end to how thoroughly you can detail your
character’s looks, personality, and personal
history.
There’s no need to develop the character
completely. With your DM’s permission,
you can always add, or even change, details
as you play and as you get a better feel for
your character.

5
gaining skills outside a character’s class and for attempting to use
Introduction skills in which a character isn’t trained.
Feats (Chapter 5): Characters gain these special talents, such as
Welcome to the game that has defined the fantastic imagination for Cleave and Lightning Reflexes, as they rise in level, allowing players
over a quarter of a century. to tailor their character’s capabilities.
When you play the DUNGEONS & DRAGONS game, you create a Description (Chapter 6): Details about your character’s moral
unique fictional character that lives in your imagination and the alignment, religion, personality, and physical description, including
imaginations of your friends. One person in the game, the Dungeon an array of gods from Heironeous, god of valor, to the demonic
Master (DM), controls the monsters and people that live in the Erythnul, god of slaughter.
fantasy world. You and your friends face the dangers and explore the
INTRODUCTION

Equipment (Chapter 7): Weapons and armor from the common


mysteries your Dungeon Master sets before you. to the exotic—including the reliable longsword, double-bladed
Each character’s imaginary life is different. Your character might weapons, a repeating crossbow, and spiked armor—plus all the gear
that adventurers need to stay alive.
explore ancient ruins guarded by devious traps. Combat (Chapter 8): Critical hits, combat actions such as charge
put loathsome monsters to the sword. or full defense, multiple attacks for high-level characters of all
loot the tomb of a long-forgotten wizard. classes, and rules for all the umpredictable maneuvers and
cast mighty spells to burn and blast your foes. challenges that adventurers face on the field of battle.
solve diabolical mysteries. Adventuring (Chapter 9): Getting around the fantasy world, and
find magic weapons, rings, and other items. gaining in power over time.
make peace between warring tribes. Magic (Chapter 10): Learning, preparing, and casting spells, plus
get brought back from the dead. rules for creating and discerning illusions, summoning monsters,
face undead creatures that can drain life away with a touch. and bringing back the dead.
sneak into a castle to spy on the enemy. Spells (Chapter 11): Spells from level 0 to level 9 for clerics,
travel to other planes of existence. druids, sorcerers, and wizards, plus spells for bards, paladins, and
wrestle a carnivorous ape. rangers.
forge a magic wand.
get turned to stone.
get turned into a toad.
turn someone else into a toad.
DICE
The rules abbreviate dice rolls with phrases such as “3d4+3” (which
become king or queen.
means “three four-sided dice plus 3,” generating a number between 6
discover unique and powerful artifacts of amazing magical power.
and 15). The first number tells you how many dice to roll (all of
which are added together), the number after the “d” tells you what
WHAT YOU NEED TO PLAY type of dice to use, and any number after that indicates a number
added to or subtracted from the result.
To start playing the DUNGEONS & DRAGONS game, all you need are Some examples include the following:
the following: 1d8: One eight-sided die (generating a number from 1-8). This is
The Player’s Handbook, which tells you how to create and play your the amount of damage a longsword deals.
character. 1d8+2: One eight-sided die plus 2 (3-10). This is the amount of
A copy of the character sheet. damage that a longsword deals when swung by a character with a +2
A pencil and scratch paper (graph paper is nice to have, too). Strength bonus.
One or two four-sided dice (d4), four or more six-sided dice (d6), 2d4+2: Two four-sided dice plus 2 (4-10). This is the amount of
an eight-sided die (d8), two ten-sided dice (d10), a twelve-sided rd
damage that a 3 -level wizard deals with a magic missile spell.
die (d12), and a twenty-sided die (d20). d%: The “d%” (“percentile dice”) is a special case. When you roll d%,
A miniature figure, or at least something to represent your you generate a number between 1 and 100 by rolling two different-
character in the game (even if it’s just a mark on paper). colored ten-sided dice. One color (designated before you roll) is the
tens digit and the other is the ones digit. A roll of 7 and 1, for
Additionally, the Dungeon Master needs the DUNGEON MASTER’s example, give you’re a result of 71. A 0 and 6 equals 6. A double-0
Guide, which is filled with advice, ideas, and guidelines, and the (two zeros), however, represents 100. Some pairs of percentile dice
Monster Manual, which describes hundreds of monsters with which are both the same color. In this case, the tens digit is marked on the
to challenge the players. tens die in tens: 00, 10, 20, etc., while the ones die has numbers from
1 to 0. With these dice a roll of 70 and 1 would give you a result of

THE PLAYER’S HANDBOOK


71, and a result of 00 and 0 would be 100.

This book gives you everything you need to create and play your
character. It features the following chapters:
Abilities (Chapter 1): A single, streamlined system for
determining how each ability affects combat, skills, and magic, plus
THIS GAME IS FANTASY
The action of a DUNGEONS & DRAGONS game takes place in the
rules for increasing abilities over time. imaginations of the players. Like actors in a movie, players sometimes
Races (Chapter 2): Seven distinct character races, each with speak as if they were their characters or as if their fellow players were
unique features. their characters. These rules even adopt that casual approach, using
Classes (Chapter 3): Eleven character classes, each of which is “you” to refer to and to mean “your character.” In reality, however, you
available to each race. Each class has features to make it work well at are no more your character than you are the king when you play chess.
both low levels and high levels. Also, a versatile system for Likewise, the world implied by these rules is an imaginary one.
multiclassing allows players to combine the skills and features of
any classes.
Skills (Chapter 4): Dozens of skills that govern everything from
a rogue’s stealth to a wizard’s arcane knowledge, including rules for

6
ust about every dice roll you make is going to be that choosing a race other than human or half-elf causes some of
modified based on your character’s abilities. A tough these ability scores to change (see Table 2–1: Racial Ability
character has a better chance of surviving a wyvern’s Adjustments, page 12).
poison sting. A perceptive character is more likely to
notice bugbears sneaking up from behind. A stupid
character is less likely to find a secret door that leads to a hidden ABILITY MODIFIERS
treasure chamber. Your ability scores tell you what your modifiers Each ability, after changes made because of race, will have a
are for rolls such as these. modifier ranging from -5 to +5. Table 1–1: Ability Modifiers and
Your character has six abilities: Strength (abbreviated Str), Bonus Spells (see the next page) shows the modifier for each
Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom ability, based on its score. It also shows bonus spells, which
(Wis), and Charisma (Cha). Each of your character’s above-average you’ll need to know about if your character is a spellcaster.
abilities gives you a benefit on certain die rolls, and each below- The modifier is the number you add to or subtract from the
average ability gives you a disadvantage on other die rolls. You roll die roll when your character tries to do something related to
your scores randomly, assign them to the abilities you like, raise and that ability. For instance, you add or subtract your Strength
lower them according to your character’s race, and then raise them modifier to your roll when you try to hit someone with a
as your character advances in experience. sword. You also use the modifier with some numbers that
aren’t die rolls, such as when you apply your Dexterity
modifier to your Armor Class (AC). A positive modifier is
YOUR ABILITY SCORES called a bonus, and a negative modifier is called a penalty.
To create an ability score for your character, roll four six-sided dice
(4d6). Disregard the lowest die, and total the three highest dice. ABILITIES AND SPELLCASTERS
This roll gives you a number between 3 (horrible) and 18 The ability that spells relate to depends on what type of
(tremendous). The average ability score for the typical commoner is spellcaster you are: Intelligence for wizards; Wisdom for
10 or 11, but your character is not typical. The most common ability clerics, druids, paladins, and rangers; or Charisma for
scores for player characters (PCs) are 12 and 13. (That’s right, the sorcerers and bards. In addition to having a high ability
average player character is above average.) score, a spellcaster must be of sufficient level in order to gain
Make this roll six times, recording the result each time on a piece a bonus spell of a given level. (See the class descriptions in
of paper. Once you have all six scores, assign each score to one of Chapter 3 for details.) For instance, the wizard Mialee has a
your six abilities. At this step, you need to know what kind of person 15 Intelligence, so she’s smart enough to get one bonus 1st-
your character is going to be, including his race and class, in order to level spell and one bonus 2nd-level spell. (She will not
know where best to place your character’s ability scores. Remember actually get the 2nd-level bonus spell until she
TABLE 1—1: ABILITY MODIFIERS AND BONUS SPELLS
––––––––––––––––––––––––––––––– Bonus Spells (by Spell Level) –––––––––––––––––––––––––––––––
Score Modifier 0 1 2 3 4 5 6 7 8 9
1 -5 ––––––––––––––––––––––––––––––––––– Can’t cast spells tied to this ability –––––––––––––––––––––––––––––––––––
2-3 -4 ––––––––––––––––––––––––––––––––––– Can’t cast spells tied to this ability –––––––––––––––––––––––––––––––––––
4-5 -3 ––––––––––––––––––––––––––––––––––– Can’t cast spells tied to this ability –––––––––––––––––––––––––––––––––––
6-7 -2 ––––––––––––––––––––––––––––––––––– Can’t cast spells tied to this ability –––––––––––––––––––––––––––––––––––
8-9 -1 ––––––––––––––––––––––––––––––––––– Can’t cast spells tied to this ability –––––––––––––––––––––––––––––––––––
10-11 0 8 8 8 8 8 8 8 8 8 8
12-13 +1 8 1 8 8 8 8 8 8 8 8
CHAPTER 1:

14-15 +2 8 1 1 8 8 8 8 8 8 8
ABILITIES

16-17 +3 8 1 1 1 8 8 8 8 8 8
18-19 +4 8 1 1 1 1 8 8 8 8 8
20-21 +5 8 2 1 1 1 1 8 8 8 8
22-23 +6 8 2 2 1 1 1 1 8 8 8
24-25 +7 8 2 2 2 1 1 1 1 8 8
26-27 +8 8 2 2 2 2 1 1 1 1 8
28-29 +9 8 3 2 2 2 2 1 1 1 1
30-31 +10 8 3 3 2 2 2 2 1 1 1
32-33 +11 8 3 3 3 2 2 2 2 1 1
34-35 +12 8 3 3 3 3 2 2 2 2 1
36-37 +13 8 4 3 3 3 3 2 2 2 2
38-39 +14 8 4 4 3 3 3 3 2 2 2
40-41 +15 8 4 4 4 3 3 3 3 2 2
42-43 +16 8 4 4 4 4 3 3 3 3 2
44-45 +17 8 5 4 4 4 4 3 3 3 3
etc. . . .
Climb, Jump, and Swim checks. These are the skills that have
is 3rd level, the minimum level a wizard must be to cast 2nd-level Strength as their key ability.
spells.) Strength checks (for breaking down doors and the like).
If your character’s ability score is 9 or lower, you can’t cast spells
tied to that ability. For example, if Mialee’s Intelligence dropped to 9 TABLE 1—2: AVERAGE STRENGTH SCORES
because of a poison that reduces intellect, she would not be able to Average Average
cast even her simplest spells until cured. Race or Creature Strength Modifier
Shadow ) )
Toad 1 -5
REROLLING Rat 2 -4
If your scores are too low, you may scrap them and roll all six scores Weasel 3 -4
over. Your scores are considered too low if your total modifiers Small monstrous centipede 4-5 -3
(before changes according to race) are 0 or less, or if your highest Kobold 6-7 -2
score is 13 or lower. Halfling or goblin 8-9 -1
Human 10-11 0

THE ABILITIES Half-orc


Gnoll
12-13
14-15
+1
+2
Each ability partially describes your character and affects some of Small earth elemental 16-17 +3
your character’s actions. Centaur 18-19 +4
The description of each ability includes a list of races and Fire giant 30-31 +10
creatures along with their average scores in that ability. (Not every Nightshade nightcrawler 44-45 +17
creature has a score in every ability, as you’ll see when you look at Great gold wyrm 46-47 +18
the lists that follow.) These scores are for an average, young adult
member of that race or species, such as a dwarven tax collector, a DEXTERITY (Dex)
halfling merchant, or an unexceptional gnoll. An adventurer—say, a Dexterity measures hand-eye coordination, agility, reflexes, and
dwarven fighter or a gnoll ranger—probably has better scores, at balance. This ability is the most important ability for rogues, but it’s
least in the abilities that matter most to them, and player characters also high on the list for characters who typically wear light or
are above average overall. medium armor (barbarians and rangers) or none at all (monks,
wizards, and sorcerers), and for anyone who wants to be a skilled
STRENGTH (Str) archer.
Strength measures your character’s muscle and physical power. This You apply your character’s Dexterity modifier to:
ability is especially important for fighters, barbarians, paladins,
rangers, and monks because it helps them prevail in combat. Ranged attack rolls, including attacks made with bows,
You apply your character’s Strength modifier to: crossbows, throwing axes, and other ranged weapons.
Armor Class (AC), provided the character can react to the attack.
Melee attack rolls. Reflex saving throws, for avoiding fireballs and other attacks that
Damage rolls when using a melee weapon or a thrown weapon. you can escape by moving quickly.
(Exceptions: Off-hand attacks receive only half the Strength Balance, Escape Artist, Hide, Move Silently, Open Lock, Pick
modifier, while two-handed attacks receive one and a half times Pocket, Ride, Tumble, and Use Rope checks. These are the skills
the Strength modifier. A Strength penalty, but not a bonus, that have Dexterity as their key ability.
applies to attacks made with a bow or a sling.)

8
TABLE 1—3: AVERAGE DEXTERITY SCORES TABLE 1—5: AVERAGE INTELLIGENCE SCORES
Average Average Average Average
Race or Creature Dexterity Modifier Race or Creature Intelligence Modifier
Shrieker ) ) Zombie ) )
Gelatinous cube 1 -5 Carrion crawler 1 -5
Colossal animated object 4-5 -3 Tiger 2 -4
Purple worm 6-7 -2 Hydra 3 -4
Ogre 8-9 -1 Otyugh 4-5 -3
Human 10-11 0 Troll 6-7 -2
Elf or halfling 12-13 +1 Half-orc 8-9 -1

CHAPTER 1:
Displacer beast 14-15 +2 Human 10-11 0

ABILITIES
Blink dog 16-17 +3 Dragon turtle 12-13 +1
Astral deva 18-19 +4 Invisible stalker 14-15 +2
Elder air elemental 32-33 +11 Beholder 16-17 +3
Mind flayer 18-19 +4
Kraken 20-21 +5
CONSTITUTION (Con) Great gold wyrm 32-33 +11
Constitution represents your character’s health and stamina.
Constitution increases a character’s hit points, so it’s important for
everyone. WISDOM (Wis)
You apply your Constitution modifier to: Wisdom describes a character’s willpower, common sense,
perception, and intuition. While Intelligence represents one’s
Each Hit Die (though a penalty can never drop a Hit Die roll ability to analyze information, Wisdom is more related to being in
below 1—that is, a character always gains at least 1 hp each time tune with and aware of one’s surroundings. An “absentminded
he or she goes up a level). professor” has low Wisdom and high Intelligence. A simpleton (low
Fortitude saving throws, for resisting poison and similar threats. Intelligence) might still have great insight (high Wisdom). Wisdom
Concentration checks. This is a skill, important to spellcasters, is the most important ability for clerics and druids, and is also
that has Constitution as its key ability. important for paladins and rangers. If you want your character to
have keen senses, put a high score in Wisdom.
If a character’s Constitution changes enough to alter his or her You apply your character’s Wisdom modifier to:
Constitution modifier, his or her hit points also increase or decrease
accordingly. Will saving throws (for negating charm person and other spells).
Heal, Innuendo, Intuit Direction, Listen, Profession, Sense
TABLE 1—4: AVERAGE CONSTITUTION SCORES Motive, Spot, and Wilderness Lore checks. These are the skills
Average Average that have Wisdom as their key ability.
Race or Creature Constitution Modifier
Ghost ) ) Clerics, druids, paladins, and rangers get bonus spells based on their
Gray elf 6-7 -2 Wisdom scores. The minimum Wisdom needed to cast a cleric,
Wild elf 8-9 -1 druid, paladin, or ranger spell is 10 + the spell’s level.
Human 10-11 0 Every creature has a Wisdom score.
Dwarf or gnome 12-13 +1
Carrion crawler 14-15 +2 TABLE 1—6: AVERAGE WISDOM SCORES
Griffon 16-17 +3 Average Average
Horse 18-19 +4 Race or Creature Wisdom Modifier
The tarrasque 35 +12 Gelatinous cube 1 -5
Shrieker 2 -4
Orc 8-9 -1
INTELLIGENCE (Int) Human 10-11 0
Intelligence determines how well your character learns and reasons. Owlbear 12-13 +1
Intelligence is important for wizards because it affects how many Wraith 14-15 +2
spells they can cast, how hard their spells are to resist, and how Devourer 16-17 +3
powerful their spells can be. It’s also important for any character Couatl 18-19 +4
who wants to have a strong assortment of skills. Unicorn 20-21 +5
You apply your character’s Intelligence modifier to:
Great gold wyrm 32-33 +11
The number of languages your character knows at the start of the
game. CHARISMA (Cha)
The number of skill points gained each level. (But your character Charisma measures a character’s force of personality, persuasiveness,
always gets at least 1 skill point per level.) personal magnetism, ability to lead, and physical attractiveness. It
Alchemy, Appraise, Craft, Decipher Script, Disable Device, represents actual personal strength, not merely how one is
Forgery, Knowledge, Read Lips, Scry, Search, and Spellcraft perceived by others in a social setting. Charisma is most important
checks. These are the skills that have Intelligence as their key
for paladins, sorcerers, and bards. It is also important for clerics,
ability.
since it affects their ability to turn undead.
Wizards gain bonus spells based on their Intelligence scores. The You apply your Charisma modifier to:
minimum Intelligence needed to cast a wizard spell is 10 + the
spell’s level. Animal Empathy, Bluff, Diplomacy, Disguise, Gather
Animals have Intelligence scores of 1 or 2. Creatures of Information, Handle Animal, Intimidate, Perform, and Use
humanlike intelligence have scores of at least 3. Magic Device checks. These are the skills that have Charisma as
their key ability.
Checks that represent an attempt to influence others.

9
Turning checks for clerics and paladins attempting to turn Intelligence gets the 10 (no bonus or penalty). An average
zombies, vampires, and other undead. Intelligence isn’t bad for a fighter.
Monte records his character’s race, class, ability scores, and ability
Sorcerers and bards get bonus spells based on their Charisma scores. modifiers on his character sheet.
The minimum Charisma needed to cast a sorcerer or bard spell is 10
+ the spell’s level.
Every creature has a Charisma score. CHANGING ABILITY SCORES
Over time, the ability scores your character starts with can change.
TABLE 1—7: AVERAGE CHARISMA SCORES Ability scores can increase with no limit.
Average Average
CHAPTER 1:

Race or Creature Wisdom Modifier


ABILITIES

Add 1 point to any score at 4th level and every four levels your
Zombie 1 -5 character attains thereafter (at 8th, 12th, 16th, and 20th level).
Spider 2 -4 Many spells and magical effects temporarily increase or decrease
Dretch tanar’ri 4-5 -3 ability scores. The ray of enfeeblement spell reduces a creature’s
Triceratops 6-7 -2 Strength, and the strength spell increases it. Sometimes a spell
Dwarf or half-orc 8-9 -1 simply hampers a character, effectively reducing his or her ability
Human or wolverine 10-11 0 score. A character trapped by an entangle spell, for example, acts as
Dragonne 12-13 +1 if his Dexterity were 4 points lower than it really is.
Storm giant 14-15 +2 Several magic items improve the user’s ability scores as long as
Ogre mage 16-17 +3 the character is using them. Gloves of dexterity, for example,
Large barghest 18-19 +4
improve the wearer’s Dexterity score. (Magic items are described
Great gold wyrm 32-33 +11
in the DUNGEON MASTER‘s Guide.) Note that a magic item of this
type can’t change an ability score by more than +6.
EXAMPLE OF GENERATING Some rare magic items can boost an ability score permanently, as
can a wish spell. Such a bonus is called an inherent bonus. An
AND ASSIGNING ABILITY SCORES ability score can’t have an inherent bonus of more than +5.
Monte wants to create a new character. He rolls four six-sided dice Poisons, diseases, and other effects can harm an ability (temporary
(4d6) and gets 5, 4, 4, and 1. Ignoring the lowest die, he records the ability damage). Ability points lost to damage return on their own
result on scratch paper: 13. He does this five more times and gets at a rate of 1 point per day for each damaged ability.
these six scores: 13, 10, 15, 12, 8, and 14. Monte decides to play a Wraiths and certain other undead creatures drain abilities,
strong, tough dwarven fighter. Now he assigns his rolls to abilities. resulting in a permanent loss (permanent ability drain). Points
Strength gets the highest score, 15. His character has a +2 lost this way don’t return on their own, but they can be brought
Strength bonus that will serve him well in combat. back with spells, such as restoration.
Constitution gets the next highest score, 14. The dwarf’s +2 As a character ages, some ability scores go up and others go down.
Constitution racial ability adjustment (see Table 2–1: Racial Ability See Table 6–5: Aging Effects, page 93.
Adjustments, page 12) improves his Constitution score to 16, for a
+3 bonus, which gives him more hit points and better Fortitude When an ability score changes, all attributes associated with that
saving throws. score change accordingly. For example, when Mialee becomes a 4th-
Monte puts his lowest score, 8, into Charisma. The dwarf’s -2 level wizard, she decides to increase her Intelligence to 16. That
Charisma racial ability adjustment (see Table 2–1: Racial Ability gives her a 3rd-level bonus spell (which she’ll pick up at 5th level,
Adjustments) reduces his Charisma score to 6, for a -2 penalty. when she is able to cast 3rd-level spells), and it increases the number
Monte has two bonus-range scores left (13 and 12), plus an of skill points she gets per level from 4 to 5 (2 per level for her class,
average score (10). Dexterity gets the 13 (+1 bonus). That helps with plus another 3 per level from her Intelligence bonus). As a new 4th-
attacking with ranged weapons and with Reflex saving throws. level character, she can get the skill points after raising her
(Monte’s also thinking ahead. A Dexterity score of 13 qualifies his Intelligence, so she’ll get 5 points for achieving 4th level in the
character for the Dodge feat—see Table 5–1: Feats, page 79). wizard class. She does not retroactively get additional points for her
Wisdom gets the 12 (+1 bonus). That helps with perception skills, previous levels (that is, skill points she would have gained if she had
such as Spot and Listen (see Table 4–2: Skills, page 59), as well as had an Intelligence score of 16 starting at 1st level).
with Will saving throws.

INTELLIGENCE, WISDOM, AND CHARISMA


low Intelligence may be aware, but simple. A character with a high
You can use your character’s Intelligence, Wisdom, and Charisma scores
Wisdom but a low Charisma knows enough to speak carefully and may
to guide you in roleplaying your character. Here are some guidelines
become an advisor or “power behind the throne” rather than a leader.
(just guidelines) about what these scores can mean.
A character with a low Wisdom score may be rash, imprudent,
A smart character is curious, knowledgeable, and prone to using big
irresponsible, or “out of it.”
words. A character with a high Intelligence but low Wisdom may be
A character with a high Charisma may be attractive, striking,
smart but absent-minded, or knowledgeable but lacking in common
personable, and confident. A character with a high Charisma but a low
sense. A character with a high Intelligence but a low Charisma may be a
Intelligence can usually pass herself off as knowledgeable until she
know-it-all or a reclusive scholar. The smart character lacking in both
meets a true expert. A charismatic character with a low Wisdom may be
Wisdom and Charisma is usually putting her foot in her mouth.
popular, but she doesn’t know who her real friends are.
A Character with a low Intelligence mispronounces and misuses
A character with a low Charisma may be reserved, gruff, rude,
words, has trouble following directions, or fails to get the joke.
fawning, or simply nondescript.
A Character with a high Wisdom score may be sensible, serene, “in
tune,” alert, or centered. A Character with a high Wisdom but a

10
he elven woods are home to the elves and their allies. RACIAL
CHARACTERISTICS
You won’t find many dwarves or half-orcs there. In turn,
elves, humans, halflings, and half-orcs are hard to find in
underground dwarven cities. And while nonhumans may Your character’s race determines some of his or her qualities.
travel through the human countryside, most country folk
are humans. In the big cities, however, the promise of
power and profit brings together people of all the common races: ABILITY ADJUSTMENTS
humans, dwarves, elves, gnomes, half-elves, half-orcs, and halflings. Find your character’s race on Table 2–1: Racial Ability
Adjustments (see the next page) and apply the adjustments
you see there to your character’s ability scores. If these
CHOOSING A RACE changes raise your score above 18 or below 3, that’s okay.
Exception: Intelligence for characters does not go below 3. If
After you roll your ability scores and before you write them on your
character sheet, choose your character’s race. At the same time, your half-orc character would have an adjusted Intelligence
you’ll want to choose his or her class, since race affects how well he of 1 or 2, make it 3 instead.
or she can do in each class. Once you know your character’s race and For example, Lidda, a halfling, gets a +2 racial bonus on
class, assign your ability score rolls to particular abilities, alter the her Dexterity score and a -2 racial penalty on her Strength.
abilities according to race (see Table 2–1: Racial Ability Knowing this, her player puts her best score rolled (15) in
Adjustments), and continue detailing your character. Dexterity and sees it increase to 17. She doesn’t want a
You can play a character of any race or class, but certain races do Strength penalty, so she puts an above-average score (12) in
better pursuing certain careers. Halflings, for example, can be Strength. It drops to 10, which carries neither a bonus nor a
fighters, but their small size and special features make them do penalty.
better as rogues.
Your character’s race gives you plenty of cues as to what sort of FAVORED CLASS
person he or she is, how he or she feels about characters of other Each race’s favored class is also listed on Table 2–1: Racial
races, and what might motivate him or her. Remember, however, Ability Adjustments. A character’s favored class doesn’t
that these descriptions of races only apply to the majority of people. count against the character when determining XP penalties for
In each race, some individuals diverge from the norm, and your multiclassing (see Experience for Multiclass Characters, page
character could be one of these. Don’t let a description of a race keep 56).
you from detailing your character as you like. For example, as a halfling rogue, Lidda can add a second

11
class later on (becoming a multiclass character) without
worrying about an XP penalty.
CHAPTER 2:
RACES

TABLE 2—1: RACIAL ABILITY ADJUSTMENTS Class-Related Languages: Clerics, druids, and wizards can
Race Ability Adjustments Favored Class choose certain languages as bonus languages even if they’re not on
Human None Any the lists found in the race descriptions. These class-related languages
Dwarf +2 Constitution, -2 Charisma Fighter are as follows:
Elf +2 Dexterity, -2 Constitution Wizard Cleric: Abyssal, Celestial, Infernal.
Gnome +2 Constitution, -2 Strength Illusionist* Druid: Sylvan.
Half-elf None Any Wizard: Draconic.
Half-orc +2 Strength, -2 Intelligence**, Barbarian
-2 Charisma
Halfling +2 Dexterity, -2 Strength
*A wizard who specializes in illusion spells.
Rogue HUMANS
Most humans are the descendants of pioneers, conquerors, traders,
**A half-orc’s starting Intelligence is at least 3. If this adjustment would
travelers, refugees, and other people on the move. As a result,
lower the character’s score to 1 or 2, his or her score is 3.
human lands are a mix of people—physically, culturally, religiously,
and politically. Hardy or fine, light-skinned or dark, showy or
RACE AND LANGUAGES austere, primitive or civilized, devout or impious, humans run the
In a big city, visitors can hear all manner of languages being spoken. gamut.
Dwarves haggle over gems in Dwarven, elven sages engage in Personality: Humans are the most adaptable, flexible, and
learned debates in Elven, and preachers call out prayers in Celestial. ambitious people among the common races. They are diverse in
The language heard most, however, is Common, a tongue shared by their tastes, morals, customs, and habits. Others accuse them of
all who take part in the culture at large. With all these languages in having little respect for history, but it’s only natural that humans,
use, it is easy for people to learn others’ languages, and adventurers with their relatively short life spans and constantly changing
often speak several tongues. cultures, would have a shorter collective memory than dwarves,
All characters know how to speak Common. Dwarves, elves, elves, gnomes, and halflings.
gnomes, half-elves, half-orcs, and halflings also speak a racial Physical Description: Humans typically stand from 5 feet to a
language, as appropriate. Smart characters (those with an little over 6 feet tall and weigh from 125 to 250 pounds, with men
Intelligence bonus) speak other languages as well, one extra noticeably taller and heavier than women. Thanks to their penchant
language per point of bonus. Select your character’s bonus languages for migration and conquest, and to their short generations, humans
(if any) from the list found in his or her race’s description later in are more physically diverse than other common races, with skin
this chapter. shades that run from nearly black to very pale, hair from black to
Literacy: Unless your character is a barbarian, he or she can read blond (curly, kinky, or straight), and facial hair (for men) from
and write all the languages he or she speaks. (A barbarian can sparse to thick. Plenty of humans have a dash of nonhuman blood,
become literate by spending skill points.) and they may demonstrate hints of elven, orc, or other lineages.
Humans are often ostentatious or unorthodox in their grooming

12
CHAPTER 2:
RACES
and dress, sporting unusual hairstyles, fanciful clothes, tattoos, body Language: Humans speak Common. They typically learn other
piercings, and the like. Humans have short life spans, achieving languages, including obscure ones, and they are fond of sprinkling
adulthood at about age 15 and rarely living even a single century. their speech with words borrowed from other tongues: Orc curses,
Relations: Just as readily as they mix with each other, humans Halfling culinary terms, Elven musical expressions, Dwarven
mix with members of other races. Among the other races, humans military phrases, and so on.
are known as “everyone’s second-best friends.” They serve as Names: Human names vary greatly. Without a unifying deity to
ambassadors, diplomats, magistrates, merchants, and functionaries give them a touchstone for their culture, and with such a fast
of all kinds. breeding cycle, humans mutate socially at a fast rate. Human
Alignment: Humans tend toward no particular alignment, not culture, therefore, is more diverse than other cultures, and no
even neutrality. The best and the worst are found among humans. human names are truly typical. Some human parents give their
Human Lands: Human lands are usually in flux, with new ideas, children dwarven or elven names (pronounced more or less
social changes, innovations, and new leaders constantly coming to correctly).
the fore. Members of longer-lived races find human culture exciting Adventurers: Human adventurers are the most audacious,
but eventually a little wearying or even bewildering. daring, and ambitious members of an audacious, daring, and
Since humans lead such short lives, their leaders are all young ambitious race. A human can earn glory in the eyes of his or her
compared to the political, religious, and military leaders among the fellows by amassing power, wealth, and fame. Humans, more than
other races. Even where individual humans are conservative other people, champion causes rather than territories or groups.
traditionalists, human institutions change with the generations,
adapting and evolving faster than parallel institutions among the
elves, dwarves, gnomes, and halflings. Individually and as a group, HUMAN RACIAL TRAITS
humans are adaptable opportunists, and they stay on top of changing Medium-size: As Medium-size creatures, humans have no special
political dynamics. bonuses or penalties due to their size.
Human lands generally include relatively large numbers of Human base speed is 30 feet.
nonhumans (compared, for instance, to the number of nondwarves 1 extra feat at 1st level, because humans are quick to master
who live in dwarven lands). specialized tasks and varied in their talents. See Chapter 5: Feats.
Religion: Unlike members of the other common races, humans 4 extra skill points at 1st level and 1 extra skill point at each
do not have a chief racial deity. Pelor, the sun god, is the most additional level, since humans are versatile and capable. (The 4
commonly worshiped deity in human lands, but he has nothing like skill points at first level are added on as a bonus, not multiplied in;
the central place that dwarves give Moradin or elves give Corellon see Chapter 4: Skills.)
Larethian. Some humans are the most ardent and zealous adherents Automatic Language: Common. Bonus Languages: Any (other
of a given religion, while others are the most impious people than secret languages, such as Druidic). See other racial lists for
around. common languages or Table 4–6: Languages for a more
comprehensive list. Humans mingle with all kinds of other folk
and thus can learn any language found in an area.

13
Favored Class: Any. When determining whether a multiclass Dwarven Lands: Dwarven kingdoms are usually deep beneath
human suffers an XP penalty, his highest-level class does not the stony faces of mountains, where the dwarves mine gems and
count. (See Experience for Multiclass Characters, page 56.) precious metals and forge items of wonder. Trustworthy members of
other races are welcome here, though some parts of these lands are
off limits even to them. Whatever wealth the dwarves can’t find in
DWARVES their mountains they gain through trade. Dwarves dislike water
travel, so enterprising humans frequently handle trade in dwarven
Dwarves are known for their skill in warfare, their ability to
withstand physical and magical punishment, their knowledge of the goods when travel is along a water route.
earth’s secrets, their hard work, and their capacity for drinking ale. Dwarves in human lands are typically mercenaries,
weaponsmiths, armorsmiths, jewelers, and artisans. Dwarf
CHAPTER 2:

Their mysterious kingdoms, carved out from the insides of


mountains, are renowned for the marvelous treasures that they bodyguards are renowned for their courage and loyalty, and they are
RACES

produce as gifts or for trade. well rewarded for their virtues.


Personality: Dwarves are slow to laugh or jest and suspicious of Religion: The chief deity of the dwarves is Moradin, the Soul
strangers, but they are generous to those few who earn their trust. Forger. He is the creator of the dwarves, and he expects his followers
Dwarves value gold, gems, jewelry, and art objects made with these to work for the betterment of the dwarven race.
precious materials, and they have been known to succumb to greed. Language: Dwarves speak Dwarven, which has its own runic
They fight neither recklessly nor timidly, but with a careful courage script. Dwarven literature is marked by comprehensive histories of
and tenacity. Their sense of justice is strong, but at its worst it can kingdoms and wars through the millennia. The Dwarven alphabet is
turn into a thirst for vengeance. Among gnomes, also used (with minor variations) for the Gnome, Giant, Goblin,
who get along famously with dwarves, a mild Orc, and Terran languages. Dwarves often speak the
oath is is “If I’m lying, may I cross a languages of their friends (humans and gnomes) and
dwarf.” enemies. Some also learn Terran, the strange language
Physical Description: Dwarves of earth-based creatures such as xorn.
stand only 4 to 4 1/2 feet tall, but Names: A dwarf’s name is granted to him by his
they are so broad and compact clan elder, in accordance with tradition. Every
that they are, on average, proper dwarven name has been used and reused
almost as heavy as humans. down through the generations. A dwarf’s name is
Dwarven men are slightly not his own. It belongs to his clan. If he misuses
taller and noticeably heavier it or brings shame to it, his clan will strip him of
than dwarven women. it. A dwarf stripped of his name is forbidden by
Dwarves’ skin is typically deep tan dwarven law to use any dwarven name in its
or light brown, and their eyes are place.
dark. Their hair is usually black, Male Names: Barendd, Brottor, Eberk, Einkil,
gray, or brown, and worn long. Oskar, Rurik, Taklinn, Traubon, Ulfgar, and Veit.
Dwarven men value their beards Female Names: Artin, Audhild, Dagnal, Diesa,
highly and groom them very Gunnloda, Hlin, Ilde, Liftrasa, Sannl, and Torgga.
carefully. Dwarves favor simple Clan Names: Balderk, Dankil, Gorunn, Holderhek,
styles for their hair, beards, and Loderr, Lutgehr, Rumnaheim, Strakeln, Torunn, and
clothes. Dwarves are considered Ungart.
adults at about age 50, and they Adventurers: A dwarven adventurer may be
can live to be over 400 years old. motivated by crusading zeal, a love of excitement, or
Relations: Dwarves get along simple greed. As long as his accomplishments bring
fine with gnomes, and passably honor to his clan, his deeds earn him respect and
with humans, half-elves, and status. Defeating giants and claiming powerful magic
halflings. Dwarves say, “The weapons are sure ways for a dwarf to earn the respect of
difference between an other dwarves.
acquaintance and a friend is
about a hundred years.” DWARVEN
Humans, with their short life
spans, have a hard time RACIAL TRAITS
forging truly strong bonds +2 Constitution, -2
with dwarves. The best Charisma: Dwarves are
dwarf-human friendships stout and tough but tend
are between a human and a to be gruff and reserved.
dwarf who liked the human’s Medium-size: As Medium-
parents and grandparents. size creatures, dwarves
Dwarves fail to appreciate elves’ subtlety and art, regarding have no special bonuses or
elves as unpredictable, fickle, and flighty. Still, elves and dwarves penalties due to their size.
have, through the ages, found common cause in battles against orcs, Dwarven base speed is 20
goblins, and gnolls; and elves have earned the dwarves’ grudging feet.
respect. Dwarves mistrust half-orcs in general, and the feeling is Darkvision: Dwarves can
mutual. Luckily, dwarves are fair-minded, and they grant individual see in the dark up to 60
half-orcs the opportunity to prove themselves. feet. Darkvision is black
Alignment: Dwarves are usually lawful, and they tend toward and white only, but it is otherwise like normal sight, and dwarves
good. Adventuring dwarves are less likely to fit the common mold, can function just fine with no light at all.
however, since they’re more likely to be those who did not fit Stonecunning: Stonecunning grants dwarves a +2 racial bonus on
perfectly into dwarven society. checks to notice unusual stonework, such as sliding walls,
stonework traps, new construction (even when built to match the

14
CHAPTER 2:
RACES
old), unsafe stone surfaces, shaky stone ceilings, and the like. Favored Class: Fighter. A multiclass dwarf’s fighter class does not
Something that isn’t stone but that is disguised as stone also count when determining whether he suffers an XP penalty for
counts as unusual stonework. A dwarf who merely comes within multiclassing. (see Experience for Multiclass Characters, page 56).
10 feet of unusual stonework can make a check as if he were Dwarven culture extols the virtues of the warrior, and the vocation
actively searching, and a dwarf can use the Search skill to find comes easily to dwarves.
stonework traps as a rogue can. A dwarf can also intuit depth,
sensing his approximate depth underground as naturally as a
human can sense which way is up. Dwarves have a sixth sense
about stonework, an innate ability that they get plenty of
ELVES
Elves mingle freely in human lands, always welcome yet never at
opportunity to practice and hone in their underground homes. home there. They are well known for their poetry, dance, song, lore,
+2 racial bonus on saving throws against poison: Dwarves are and magical arts. Elves favor things of natural and simple beauty.
hardy and resistant to toxins. When danger threatens their woodland homes, however, elves
+2 racial bonus on saving throws against spells and spell-like reveal a more martial side, demonstrating skill with sword, bow, and
effects. battle strategy.
+1 racial bonus to attack rolls against orcs and goblinoids (goblins, Personality: Elves are more often amused than excited, more
hobgoblins, and bugbears): Dwarves are trained in the special likely to be curious than greedy. With such long lives, they tend to
combat techniques that allow them to fight their common keep a broad perspective on events, remaining aloof and unfazed by
enemies more effectively. petty happenstance. When pursuing a goal, however, whether an
+4 dodge bonus against giants: This bonus represents special adventurous mission or learning a new skill or art, they can be
training that dwarves undergo, during which they learn tricks focused and relentless. They are slow to make friends and enemies,
that previous generations developed in their battles with giants. and even slower to forget them. They reply to petty insults with
Note that any time a character loses his positive Dexterity bonus disdain and to serious insults with vengeance.
to Armor Class, such as when he’s caught flat-footed, he loses his Physical Description: Elves are short and slim, standing about 4
dodge bonus, too. 1/2 to 5 1/2 feet tall and typically weighing 85 to 135 pounds, with
+2 racial bonus on Appraise checks that are related to stone or elven men the same height as and only marginally heavier than
metal items: Dwarves are familiar with valuable items of all kinds elven women. They are graceful but frail. They tend to be pale-
(especially those made of stone or metal). skinned and dark-haired, with deep green eyes. Elves have no facial
+2 racial bonus on Craft checks that are related to stone or metal: or body hair. They prefer simple, comfortable clothes, especially in
Dwarves are especially capable with stonework and metalwork. pastel blues and greens, and they enjoy simple yet elegant jewelry.
Automatic Languages: Common and Dwarven. Bonus Languages: Elves possess unearthly grace and fine features. Many humans and
Giant, Gnome, Goblin, Orc, Terran, and Undercommon. Dwarves members of other races find them hauntingly beautiful. An elf
are familiar with the languages of their enemies and of their achieves adulthood at about 110 years in age and can live to be over
subterranean allies. 700 years old.

15
Elves do not sleep, as members of the other common races do.
Instead, an elf meditates in a deep trance for 4 hours a day. An elf
ELVEN RACIAL TRAITS
resting in this fashion gains the same benefit that a human does +2 Dexterity, –2 Constitution: Elves are graceful but frail. An elf’s
from 8 hours of sleep. While meditating, an elf dreams, though grace makes her naturally better at stealth and archery.
these dreams are actually mental exercises that have become Medium-size: As Medium-size creatures, elves have no special
reflexive through years of practice. The Common word for an elf’s bonuses or penalties due to their size.
meditation is “trance,” as in “four hours of trance.” Elven base speed is 30 feet.
Relations: Elves consider humans rather unrefined, halflings a Immunity to magic sleep spells and effects, and a +2 racial saving
bit staid, gnomes somewhat trivial, and dwarves not at all fun. They throw bonus against Enchantment spells or effects.
look on half-elves with some degree of pity, and they regard half- Low-light Vision: Elves can see twice as far as a human in
CHAPTER 2:

orcs with unrelenting suspicion. While haughty, elves are not starlight, moonlight, torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish color and
RACES

particular the way halflings and dwarves can be, and they are
generally pleasant and gracious even to those who fall short of elven detail under these conditions.
standards (which, after all, consists of just about everybody who’s Proficient with either longsword or rapier; proficient with
not an elf). shortbow, longbow, composite longbow, and composite
Alignment: Elves love freedom, variety, and self-expression. shortbow. Elves esteem the arts of swordplay and archery, so all
They lean strongly toward the gentler aspects of chaos. Generally, elves are familiar with these weapons.
they value and protect others’ freedom as well as their own, and they +2 racial bonus on Listen, Search, and Spot checks. An elf who
are more often good than not. merely passes within 5 feet of a secret or concealed door is
Elven Lands: Elves mostly live in woodland clans of less than entitled to a Search check to notice it as if she were actively
two hundred souls. Their well-hidden villages blend into the trees, looking for the door. An elf’s senses are so keen that she
doing little harm to the forest. They hunt game, gather food, and practically has a sixth sense about hidden portals.
grow vegetables, their skill and magic allowing them to support Automatic Languages: Common and Elven. Bonus Languages:
themselves amply without the need for clearing and plowing land. Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. Elves
Their contact with outsiders is usually limited, though some few commonly know the languages of their enemies and of their
elves make a good living trading finely worked elven clothes and friends, as well as Draconic, the language commonly found in
crafts for the metals that elves have no interest in mining. ancient tomes of secret knowledge.
Elves encountered in human lands are commonly wandering Favored Class: Wizard. A multiclass elf’s wizard class does not
minstrels, favored artists, or sages. Human nobles compete for the count when determining whether she suffers an XP penalty for
services of elven instructors, who teach swordplay to their children. multiclassing (see Experience for Multiclass Characters, page 56).
Religion: Above all others, elves worship Corellon Larethian, the Wizardry comes naturally to elves (they sometimes claim to have
Protector and Preserver of life. Elven myth holds that it was from his invented it), and fighter/wizards are especially common among
blood, shed in battles with Gruumsh, the god of the orcs, that the them.
elves first arose. Corellon is a patron of magical study, arts, dance,
and poetry, as well as a powerful warrior god.
Language: Elves speak a fluid language of subtle intonations and GNOMES
intricate grammar. While Elven literature is rich and varied, it is the Gnomes are welcome everywhere as technicians, alchemists, and
language’s songs and poems that are most famous. Many bards learn inventors. Despite the demand for their skills, most gnomes prefer
Elven so they can add Elven ballads to their repertoires. Others to remain among their own kind, living in comfortable burrows
simply memorize Elven songs by sound. The Elven script, as flowing beneath rolling, wooded hills where animals abound but hunting is
as the spoken word, also serves as the script for Sylvan, the language a very bad idea.
of dryads and pixies. Personality: Gnomes adore animals, beautiful gems, and jokes of
Names: When an elf declares herself an adult, usually some time all kinds. Gnomes have a great sense of humor, and while they love
after achieving her hundredth birthday, she also selects a name. puns, jokes, and games, they relish tricks—the more intricate the
Those who knew her as a youngster may or may not continue to call better. Fortunately, they apply the same dedication to more practical
her by her “child name,” and she may or may not care. An elf’s adult arts, such as engineering, as they do to their pranks.
name is a unique creation, though it may reflect the names of those Gnomes are inquisitive. They love to find things out by personal
she admires or the names of others in her family. In addition, she experience. At times they’re even reckless. Their curiosity makes
bears her family name. Family names are combinations of regular them skilled engineers, since they are always trying new ways to
Elven words, and some elves traveling among humans translate build things. Sometimes a gnome pulls a prank just to see how the
their names into Common while others use the Elven version. people involved will react.
Male Names: Aramil, Aust, Enialis, Heian, Himo, Ivellios, Physical Description: Gnomes stand about 3 to 3 1/2 feet tall
Laucian, Quarion, Thamior, and Tharivol. and weigh 40 to 45 pounds. Their skin ranges from dark tan to
Female Names: Anastrianna, Antinua, Drusilia, Felosial, Ielenia, woody brown, their hair is fair, and their eyes can be any shade of
Lia, Qillathe, Silaqui, Valanthe, and Xanaphia. blue. Gnome males prefer short, carefully trimmed beards. Gnomes
Family Names: Amastacia (“Starflower”), Amakiir generally wear leather or earth tones, and they decorate their clothes
(“Gemflower”), Galanodel (“Moonwhisper”), Holimion with intricate stitching or fine jewelry. Gnomes reach adulthood at
(“Diamonddew”), Liadon (“Silverfrond”), Meliamne (“Oakenheel”), about age 40, and they live about 350 years, though some can live
Naïlo (“Nightbreeze”), Siannodel (“Moonbrook”), Ilphukiir almost 500 years.
(“Gemblossom”), and Xiloscient (“Goldpetal”). Relations: Gnomes get along well with dwarves, who share their
Adventurers: Elves take up adventuring out of wanderlust. Life love of precious objects, their curiosity about mechanical devices,
among humans moves at a pace that elves dislike: regimented from and their hatred of goblins and giants. They enjoy the company of
day to day but changing from decade to decade. Elves among halflings, especially those who are easygoing enough to put up with
humans, therefore, find careers that allow them to wander freely pranks and jests. Most gnomes are a little suspicious of the taller
and set their own pace. Elves also enjoy demonstrating their races—humans, elves, half-elves, and half-orcs—but they are rarely
prowess with the sword and bow or gaining greater magical powers, hostile or malicious.
and adventuring allows them to do so. Good elves may also be rebels
or crusaders.

16
Alignment: Gnomes are most often good. Those who tend checks, but they must use smaller weapons than humans use, and
toward law are sages, engineers, researchers, scholars, investigators, their lifting and carrying limits are three-quarters of those of
or consultants. Those who tend toward chaos are tricksters, Medium-size characters.
wanderers, or fanciful jewelers. Gnomes are good-hearted, and even Gnome base speed is 20 feet.
the tricksters among them are more playful than vicious. Luckily, Low-light Vision: Gnomes can see twice as far as a human in
evil gnomes are as rare as they are frightening. starlight, moonlight, torchlight, and similar conditions of poor
Gnome Lands: Gnomes make their homes in hilly, wooded illumination. They retain the ability to distinguish color and
lands. They live underground but get more fresh air than dwarves detail under these conditions.
do, enjoying the natural, living world on the surface whenever they +2 racial bonus on saving throws against illusions, because
can. Their homes are well hidden, by both clever construction and gnomes are innately familiar with illusions of all kinds.

CHAPTER 2:
illusions. Those who come to visit and are welcome are ushered into +1 racial bonus to attack rolls against kobolds and goblinoids

RACES
the bright, warm burrows. Those who are not welcome never find (goblins, hobgoblins, and bugbears): Gnomes battle these
the burrows in the first place. creatures frequently and practice special techniques for fighting
Gnomes who settle in human lands are commonly gemcutters, them.
mechanics, sages, or tutors. Some human families retain gnome +4 dodge bonus against giants: This bonus represents special
tutors. During his life, a gnome tutor can teach several generations training that gnomes undergo, during which they learn tricks
of a single human family. that previous generations developed in their battles with giants.
Religion: The chief gnome god is Garl Glittergold, the Watchful Note that any time a character loses his positive Dexterity bonus
Protector. His clerics teach that gnomes are to cherish and support to Armor Class, such as when he’s caught flat-footed, he loses his
their communities. Pranks, for example, are seen as ways to lighten dodge bonus, too.
spirits and to keep gnomes humble, not ways for pranksters to +2 racial bonus on Listen checks: Gnomes have keen ears.
triumph over those they trick. +2 racial bonus on Alchemy checks: A gnome’s sensitive nose
Language: The Gnome language, which uses the Dwarven script, allows him to monitor alchemical processes by smell.
is renowned for its technical treatises and its catalogs of knowledge Automatic Languages: Common and Gnome. Bonus Languages:
of the natural world. Human herbalists, naturalists, and engineers Draconic, Dwarven, Elven, Giant, Goblin, and Orc. Gnomes deal
commonly learn Gnome in order to read the best books on their more with elves and dwarves than elves and dwarves deal with
topics of study. one another, and they learn the languages of their enemies
Names: Gnomes love names, and most have half a dozen or so. As (kobolds, giants, goblins, and orcs) as well. In addition, once per
a gnome grows up, his mother gives him a name, his father gives day a gnome can use speak with animals as a spell-like ability to
him a name, his clan elder gives him a name, his aunts and uncles speak with a burrowing mammal (a badger, fox, rabbit, etc.). This
give him names, and he gains nicknames from just about anyone. ability is innate to gnomes. It has a duration of 1 minute (the
Gnome names are typically variants on the names of ancestors or gnome is considered a 1st-level caster when he uses this ability,
distant relatives, though some are purely new inventions. When regardless of his actual level). See the speak with animals spell
dealing with humans and others who are rather “stuffy” about description, page 254.
names, gnomes learn to act as if they have no more than three Gnomes with Intelligence scores of 10 or higher may cast the 0-
names: a personal name, a clan name, and a nickname. When level spells (cantrips) dancing lights, ghost sound, and
deciding which of his several names to use among humans, a gnome prestidigitation, each once per day. These are arcane spells, and as
generally chooses the one that’s the most fun to say. Gnome clan such the gnome suffers spell failure penalties for wearing armor.
names are combinations of common Gnome words, and gnomes Treat the gnome as a 1st-level caster for all spell effects dependent
almost always translate them into Common when in human lands on level (range for all three spells and duration for ghost sound).
(or into Elven when in elven lands, and so on). See the spell descriptions on pages 190, 209, and 238, respectively.
Male Names: Boddynock, Dimble, Fonkin, Glim, Gerbo, Favored Class: Illusionist, which is a wizard who specializes in
Jebeddo, Namfoodle, Roondar, Seebo, and Zook. casting illusion spells (see page 158). A multiclass gnome’s
Female Names: Bimpnottin, Caramip, Duvamil, Ellywick, illusionist class does not count when determining whether he
Ellyjobell, Loopmottin, Mardnab, Roywyn, Shamil, and Waywocket. suffers an XP penalty (see Experience for Multiclass Characters,
Clan Names: Beren, Daergel, Folkor, Garrick, Nackle, Murnig, page 56).
Ningel, Raulnor, Scheppen, and Turen.
Nicknames: “Aleslosh,” “Ashhearth,” “Badger,” “Cloak,”
“Doublelock,” “Filchbatter,” “Fnipper,” “Oneshoe,” “Sparklegem,” HALF8ELVES
and “Stumbleduck.” Humans and elves sometimes wed, the elf attracted to the human’s
Adventurers: Gnomes are curious and impulsive. They may take energy and the human to the elf’s grace. These marriages end
up adventuring as a way to see the world or for the love of exploring. quickly as elves count years because a human’s life is so brief, but
Lawful gnomes may adventure to set things right and to protect the they leave an enduring legacy—half-elven children.
innocent, demonstrating the same sense of duty toward society as a The life of a half-elf can be hard. If raised by elves, the half-elf
whole that gnomes generally exhibit toward their own enclaves. As grows with astounding speed, reaching maturity within two
lovers of gems and other fine items, some gnomes take to decades. The half-elf becomes an adult long before she has had time
adventuring as a quick, if dangerous, path to wealth. Depending on to learn the intricacies of elven art and culture, or even grammar.
his relations to his home clan, an adventuring gnome may be seen as She leaves behind her childhood friends, becoming physically an
a vagabond or even something of a traitor (for abandoning clan adult but culturally still a child by elven standards. Typically, she
responsibilities). leaves her elven home, which is no longer familiar, and finds her
way among humans. If, on the other hand, she is raised by humans,
GNOME RACIAL TRAITS the half-elf finds herself different from her peers: more aloof, more
+2 Constitution, –2 Strength: Like dwarves, gnomes are tough, sensitive, less ambitious, and slower to mature. Some half-elves try
but they are small and therefore not as strong as larger to fit in among humans, while others find their identities in their
humanoids. difference. Most find places for themselves in human lands, but
Small: As Small creatures, gnomes gain a +1 size bonus to Armor some feel like outsiders all their lives.
Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide

17
Personality: Most half-elves have the curiosity, inventiveness, Names: Half-elves use either human or elven naming
and ambition of the human parent, along with the refined senses, conventions. Ironically, half-elves among humans are often given
love of nature, and artistic tastes of the elven parent. elven names in honor of their heritage, just as half-elves raised
Physical Description: To humans, half-elves look like elves. To among elves often take human names.
elves, they look like humans (indeed, elves call them “half-humans”). Adventurers: Half-elves find themselves drawn to strange
Half-elven height ranges from under 5 feet to almost 6 feet tall, and careers and unusual company. Taking up the life of an adventurer
weight usually ranges from 90 to 180 pounds. Half-elven men are comes easily to many of them. Like elves, they are driven by
taller and heavier than half-elven women, but the difference is less wanderlust.
pronounced than that found among humans. Half-elves are paler,
fairer, and smoother-skinned than their human parents, but their
HALF8ELVEN RACIAL TRAITS
CHAPTER 2:

actual skin tone, hair color, and other details vary just as human
features do. Half-elves’ eyes are green, just as are those of their elven Medium-size: As Medium-size creatures, half-elves have no
RACES

parents. A half-elf reaches adulthood at age 20 and can live to be over special bonuses or penalties due to their size.
180 years old. Half-elven base speed is 30 feet.
Most half-elves are the children of human–elf pairings. Some, Immunity to sleep spells and similar magical effects, and a +2
however, are the children of parents who themselves are partly racial saving throw bonus against Enchantment spells or effects.
human and partly elven. Some of these “second generation” half- Low-light Vision: Half-elves can see twice as far as a human in
elves have humanlike eyes, but most still starlight, moonlight, torchlight, and similar
have green eyes. conditions of poor illumination. They
Relations: Half-elves do retain the ability to distinguish
well among both elves and color and detail under these
humans, and they also conditions.
get along well with +1 racial bonus on Listen,
dwarves, gnomes, and Search, and Spot checks:
halflings. They have Half-elves do not have the
elven grace without elf’s ability to notice secret
elven aloofness, human doors simply by passing
energy without human near them. Half-elves have
boorishness. They make keen senses, but not as keen
excellent ambassadors and as those of an elf.
go-betweens (except between Elven Blood: For all special
elves and humans, where each abilities and effects, a half-elf
side suspects the half-elf of is considered an elf. Half-
favoring the other). In human lands where elves, for example, can use
elves are distant or not on friendly terms, elven weapons and magic items
however, half-elves are viewed with with racially specific elven powers as if they were
suspicion. elves.
Some half-elves show a marked Automatic Languages: Common and Elven. Bonus
disfavor toward half-orcs. Perhaps Languages: Any (other than secret languages, such
the similarities between as Druidic). Half-elves have all the versatility and
themselves and half-orcs broad (if shallow) experience that humans have.
(both have human lineage) Favored Class: Any. When determining whether a
make these half-elves multiclass half-elf suffers an XP penalty, her
uncomfortable. highest-level class does not count (see Experience
Alignment: Half-elves share for Multiclass Characters, page 56).
the chaotic bent of their elven
heritage, but, like humans, they
tend toward neither good nor evil. HALF8ORCS
Like elves, they value personal In the wild frontiers, tribes of
freedom and creative expression, human and orc barbarians live in
demonstrating no love of leaders uneasy balance, fighting in times
nor lust for followers. They chafe at of war and trading in times of peace.
rules, resent others’ demands, and The half-orcs who are born in the frontier may
sometimes prove unreliable, or at least live with either human or orc parents, but they are
unpredictable. nevertheless exposed to both cultures. Some, for whatever reason,
Half-Elven Lands: Half-elves have leave their homeland and travel to civilized lands, bringing with
no lands of their own, though they are them the tenacity, courage, and combat prowess that they developed
welcome in human cities and elven in the wilds.
forests. In large cities, half-elves Personality: Half-orcs are short-tempered and sullen. They
sometimes form small communities of their own. would rather act than ponder and would rather fight than argue.
Religion: Half-elves raised among elves follow elven deities, Those who are successful, however, are those with enough self-
principally Corellon Larethian, god of the elves. Those raised among control to live in a civilized land, not the crazy ones.
humans often follow Ehlonna, goddess of the woodlands. Half-orcs love simple pleasures such as feasting, drinking,
Language: Half-elves speak the languages they are born to, boasting, singing, wrestling, drumming, and wild dancing. Refined
Common and Elven. Half-elves are slightly clumsy with the enjoyments such as poetry, courtly dancing, and philosophy are lost
intricate Elven language, though only elves notice, and even so they on them. At the right sort of party, a half-orc is an asset. At the
do better than nonelves. duchess’s grand ball, he’s a liability.

18
Physical Description: Half-orcs are as tall as humans and a little another name once he’s away from his hometown. Some half-orcs, of
heavier, thanks to their muscle. A half-orc’s grayish pigmentation, course, aren’t quite bright enough to choose a name this carefully.
sloping forehead, jutting jaw, prominent teeth, and coarse body hair Orc Male Names: Dench, Feng, Gell, Henk, Holg, Imsh, Keth,
make his lineage plain for all to see. Ront, Shump, and Thokk.
Orcs like scars. They regard battle scars as tokens of pride and Orc Female Names: Baggi, Emen, Engong, Myev, Neega, Ovak,
ornamental scars as things of beauty. Any half-orc who has lived Ownka, Shautha, Vola, and Volen.
among or near orcs has scars, whether they are marks of shame Adventurers: Half-orcs living among humans are drawn almost
indicating servitude and identifying the half-orc’s former owner, or invariably toward violent careers in which they can put their
marks of pride recounting conquests and high status. Such a half-orc strength to good use. Frequently shunned from polite company,
living among humans either displays or hides his scars, depending half-orcs often find acceptance and friendship among adventurers,

CHAPTER 2:
on his attitude toward them. many of who are fellow wanderers and outsiders.

RACES
Half-orcs mature a little faster than humans and age noticeably
faster. Few half-orcs live longer than 75 years.
Relations: Because orcs are the sworn enemies of dwarves and
HALF8ORC RACIAL TRAITS
elves, half-orcs can have a rough time with members of +2 Strength, –2 Intelligence, –2 Charisma: Half-orcs are strong,
these races. For that matter, orcs aren’t exactly but their orc lineage makes them dull and crude.
on good terms with humans, halflings, Medium-size: As Medium-size creatures, half-orcs have
or gnomes, either. Each half-orc no special bonuses or penalties due to their size.
finds a way to gain acceptance Half-orc base speed is 30 feet.
from those who hate or fear Darkvision: Half-orcs (and orcs) can see in
his orc cousins. Some are the dark up to 60 feet. Darkvision is black
reserved, trying not to draw and white only, but it is otherwise like
attention to themselves. Others normal sight, and half-orcs can function
demonstrate piety and good- just fine with no light at all.
heartedness as publicly as they Orc Blood: For all special abilities and
can (whether or not such effects, a half-orc is considered an orc.
demonstrations are genuine). Half-orcs, for example, can use special
Others simply try to be so orc weapons or magic items with racially
tough that others have no specific orc powers as if they were orcs.
choice but to accept them. Automatic Languages: Common and
Alignment: Half-orcs inherit Orc. Bonus Languages: Draconic,
a tendency toward chaos from Giant, Gnoll, Goblin, and Abyssal.
their orc parents, but, like their Smart half-orcs (who are rare) may
human parents, they favor know the languages of their allies
neither good nor evil. Half-orcs or rivals.
raised among orcs and willing to live out their Favored Class: Barbarian. A
lives with them, however, are usually the evil multiclass half-orc’s barbarian
ones. class does not count when
Half-Orc Lands: Half-orcs have no lands of determining whether he
their own. They most often live among orcs. suffers an XP penalty (see
Of the other races, humans are the ones most Experience for Multiclass
likely to accept half-orcs, and half-orcs almost Characters, page 56). Ferocity runs in
always live in human lands when not living a half-orc’s veins.
among orc tribes.
Religion: Like orcs, many
half-orcs worship Gruumsh, HALFLINGS
the chief orc god and Halflings are clever, capable
archenemy of Corellon opportunists. Halfling
Larethian, god of elves. While individuals and clans find
Gruumsh is evil, half-orc room for themselves wherever
barbarians and fighters may they can. Often they are
worship him as a war god strangers and wanderers, and
even if they are not evil others react to them with suspicion
themselves. Worshipers or curiosity. Depending on the clan,
of Gruumsh who are tired of explaining themselves, or who don’t halflings might be reliable, hard-working (if clannish) citizens, or
want to give humans a reason to distrust them, simply don’t make they might be thieves just waiting for the opportunity to make a big
their religion public knowledge. Half-orcs who want to solidify their score and disappear in the dead of night. Regardless, halflings are
connection to their human heritage, on the other hand, follow cunning, resourceful survivors.
human gods, and they may be outspoken in their shows of piety. Personality: Halflings prefer trouble to boredom. They are
Language: Orc, which has no alphabet of its own, uses Dwarven notoriously curious. Relying on their ability to survive or escape
script on the rare occasions that someone writes something in Orc. danger, they demonstrate a daring that many larger people can’t
Orc writing turns up most frequently in graffiti. match.
Names: A half-orc typically chooses a name that helps him make Halflings have ample appetites, both for food and for other
the impression that he wants to make. If he wants to fit in among pleasures. They like well-cooked meals, fine drink, good tobacco,
humans, he chooses a human name. If he wants to intimidate others, and comfortable clothes. While they can be lured by the promise of
he chooses a guttural orc name. A half-orc who has been raised wealth, they tend to spend the gold they gain rather than hoarding
entirely by humans has a human given name, but he may choose it.

19
Halflings are also famous collectors. While more orthodox While the Halfling language isn’t secret, halflings are loath to share
halflings may collect teapots, books, or pressed flowers, some collect it with others. Almost all halflings speak Common, since they use it
such objects as the hides of wild beasts—or even the beasts to deal with the people in whose land they are living or through
themselves. Wealthy halflings sometimes commission adventurers which they are traveling.
to retrieve exotic items to complete their collections. Names: A halfling has a given name, a family name, and possibly
Physical Description: Halflings stand about 3 feet tall and a nickname. It would seem that family names are nothing more than
usually weigh between 30 and 35 pounds. Their skin is ruddy, their nicknames that stuck so well they have been passed down through
hair black and straight. They have brown or black eyes. Halfling the generations.
men often have long sideburns, but beards are rare among them and Male Names: Alton, Beau, Cade, Eldon, Garret, Lyle, Milo,
mustaches almost unseen. They like to wear simple, comfortable, Osborn, Roscoe, and Wellby.
CHAPTER 2:

and practical clothes. Unlike members of most races, they prefer Female Names: Amaryllis, Charmaine, Cora, Euphemia, Jillian,
RACES

actual comfort to shows of wealth. A halfling would rather wear a Lavinia, Merla, Portia, Seraphina, and Verna.
comfortable shirt than jewelry. A halfling reaches adulthood in her Family Names: Brushgather, Goodbarrel, Greenbottle, Highhill,
early twenties and generally lives into the middle of her second Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, Underbough.
century. Adventurers: Halflings often set out on their own to make their
Relations: Halflings try to get along with everyone else. They are way in the world. Halfling adventurers are typically looking for a
adept at fitting into a community of humans, dwarves, elves, or way to use their skills to gain wealth or status. The distinction
gnomes and making themselves valuable and welcome. Since between a halfling adventurer and a halfling out on her own looking
human society changes faster than the societies of the longer-lived for “a big score” can get blurry. For a halfling, adventuring is less of a
races, it is human society that most frequently offers halflings career than an opportunity. While halfling opportunism can
opportunities to exploit, and halflings are most often found in or sometimes look like larceny or fraud to others, a halfling adventurer
around human lands. who learns to trust her fellows is worthy of trust in turn.
Alignment: Halflings tend to be neutral and practical. While
they are comfortable with change (a chaotic trait), they also tend to
rely on intangible constants, such as clan ties and personal honor (a HALFLING RACIAL TRAITS
lawful trait). +2 Dexterity, –2 Strength: Halflings are quick, agile, and good
Halfling Lands: Halflings have no lands of their own. Instead, with ranged weapons, but they are small and therefore not as
they live in the lands of other races, where they can benefit from strong as other humanoids.
whatever resources those lands have to offer. Halflings often form Small: As Small creatures, halflings gain a +1 size bonus to Armor
tight-knit communities in human or dwarven cities. While they Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide
work readily with others, they often make friends only among each checks, but they must use smaller weapons than humans use, and
other. Halflings also settle into secluded places where they set up their lifting and carrying limits are three-quarters of those of
self-reliant villages. Halfling communities, however, are known to Medium-size characters.
pick up and move en masse to some place that offers a new Halfling base speed is 20 feet.
opportunity, such as where a new mine has opened up or to a land +2 racial bonus on Climb, Jump, and Move Silently checks:
where a devastating war has made skilled workers hard to find. If Halflings are agile, surefooted, and athletic.
these opportunities are temporary, the community may pick up and +1 racial bonus on all saving throws: Halflings are surprisingly
move again once the opportunity is gone, or once a better one capable of avoiding mishaps.
presents itself. If the opportunity is lasting, the halflings settle and +2 morale bonus on saving throws against fear. (This bonus stacks
form a new village. Some communities, on the other hand, take to with the halfling’s +1 bonus on saving throws in general.)
traveling as a way of life, driving wagons or guiding boats from place +1 racial attack bonus with a thrown weapon: Throwing stones is
to place, with no permanent home. a universal sport among halflings, and they develop especially
Religion: The chief halfling deity is Yondalla, the Blessed One, good aim.
protector of the halflings. Yondalla promises blessings and +2 racial bonus on Listen checks: Halflings have keen ears.
protection to those who heed her guidance, defend their clans, and Automatic Languages: Common and Halfling. Bonus Languages:
cherish their families. Halflings also recognize countless small gods, Dwarven, Elven, Gnome, Goblin, and Orc. Smart halflings learn
which they say rule over individual villages, forests, rivers, lakes, and the languages of their friends and enemies.
so on. They pay homage to these deities to ensure safe journeys as Favored Class: Rogue. A multiclass halfling’s rogue class does not
they travel from place to place. count when determining whether she suffers an XP penalty for
Language: Halflings speak their own language, which uses the multiclassing (see Experience for Multiclass Characters, page 56).
Common script. They write very little in their own language so, Halflings have long had to rely on stealth, wit, and skill, and the
unlike dwarves, elves, and gnomes, they don’t have a rich body of vocation of rogue comes naturally to them.
written work. The halfling oral tradition, however, is very strong.

SMALL CHARACTERS Has an easy time hitting an ogre, and an ogre has an easy time hitting
Small characters get a +1 size bonus to Armor Class, a +1 size bonus a giant.
on attack rolls, and a +4 size bonus on Hide checks. Small characters Small character’s lifting and carrying limits are three-quarters of
get an attack bonus because it’s really relative size that matters in those of Medium-size characters (see Bigger and Smaller Creatures,
determining attack chances. It’s no harders for a halfling to hit another page 142).
halfling than it is for a human to hit another human because the Small characters generally move about two-thirds as fast as Medium-
attacking halfling’s attack bonus counteracts the defending halfling’s size characters.
Armor Class bonus. Likewise, a halfling has an easy time hitting a Small characters must use smaller weapons than Medium-size
human, just as a human characters. See Weapon Categories, page 96.

20
Another random document with
no related content on Scribd:
Peals on 5 bells, with twelve Singles.

Blunderbus. 1——2.

In this peal every bell is a Hunt. When Treble and 2d are


together either before or behind, the farthest bells from them dodg
till either of them part, excepting the extreams. When the Treble is
before a single in 3d and 4th place, which is unmade the next time
except 1——————2; for then the Hunts being together before, the
bells behind must dodg according to the rule forementioned.
21354 14325 13452 51234 23154
23145 41235 13542 15324 21345
32415 42153 31452 15234 12354
34251 24513 34125 51324 12534
43521 25431 43215 53142
34512 52341 42351 35412 21543
43152 53214 24531 53421 25134
41325 35124 25413 35241 &c.
14235 31542 52143 32514

Hudibras. 1 and 2.

In this peal every bell is a Hunt. When Treble is before a single


always in 3d and 4th place which is unmade the next time, except it
be 1——2, for then the bells behind dodg until Treble parts them.
21354 15423 14532 31245 25143
23145 51243 14352 13425 21534
32415 52134 41532 13245 12354
34251 25314 45123 31425 12534
43521 23541 54213 34152
45312 32451 52431 43512 21543
54132 34215 25341 45321 25134
51423 43125 23514 54231 &c.
15243 41352 32154 52413

Weston Doubles. 1 and 5.

In this peal Treble is a perfect Hunt. Every other time Treble is


leaving the 3ds place hunting up, the bells before dodg till it comes
and parts them: the bells behind dodg but when Treble hinders
them, except the extremes which are in 3d and 4ths place when it is 1
——2 before; all the other singles are made behind when Treble is
leading. It may be rang by making all the singles behind, by making
the change before it is 1——2 on the bells before.
12345 13254 51432 45123 32514
21354 13245 15423 41532 23154
23145 31254 15432 14523 21345
32415 32145 51423 14532 12354
23451 23415 54132 41523
32541 24351 45312 45132 12534
23514 42531 54321 54312 &c.
32154 45213 45231 53421
31245 54123 54213 35241
Peals on five bells with 10 singles.

The Antilope.

In this peal the bells hunt as in Grandsire. When Treble is


before, a single is always made by the Tenor, and the bell which
followeth it, except two doubles which are made as the singles in
Grandsire. It may be rang like Cambridg delight either way by
observing the same method if like Cambridg delight the common
way; and by making the singles by the half-hunt and the bell before
it, if like Cambridg delight the other way.
21354 15243 34152 24531 53214 41253
23145 12543 31425 25413 52341
32415 21534 13452 52143 25431 15432
34251 25143 13425 51234 24513 14532
43521 52413 31452 15324 42153
45312 54231 34125 13524 41235 12354
54132 45321 43215 31542 14253 Extr.
51423 43512 42351 35124 14235 13245

The Maremaid.
13254 12435
31245 21345
32154 12354
23145 21534
21354 12543
12534 15234
15243 51243
51234 15423
52143 51432
25134 15342
21543 51324
21453 53124
&c.
In this peal behind dodg twelve changes, excepting the sixth
which is made on the bells before, and the twelfth which is a single in
the 3d and 4ths places; and twelve changes before, excepting also the
sixth, which is made by the bells behind, and the twelfth which is a
single in 2d and 3ds places. When they dodg behind, every odd
change is on the last bells, and every even one a bob, excepting these
two changes. When they dodg before, every odd change is a bob, and
every even one on the four first bells, excepting likewise those two
changes which are made according to the forementioned rule.

The Checkquer. 1 and 5.


21354 31254
23145 13524
32415 15342
34251 51432
43521 54123
45312 45213
54132 42531
51423 24351
15432 42315
14523 24135
41532 42153
45123 24513
54213 25431
52431 52341
25341 53214
23514 35124
32154 31542
31245 13452
13254 31425
13245 13425
&c.
In this peal the Treble is whole-hunt, and Tenor the half-hunt
for twenty changes; and then Tenor the whole-hunt and treble the
half-hunt for the next twenty, and so they hunt by turns throughout
the peal. When Treble is the whole-hunt the bells behind always
dodg, except it hinders them; and when Tenor is the whole-hunt, the
bells before, except that hinders them; when Treble is before and
Tenor dodging behind, a single made by the Tenor and the bell which
dodged with it; when Tenor is behind and Treble dodging before, a
single made by the Treble and the bell which dodgeth with that.
21354 12543
23145 21453
32415 24135
34251 42315
43521 43251
45312 34521
54132 35412
51423 53142
15432 35124
14523 53214
41532 35241
45123 53421
54213 54312
52431 45132
25341 41523
52314 14532
25134 15423
21543 51243
12534 15234
21534 15243
&c.
This peal may be rang by hunting the Treble and Tenor as
before, and it differeth from it only in this; when it is 1——5 behind in
the hunting of the Treble, the bells before dodg till Tenor parts them;
and when it is 1——5 before, in the hunting of the Tenor the bells
behind dodg till Treble parts them: and then when Treble is the
whole-hunt and Tenor half, it is plain Cambridg delight inverted. It
may be rang by hunting the half-hunt, as in Cambridg Delight the
other way, in either of those ways of ringing it, but then the single is
always made by the hunting bell.
An example in that like Cambridg Delight the other way.

Gogmagog. 1. 5.
21354 34512 12543
23145 43152 21534
32415 41325 25143
34251 14352 52413
43521 54231
45312 14325 45321
54132 41352 43512
51423 43125 34152
15243 34215 31425
12534 32451 13452
21543 23541
25134 25314 13425
52314 52134 31452
53241 51243 34125
35421 15234 &c.
In this peal the bells hunt as in Grandsire, and it differeth from
it in this, That there is not every other time a single bob, but in stead
of a single one every other time a double one: so that only once in
four times there is a single bob; when Tenor is dodging behind there
is always a single made by it, and the bell which dodgeth with it if
Treble leadeth, otherwise not.

1——4.

This peal may be rung like Cambridg Delight, if every other time
the dodging before be omitted; or it may be rang by dodging
constantly as in Cambridg Delight, by making double bobs and
single bobs as in Grandsire: it may likewise be rang by making the
course of the half-hunt in all the ways of ringing it the same with
Cambridg delight the other way; observing in all of them to make
the singles as before directed.
An example of that like Cambridg Delight the other way, in
which the dodging before is every other time omitted. 1——4.
21354 14523 12534 34152 25314
23145 41532 31425 52134
32415 45123 12543 13452 51243
34251 54213 21534 14325 15234
43521 52431 25143 41352
45312 25341 52413 43125 15243
54132 52314 54231 34215 51234
51423 25134 45321 32451 52143
15432 21543 43512 23541

Cambridg Marigold. 1. 2. and 3.

214356 312564 165432


241536 321654 164523
425136 236154
452316 263514 146253
453261 265341 142635
542361 623541
543216 625314 124365
534126 652134 124635
351426 561234 &c.
315246 516324
132546 153624
135264 156342
In this peal are 720 changes, which are all doubles except 12
singles which are made as in Plain trebles and doubles. Treble is a
perfect Hunt, and except the dodges (which are the same as in
Oxford double Bob) every double change is made by the treble and
the three next bells to it: observing always that the bell in Tenor’s
place lieth still ’till it giveth place to the Treble, or be removed by a
dodg behind when the Treble is before. When Treble leaveth 3ds
place hunting up, the bell that then comes before, leads thrice, and
likewise the next bell after it till Treble cometh back into 3ds place
again; at all other times every bell leads twice. The bell in Tenor’s
place lieth five times behind, (and when the single is made in the
middle ten times) till treble remove it; and when treble comes back it
lieth five times more behind, and then is displaced by a dodg behind
and hunts down at whole-pulls. This peal may be rang by making
bobs single and double as in Grandsire Bob with but two singles or
two trebles, which must be made just Eighteen score changes one
from the other.

The Nightingall. 1. 2. and 3.

In this peal are 720 changes, which are all doubles except twelve
singles, which are made as in the former peal; and if you ring
Grandsire Bob upon it, there may be but two singles, or else two
trebles, as in the Marigold. Treble is a perfect Hunt: the bells in 4th
and 5th places dodg till treble parts them, and then the two foremost
bells do the like for eight changes together till treble hinders them,
and gives way to the other two bells to dodg again in the 4th and 5th
places, which is always for three changes and no more, except when
the single is made in that place, and then they dodg six times. When
treble is behind, dodg the four first; when it is before on the four last,
as in Marigold.
123456 356241
213546 536214
231456 356124
324156 531624
234516 513264
324561 153624
235461 156342
325416
235146 165432
321546 164523
312456
132546 146253
135264 142635
315624
351264 124365
532164 sing.
352614 124635
532641

FINIS.
TRANSCRIBER’S NOTES
Page Changed from Changed to
14 1564364160 1744364160
14 29554290720 29654190720
14 2446144 2496144
14 99728079819200 99638080819200
14 1402645824276320 1402556105125320
15 561058329 561022442
15 140564582 140255610.5
18 one Load,
one Load, consistng
consisting of five
of five hundred
hundred
18 rate of thrteen rate of thirteen
shillings and four shillings and four
pence the pence the
21 I have therefoae I have therefore
penn’d the penn’d the
following Treatise following Treatise
34 cannot soon attain, cannot soon attain,
are therefore much are therefore much
puzled puzzled
47 which we will which we will
imagine so be made imagine to be made
at the at the
59 2d. 3d. 4. 2d. 3d. 4th.
59 3134 1243 2134 2134 1243 2134
64 course, threfore an course, therefore
extream an extream
70 123459 —————— 123456 ——————
a 213456 a 213456
83 13257 15342 14523 13254 15342 14523
86 the motion of the the motion of the
Hunt, (which a little Hunt, (with a little
further further
88 hapens to be single, happens to be
it must be made at single, it must be
the made at the
97 those bels do hunt those bells do hunt
the contrary way, the contrary way,
then the then the
97 of the peal. If the 1 of the peal. If the
or 3d do hunt 1st or 3d do hunt
98 12345 ————— 12345 —————
21435 24135 42315 21435 24135 42315
32351 42351
100 12345 ————— 12345 —————
21354 23154 32513 21354 23154 32514
102 13254 23245 12354 13254 13245 12354
12345 12345
104 single exery time single every time
the treble leads. the treble leads.
The The
106 51423 15243 12534 51423 15243 12534
31543 21543
120 31245 23254 13524 31245 13254 13524
131 54231 52413 52134 54231 52413 25431
24513 42153 24513 42153
132 third change at the third change at the
heginning, and that beginning, and that
six six
133 the rest of the the rest of the
changes there are changes there are
made hehind made behind
134 the 2d and 3d the 2d and 3d
places as hefore places as before
134 he made in the 2d be made in the 2d
and 3d places as and 3d places as
hefore before
137 The treble is the
treble is the whole
whole
138 times hehind, and times behind, and
twice in every other twice in every other
place. place.
140 making of bobs it making of bobs it
will will go
145 next time the next time the
whole-hont whole-hunt
149 153624 135642 153624 135642
135652 —————— —————— 125463
125463 bob bob
156 165432 156342 165432 156342
513634 531642 513624 531642
356124 356124
156 165243 156423 165243 156423
—————— 132495 —————— 132465
bob bob
168 ’Tis plainly ’Tis plainly
demonstrable, that demonstrable, that
he Principle the Principle
181 peal, succeding peal, succeeding
each other in the each other in the
several several
182 change; and with change; and with
peals of the later, peals of the latter,
the 3d the 3d
185 42361875
42361875 24368157 24368157
42631865 24613857 42631875
42168375 24613857
42168375
189 four middle hells, four middle bells,
except the bobs except the bobs
which are which are
192 42513 42531 45214 42513 42531 45213
45231 54321 45231 54321
193 45213 45123 41532 45213 45123 41532
14523 14251 14523 14253
205 dodg till the whole- dodg till the whole-
hunt dindreth hunt hindreth
them, till them, till
206 together either together either
hehind or before: behind or before:
for then for then
212 42315 24153 41231 42315 24153 41235
14352 13425 14352 13425
223 24531 25413 42143 24531 25413 52143
51234 15324 51234 15324
223 31245 13425 63245 31245 13425 13245
31425 34152 31425 34152
225 25143 52413 54131 25143 52413 54231
45321 43512 45321 43512
225 as the singles in as the singles in
Gransire. It may be Grandsire. It may
rang like be rang like
229 54231 45321 43521 54231 45321 43512
34152 31425 34152 31425
229 —————— 146253 —————— 146253
142645 —————— 142635 ——————

1. Corrected the Errata faults.


2. Typos fixed; non-standard spelling and dialect retained.
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