Rialto


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~ Races ~

Dwarves

These are short, stocky demi-humans, known for foul temper and great stamina. They are easily identified by their size, shaggy hair, and noses. It is culturally expected that all male dwarves have beards. Dwarves have high strength and constitution, but poor dexterity. They are not as smart as humans, but are usually wiser due to their long lifespans. Dwarves make excellent fighters and priests, but are very poor mages or thieves. Dwarves are very resistant to poison and disease, but cannot swim, and so are very vulnerable to drowning.



-- Dark Vision up to 60 feet.
-- Tunnel Lore: can determine information about underground areas.
-- Attack Bonus: +1 to hit orcs, half-orcs, goblins, and hobgoblins.
-- Direction Sense: can sense direction while underground.
-- Magic Resist: can resist wands, staves, rods, and spells. +1 to save.
-- Poison Resist: can resist poisons of all sorts. +1 to save.
-- Classes Allowed: Cleric, Fighter, Thief.

Elves
These beings are slightly taller than humans, but have a much lighter build. They lack the strength and stamina of the other races, but are far more agile, both in body and mind. Elves are easily identifiable by their sterotypical pointy ears. Elves are often whimsical and admirers of nature and beauty. Culturally, Elves are quite fond of music, most commonly stringed and woodwind instruments, and art Elves are superb mages and thieves, but have at best fair talent as warriors or priests. Elves resist charm spells most effectively, due to their magical nature. However, they are burned by the touch of iron, and so are barred from the use of iron or steel in their adventuring careers. Elves are notoriously hard to spot, and so elven warriors and thieves receive the sneak and hiding automatically.


-- Dark Vision up to 60 feet.
-- Magic Resist: can resist sleep & charm-related spells. +1 to save.
-- Archery Bonus: +1 to hit a target with a bow.
-- Door Sense: can sense secret/concealed doors if searching.
-- Sneak Attack: if alone, can surprise opponents.
-- Classes Allowed: Cleric, Fighter, Thief, Wizard.

Halflings (or Hobbits)
These little people stand about three feet tall and have large hairy feet. They are in the main quiet, decent people. In the words of one of their number, "Adventures make one late for dinner." However, occasionally one of their number will get a peculiarity, become a bit odd, and for some reason--perhaps a genetic flaw--become an adventurer. The three types are the Hairfoot, Stout, and Tallfellow. The most noticeable difference between the sub-races of Hobbits is their height. Hairfeet tend to range from just under three feet to almost three and a half feet. Stouts run three and a half feet up to less than four feet. Tallfellows start at about four feet tall, going only half a foot more. Halflings are resistant to magic and to poison. As elves, when not in metal armor they move very quietly. Most of the other abilities of hobbits vary with the sub-race, whether hairfoot, stout, or tallfellow.

-- Dark Vision up to 30 feet.
-- Poison Resist: can resist poisons of all sorts. +1 to save.
-- Sneak Attack: if alone, can surprise opponents.
-- Magic Resist: can resist wands, staves, rods, and spells. +1 to save.
-- Range Bonus: +1 to hit when throwing weapons or using slings.
-- Classes Allowed: Cleric, Fighter, Thief.

Humans
Here is the most common race in the world. They tend to make up the majority of adventurers. Although they have no special talents like the other races, they are more versatile, being skilled in all classes. Humans may also train their primary stat higher than any other race, and are able to gain more benefit from magical devices.





-- Bonus Skill Points: two extra nonweapon skill points upon creation.
-- Classes Allowed: Cleric, Fighter, Thief, Wizard.

Half-Elves
The offspring of a human and an elf, or of two half-elves. Though mortal, they live much longer than humans, and mature more slowly. Common among half-elves is an immunity to transformative magic; while it can protect them from some magical attacks, it also prevents them from benefiting from healing magic. At some time in the past, it was discovered that half-elves can have a high rate of birth defects, including psychological problems that may not manifest themselves until adulthood; half-elves with these defects and problems are called 'Errants', though the word is sometimes used pejoratively to refer to all half-elves.


-- Dark Vision up to 30 feet.
-- Bonus Skill Point: one extra nonweapon skill point upon creation.
-- Door Sense: can sense secret/concealed doors if searching.
-- Classes Allowed: Cleric, Fighter, Thief, Wizard.