Greetings and salutations

This is a compiled listing of character points from many sources (the complete listing is on the last page of document). It is to be used as a reference sheet. I purposefully left out some details (but gave reference to where the facts can be found) because this is a reprint or TSR material. All of this is probably copyrighted by TSR, so DO NOT GO SELLING THIS. I wanted a complete listing myself because of the numerous sources available for character point abilities. I hope people enjoy this document. If there are any errors, please e-mail me at tarcil@email.com. I will not entertain e-mail about changing the point values of things that I used my discretion with. That is your job, for your campaign. The character point system is supposed to be a cooperative work between the DM and his players so things do not get out of hand. If they do, I would like to quote the Spells and Magic book, pg. 41: "The DM should carefully review any character assembled under these rules and make special note of weaknesses or blind spots. Even a minor role-playing disadvantage can go a long ways towards discouraging an unbalanced design if the DM is a little creative." And I would add malicious. So enjoy.

 

Edward Pokorski

tarcil@email.com

Character Races:

Race

Character

Points

Racial Ability

Adjustments

Strength

Min/Max

Dexterity

Min/Max

Constitution

Min/Max

Intelligence

Min/Max

Wisdom

Min/Max

Charisma

Min/Max

Aarakocra

0

+1 Dex; -1 Str & Con

4/17

7/18

6/18

3/18

3/17

3/18

Aasimar

40

+1 Wis & +1 Str or Cha; -2 Con

8/18

5/18

5/18

11/18

11/18

13/18

Alaghi

0

+2 Str; -2 Int

10/17

3/17

12/18

5/16

3/16

3/16

Bariaur, Female

30

+1 Int & Wis; -1 Str & Dex

3/18

3/17

5/18

9/18

11/18

3/18

Bariaur, Male

30

+1 Str & Con; -1 Dex & Wis

10/18

3/18

11/18

3/18

3/17

3/18

Bugbear

0

+1 Str; -1 Int & Cha

7/18

8/17

8/18

4/17

3/18

4/15

Bullywug

0

+1 Dex; -1 Int & Cha

6/18

4/18

6/18

4/17

6/16

4/15

Centaur

0

+1 Con & Wis; -2 Dex

11/18

5/18

10/18

3/16

3/17

3/18

Dwarf

45

+1 Con; -1 Cha

8/18

3/17

11/18

3/18

3/18

3/17

Elf

45

+1 Dex; -1 Con

3/18

6/18

7/18

8/18

3/18

8/18

Flind

0

+1 Str; -1 Cha

7/18

6/18

6/18

3/16

3/16

4/17

Genasi, Air

25

+1 Dex & Int; -1 Wis & Cha

3/18

9/18

3/18

5/18

3/18

3/18

Genasi, Earth

25

+1 Str & Con; -1 Wis & Cha

9/18

3/18

9/18

3/18

3/18

3/18

Genasi, Fire

25

+1 Int; -1 Cha

3/18

5/18

3/18

5/18

3/18

3/18

Genasi, Water

25

+1 Con; -1 Cha

5/18

5/18

5/18

5/18

3/18

3/18

Giff

0

+2 Str; -1 Dex & Int

14/18

3/15

10/18

3/15

3/16

3/17

Githzerai

30

+1 Dex & Int; -1 Str & Wis

3/18

7/18

3/18

9/18

3/18

3/18

Gnoll

0

+1 Str; -1 Int & Cha

5/17

5/18

5/18

4/15

3/16

4/15

Gnome

45

+1 Int; -1 Wis

6/18

3/18

8/18

6/18

3/18

3/18

Goblin

0

-1 Str & Cha

5/16

4/17

5/16

3/18

3/18

4/13

Half-Elf

25

None

3/18

6/18

6/18

4/18

3/18

3/18

Halfling

35

+1 Dex; -1 Str

7/18

7/18

10/18

6/18

3/17

3/18

Half-Ogre

15

+1 Str & Con; -1 Int & Cha

14/18

3/12

14/18

3/12

3/12

3/8

Half-Orc

15

+1 Str & Con; -2 Cha

6/18

3/17

8/18

3/17

3/14

3/12

Hobgoblin

0

-1 Cha

6/18

6/18

5/18

3/18

3/18

4/14

Human

10

None

3/18

3/18

3/18

3/18

3/18

3/18

Kobold

0

-1 Str & Con

4/15

4/18

5/16

3/17

3/18

3/14

Lizard Man

0

None

8/18

3/18

6/18

3/17

3/18

3/16

Minotaur

0

+2 Str & Con; -2 Wis & Cha

12/18

5/14

10/18

5/14

5/16

5/16

Modron, Rogue

40

+1 Con & Int; -1 Dex & Cha

9/18

3/18

7/18

3/18

3/18

3/17

Mongrelman

0

+1 Str or Dex or Con or Wis;-1 Int & Cha

6/17

6/18

8/18

4/17

3/18

3/9

Ogre

0

+2 Str & Con; -2 Int & Cha

14/18

3/8

12/18

4/10

3/9

4/10

Orc

0

+1 Str; -2 Cha

5/17

3/17

8/18

3/16

3/16

5/14

Satyr

0

+1 Dex & Con; -1 Int & Cha

6/18

8/18

7/17

4/18

3/18

3/17

Swanmay

0

+1 Dex & Wis

13/18

12/18

14/18

9/18

13/18

9/18

Thri-kreen

0

+1 Dex & Wis; -1 Int & Cha

8/18

12/18

5/18

5/18

5/18

3/15

Tiefling

40

+1 Int & Cha; -1 Str & Wis

3/18

7/18

3/18

9/18

3/18

9/18

Wemic

0

+1 Str; -1 Dex

10/18

7/17

11/18

3/18

3/18

3/18

 

Any race abilities:

Any race ability

Character Points

Source

Alignment affinity: The PC is instantly aware of any beings within 20’ who possess the same alignment as himself. For example, a paladin knows when a lawful good aasimar has just stepped behind him, but does not learn the alignment of the lawful neutral good Deva crossing in front of him unless he employs some other means of divination.

5

#235

Magical perception: Regardless of whether the PC is a spellcaster, he understands how the unique nature of his home plane affects magic. This includes which schools of magic are affected, how it is affected, and why ("You’re on Mechanus berk - wild magic is useless here and against the law."). This ability does not provide other magical insight, such as spell keys.

10

#235

Planar recognition: Upon sight, the PC instantly recognizes any beings that originate from his home plane as a fellow native. Only true natives of the PC’s plane can be discerned. This ability does not grant the ability to recognize those who migrated to the PC’s home plane from another plane. The PC does not gain any other information about the beings that he encounters.

5

#235

Planar resistance: The PC receives a +3 bonus to all saves vs. any naturally occurring phenomena on his home plane (plane of birth).

5

#235

Wild psionic talent: A character can purchase this and not need to roll for a wild talent check. The character does need to roll randomly to see which wild talent the character has.

15

DA97

Aasimar abilities:

Aasimar ability

Character Points

Source

Aasimon bloodline - major I: The PC is immune to all forms of gas attacks.

10

#235

Aasimon bloodline - major II: The PC is immune to poison.

15

#235

Aasimon power – vestigial I: Once per week, the PC can cast Protection from Normal Missiles (W3: PH).

5

WOH*

Aasimon power – vestigial II: Twice per day, the PC can cast Read Magic (W1: PH).

5

WOH*

Aasimon power – vestigial III: Once per day, the PC can cast Strength (W2: PH).

5

WOH*

Aasimon powers - major: Once a week, the PC can cast Heal (P6: PH), Holy Word (P7: PH), or Spell Turning (W7: PH). At 9th level, the PC can cast all these abilities once a week.

15

#235

Aasimon powers - minor: Once a day, the PC can cast Cure Light Wounds (P1: PH), Dispel Magic (P3: PH), or Protection from Normal Missiles (W3: PH). At 7th level, the PC can cast all these abilities once per day.

10

#235

Animal calming: The aura of good causes ease in all normal animals. Reaction checks with normal animals are made at a +4 bonus.

5

WH*

Archon power – vestigial I: Once per day, the PC can cast Enthrall (P2: PH).

5

WH*

Armor bonus: The PC gains an additional +1 AC bonus when wearing any metal armor.

5

#235

Aura of calm: The PC’s heritage of a celestial brings ease to those of good nature. All good-aligned creatures within 30’ receive a +2 bonus to morale checks.

5

WH*

Celestial aura: The PC has emits an aura of the Upper Planes. Fiends find a small taste of fear when attacking the Aasimar, and those of non-evil bent hesitate to strike one who is apparently so pure and good. All enemies of the Aasimar attack at a –2 penalty.

10

WH*

Celestial skin: The PC can only be hit by magical weapons.

15

#235

Cold resistance: The PC suffers half damage from all cold attacks for 5 CPs. For 15 points, the PC suffers half damage from cold until 9th level, when the PC becomes completely immune to the cold.

5/15

#235

Cold save bonus: The PC gains a +2 to all saves vs. cold.

5

WH*

Confer: With this option, an aasimar may temporarily confer one of his racial abilities on a worthy being of good for the next 24 hours. The act takes one round and requires the aasimar to touch the recipient. The PC loses that ability until 24 hours have elapsed; at which time he regains the ability. The PC cannot cannel this conferral once it has taken place. This sacrifice is not taken lightly.

10

#235

Detect evil: The PC can cast Detect Evil (P1: PH) once per day.

5

WH*

Detect lie: The PC may cast Detect Lie (P4: PH) once a day.

5

#235

Detect magic: The PC can cast Detect Magic (M1: PH) once per day.

5

WH*

Eladrin bloodline - major: The PC is immune to Magic Missiles and similar spells.

10

#235

Eladrin power – vestigial I: Once a day, the PC can cast Alter Self (W2: PH).

5

WH*

Eladrin power – vestigial II: Once a week, the PC can cast Augury (P2: PH).

5

WH*

Eladrin power – vestigial III: Once a day, the PC can cast Comprehend Languages (W1: PH).

5

WH*

Eladrin power – vestigial IV: Once a day, the PC can cast Shield (W1: PH).

5

WH*

Eladrin powers - major: Once a week, the aasimar may cast Minor Globe of Invulnerability (W4: PH), Polymorph Self (W4: PH), or Wall of Force (W5: PH). At 9th level, the PC can cast all these spells once a week.

15

#235

Eladrin powers - minor: Once a day, the PC may cast Alter Self (W2: PH), Comprehend Languages (W1: PH), or Slow Poison (P2: PH). At 7th level, the PC can cast all of these abilities once a day.

10

#235

Electricity save bonus: The PC gains a +2 to all saves vs. electricity.

5

WH*

Enhanced telepathy: The PC has an innate ability to speak telepathically with any creature in close proximity. The PC can communicate telepathically with any intelligent (5 or greater) within a mile radius.

10

WH*

Fast healer: The gift of having a celestial background allows the PC to heal their wounds twice as fast.

5

WH*

Fire resistance: The PC suffers half damage from all fire attacks.

5

#235

Fire save bonus: The PC gains a +2 to all saves vs. fire.

5

WH*

Free spirit: The celestial blood that runs through the PC prevent anything from stopping their movement. The PC acts and moves as if under a permanent Free Action (P4: PH).

15

WH*

Guardinal bloodline - major: The PC is immune to all electrical attacks.

15

#235

Guardinal bloodline – minor: The PC suffers only half damage from all electrical attacks.

10

WH*

Guardinal power – vestigial I: The PC can cast Light (P1: PH) once per day.

5

WH*

Guardinal power – vestigial II: The PC can cast Protection from Evil, 10’ Radius (P3: PH) once per day.

5

WH*

Guardinal power – vestigial III: The PC can cast Water Breathing (W3: PH) once per week.

5

WH*

Guardinal powers - major: Once a week, the PC can cast Hold Monster (W5: PH), Lightning Bolt (W3: PH), or Wall of Ice (W4: PH). At 9th level, the PC can cast all of these abilities once a week.

15

#235

Guardinal powers - minor: Once a day, the PC can cast Light (P1: PH), Magic Missile (W1: PH), or Protection from Evil, 10’ Radius (P3: PH). At 7th level, the PC can cast all these abilities once a day.

10

#235

Holy regeneration: While on any of the Upper Planes of Good (Arcadia, Mount Celestia, Bytopia, Elysium, Beastlands, Arborea, and Ysgard), the PC regenerates hit points at the rate of 1 hp/round.

10

#235

Infravision: Aasimar have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 60’.

5

#235

Intuition bonus: The PC raises his Wisdom/Intuition sub-ability by +1.

10

#235

Know alignment: The PC may cast Know Alignment (W2: PH) once a day.

5

#235

Leaper: The PC has been given the gift of quick bursts of leg strength. The PC can leap up to 15’ vertically, or 30’ horizontally.

10

WH*

Lightform: Once a day, the PC may assume a Lightform similar in function to the wizard spell Wraithform (W3: PH) (except this ability accesses an extra-dimensional space, not the ethereal plane). Once activated, the PC is identical in appearance to a light Aasimon (PMC1). At 5th level, the PC can assume a Lightform twice a day.

10

#235

Magic resistance: The PC has 10% magic resistance.

10

#235

Mental fortitude: +2 to saving throws against Charm, Fear, Emotion, and Domination type spells.

5

#235

Muscle bonus: The PC raises his Strength/Muscle sub-ability by +1.

10

#235

Odd skin composition: Due to the PC’s heritage, the skin composition provides the PC with a random amount of protection. The base AC is 1d6+3. This is rolled at the time this ability is taken, and only rolled once.

5

WH*

Petrification, polymorph, and paralysis save bonus: The PC gains a +2 to all saves vs. petrification, polymorph, and paralysis.

5

WH*

Poison save bonus: The PC gains a +2 to all saves vs. poison.

5

WH*

Power of life: As a direct descendent of the forces of life and goodness, the aasimar is immune to Death Magic, and level draining spells and attacks such as those from undead. The PC is not immune, however, to aging effects such as an attack from a ghost or a Haste (W3: PH) spell.

20

#235

Rilmani bloodline - minor: The PC suffers half damage from acid attacks.

10

#235

Rilmani power – vestigial I: Once a day, the PC can cast Blur (W2: PH).

5

WH*

Rilmani power – vestigial II: The PC can cast Feather Fall (W1: PH) once per day.

5

WH*

Rilmani power – vestigial III: The PC can cast Mirror Image (W2: PH) once per day.

5

WH*

Rilmani powers - major: Once a week, the PC can cast Advanced Illusion (W5: PH), Improved Invisibility (W4: PH), or Solid Fog (W4: PH). At 9th level, the PC can cast all of these abilities once a week.

15

#235

Rilmani powers - minor: Once a day, the PC can cast Blur (W2: PH), Fly (W3: PH), or Mirror Image (W2: PH). At 7th level, the PC can cast all these spells once a day.

10

#235

Rod, staff, and wand save bonus: The PC gains a +2 to all saves vs. rods, staves, and wands.

5

WH*

Spell save bonus: The PC gains a +2 to all saves vs. spells.

5

WH*

Stamina bonus: The PC raises his Strength/Stamina sub-ability by +1.

10

#235

Surprise bonus: The PC’s unnatural hearing and other-planar alertness grants a +1 to all surprise checks.

5

#235

Sword bonus: The PC gains a +1 to hit with any sword.

5

#235

Telepathy: At will, the PC can communicate telepathically with any Aasimon, Eladrin, Guardinal, Rilmani, or other intelligent being of the same alignment within a 20’ radius.

5

#235

Tongues: The PC can communicate with anyone at any time. The celestial bloodline provides the PC with permanent Tongues (W3: PH).

10

WH*

True sight: The heritage from the PC’s celestial background allows them to see everything as is, for good or evil. The PC has the power of True Seeing (P5: PH) all of the time.

15

WH*

Willpower bonus: The PC raises his Wisdom/Willpower sub-ability by +1.

10

#235

Wings: The PC has a fully functioning set of wings. While they are typically feathered, they need not be. The wings are an integral part of the anatomy of the Aasimar, so armor and clothing must be modified to accommodate them (usually an increase in cost from two to five times the normal cost). The wings allow the PC to have a movement of 18, MC D.

10

WH*

Aasimar weaknesses:

Aasimar weakness

Bonus Character Points

Source

Iron weakness: The PC suffers double damage from any iron weapon.

5

#235

Lower planar disorientation: The good nature of the PC comes into severe conflict with the overwhelming evil of the lower planes (Acheron, Baator, Gehenna, Gray Waste, Carceri, Abyss, Pandemonium). On any lower plane, the aasimar becomes extremely uncomfortable and nauseous suffering a -4 to THAC0 and AC, as well as a -4 to all surprise checks.

5

#235

Susceptibility to fiendish magic: The PC is more susceptible to the foul, unwholesome magics cast by fiends. The PC receives a -1 to all saves vs. magic used by fiends and also suffers an extra point of damage per die rolled from offensive spells employed by fiends.

5

#235

Susceptible to cold: The PC’s celestial heritage has made freezing temperatures an anathema to his existence. Cold causes +1 damage per die suffered.

5

WH*

Susceptible to evil priests: Due to the strength of the celestial heritage in the PC’s blood, evil priests may attempt to turn the PC.

5

WH*

Susceptible to fire: The PC’s celestial heritage has made fire an anathema to his existence. Fire causes +1 damage per die suffered.

5

WH*

Unholy water vulnerability: The PC suffers 2d4 hp damage from a direct hit of unholy water. A splash of unholy water inflicts 1d4 hp damage.

5

#235

 

Bariaur abilities:

Bariaur ability

Character Points

Source

Back kick: The PC can kick an opponent to his rear with his hind legs for 3d6 damage and no penalty to THAC0.

5

#235

Charge: The PC (if he/she has horns) may cause triple damage with a head butt by charging an opponent. The PC needs at least 30’ running distance to perform this attack successfully

10

#235

Club bonus: Any club the PC wields in both hands has the speed factor and damage of a 2-handed sword.

5

#235

Fitness bonus: The PC gains a +1 to their Constitution/Fitness sub-ability.

10

#235

Head butt: The PC (if he/she has horns) may attack with his horns for 1d8 hp damage plus strength bonus. Should the PC also select the Hoof Attack ability, then he receives at least 3 attacks per round (one for head butt, two for hoof attacks, and any weapon attacks that are possible.)

5

#235

Health bonus: The PC raises their Constitution/Health sub-ability by +1.

10

#235

Hoof attack: The PC can attack with booth hooves in one combat round causing 1d6 points of damage per hoof.

10

#235

Improved movement rate: This PC is one of the fastest of the race possessing a base movement rate of 21.

5

#235

Infravision: Bariaur have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 60’.

10

#235

Intuition bonus: The PC gains a +1 to their Wisdom/Intuition sub-ability.

10

#235

Knowledge bonus: The PC gains a +1 to their Intelligence/Knowledge sub-ability.

10

#235

Lawbreaker: The wildly chaotic nature of the Bariaurs makes them naturally resistant to the influences of law. The PC receives a +1 bonus to all save vs. spells against magic from the priestly sphere of law or magic that are cast by lawful creatures.

5

#235

Magic resistance: The PC has 10% magic resistance.

10

#235

Muscle bonus: The PC gains a +1 to their Strength/Muscle sub-ability.

10

#235

Poison save bonus: Because of their hearty constitutions, the Bariaur PC receives a +2 to all poison saves.

5

#235

Reason bonus: The PC gains a +1 to their Intelligence/Reason sub-ability.

10

#235

Spear bonus: The PC gains a +1 to attacks with any spear.

5

#235

Spell resistance: The PC gains a +3 to all saving throws vs. spells.

10

#235

Stamina bonus: The PC gains a +1 to their Strength/Stamina sub-ability.

10

#235

Surprise bonus: The PC gains a +2 on all surprise checks.

5

#235

Tough hide: The PC’s thick skin and fur give him a tough hide granting a natural AC of 8.

10

#235

Trample: On a successful attack with both hooves, the Bariaur has knocked down his opponent and automatically tramples him also. A trampled victim suffers an additional 2d6 hp damage, has a -2 penalty to his AC, and must spend the remainder of the round getting back up on his feet. This attack affects only humanoids of M size or smaller. The PC must first select the Hoof Attacks ability to be able to choose this option.

10

#235

Willpower bonus: The PC gains a +1 to their Wisdom/Willpower sub-ability.

10

#235

 

Dwarven abilities:

Dwarven ability

Character Points

Source

Axe bonus: +1 to attack rolls with hand or battle axes.

5

S&P

Better Balance: +1 to the Balance sub-ability score.

10

S&P

Brewing: The dwarf receives a +2 to the Brewing proficiency score. The dwarf must have this proficiency to gain this benefit.

5

S&P

Close to Earth: Dwarves with this ability heal faster in subterranean setting. When this character is underground, he heals 2 points of damage overnight rather than the 1 point normally healed by other races. This bonus does not apply if the character is above ground

5

S&P

Constitution/Health bonus: A Constitution/Health score bonus of +1, because the dwarf is accustomed to the cold and often damp Underdark.

10

S&P

Crossbow bonus: Because dwarves favor crossbows, they gain a +1 attack bonus with any crossbow. Hurled weapons are limited in tunnels, and other bows require large pieces of wood, which are not readily accessible.

5

S&P

Dense skin: If the dwarf is struck by a blunt weapon, the character suffers only half the damage the attack would normally inflict.

10

S&P

Detect poison: By sniffing food or drink, the dwarf can determine if it has been poisoned. The chance of success is 1-4 on 1d6.

5

S&P

Determine age: By examining a building or ruins, the dwarf stands an excellent chance of determining the approximate age of the structure. The chance of success is 1-5 on 1d6.

5

S&P

Determine stability: The character is an expert at determining if the ground is stable. By concentrating for one round, the character can determine if there will be a dangerous tremor, collapse, rockfall, or slide when the character enters an area. The chance of success is 1-4 on a 1d6.

5

S&P

Enlarge/reduce: The PC can Enlarge (W1: PH) or Reduce (W1: PH) himself as the wizard spell once per day.

5

#235

Evaluate gems: A dwarf with this ability can determine within 10% the value of any given gem.

5

S&P

Expert Haggler: This dwarf drives a hard bargain. Anything he purchases cost 10% less than the listed price.

5

S&P

Hit point bonus: The dwarf gains an additional hit point each time that the character attains a new level.

10

S&P

Illusion resistant: These dwarves gain a +2 bonus on attempts to disbelieve illusions.

5

S&P

Improved stamina: +1 to the Stamina sub-ability score

10

S&P

Infravision: Dwarves have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark - depending on their sub-race. Consult the following chart:

Sub-race Infravision

Deep 90’

Gray 120’

Hill 60’

Mountain 60’

10

S&P and Sage Advice #223

Lower resistance: The non-magical nature of planar dwarves can be harnessed to adversely affect other being. At 5th level, the PC can cause one being to be affected by Lower Resistance (W5: ToM) once a day.

10

#235

Mace bonus: +1 to attack rolls with the footman’s mace.

5

S&P

Meld with stone: Once a day a dwarf with this ability can Meld into Stone (P3: PH) as a priest of the same level.

10

S&P

Melee combat: Dwarves have a +1 bonus to their attack rolls vs. orcs, half-orcs, goblins, and hobgoblins. Further, when ogres, half-ogres, ogre magi, trolls, giants, or titans fight dwarves, these aggressors suffer a -4 penalty on all attack rolls. Dwarves are small and have defensive tactics against these large foes.

10

S&P

Mining detection abilities: A character with this skill is familiar with mining, tunneling, and stonework. By concentrating for one round the character can:

Determine the approximate depth underground, 1-3 on 1d6.

Detect any sliding or shifting walls or rooms, 1-4 on 1d6.

Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.

Detect stonework traps, pits, and deadfalls, 1-3 on 1d6.

Detect new construction in stonework, 1-5 on 1d6.

10

S&P

More muscles: +1 to the Muscle sub-ability score.

10

S&P

Pebble to boulder: At 5th level, the dwarf may cast Turn Pebble to Boulder (W4: ToM) once a day.

5

#235

Pick bonus: +1 to attack rolls with military picks,

5

S&P

Planar sense: Being creatures of the earth, dwarves are naturally attuned to the lands they travel upon. At will, the PC can determine which outer plane he is on as well as how many layers beneath the first layer of the plane he is. The PC does not gain any other knowledge of the plane (i.e. planar ruler, local inhabitants, etc.).

5

#235

Rockform: Once a day, the PC can assume the form of a large rock or small boulder the same size as the dwarf. The dwarf may retain in rock form for 1 hour per level of the PC. When the PC reverts back to his normal dwarf form, he is healed 2d8+6 hp damage. While in rock form, the dwarf is virtually immune to standard weapon attacks but may be harmed by other means such as mining equipment or being thrown by a giant. Stone-affecting spells cast on a dwarf in Rockform affect the dwarf in the same manner such spells affect a being under the effects of a Meld with Stone (P3: PH) spells.

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#235

Saving throw bonuses: Dwarves gain bonuses to saving throws vs. poison and against magical attacks from rods, staves, wands, and spells based on their Constitution/Health scores. Determine the dwarf’s Constitution/Health score and consult the chart below:

Score Bonus

4-6 +1

7-10 +2

11-13 +3

14-17 +4

18-20 +5

10

S&P

Short sword bonus: +1 to attack rolls with a short sword.

5

S&P

Stealth: If the dwarf is not in metal armor, a -2 penalty is applied to opponent’s surprise rolls if the dwarf is at least 90 feet ahead of a party of characters without this ability, or accompanied only by characters with equivalent stealth skills. The dwarf is also difficult to surprise and receives a +2 bonus to his surprise rolls.

10

S&P

Stone tell: Once a day a dwarf with this ability can use the Stone Tell (P6: PH) spell, as a priest of the same level.

10

S&P

Warhammer bonus: +1 to attack rolls with the warhammer.

5

S&P

 

Elven abilities:

Elven ability

Character Points

Source

Aim bonus: +1 to the Aim sub-ability.

10

S&P

Animal/plant form: Closer to nature than perhaps any other PC race, the elf developed the ability to cast Polymorph Self (W4: PH) (natural animals only) or Tree (P3: PH) once a day.

10

#235

Balance bonus: +1 to the character’s Balance sub-ability.

10

S&P

Bow bonus: +1 on attacks with long or short bows.

5

S&P

Cold resistance: +1 bonus on saving throws vs. cold and ice-based attacks, as the elf’s body is less susceptible to extreme temperatures.

5

S&P

Companion: The elf gains the companionship of a Cooshee or Elven cat. See the Animal Master kit (in S&P) for more specifics on companion animals.

10

S&P

Confer water breathing: Once a day, the elf can confer the ability to breathe water upon another individual or creature. This ability lasts one hour for every level of the elf conferring the ability.

10

S&P

Dagger bonus: +1 attack roll bonus with daggers.

5

S&P

Detect undead: As champion of life, most elves despise undead as an unnatural abomination and seek to destroy them where possible. The PC can Detect Undead (W1: PH) as per the spell once a day for every three levels possessed.

5

#235

Heat resistance: +1 bonus on saving throws vs. heat and fire-based attacks, as the elf’s body is less susceptible to extreme temperatures.

5

S&P

Infravision: The elf gains the ability to see heat patterns given off by living warm-blooded creatures in the dark. The distance the elf can see with his infravision depends on the sub-race of the elf. Consult the following chart:

Sub-race Infravision

Aquatic 120’

Dark 120’

Gray 60’

High 60’

Sylvan 60’

10

S&P and Sage Advice #223

Invoke wild surge: Elves, being magical and mostly chaotic race, can combine these two traits to cause spectacular results. Once a day for every five levels the PC possesses, the PC can cause a wild surge to happen to a spellcaster in the process of casting a spell within 20’. This power cannot affect innate abilities.

5

#235

Javelin bonus: +1 attack roll bonus when using a javelin.

5

S&P

Less sleep: The elf only requires four hours of sleep to be rested. This is especially valuable to spellcasters.

5

S&P

Magic identification: a 5% chance per experience level of identifying the general purpose and function of any magic item, reflecting their interest in the arcane. This is as per the bard ability - see the Player’s Handbook for more information.

10

S&P

Magic resistance: The PC possesses 10% magic resistance. This option may not be taken with the Resistance ability.

10

#235

Power of life: The PC is immune to death magic and level draining spells and attacks such as those from undead. The PC is not immune, however, to aging effects such as an attack from a ghost or a Haste (W3: PH) spell.

20

#235

Reason bonus: +1 to the Reason sub-ability, due to the elves’ devotion to developing their intellects.

10

S&P

Resistance: 90% resistance to Sleep and Charm-related spells.

10

S&P

Secret doors: Because of their acute senses, elves are quick to spot concealed doors and hidden entranceways. Merely passing within 10’ of a concealed door allows an elf a 1 on 1d6 chance to notice it. If actively searching, an elf’s chances improve to a 1-2 on 1d6 chance to find secret doors and a 1-3 on 1d6 chance to notice a concealed door.

5

S&P

Speak with plants: Once a day, the elf can use the Speak with Plants (P4: PH) spell, as a priest of the same level.

10

S&P

Spear bonus: +1 attack roll bonus with using a spear.

5

S&P

Spell abilities: Once a day, the elf can cast Faerie Fire (P1: PH), Dancing Lights (W1: PH), and Darkness (P1: PH) as a priest or wizard of the same level. When the character reaches 4th level, he can add Levitate (W2: PH), Detect Magic (P1: PH), and Know Alignment (W2: PH).

15

S&P

Stealth: When the elf is alone and is not wearing metal armor, he gains a bonus to surprise opponents. The opponent suffers a -4 penalty, a -2 if the elf has to open a door.

10

S&P

Sword bonus: +1 on attack rolls when using a short sword or a long sword.

5

S&P

Trident bonus: +1 on attack rolls when using a trident.

5

S&P

Withdraw: The long-lived elf approaches each situation with tact and caution making the best possible use of time. Once a day, the PC can cast Withdraw (P2: PH) as a priest of the PC’s level.

5

#235

Genasi, any abilities:

Genasi, any ability

Character Points

Source

Elemental empowerment: Elemental spells of abilities employed by the PC are treated as if he were one experience level higher. This option may be taken multiple times for increased effect.

5

#235

Elemental form: Once a day, the PC can Polymorph Self (W4: PH) into an elemental of the PC’s element.

10

#235

Elemental regeneration: When the PC rests immersed in his element as it occurs naturally, he regenerates at a rate of 1 hp/turn.

10

#235

Elemental resistance: The PC gains a 30% resistance vs. all attacks against his element. For 15 points, the PC is completely immune to his element. This option cannot be taken with Magic Resistance.

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Etherealness: Once a day, the PC can enter the ethereal plane from any of the inner planes or prime material plane or if already within the Border Ethereal, the PC can enter an inner plane or prime material world.

10

#235

Ignore element: Genasi can ignore his element (magical and non-magical) for a number of rounds equal to his experience level once a day.

5

#235

Infravision: Genasi have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 60’.

5

#235

Magic resistance: The PC possesses a 10% resistance to all magic.

10

#235

Para-elemental resistance: The PC receives a +2 to all saving throws from any para-elemental attacks associated with the PC’s element (e.g., fire genasi would receive this bonus against ash and magma attacks).

5

#235

Quasi-elemental resistance: The PC receives a +2 to all saving throws from any quasi-elemental attacks associated with the PC’s element (e.g. water genasi would receive this bonus against steam and salt attacks).

5

#235

Saving throw bonus: The PC receives a +1 bonus to all saving throws vs. spells and magic of his own element for every five experience levels.

5

#235

Genasi, air abilities:

Genasi, air ability

Character Points

Source

Aim bonus: The PC gains a +1 to their Dexterity/Aim sub-ability.

10

#235

Air boat: At 9th level, the PC can call down an Air Boat (W8: ToM) once a week.

10

#235

Balance bonus: The PC gains a +1 to their Dexterity/Balance sub-ability.

10

#235

Elemental powers - minor: Once a day, the PC can cast Fly (W3: PH), Stinking Cloud (W2: PH), or Wind Wall (W3: PH). At 7th level, the PC can use all of these abilities once a day.

10

#235

Elemental, powers - major: Once a week, the PC can cast Air Walk (P5: PH), Solid Fog (W4: PH), or Suffocate (W7: ToM). At 9th level, the PC can use all of these abilities once a week.

15

#235

Feather fall: The PC can cast Feather Fall (W1: PH) once a day for every three experience levels possessed.

5

#235

Knowledge bonus: The PC gains a +1 to their Intelligence/Knowledge sub-ability.

10

#235

Levitate: Air genasi can Levitate (W2: PH) once a day as a 5th level wizard.

5

#235

Non-respiration: The PC need no longer breathe.

10

#235

Reason bonus: The PC gains a +1 to their Intelligence/Reason sub-ability.

10

#235

 

Genasi, earth abilities:

Genasi, earth ability

Character Points

Source

Elemental powers - minor: Once a day, the PC can cast Fist of Stone (W1: ToM), Maximilian’s Stony Grasp (W3: ToM), or Meld into Stone (P3: PH). At 7th level, the PC can use all of these abilities once a day.

10

#235

Elemental powers - major: Once a week, the earth genasi can cast Move Earth (W6: PH), Stone Shape (P3: PH), or Wall of Stone (W5: PH). At 9th level, the PC can use all of these abilities once a week.

15

#235

Fitness bonus: The PC gains a +1 to their Constitution/Fitness sub-ability.

10

#235

Health bonus: The PC gains a +1 to their Constitution/Health sub-ability.

10

#235

Muscle bonus: The PC gains a +1 to their Strength/Muscle sub-ability.

10

#235

Pass without trace: The PC can cast Pass without Trace (P1: PH) once per day as a 5th level priest.

5

#235

Passwall: Once a day, at 5th level, the PC can cast a Passwall (W5: PH), except that his ability affects only stone or earth.

10

#235

Reverse gravity: At 9th level, the PC can Reverse Gravity (W7: PH) once a week.

10

#235

Stamina bonus: The PC gains a +1 to their Strength/Stamina sub-ability.

10

#235

Stony skin: The PC has a naturally rock hard skin, giving him an AC of 8.

10

#235

Genasi, fire abilities:

Genasi, fire ability

Character Points

Source

Affect fire: The PC can Affect Normal Fires (W1: PH) once a day as a 5th level wizard.

5

#235

Elemental powers - minor: Once a day, the PC can cast Flame Arrow (W3: PH), Flame Walk (P3: PH), or Heat Metal (P2: PH). At 7th level, the PC can use all of these abilities once a day.

10

#235

Elemental powers - major: Once a week, the PC can cast Fire Shield (W4: PH), Malecketh’s Flame Fist (W7: ToM), or Wall of Fire (W4: PH). At 9th level, the PC can use all of these abilities once a week.

15

#235

Fire immunity: The PC is immune to normal, non-magical fire.

5

#235

Knowledge bonus: The PC gains a +1 to their Intelligence/Knowledge sub-ability.

10

#235

Produce flame: The PC can Produce Flame (P2: PH) once a day for every three experience levels.

5

#235

Reason bonus: The PC gains a +1 to their Intelligence/Reason sub-ability.

10

#235

Surprise fireball: At 7th level, the PC can cast a Delayed Blast Fireball (W7: PH) once a week.

10

#235

Genasi, water abilities:

Genasi, water ability

Character Points

Source

Acid storm: At 7th level, the PC can create an Acid Storm (W7: PH) once a week.

10

#235

Bestow water breathing: Once a day for every three experience levels, the PC can bestow Water Breathing (W3: PH) (or its reverse) on any creature other than himself.

10

#235

Create water: The water genasi can Create Water (P1: PH) once a day as a 5th level priest. For 10 points, the PC can cast Improved Create Water (W6: PH) (reverse of Transmute Water to Dust (P6: PH)) at a 5th level priest.

5/10

#235

Elemental powers - minor: The PC possesses the innate ability to cast Lower/Raise Water (P4: PH), Insatiable Thirst (W2: ToM), or Water Double (W3: PH). At 7th level, the PC can use all of these abilities once a day.

10

#235

Elemental power - major: Once a week, the PC can cast Abi-dalzim’s Horrid Wilting (W8: ToM), Part Water (W6: PH), or Wall of Ice (W4: PH). At 9th level, the PC can use all of these abilities once a week.

15

#235

Fitness bonus: The PC gains a +1 to their Constitution/Fitness sub-ability.

10

#235

Health bonus: The PC gains a +1 to their Constitution/Health sub-ability.

10

#235

Water breathing: The PC breathes water easily as air.

10

#235

Genasi, any weaknesses:

Genasi, any weakness

Bonus Character Points

Source

Elemental damage: The PC suffers additional damage from elemental attacks not of his own element. For 5 points, the PC suffers a +1 to damage per die rolled. For 10 points, the PC suffers +2 damage per die.

5/10

#235

Elemental hatred: The PC despises his opposition element and always seeks to destroy without question or hesitation anyone strongly associated with the opposition element (such as natives of that elemental plane, specialist wizards, and specialty priests of the opposing element, etc.).

5

#235

Elemental vulnerability: The PC suffers a -1 penalty to all saves from elemental attacks not of his own element.

5

#235

 

Githzerai abilities:

Githzerai ability

Character Points

Source

Aim bonus: The PC gains +1 to their Dexterity/Aim sub-ability.

10

#235

Balance bonus: The PC gains +1 to their Dexterity/Balance sub-ability.

10

#235

ESP: The PC can cast ESP (W2: PH) once a day. At 9th level, the PC can cast ESP twice a day.

10

#235

Infravision: Githzerai have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark. The range is 60’.

10

#235

Knowledge bonus: The PC gains +1 to their Intelligence/Knowledge sub-ability.

10

#235

Lesser magic resistance: The PC possesses magic resistance equal to 2%/level. This option cannot be taken with the magic resistance option.

10

#235

Limbo powers: As a native of Limbo, the PC gains a movement rate of 96 while in Limbo and also suffers no ill effects from the rolling, primal matter of that chaotic plane.

5

#235

Lower resistance: Once a day, the PC can attempt to lower his magic resistance by effecting Lower Resistance (W5: ToM) on himself only.

10

#235

Magic resistance: The PC receives magic resistance equal to 5%/level.

15

#235

Mental assault: The PC can cast Feeblemind (W5: PH) once a week for every five experience levels.

10

#235

Mental shielding: Once a week, the githzerai PC can cast Mind Blank (W8: PH).

10

#235

Mind guard: The PC gains +1 to all saves vs. mind affecting spells and psionics.

5

#235

Plane shift: Once a day, the PC can Plane Shift (P5: PH) (himself alone) to any other plane he has previously visited. This ability takes one full round to activate. If the PC is interrupted during activation of this power, the power fails.

10

#235

Reason bonus: The PC gains +1 to their Intelligence/Reason sub-ability.

10

#235

Renegade: The PC has secretly decided to advance in level beyond the artificial limits set by the githzerai wizard-king (i.e. the PC has no level limits in any chosen class). Once a renegade Githzerai’s decision becomes know, he rarely survives for long, as any such blasphemous githzerai are quickly hunted down by the wizard-king’s forces.

5

#235

Rrakkma hunter: The PC gains +2 to hit against the despised Gith slave masters of ages past - the mind flayers.

5

#235

Silver sword: At 5th level, the PC, if in good standing with his people, is rewarded with a special two-handed silver sword +3. If used on the Astral Plane, the silver sword has a 5% chance of cutting an opponent’s silver cord upon scoring a hit. These weapons have a significant religious value to the githzerai, who would never willingly let them fall into the hands of outsiders.

5

#235

Sword bonus: The PC gains +1 to hit with any sword of githzerai make.

5

#235

Xenophobe: Fearful and hateful of nearly all sentient creatures not of his own race, the PC is always on the alert for outside treachery and attack. The PC receives a +3 to all surprise checks. Note that while a xenophobic githzerai may be able to suppress displays of his xenophobic nature most of the time, such strong emotions are ever present under the surface, just waiting for a chance to be expressed.

5

#235

Zerth bonus: The PC is a Zerth, part of a religious sect who worships the memory of the legendary githzerai hero, Zerthimon. The PC gains a 5% bonus to all XP when actively worshipping as a Zerth and also receives a +4 reaction modifier when dealing with any githzerai (all githzerai value such worship in other githzerai). DMs may decide on the form that such hero worship takes, such as joining Rrakkma bands, spreading the word of Zerthimon, or hunting Githyanki on a regular basis.

5

#235

 

Gnomish abilities:

Gnomish ability

Character Points

Source

Animal friendship: Once a day, the gnome gains an Animal Friendship (P1: PH) spell ability, as the priest spell, with respect to burrowing animals.

10

S&P

Dagger bonus: +1 to attacks rolls with daggers.

5

S&P

Dart bonus: +1 to attack rolls with darts, the gnome’s preferred missile weapon.

5

S&P

Defensive bonus: +1 to Armor Class when in their native underground environment.

5

S&P

Dreamweaver: Once a day, the PC can cast Phantasmal Force (W1: PH). At 3rd level, this power improves as the gnome’s understanding of illusions become greater allowing the PC to now cast Spectral Force (W3: PH) once a day. At 9th level, this ability becomes even more enhanced allowing the gnome to cast Advanced Illusion (W5: PH), Programmed Illusion (W6: PH), or Mirage Arcane (W6: PH) once a day.

10

#235

Engineering bonus: If the gnome has the engineering proficiency, he gains a +2 bonus to the proficiency score.

5

S&P

Etherealness: From any prime material world, inner plane, or demi-plane, the PC may enter the Border Ethereal of the Ethereal Plane at will twice a day. Likewise, a gnome in the Border Ethereal can enter any bordering plane twice a day.

10

#235

Forest movement: The ability to Pass Without Trace through their native woodland as the druidic ability. See the Player’s Handbook for further details.

10

S&P

Freeze: The ability to "freeze" in place in their underground environment. This will give them a 60% chance not to be noticed by a passerby.

10

S&P

Hide: The ability to Hide in Woods with a chance equal to a thief of the same level’s Hide in Shadows ability. Consult the Dungeon Master’s Guide for the appropriate chart.

10

S&P

Illusion resistance: The PC receives 30% resistance to illusion/phantasm magic, for 5 points. For 20 points, the gnome is immune to all illusion/phantasm magic.

5 / 20

#235

Infravision: Gnomes have infravision - the ability to see heat patterns given off by living warm-blooded creatures in the dark - depending on their sub-race. Consult the following chart:

Sub-race Infravision

Deep 120’

Forest nil

Rock 60’

10

S&P and Sage Advice #223

Magic resistance: The gnome starts off with 20% magic resistance that improves by 5% for every level after 3rd. This cannot be combined with Illusion resistance.

20

#235

Melee combat bonus: +1 bonus on their attack rolls vs. kobolds and goblins - the gnome’s traditional rivals for space and resources. Also, gnolls, bugbears, ogres, half-ogres, ogre magi, trolls, giants, and titans suffer a -4 penalty on their attack rolls vs. gnomes.

10

S&P

Mining detection abilities: A character with this skill is familiar with mining, tunneling, and stonework. By concentrating for one round the character can:

Determine the approximate depth underground, 1-4 on 1d6.

Determine the approximate direction underground, 1-3 on 1d6.

Detect any grade or slope in the passage they are passing through, 1-5 on 1d6.

Detect unsafe walls, ceilings, or floors, 1-7 on 1d10.

10

S&P

Non-detection: The PC is permanently protected by Non-detection (W3: PH).

15

#235

Potion identification: A gnome with this ability has a percentage chance equal to his Wisdom score of identifying a potion by appearance and scent.

5

S&P

Reason bonus: +1 bonus to the Reason sub-ability.

10

S&P

Saving throw bonuses: Like dwarves, gnomes are resistant to most magic. This grants them bonuses to all saving throws vs. magical rods, staves, wands, and spells. This bonus is determined by the character’s Constitution/Health score. For every 3˝ points of Constitution/Health, the gnome receives a +1 bonus. The bonuses are summarized on the chart below:

Score Bonus

4-6 +1

7-10 +2

11-13 +3

14-17 +4

18-20 +5

5

S&P

Shadow wielder: At 5th level, the gnome can cast Shadow Magic (W5: PH) or Shadow Monsters (W4: PH) once a day. At 9th level, this ability is enhanced via the gnome’s greater understanding of illusionary magics, and the PC can cast either Demi-shadow Magic (W6: PH) or Demi-shadow Monsters (W5: PH) once a day.

15

#235

Short sword bonus: +1 to attack rolls with short swords.