Race
From Arelith Wiki
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[edit] Introduction
Please review the proper information before creating a new character with a subrace you aren't familiar with. The following links contain both mechanical information and information regarding each race's place in both the Forgotten Realms and Arelith.
List of all subraces on Arelith.
[edit] ECL
ECL = Effective character level
Because some subraces are more powerful than 'normal' player characters, their levels are computed differently. As a consequence they need longer to gain levels.
Norfildor: "It's a mechanic that balances out races that have powerful racial abilities like the drow (stat adjusts, spell resistance, darkness). When your character has ECL+X, that means that the engine treats it as having X lvls more when comparing your lvl to monster challenge rating by determining the reward for killing the monster.
Practically it means that a when a lvl 3 drow kills a kobold NPC, he gets the same amount of XP a lvl 5 human would." (Since Drow have ELC +2.)
ECL does not influence the maximum level achievable on Arelith. All subraces can become level 30 characters in their classes. ECL also doesn't reduce the experience gain from RPRating bonus.
[edit] Racial sizes
Creatures in Neverwinter Nights fall into one of five size categories: Tiny, Small, Medium, Large, Huge.
Tiny:
- Fey
Small:
- Gnome
- Goblin
- Halfling
- Kobold
Medium:
[edit] Humans
- Main article: Human
- Quick to Master: 1 extra feat at 1st level.
- Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each following level.
- Base Race Favored Class: Any
Humans have no slelectable subraces other then the Planetouched races you get when you have a 30 RPR.
[edit] Ethnic Groups
Humans do, however, have ethnic groups. There are seven Major Ethnic groups.
[edit] Dwarves
- Main article: Dwarf
- Dwarven ability adjustments: +2 Con, -2 Cha
- Favored class: Fighter
- Special abilities
- Stonecunning: +2 racial bonus on Search checks made in subterranean areas.
- Darkvision: Dwarves are able to see in the dark.
- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons.
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells.
- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears).
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Lore): +2 racial bonus to lore checks.
[edit] Shield Dwarf
- Main article: Shield Dwarf
- default: Shield Dwarves get no bonuses other than the default dwarven ones.
[edit] Gold Dwarf
- Main article: Gold Dwarf
- DEX -2, CHA +2
- Attack +1 vs. Aberrations
- Favored Class: Fighter
[edit] Duergar
- Main article: Duergar
- Alignment Restriction: Neutral/Evil
- CON +2, CHA -4
- Listen +1, Move Silently +4, Spot +1
- Darkvision
- Immunity: Paralysis
- Immunity: Poison
- Spell-Like Abilities: 1/day Invisibility
- Favored Class: Fighter
- ECL +2
[edit] Elves
- Main article: Elf
- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.
- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
- Skill Affinity (Listen): +2 racial bonus to listen checks.
- Skill Affinity (Search): +2 racial bonus to Search checks.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Keen Senses: Elves make active Search checks automatically and with no movement penalties.
- Low-light Vision: Allows them to see better than normal in the dark.
[edit] Moon Elf
- Main article: Moon Elf
- default: Moon elves get no bonuses other than the default elven ones.
[edit] Sun Elf
- Main article: Sun Elf
- Alignment Restriction: Good/Neutral
- INT +2, CON -2
- Favored Class: Wizard
[edit] Wild Elf
- Main article: Wild Elf
- DEX +2, INT -2
- Favored Class: Sorcerer
[edit] Wood Elf
- Main article: Wood Elf
- STR +2, DEX +2, CON -2, INT -2, CHA -2
- Favored Class: Ranger
[edit] Drow
- Main article: Drow
- NO good-aligned Drow are permitted. NO Drizzt's. NO Surface-living Drow.
- DEX +2, CON -2, INT +2, CHA +2
- Darkvision
- Spell Resistance: 11+level (capped at 32)
- Spell-Like Ability: Darkness 1/day
- Favored Class: Cleric (female) or Wizard (male) ELC +2
Prerequisite
- Non-good
- Elf (please don't use a subrace, Arelith's engine will do it for you once you create the character and enter the server)
[edit] Fey
- Main article: Fey
- STR -4, DEX +4, CHA +4
- Hide +4, Move Silently +4
- Spell Resistance 16, does not increase through levels.
- Favored Class: Druid, ECL +2
Prerequisites
[edit] Gnomes
- Main article: Gnome
- +2 Con, -2 Str
- Favored class: Wizard
- Small Stature
- +1 size modifier to attack rolls.
- +1 size modifier to AC.
- +4 size bonus to hide checks.
- Hardiness vs. Illusions: +2 racial bonus on saving throws against mind-affecting spells.
- Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears).
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Listen): +2 racial bonus to listen checks.
- Skill Affinity (Concentration): +2 racial bonus to concentration checks.
- Spell Focus (Illusion): Gnomes add +2 difficulty class to any Illusion spells they cast. This counts as the feat so characters are able to select Greater Spell Focus (Illusion) at first level.
- Low-light Vision: Allows them to see better than normal in the dark.
[edit] Rock Gnome
- Main article: Rock Gnome
Rock Gnomes get no special bonuses.
[edit] Svirfneblin (Deep Gnomes)
- Main article: Svirfneblin
- STR -2, DEX +2, WIS +2, CHA -4
- Hide +2
- Saving Throw Bonus (Universal) +2
- AC +4 vs. creatures except Giants
- Darkvision
- Spell-Like Abilities: 1/day Invisibility
- Favored Class: Wizard
- ECL +3
- Spell Resistance: 11+level (Capped at 32)
[edit] Halflings
- Main article: Halfling
- +2 Dex, -2 Str
- Favored class: Rogue
- Special abilities
- Small stature:
- +1 size modifier to attack rolls.
- +1 size modifier to AC.
- +4 size bonus to hide checks.
- Skill affinity (move silently): +2 racial bonus to move silently checks.
- Skill affinity (listen): +2 racial bonus to listen checks.
- Lucky: +1 luck bonus to all saving throws.
- Fearless: +2 morale bonus to saving throws against spells and effects of the fear subtype.
- Good aim: +1 racial bonus to attack rolls made with throwing weapons.
[edit] Lightfoot Halfling
- Main article: Lightfoot Halfling
Lightfoot Halflings get no additional bonuses.
[edit] Ghostwise Halfling
- Main article: Ghostwise Halfling
- No Saving Throw Bonus
- Favored Class: Barbarian
[edit] Strongheart Halfling
- Main article: Strongheart Halfling
- Extra Feat: Alertness, No Saving Throw Bonus
- Favored Class: Rogue
[edit] Half-Elf
- Main article: Half-Elf
- Sleeplessness: Immune to spells and effects of the 'Sleep' subtype.
- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
- Partial Skill Affinity (Listen): +1 racial bonus to listen checks.
- Partial Skill Affinity (Search): +1 racial bonus to Search checks.
- Partial Skill Affinity (Spot): +1 racial bonus to Spot checks.
- Low-light Vision: Allows them to see better than normal in the dark.
- Base Race Favored Class: Any
- Half-Elves have no subraces other then the Planetouched races you get when you have a 30 RPR.
[edit] Half-Orc
- Main article: Half-Orc
- +2 Str, -2 Int, -2 Cha
- Favored class: Barbarian
- Darkvision: Half-orcs are able to see in the dark.
[edit] Orog
- Main article: Orog
- +2 Str, +2 Con, -2 Int, -2 Cha, -2 Wis
- Favored Class: Fighter
[edit] Monster Races
- More useful and important information are listed in article playing any UD race.
[edit] Goblin
- Main article: Goblin
- STR -2, DEX +2, CHA -2
- Listen +2, Move Silently +4, Spot +2,
- Darkvision
- Favored Class: Rogue
- Begins in Urblexis Grond, in the Underdark
Prerequisite
- Halfling (Please don't select a subrace, the Arelith engine will do it for you upon character creation)
[edit] Kobold
- Main article: Kobold
- STR -4, DEX +2
- Craft Trap +2, Listen +2, Spot +2
- Darkvision
- Favored Class: Sorcerer
- Begins in Urblexis Grond, in the Underdark
Prerequisite
- Halfling (Please don't select a subrace, the Arelith engine will do it for you upon character creation)
[edit] Gnoll
- Main article: Gnoll
- STR +2, CON +2, INT -2, CHA -2
- Listen +2, Spot +2
- Darkvision
- Favored Class: Ranger
- Begins in Urblexis Grond, in the Underdark
- ECL +1
Prerequisite
- Half-Orc (Please don't select a subrace, the Arelith engine will do it for you upon character creation)
- RPR Of 20.
[edit] Planetouched races
- Planetouched are a type of mortal creatures whose ancestors were extraplanar creatures such as celestials, fiends or elementals. They are considered outsiders. More information about various Planetouched races can be found on FRwiki.
[edit] Prerequisites
- RPRating of 30 or higher.
- Medium-size base race.
[edit] Aasimar
- Main article: Aasimar
- Alignment Restrictions: Any Good or Neutral
- Wis +2, Cha +2
- Listen +2, Spot +2
- Acid/Cold/Electric Resistance 5
- Darkvision
- Spell Like Ability: Light 1/day
- Favored Class: Paladin
- ECL: +1
[edit] Air Genasi
- Main article: Air Genasi
- Dex +2, Int +2, Wis -2, Cha -2
- Darkvision
- Favored Class: Fighter
- ECL +1
[edit] Earth Genasi
- Main article: Earth Genasi
- Str +2, Con +2, Wis -2, Cha -2
- Darkvision
- Favored Class: Fighter
- ECL +1
[edit] Fire Genasi
- Main article: Fire Genasi
- Int +2, Cha -2
- Darkvision
- Favored Class: Fighter
- ECL +1
[edit] Water Genasi
- Main article: Water Genasi
- Con +2, Cha -2
- Darkvision
- Immunity to Drown
- Favored Class: Fighter
- ECL +1
[edit] Tiefling
- Main article: Tiefling
- Alignment Restrictions: Any Evil, Any Neutral.
- Dex +2, Int +2, Cha -2
- Bluff +2, Hide +2
- Cold/Electric/Fire Resistance 5
- Spell Like Ability: Darkness 1/day
- Favored Class: Rogue
- ECL +1
