Subrace Information
From Anphillia
Notice: It is worth noting that currently the subrace information presented here is informational only and does not reflect the current Anphillia settings. When the Subrace system is finalized in V4, this document will be updated.
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Elves
Moon Elves/Silver Elves (Teu/Tel'Quessir - default subrace): +2 dex, -2 con
Immunity to Magical Sleep, Hardinall vs. Enchantments (+2 vs. enchantments), Weapon Proficiency Elf (rapier, longsword, longbow, shortbow), +2 skill affinity listen, spot, search, Keen Senses (always in detect mode), Low Light Vision.
Wild Elves/Green Elves: +2 dex, -2 int.
Immunity to Magical Sleep, Hardinall vs. Enchantments (+2 vs. enchantments), Weapon Proficiency Elf (rapier, longsword, longbow, shortbow), +2 skill affinity listen, spot, search, Keen Senses (always in detect mode), Low Light Vision.
Wood Elves/Copper Elves (Sy/Tel'Quessir): +2 dex, +2 str, -2 int, -2 cha, -2 con.
Immunity to Magical Sleep, Hardinall vs. Enchantments (+2 vs. enchantments), Weapon Proficiency Elf (rapier, longsword, longbow, shortbow), +2 skill affinity listen, spot, search, Keen Senses (always in detect mode), Low Light Vision.
Sun Elves/Gold Elves/Sunrise Elves (Ar/Tel'Quessir): +2 int, -2 con
Immunity to Magical Sleep, Hardinall vs. Enchantments (+2 vs. enchantments), Weapon Proficiency Elf (rapier, longsword, longbow, shortbow), +2 skill affinity listen, spot, search, Keen Senses (always in detect mode), Low Light Vision.
Drow/Dark Elves: +2 int, +2 cha, +2 dex, -2 con
Immunity to Magical Sleep, Hardinall vs. Enchantments (+2 vs. enchantments), Weapon Proficiency Elf (rapier, longsword, longbow, shortbow), +2 skill affinity listen, spot, search, Keen Senses (always in detect mode), SR (spell resistence) of 11 +1/lvl, darkness as innate ability 1/day. Drow are light sensitive and are blinded by sunlight for a short duration. Note: currently (Aug. 4, 2004), drow receive low-light vision as per other elves; however, core rules state drow have darkvision.
Note: As per D&D Monster Manual, July 2003, P. 104, sunblindness should last for only one (1) round, before the blindness wears off, leaving the drow dazzled. Currently, the blindness lasts for a longer duration, likely one (1) turn.
As drow is a powerful race, drow receive 2/3 xp (experience) in combat.
Dwarves
Shield Dwarves (default subrace): +2 con, -2 cha
Stonecunning (+2 search checks on stonework), Darkvision, Hardiness vs. Poisons and Spells (+2 vs poisons, spells and spell-like effects), Offensive Training vs. Orcs, Goblinoids and Giants (+1 AB), Defensive Training vs. Giants (+4 dodge bonus), +2 Skill Affinity Lore.
Gold Dwarves: +2 con, -2 dex,
Stonecunning (+2 search checks on stonework), Darkvision, Hardiness vs. Poisons and Spells (+2 vs poisons, spells and spell-like effects), Offensive Training vs. Aberrations (Note: this feat change does not register in feat list of character sheet.) and Giants (+1 AB), Defensive Training vs. Giants (+4 dodge bonus), +2 Skill Affinity Lore.
Duergar/Grey Dwarves: +2 con, -4 cha
Stonecunning (+2 search checks on stonework), Darkvision, Hardiness vs. Spells (+2 vs spells and spell-like effects), Offensive Training vs. Orcs, Goblinoids and Giants (+1 AB), Defensive Training vs. Giants (+4 dodge bonus), +2 Skill Affinity Lore, invisibility as innate ability 1/day, immunity to poison and paralysis, +4 Skill Affinity hide, +1 Skill Affinity Listen and Spot. Note: skill changes not registering in character sheets. Duergar are light sensitive and are blinded by sunlight for a short duration.
Note: As Glendil noted below, this sunblindness is inaccurate. Duergar are Light Sensitive, receiving a Dazzled penalty (same as Drow when blindness expires) when in bright light. Duergar are not actually blinded by exposure to bright light for any duration.
As Duergar are a powerful race, they receive 2/3 xp in combat.
Gnomes
Rock Gnomes: +2 con, -2 str
Small Stature (+1 AC and attack roll size bonus, +4 hide, weapons count as one size category larger than normal, 75% carrying capacity), Hardiness vs. Illusions (+2 vs. Illusion saves), Offensive Training vs. Reptiloids, Goblinoinds and Giants (+1 AB), Defensive Training vs. Giants (+4 dodge bonus), +2 Skill affinity listen, lore and concentration, Spell Focus Illusion (+2 DC on all Illusion spells), Low Light Vision.
Svirfnebli/Deep Gnomes: +2 dex, +2 wis, -4 cha
Small Stature (+1 AC and attack roll size bonus, +4 hide, weapons count as one size category larger than normal, 75% carrying capacity), +4 dodge bonus vs. all creatures, Hardiness vs. Illusions (+2 vs. Illusion saves), Offensive Training vs. Reptiloids, Goblinoinds and Giants (+1 AB), Defensive Training vs. Giants (+4 dodge bonus), +2 Skill affinity hide, listen, lore and concentration, Spell Focus Illusion (+2 DC on all Illusion spells), Low Light Vision, +2 all saving throws, SR 11+1/lvl, blindness/deafness 1/day as spell (DC 15).
As a powerful race, Svirfnebli receive 2/3 xp from combat.
Halflings/Hin
Lightfoot: +2 dex, -2 str
Small Stature (+1 AC and Attack Bonus, +4 hide, weapons are treated as one size category larger, 75% carrying capacity), +2 Skill Affinity Listen and Move Silently, Fearless (+2 saves on fear, stakes with Luck), Good Aim (+1 Attack Bonus for thrown weapons), Lucky (+1 all saving throws)
Strongheart:+2 dex, -2 str
Small Stature (+1 AC and Attack Bonus, +4 hide, weapons are treated as one size category larger, 75% carrying capacity), +2 Skill Affinity Listen and Move Silently, Lucky (+1 to all saving throws), Fearless (+2 saves on fear, stakes with Luck), Good Aim (+1 Attack Bonus for thrown weapons), Strongheart halflings gain one extra feat at 1st level.
Note: the extra feat at 1st level has not been incorporated into Anph. One could speculate this is due to subrace selection occurring after character creation.
Ghostwise:+2 dex, -2 str
Small Stature (+1 AC and Attack Bonus, +4 hide, weapons are treated as one size category larger, 75% carrying capacity), +2 Skill Affinity Listen and Move Silently, Fearless (+2 saves on fear, stakes with Luck), Good Aim (+1 Attack Bonus for thrown weapons), Speak Without Sound (can communicate telepathically with any other creature within 20 feet. The halfling can only speak and listen to one person at a time, and he/she must share a sommon language with the person or creature he/she speaks to telepathically, or the telepathic link fails).
Half-elves
Half-elves: No ability adjustments, immunity to magical sleep, Hardiness vs Enchantments (+2 will saves vs. enchantments), +1 Skill affinities: listen, spot and search, low light vision.
Half-drow: No ability adjustments, immunity to magical sleep, Hardiness vs. Enchantments (+2 will saves vs. enchantments), +1 Skill affinities: listen, spot and search, darkvision.
Inconsistancies
1 - Stronghearts should receive a bonus 1st lvl feat. 2 - Duergar should not be Sunblinded, only Light Sensitive. 3 - Drow sunblindness should only last 1 round.
Also, note that, when creating a subrace character, it is imperative to only use a single headstone; furthermore, only click/use that individual headstone once. If a character uses two headstones, or uses a single headstone twice, the following feedback message appears:
You have already selected a subrace
This should just deny the character the ability to change the subrace again; however, it doesn't. It actually takes all the first chosen subrace bonuses away from that character. For example, Joe the elf wants to be a wild elf. He clicks the Wild Elf Headstone, receiving a -2 Int and a +2 Con modifier, in addition to the standard elven +2 Dex, -2 Con. The net effect is +2 Dex, -2 Int. Joe accidentally clicks the headstone again. He loses the -2 Int and +2 Con, effectively becoming a standard moon elf again; however his subrace under character sheet will still indicate that he is a wild elf, inspite of the fact that he doesn't get the wild elf modifiers.
