DWARF - Dwarves are about four feet tall, stocky of build and weigh 150
pounds, shoulders very broad, their skin a ruddy tan, brown or gray.
They wear long beards. They are sturdy fighters and are especially
resistant to magic as shown by their better saving throws against
magical attack. They have infravision and can see 60 feet in the dark.
Underground, they can detect slanting passages, traps, shifting walls
and new construction about one-third of the time. Dwarves can all speak
the languages of gnomes, kobolds and goblins.
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ELF - Can use all the weapons and armor of the fighting man*, including all magical weapons, and can also cast spells like a magic-user. They can detect secret hidden doors about one-third of the time. They have infravision; like dwarves, they can see 60 feet in the dark. They are not paralyzed by the touch of ghouls. Elves can speak the languages of orcs, hobgoblins and gnolls as well as Elvish and the Common speech they share with men, dwarves, and halflings. Thus, they have the advantages of both fighting men and magic-users as well as certain special capabilities of their own*. Elves progress in level as both fighting men and magic-users*, but since each game nets them experience in both categories equally, they progress more slowly than other characters.
*This is true, unless a player decides their elf is a magic-user only, or in place of fighting man, choose a different class, like thief, which has its own limitations, e.g. cannot wear plate armor, etc.
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GNOMES - Gnomes are similar to dwarves, whom they resemble. They are smaller, have longer noses and beards and inhabit low-land and hill burrows rather than mountains. They favor crossbows. Gnomes have well-developed infravision, with a 90' range... Gnomes are excellent metalsmiths and miners. They love gold and gems and have been known to make bad decisions just to obtain them. They love machinery of all kinds and prefer crossbows and war hammers as weapons. Gnomes like most dwarves... war with goblins and kobolds who steal their precious gold. They usually attack kobolds on sight. Currently, a gnome character can be either a fighter, magic-user, thief, paladin, or healer. A gnome may multi-class among the basic four classes if they'd like, e.g. fighter/thief, magic-user/thief, though they may not multi-class as a paladin or healer. Lastly, if they do multi-class, they will be restricted to the wearing of leather armor, and must split experience equally between each class.
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HALFLING - Halflings are short, 3 feet high, little folk with several special
abilities. Out-of-doors they are difficult to see, having the ability to
vanish into woods or undergrowth. They are like dwarves in their
resistance to magic. Halflings are extremely accurate with missiles and
fire any missile at +1. They can use all the weapons and armor of a
fighting man as long as it is "cut down" to their size.
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PUNK ESKIMO - Punk Eskimos are found in the far northern reaches of Furthermoor &
the southern regions of Kush. They are immune to freezing temperatures
& their saving throws for freeze & cold spells,
etc. are very good. They can track like a ranger & they cannot wear
metal armor (this is mainly b/c they only choose to pad themselves w/
animal hides & such, i.e. fur of their own victims). Punk Eskimos
can also create a flame & fire w/ the tips of their fingers.
Generally to light something else, though in emergency, they can let
their finger flame for up to 1d12 turns w/o consequence. The flame puts
off light like a candle.





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