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There are many races in Faerûn, each with their own strengths and weaknesses relative to the others. Races are divided into subraces to showcase slight differences in appearance, outlook, and adaptation. Other than a few minor differences, members of a subrace resemble the race they are from.
In ALFA, races outside the norm are deemed extraordinary and require that a character bio be submitted to and approved by the HDM of the server the character is to be played on. The following races are considered extraordinary: Duergar, Drow, Svirfneblin, All plane-touched races, grey orcs and yuan-ti purebloods.
EXT Means that the race in question requires an extraordinary character approval
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.
Long ago, mind flayers conquered the strongholds of clan Duergar of the dwarven kingdom of Shanatar. After generations of enslavement and cruel experimentation at the hands of the illithids, the duergar (or gray dwarves) rose up against their masters and regained their freedom. They emerged as a new subrace of dwarf with limited mental powers. The gray dwarves are an evil and bitter race, but retain the superior skill and workmanship of dwarvenkind. They have found themselves a niche in the Underdark, creating armor and weapons to trade with the warring races of that realm.
Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair, and gray skin.
Ability adjustment: +2 Constitution, -4 Charisma>
Level adjustment: +1. Duergar are more powerful and gain levels more slowly than other races. It will take more experience for a duergar to reach level 2 than it would for normal races, for example.
Size: Medium
Favored class: Fighter. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.
The gold dwarves maintained their great kingdom in the Great Rift and managed to survive terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride. Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of the region. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders.
Ability adjustment: +2 Constitution, -2 Dexterity
Size: Medium
Favored class: Fighter. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
Shield dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.
The dwarven kingdoms of long ago became locked in eternal wars with goblin-kind and other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark. The clans that survived these battles are the shield dwarves, and they are the most common type of dwarf seen throughout the Realms.
Shield dwarf features do not differ from standard dwarf features.
Ability adjustment: +2 Constitution, -2 Charisma
Size: Medium
Favored class: Fighter. A multiclass dwarf's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.
Descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, and blue. They also tend to be smaller and slimmer than most elves.
Ability adjustment: +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution
Level adjustment: +2. Drow are more powerful and gain levels more slowly than other races. It will take more experience for a drow to reach level 2 than it would for normal races, for example.
Size: Medium
Favored class: Wizard. A multiclass drow's wizard class does not count when determining whether he takes a penalty for multiclassing.
Moon elves are the most common sort of elves in Faerûn. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue. Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind, and most half-elves are descended from moon elves. The description for the moon elf subrace matches the default description of the elf race.
Ability Adjustments:+2 Dexterity, -2 Constitution
Size: Medium
Favored class: Wizard. A multiclass elf's wizard class does not count when determining whether she takes an XP penalty for multiclassing. Wizardry comes naturally to elves - indeed, they sometimes claim to have invented it, and fighter/wizards are especially common among them.
Sun Elves hail from Evermeet where non-elves are not allowed, and therefore are less common in Faerun than moon elves. Also called gold elves, they have bronze skin, golden blond, copper, or black hair, and green or gold eyes. These are seen as the most civilized and haughty elves, preferring to remain separate from nonelven races. Most sun elves lead a life of study and contemplation, which serves to sharpen their minds, but leaves their bodies soft.
Ability adjustment: +2 Intelligence, -2 Constitution
Size: Medium
Favored class: Wizard. A multiclass elf's wizard class does not count when determining whether she takes an XP penalty for multiclassing. Wizardry comes naturally to elves - indeed, they sometimes claim to have invented it, and fighter/wizards are especially common among them.
The wild elf subrace was not included in the original NWN2, but has been added in the Mask of the Betrayer expansion. The wild elves were always close to nature, even more so than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over building and book learning. Wild elves are stocky and strongly built for elves. Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.
Ability adjustment: +2 Dexterity, -2 Intelligence
Size: Medium
Favored class: Sorcerer. A multiclass wild elf's sorcerer class does not count when determining whether she takes an XP penalty for multiclassing
Wood Elves are reclusive and solitary although not as withdrawn from society as the nearly feral wild elves, so it is rare, but not unheard of, to see wood elves venture from their homes in the High Forest. Wood elves are uncommonly strong for elves, but also smaller and less intuitive than most elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found.
Ability adjustment: +2 Strength, +2 Dexterity, -2 Constitution -2 Intelligence
Size: Medium
Favored class: Ranger. A multiclass elf's ranger class does not count when determining whether she takes an XP penalty for multiclassing.
Gnomes are in wide demand as alchemists, inventors, technicians, and furniture, Though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, burn things and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.
Rock gnomes are the most common type of gnomes in the region, and are usually just called gnomes, since they are the only sort that surface dwellers ever see. Equipped by nature with keen curiousity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toy making, and clockwork engineering. Gnomes adore animals, gems, and jokes, especially pranks. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years. The features of the rock gnome subrace matches those of the gnome race.
Ability adjustment: +2 Constitution, -2 Strength
Size: Small. As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Favored class: Bard. A multiclass gnome's bard class does not count when determining whether he takes an XP penalty for multiclassing.
Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor or openness of their surface cousins. The deep gnomes may be the world's stealthiest and most elusive folk. Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention.
Ability adjustment:-2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma
Level adjustment: +3. Deep gnomes are more powerful and gain levels more slowly than other races. It will take much more experience for a deep gnome to reach level 2 than it would for normal races, for example.
Size: Small -- As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Favored class: Rogue. A multiclass gnome's rogue class does not count when determining whether he takes an XP penalty for multiclassing.
Half-drow are often just as dark-hearted as their elven parents, but with a bitter resentment that comes from knowing that they are considered second-class members of drow society. Despite this, good half-drow are much less rare than good drow. Half-drow tend to have dusky skin, silver or white hair, and a broad range of eye colors
Size: Medium
Favored class: Any. When determining whether a multiclass half-drow takes an XP penalty, her highest-level class does not count.
Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf 's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave an enduring legacy - half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers, more aloof, more sensitive, less ambitious, and slower to mature. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 300 years of age, sometimes more.
Size: Medium
Favored class: Any. When determining whether a multiclass half-elf takes an XP penalty, her highest-level class does not count.
In the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they developed in the wilds. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.
Ability adjustments: +2 Strength, -2 Intelligence, -2 Charisma
Size: Medium
Favored class: Barbarian. A multiclass half-orc's barbarian class does not count when determining whether he takes an XP penalty. Ferocity runs in a half-orc's veins.
Halflings are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or mustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.
Halflings are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can't match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150. The most common type of halflings seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. The features of the lightfoot halfling subrace matches those of the halfling race.
Ability adjustments: +2 Dexterity, -2 Strength.
Size: Small. As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus to Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Favored class: Rogue. A multiclass halfling's rogue class does not count when determining whether she takes an XP penalty for multiclassing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.
Halflings are clever, capable, and resourceful survivors. While the lightfoot halflings value the experience of travel and the sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They are built to last, and fiercely defend their homelands against threats from which their lightfoot kin would simply flee. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.
Ability adjustments: +2 Dexterity, -2 Strength.
Size: Small. As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Favored class: Rogue. A multiclass halfling's rogue class does not count when determining whether she takes an XP penalty for multiclassing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Size: Medium
Favored class: Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.
The planetouched are mortal creatures whose ancestors were extraplanar creatures such as celestials, fiends, or elementals. Aasimar, tieflings, and genasi are the primary planetouched races. Planetouched are considered native outsiders.
The noble scions of the Upper Planes, aasimar are mortals that bear remnants of celestial blood in their veins: planetouched. Much like their celestial ancestors, aasimar tend to be kind, honorable, and proud. They normally live among humans, often becoming heroes and leaders of their communities as they continuously strive to bring justice and prosperity to their mortal kin. Carrying the blood of a celestial, an aasimar typically fights against evil in the world. Some have a minor physical trait suggesting their heritage such as silver hair, golden eyes, or an "unnaturally" intense stare. Those descended from a celestial minion often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith.
Ability adjustment: +2 Wisdom, +2 Charisma
Level adjustment: +1
Size: Medium
Favored class: Paladin. A multiclass aasimar's paladin class does not count when determining whether he takes an experience point penalty for multiclassing.
Carrying the very taint of evil in their forms, and perhaps their very souls, tieflings are often persecuted and feared throughout the planes. Because they are descended from evil outsiders, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity's holy symbol or another trait related to that evil faith.
Ability adjustments: +2 Dexterity, +2 Intelligence, -2 Charisma
Level adjustment: +1. Tieflings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a tiefling to reach level 2 than it would for normal races, for example.
Size: Medium
Favored class: Rogue. A multiclass tiefling's rogue class does not count when determining whether he takes an experience point penalty for multiclassing.
The Air Genasi subrace was not included in the original NWN2, but has been added in the Mask of the Betrayer expansion. Air Genasi see themselves as the inheritors of the sky, the wind and the very air of the world. They appear mostly human, with one or two unusual traits reflecting their quasi-elemental nature, such as a light blue color to their skin or hair, a slight breeze in their presence at all times, or flesh that is cool to the touch
Ability adjustments: +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma
Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.
Size: Medium
Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.
The Earth Genasi subrace was not included in the original NWN2, but has been added in the Mask of the Betrayer expansion. Earth genasi are slow to act, ponderous in thought and set in their ways. They appear mostly human, with one or two traits reflecting their quasi-elemental nature, such as earthlike skin, rough facial features or eyes like black pits.
Ability adjustments: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma
Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.
Size: Medium
Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.
The Fire Genasi subrace was not included in the original NWN2, but has been added in the Mask of the Betrayer expansion. Fire genasi are hot-blooded and quick to anger, proud and unafraid to take action. They appear mostly human, with one or two traits reflecting their quasi-elemental nature, such as skin the color of burnt coal, red hair that waves like flames or eyes that glow when the Genasi is angry.
Ability adjustments: +2 Intelligence, -2 Charisma
Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.
Size: Medium
Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.
The Water Genasi subrace was not included in the original NWN2, but has been added in the Mask of the Betrayer expansion. Water genasi are patient and slow to change, preferring to wear away opposition slowly, but are capable of great violence in extreme situations. They appear mostly human, with one or two traits reflecting their quasi-elemental nature, such as lightly-scaled skin, clammy flesh, blue-green skin or hair that waves as if underwater.
Ability adjustments:+2 Constitution, -2 Charisma
Level adjustment: +1. Genasi are slightly more powerful and gain levels more slowly than other races. It will take more experience for a genasi to reach level 2 than it would for normal races, for example.
Size: Medium
Favored class: Fighter. A multiclass genasi's fighter class does not count when determining whether she takes an XP penalty for multiclassing.
Gray orc is a race introduced with Storm of Zehir. The orcs of the eastern lands are concentrated in the Moonsea and Endless Wastes today, with a much smaller number scattered through the various lands that lie between. A gray orc looks less bestial than their more savage northern kin, but is still obviously nonhuman. Grey orcs are more apt to wear "civilized" clothing than mountain orcs, though they typically follow a nomadic existence - dwelling in remote, desolate places and eking out a meager existence as best they can. The true power behind a tribe of gray orcs is not the chieftain, but the tribe's high priest, typically an adept or a cleric (often female), who has held the position for many years. The gray orcs are zealots, and the word of their tribal clerics is law. Gray orcs are just as mean, savage, and barbaric as their northern cousins, but they lack the mountain orc's drive to conquer and enslave. Gray orcs are quite likely to react suddenly and irrationally to events, trusting their heart and instincts more readily than logic. When presented with an opportunity to attack a hated rival, a gray orc doesn't hesitate to attack even having been brutally defeated dozens of times before by the same enemy.
Level adjustment +1: Gray orcs are slightly more powerful and gain levels more slowly than other, more common races. It will take more experience for a gray orc to reach level 2 than it would for normal races, for example.
Size: Medium
Ability adjustments: +2 Strength, -2 Intelligence, +2 Wisdom, -2 Charisma
Yuan-ti pureblood is a race introduced with Storm of Zehir. The Yuan-ti are descended from humans whose bloodlines have been mingled with those of snakes. Their evil, cunning, and ruthlessness is legendary. Yuan-ti constantly scheme to advance their own dark agendas. They are calculating and suave enough to form alliances with other evil creatures when necessary, but they always put their own interests first. Yuan-ti that can pass for humans with suitable clothing, cosmetics, and magic are known as purebloods. These creatures are usually charged with infiltrating humanoid societies and managing covert operations that require direct contact with humans.
Ability adjustment: +2 Dexterity, +2 Intelligence, +2 Charisma
Level adjustment: +2. Yuan-ti purebloods are more powerful and gain levels more slowly than other races. It will take more experience for a pureblood to reach level 2 than it would for normal races, for example.
Size: Medium
Favored class: Ranger. A multiclass pureblood's ranger class does not count when determining whether she takes an XP penalty for multiclassing.
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