Classless Skills & Powers
Racial Abilities

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Racial abilities are skills that can be purchased only at character generation time. These reflect skills that are either inborn or taught from a very early age. Each major PC race has its own racial skill tree.

S&P Traits and Disadvantages all fall into the Racial Abilities category as well, though any race may choose Traits and Disadvantages.

To buy racial skills, you first choose a racial skill tree. Thereafter you may purchase as many racial abilities from that skill tree as you wish.

Mixed races, like half-elves, must choose both skill trees (human and elf, in this case), and they are only allowed to buy skills from the racial trees costing 5 CPs or less, unless the same ability appears in both races’ skill tree and cost 10 CPs or less. Under any circumstance, such mixed-race characters do not have access to racial skills costing more than 10 CP. DMs are free to allow any combinations they wish using these rules that are appropriate to their campaign - half gnome/half dwarves, for example, would use both those racial trees and buy skills at the listed cost. The DM may be required to devise the base description for that new race combination, however. The DM may also create new racial skills that the hybrid race only may buy.

Players should target spending no more than 45 points (and usually less) for racial abilities, traits, and disadvantages here - you can spend more, but you will be unable to buy much in the way of other abilities later.

The character's ability scores must qualify for a race according to Table 14, S&P p.22 in order to buy into that race tree.

Other racial abilities derived from the Complete Handbook series or other sources may be added to these lists. Note that demihumans by default have limited level advancement as described in the core AD&D rules, but also can advance further if they have a high Prime Requisite (Table 17, S&P p.23). Demihumans may also spend character points to further buy out of that restriction, giving the ability to ascend to higher levels (but at an XP penalty). Determining which class to use on the level advancement table (Table 16, S&P p.23) will be covered in the "Reconciling Classes" chapter.

Race Bundles

A player can buy a bundled set of abilities for the "generic" demihuman of a specific type as described in S&P. This forgoes any customization of the character’s abilities.

DM Note: You are free to require that players take racial bundles rather than a la carte skills if you do not allow this much variety in demihuman races in your campaign world.

Latent Racial Abilities

A player may purchase some racial abilities as latent abilities. These abilities initially cost half the CP cost (rounded up), and then later in the character’s life the player may pay the full cost to have the ability "awaken." For example, a half-elf character purchases latent 60’ infravision for 5 CP, and later in play pays 10 CP for the latent ability to become active. Which abilities may be purchased latently are at the DM’s discretion.

Racial Skill Trees

Elves

For free, elves get their ability score adjustments (Table 15, S&P p.23), long life, pointy ears, and other generic racial distinctives as described in the various rulebooks for their elf subtype (dark elves are black, aquatic elves breathe water, etc.).

Table 1: Elven Abilities

Skill

Cost (CP)

Ability Source
Bow bonus

5

N/A S&P p.29
Cold resistance

5

N/A S&P p.29
Dagger bonus

5

N/A S&P p.29
Infravision (30’)

5

N/A New
Heat resistance

5

N/A S&P p.29
Javelin Bonus

5

N/A S&P p.29
Less Sleep

5

N/A S&P p.29
Secret Doors

5

N/A S&P p.29
Spear Bonus

5

N/A S&P p.30
Sword Bonus

5

N/A S&P p.30
Trident Bonus

5

N/A S&P p.30
Aim bonus

10

N/A S&P p.29
Balance bonus

10

N/A S&P p.29
Companion

10

N/A S&P p.29
Confer water breathing

10

N/A S&P p.29
Infravision (60’)

10

N/A S&P p.29
Magic Identification

10

N/A S&P p.29
Reason Bonus

10

N/A S&P p.29
Resistance

10

N/A S&P p.29
Speak With Plants

10

N/A S&P p.30
Stealth

10

N/A S&P p.30
Unlimited Advancement at 25% XP Penalty

10

N/A New
Spell Abilities

15

N/A S&P p.30
Infravision (120’)

15

N/A S&P p.29
Unlimited Advancement at 10% XP Penalty

15

N/A New

Elf Bundle Costs:

  1. Aquatic Elves: 40 CP (S&P p.27)
  2. Dark Elves: 45 CP (S&P p.28)
  3. Gray Elves: 45 CP (S&P p.28)
  4. High Elves: 40 CP (S&P p.28)
  5. Sylvan Elves: 40 CP (S&P p.29)

New Elven Abilities:

Infravision (30’):
Infravision like a normal elf, but only with a 30` range.
Unlimited Advancement at 25% XP Penalty:
The character can advance to unlimited level, but suffers a 25% penalty to all experience gained.
Infravision (120’):
Infravision like a normal elf, but extending out to a 120’ range.
Unlimited Advancement at 10% XP Penalty:
The character can advance to unlimited level, but suffers a 10% penalty to all experience gained.
 

Dwarves

Dwarves, for free, obtain racial ability adjustments as per Table 15 in S&P, grumpiness, beards, and the 20% chance of magical item malfunction common to all dwarves.

Table 2: Dwarven Abilities

Skill

Cost (CP)

Ability Source
Axe Bonus

5

N/A S&P p.25
Brewing

5

N/A S&P p.26
Close to the Earth

5

N/A S&P p.26
Crossbow Bonus

5

N/A S&P p.26
Determine Stability

5

N/A S&P p.26
Determine Age

5

N/A S&P p.26
Detect Poison

5

N/A S&P p.26
Evaluate Gems

5

N/A S&P p.26
Expert Haggler

5

N/A S&P p.26
Illusion Resistant

5

N/A S&P p.26
Infravision (30’)

5

N/A New
Mace Bonus

5

N/A S&P p.26
Pick Bonus

5

N/A S&P p.26
Shortsword Bonus

5

N/A S&P p.26
Warhammer Bonus

5

N/A S&P p.26
Better Balance

10

N/A S&P p.25
Health Bonus

10

N/A S&P p.26
Dense Skin

10

N/A S&P p.26
Hit Point Bonus

10

N/A S&P p.26
Improved Stamina

10

N/A S&P p.26
Infravision (60’)

10

N/A S&P p.26
Meld Into Stone

10

N/A S&P p.26
Melee Combat

10

N/A S&P p.26
Mining Detection Abilities

10

N/A S&P p.26
More Muscles

10

N/A S&P p.26
Saving Throw Bonuses

10

N/A S&P p.26
Stealth

10

N/A S&P p.26
Stone Tell

10

N/A S&P p.26
Unlimited Advancement at 25% XP Penalty

10

N/A New
Infravision (120’)

15

N/A New
Unlimited Advancement at 10% XP Penalty

15

N/A New

Dwarf Bundle Costs:

  1. Deep Dwarves: 45 CP (S&P p.24)
  2. Gray Dwarves: 45 CP (S&P p.25)
  3. Hill Dwarves: 40 CP (S&P p.25)
  4. Mountain Dwarves: 40 CP (S&P p.25)

New Dwarven Abilities:

See the New Elven Abilities section for descriptions of the Infravision and Unlimited Advancement skills.

 

Gnomes

Gnomes automatically get long lives, big noses, bizarre senses of humor, racial ability adjustments, and the 20% chance of magical item malfunction they all share.

Table 3: Gnomish Abilities

Skill

Cost (CP)

Ability Source
Dagger Bonus

5

N/A S&P p.31
Dart Bonus

5

N/A S&P p.31
Defensive Bonus

5

N/A S&P p.31
Engineering Bonus

5

N/A S&P p.31
Infravision (30’)

5

N/A New
Potion Identification

5

N/A S&P p.32
Saving Throw Bonus

5

N/A S&P p.31
Shortsword Bonus

5

N/A S&P p.31
Sling Bonus

5

N/A S&P p.32
Animal Friendship

10

N/A S&P p.31
Melee Combat Bonus

10

N/A S&P p.31
Forest Movement

10

N/A S&P p.31
Freeze

10

N/A S&P p.31
Hide

10

N/A S&P p.31
Infravision (60’)

10

N/A S&P p.31
Mining Detection Abilities

10

N/A S&P p.31
Reason Bonus

10

N/A S&P p.32
Stealth

10

N/A S&P p.32
Unlimited Advancement at 25% XP Penalty

10

N/A New
Infravision (120’)

15

N/A New
Unlimited Advancement at 10% XP Penalty

15

N/A New

Gnome Bundle Costs:

New Gnomish Abilities:

See the New Elven Abilities section for descriptions of the Infravision and Unlimited Advancement skills.

 

Halflings

Halflings, by default, are short and slightly more long-lived than humans. They get their racial ability score modifications.

Table 4: Halfling Abilities

Skill

Cost (CP)

Ability Source
Attack Bonus

5

N/A S&P p.33
Detect Evil

5

N/A S&P p.33
Detect Secret Doors

5

N/A S&P p.33
Infravision (30’)

5

N/A New
Mining Detection Abilities

5

N/A S&P p.33
Reaction Bonus

5

N/A S&P p.33
Taunt

5

N/A S&P p.34
Aim Bonus

10

N/A S&P p.33
Balance Bonus

10

N/A S&P p.33
Hide

10

N/A S&P p.33
Health Bonus

10

N/A S&P p.33
Infravision (60’)

10

N/A New
Saving Throw Bonus

10

N/A S&P p.33
Stealth

10

N/A S&P p.34
Unlimited Advancement at 25% XP Penalty

10

N/A New
Unlimited Advancement at 10% XP Penalty

15

N/A New

Halfling Bundle Costs:

  1. Hairfoot Halflings: 30 CP (S&P p.32)
  2. Stout Halflings: 35 CP (S&P p.32)
  3. Tallfellow Halflings: 35 CP (S&P p.32)

New Halfling Abilities:

See the New Elven Abilities section for descriptions of the Infravision and Unlimited Advancement skills.

 

Humans

Humans all have unlimited advancement in level. They are also sexier than demihumans.

Table 5: Human Abilities

Skill

Cost (CP)

Ability Source
Attack Bonus

5

N/A S&P p.36
Experience Bonus (5%)

5

N/A S&P p.36
Balance bonus

10

N/A S&P p.36
Experience bonus (10%)

10

N/A S&P p.36
Health bonus

10

N/A S&P p.36
Hit point bonus

10

N/A S&P p.36
Infravision 30’

10

N/A New
Secret doors

10

N/A S&P p.36
Tough hide

10

N/A S&P p.36
Second Sight

15

N/A New

Human Bundle Costs:

  1. Normal Human: 0 CP

DMs are free to create other human bundles for specific people groups in their campaign world (e.g. the Rhennee in Greyhawk).

New Human Abilities:

See Elven description for the Infravision 30’ skill.

Experience Bonus (10%)
Like Experience Bonus (5%), but 10%.
Second Sight
Some humans are attuned to the faerie realm from birth, and are able to see faeries when they are invisible or shapechanged into other forms. If a human with this ability is in a position to see such a faerie, they receive a WIS check to realize that there are faeries around (if invisible) or know that someone or something is a shapechanged faerie. It does not allow the human to see the faerie clearly or determine the type of faerie.

Other 15 point human advantages may be added. Feel free to draw liberally from myth and legend to create a diverse set of human abilities.

 

Other Races

Other races may be added as desired. Unless the DM wants to go to the trouble of splitting all the race’s powers up, only bundles are available for purchase. Such bundles should generally be equivalent in cost to other demihuman races. Generally no new demihuman or humanoid race should have a bundle cost of less than 25 CP.

 

Traits and Disadvantages

All races may purchase traits or get bonus CP for taking disadvantages. These purchases can only be made at character generation time.

More traits and disadvantages can be added - no disadvantage should be worth more than 15 CP, and traits should be balanced in power level (e.g. no +5 to hit with your favorite weapon).

Traits

Traits are abilities that are either inborn or learned from birth. They are advantages that a character might find useful on many occasions throughout their life. Traits cost CPs just as race abilities do.

Table 6: Traits

Trait

Cost (CP)

Ability Source
Allure

4

N/A S&P p.104
Alertness

6

N/A S&P p.104
Ambidexterity

4

N/A S&P p.106
Animal Empathy

4

N/A S&P p.106
Artistic Ability

4

N/A S&P p.106
Climate Sense

4

N/A S&P p.106
Double-jointed

4

N/A S&P p.106
Empathy

4

N/A S&P p.106
Fast Healer

6

N/A S&P p.106
Fine Balance

10

N/A C&T p.79
Glibness

4

N/A S&P p.106
Impersonation

5

N/A S&P p.106
Inherent Immunity/Poison

6

N/A S&P p.106
Inherent Immunity/Disease

5

N/A S&P p.107
Inherent Immunity/Cold

4

N/A S&P p.107
Inherent Immunity/Heat

5

N/A S&P p.107
Internal Compass

5

N/A S&P p.107
Iron Will

10

N/A C&T p.79
Keen Eyesight

5

N/A S&P p.107
Keen Hearing

5

N/A S&P p.107
Keen Smell

6

N/A S&P p.107
Keen Taste

4

N/A S&P p.107
Keen Touch

4

N/A S&P p.107
Light Sleeper

5

N/A S&P p.107
Lucky

6

N/A S&P p.108
Music/Singing

5

N/A S&P p.108
Music/Instrument

4

N/A S&P p.108
Obscure Knowledge

4

N/A S&P p.108
Precise Memory

4

N/A S&P p.108
Quickness

10

N/A C&T p.80
Steady Hand

5

N/A C&T p.80
Trouble Sense

10

N/A C&T p.80

Combat & Tactics Trait Notes: In C&T these traits require checks vs. the relevant ability like old-style proficiencies before the trait effect takes place. I have removed this check and simply made sure the character point cost justifies the trait's power.

 

Disadvantages

Disadvantages are penalties that a character suffers from. They are permanent hindrances a character must live with, and they gain the character extra character points to spend during character creation.

Table 7: Disadvantages

Disadvantage

CP Bonus (Moderate)

CP Bonus (Severe)

Source
Allergies

3

8

S&P p.109
Bad Tempered

6

  S&P p.109
Bruise Easily

8

  S&P p.109
Clumsy

4

8

S&P p.109
Colorblind

3

  S&P p.109
Compulsive Honesty

8

  S&P p.109
Cowardice

8

15

S&P p.109
Deep Sleeper

7

  S&P p.110
Fanaticism

8

  S&P p.110
Greed

7

  S&P p.110
Irritating Personality

6

  S&P p.110
Lazy

7

  S&P p.110
Powerful Enemy

10

  S&P p.110
Phobia: Crowds

4

10

S&P p.110
Phobia: Darkness

5

11

S&P p.110
Phobia: Enclosed Spaces

5

11

S&P p.111
Phobia: Heights

5

10

S&P p.111
Phobia: Magic

8

14

S&P p.111
Phobia: Monster (specific)

4

9

S&P p.111
Phobia: Snakes

5

10

S&P p.111
Phobia: Undead

8

14

S&P p.111
Phobia: Water

6

12

S&P p.111
Tongue-tied

6

  S&P p.111
Unlucky

8

  S&P p.111
New Disadvantages:      
Addiction

8

15

Below

Disadvantage Notes: I have retained all the traits and disadvantages straight from the various Player's Option books. Unfortunately, many of the disadvantages (cowardice, greed, fanaticism, etc) might be more properly placed in the realm of character role-playing and disadvantages should be more like reversed traits (Vulnerable to poison: -1 to saves vs. poison gets you some bonus CPs, for example). I leave this to DM discretion.

New Disadvantages:

Addiction
The character is addicted to some substance, most likely a drug of some sort. If the character does not partake frequently (at least 2 times a day) he or she is ill and suffers -4 to all rolls for the duration. If the character goes without the substance for an entire week, he or she must make a system shock roll or lose 1d4 points permanently off a DM-chosen ability score. For 8 CPs, the substance is common and relatively inexpensive (the cost of a day's lodging). For 15 CPs, the substance is rare, possible exotic or magical, and expensive.

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