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AD&D Players Handbook/Database/Races/Gnomes

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  1. Gnomes

CHARACTER RACES (GNOMES) I characters of above 15 intelligence are able to learn one additional language for every point of intelligence over 15, i.e. a character with an 18 intelligence score could learn three additional languages (q.v.). Elves have the ability to see into the infro-red spectrum, so they are able to see up to 60' in darkness, noting varying degrees of heat radiation. Secret or concealed doors are difficult to hide from elves. Merely passing within 10' of the latter makes an elven character 16 213% (1 in 6) likely to notice it. If actively searching for such doors, elven characters are 33 1/3% (2 in 6) likely to find o secret door and 50% likely (3 in 6) to discover a concealed portal. As has been shown previously, elven choracters add a bonus of + 1 to their initial dexterity score. Likewise, os elves are not as sturdy as humans, they deduct 1 from their initial constitution score. If alone and not in metal armor (or if well in advance- 90' or more - of a party which does not consist entirely of elves and/or halflings) an elven character moves so silently that he or she will surprise (q.v.) monsters 66 213% (d6, 1 through 4) of the time unless some portal must be opened in order to confront the monster. In the latter case the chance for surprise drops to 33 113% (d6, 1-2). Gnomes: I determination of approximate depth, which can be done at any distance): Detect grade or slope in passage, upwards or downwards Detect new construction 75% probability or passage/tunnel Detect sliding or shifting walls or rooms 75% probability (d4, score 1-3) 66 2/3% probability (d6, score 1-4) Detect traps involving pits, falling blocks and other stonework Determine approximote depth underground 50% probability (d4, score 1-2 or d6, score 1-3) 50% probability Note that the dwarven character must be actively seeking to determine the phenomenon in question in order to be able to determine the answer; the information does not simply spring to mind unbidden. In melee combat (see COMBAT), dwarves add 1 to their dice rolls to hit opponents who are half-orcs, goblins, hobgoblins, or orcs. When being attacked by ogres, trolls, ogre magi, giants, and/or titans, dwarves subtract 4 from their opponents' "to hit" dice rolls because of the dwarves' small size and combat ability against these much bigger creatures. As has already been noted, dwarven characters get a bonus of 1 added to their initial constitution ability, and a penalty of 1 on their charisma score due to racial characteristics. It is very important to note the actual charisma score prior to racial adjustment, however, for dwarven characters do not suffer charisma penalties, nor are they limited to a 16 charisma maximum with regard to their own race. For example, let us suppose a player who has rolled a charisma score of 18 decides to have a dwarven character, thus reducing charisma score by 1 due to racial characteristics. However, the highest score possible for a dwarf is 16 (see CHARACTER ABILITIES, CHARISMA TABLE), so the character's charisma score is recorded as 16 (le), the parenthetical number being the actual score rolled. With regard to non-dwarven henchmen, the character is limited to a maximum of 8, but with regard to dwarves the character has a score of 18 charisma,'so up to 15 henchmen would serve the character if the additional servitors'(0ver and above 8) were themselves dwarves. Elves: There are many sorts of elves, and descriptions of the differing types are found in ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL. Elven player characters are always considered to be high elves, the most common sort of elf. A character of elven stock can opt to be a fighter (maximum of 7th level), o magic-user (maximum of 11th level), a thief, or on assassin (maximum of 10th level). An elven character can also be multi-classed, i.e. a fighter/magic-user, a fighter/thief, a magic-user/thief, or a fighter/magic-user/thief. If the character is multi-clossed, the following restrictions and strictures apply: Although able to operate freely with the benefits of armor, weapons, and magical items available to the classes the character is operating in, any thieving is restricted to the armor and weaponry usable by the thief class. All earned experience is always divided equally among the classes of the character, even though the charocter is no longer able to gain levels in one or more of the classes. (More detailed information is given in the CHARACTER CLASSES section hereafter.) Elven characters have a 90% resistonce to sleep and charm spells (if these spells are cost upon them a percentile dice roll of 91% or better is required to allow the magic any chance of having an effect, and even then the saving throw against spells is allowed versus the charm spell). When employing either a bow of any sort other than a crossbow, or a short or long sword, elven characters gain a bonus of + 1 on their die rolls "to hit". All elven characters are able to speak the following languoge

    1. Source

Supplied Players Handbook PDF, page 17.

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