Showing posts with label Enhanced Racial Classes. Show all posts
Showing posts with label Enhanced Racial Classes. Show all posts

Tuesday, April 14, 2020

[Labyrinth Lord] 20-Level Gnome Class

20-LEVEL GNOME CLASS
Requirements: Strength 9, Dexterity 9
Prime Requisites: Strength and Intelligence
Attacks As: Fighter
Hit Dice: 1d6 (1d8 Advanced Edition Option)


Artist David Sutherland 
Gnomes are said to be cousins to dwarves, elves, and halflings, and share many of their idiosyncrasies while still having their own unique cultural ways. Gnomes generally dwell in hills or on mountainsides, dividing their time equally above and below ground. Their habitations often overlap with halflings, and these two races are typically very friendly, if not familial, to each other. 

Gnomes average about 3’3” to 3’6” tall, and range from slender to roly-poly, averaging 80 to 90 pounds. Gnomes typically live for 600 to 760 years.

Male gnomes have a base height of 3’6”, females 3’3”. To this (d6) 1-3 Subtract or 4-6 Add 1d4”. Male gnomes have a base weight of 90 pounds, females 80 pounds. To this (d6) 1-3 Subtract or 4-6 Add 2d6 pounds for males, 2d4 pounds for females.

Gnomes start out at 80+3d6 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older.

Age provides the following modifiers to 1st level characters:
  • Adolescent (55 to 89) -1 to Wisdom and +1 to Constitution. 
  • Adult (90 to 299)  +1 to Strength and +1 to Constitution. 
  • Middle-Aged (300 to 449) +1 to Intelligence and +1 to Wisdom.
  • Elderly (450 to 599) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom. 
  • Venerable (600 to 760) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.

These numbers include all cumulative adjustments.

Burrow-Wise: Gnomes have a 2 in 6 (1-2 on 1d6) chance of detecting decrepit or unsafe structures above or below ground (walls, floors, ceilings, etc.), knowing current depth underground, knowing direction while underground, or noticing if passages are sloped. Gnomes must be actively searching for these abilities to function. This chance increases to 3 in 6 at 11th level, and 4 in 6 at 18th level.

Gnome Senses: Gnomes can see in the dark with Infravision up to 60’. This increases to 90’ at 6th level and 120’ at 17th level. Gnomes are attuned to illusions and phantasms; at 5th level they gain a +1 bonus to save versus illusions and phantasms. This bonus increases to +2 at 10th level, +3 at 15th, and +4 at 20th. Also beginning at 5th level, if a gnome saves against an illusion or phantasm by 4 or more than is needed to save, she gains control of the illusion or phantasm and directs it against the caster!

Hardy Folk: Gnomes are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks.

Languages: Gnomes speak their alignment language, Common, and Gnomish. They also speak Dwarvish, Goblin, Halfling, Kobold, and Orcish. At 2nd level they may communicate with burrowing animals.

Small Sized: Gnomes may not use the following weapons: battle axe, heavy crossbow, heavy flail, lance, long bow, morning star, heavy pick, pole arm, bastard sword, or two-handed sword. They may wield scimitars and long swords but must do so two-handed. At 4th level gnolls, bugbears, ogres, trolls, giants, and titans suffer a -1 penalty to hit the gnome in combat; this penalty increases to -2 at 7th level, -3 at 12th level, and -4 at 16th level.

Spellcasting: Gnomes may learn, memorize, and cast illusionist spells. Gnomes begin play with a spell book containing three 1st level spells and one 2nd level spell. Choose or roll spells from the 1st level and 2nd level illusionist spell tables. Gnomes gain new spells by finding them in scrolls, trading with other gnomes and illusionists, or through spell research. Gnomes are able to use any magic item usable by fighters, illusionists, and gnomes, and at 13th level, druids. They can use illusionist scrolls. Beginning at 3rd level gnomes may learn 1st level druid spells as though they were illusionist spells; these must be learned from another gnome or from a druid. Gnomes may learn 2nd level druid spells at 8th level and 3rd level druid spells at 13th level.

Tunnel-Rats: Gnomes may be small, but they are fierce. They are proficient with all weapons not restricted due to their size (see below). Gnomes may wear any armor; however, they cannot cast spells while wearing any armor other than padded or leather. Gnomes can use shields. At 2nd level gnomes gain a +1 bonus to hit kobolds and goblins; this bonus increases to +2 at 8th level, +3 at 14th, and +4 at 19th. At 4th level gnomes gain the ability to move silently, as per a thief, with a 2 in 6 chance of success. This chance increases to 3 in 6 at 9th level, 4 in 6 at 14th, and 5 in 6 at 18th level. The gnome can moving silently only while wearing no armor, padded armor, or leather armor.

Reaching 9th Level:  When a gnome reaches 9th level, she can build a stronghold. Gnome strongholds will be in homey forested earthen burrows or in stone-carved tunnels in rocky hill formations, and gnomes will travel from great distances to settle there. The character becomes the leader of her people and must rule them wisely and well. The gnome might also be invited to become the leader of an existing burrow or tunnel settlement.

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Sunday, April 12, 2020

[Labyrinth Lord] 20-Level Halfling Class

20-LEVEL HALFLING CLASS
Requirements: Dexterity 9, Constitution 9
Prime Requisites: Strength and Dexterity
Attacks As: Fighter
Hit Dice: 1d6 (1d8 Advanced Edition Option)


Halflings have a gentle nature, and value free time, good food, and good drink. They engage in playful activities when not on an adventure. They love comfort and often spend their riches on the most extravagant items. Halflings prefer to live a bucolic, rustic lifestyle, amidst fertile meadows, rolling hills, and shady forests, with well-tended gardens and farmland, amidst their own kind in realms known as “shires.”

Halflings are even smaller than gnomes, only attaining a height of around 2’9” to 3’ and averaging about 50 to 60 pounds. They are as diverse in appearance as humans but have furry feet and curly hair. Halflings typically live for 150 to 200 years.

20th-level Sheriff and dumb Daikini. Art by Jeff Dee.

Male halflings have a base height of 3’0”, females 2’9”. To this (d6) 1-3 Subtract 1d4” or 4-6 Add 1d4”. 

Male halflings have a base weight of 60 pounds, females 50 pounds. To this (d6) 1-3 Subtract or 4-6 Add 3d4 pounds, 2d4 for females.

Halflings start out at 20+2d6 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older.

Age provides the following modifiers to 1st level characters:
  • Adolescent (22 to 32) -1 to Wisdom and +1 to Constitution. 
  • Adult (33 to 69)  +1 to Strength and +1 to Constitution. 
  • Middle-Aged (70 to 99) +1 to Intelligence and +1 to Wisdom. 
  • Elderly (100 to 149) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom. 
  • Venerable (150 to 200) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.

These numbers include all cumulative adjustments.

Agile: Halflings have keen coordination that grants them +1 bonus to hit on any missile or thrown weapon attacks; this bonus increases to +2 at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level. Any creature larger than man-sized suffers a -2 penalty to hit halflings; this increases to -3 at 6th level, -4 at 11th level, and -5 at 16th level. At 1st level, man-sized creatures suffer a -1 penalty to hit halflings; this improves to -2 at 4th level, -3 at 8th level, and -4 at 16th level.

Burglars: At 5th level a halfling chooses one of following thief abilities: find and remove traps, pick locks, or pick pockets. The halfling has a 2 in 6 chance of performing this ability. This ability increases to 3 in 6 at 10th, 4 in 6 at 15th, and 5 in 6 at 19th.

Hardy Folk: Halflings are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks. At 13th level halflings suffer half damage/effect on a failed save versus Poison, Death, and Paralysis attacks and one-quarter damage/effect on a successful save (or none, as the case may be with all-or-nothing rolls).

Languages: Halflings speak their alignment tongue, Common, and Halfling.

Lucky: At 7th level once per day a halfling may reroll a single die roll of his own or force the reroll of an enemy’s die roll; an enemy must be present and in line-of-sight of the halfling for the halfling to be able to use this ability but does not need to be targeting the halfling. The halfling gets the better of the two rolls, the enemy the worse (for them) of the two die rolls. The halfling may do this once per day. The halfling may do this twice per day at 12th level and three times per day at 17th level.

Quick: Halflings are dexterous folk who get a +1 bonus to initiative rolls when alone or in a party composed only of halflings.

Small Sized: Halflings may not use the following weapons: battle axe, heavy crossbow, heavy flail, lance, long bow, morning star, heavy pick, pole arm, bastard sword, or two-handed sword. They may wield scimitars and long swords but must do so two-handed. They may otherwise use any weapon, wear any armor, and may use shields.

Stealthy: Halflings have an uncanny ability to disappear in the wilderness. In forest, shrub, tall grasses, or other similar outdoor cover, halflings can hide with 90% ability; this increases 1% every odd level up to 99% at 19th level. They have a 2 in 6 chance to hide in shadows or behind other forms of cover (including man-sized beings) when indoors, underground in labyrinths, or caverns; this chance increases to 3 in 6 at 3rd, 4 in 6 at 7th, and 5 in 6 at 14th. In any case, they must remain silent and motionless to hide outdoors or in shadows. At 2nd level they gain the ability to move silently on a 2 in 6 chance. This increases to 3 in 6 at 8th, 4 in 6 at 12th, and 5 in 6 at 18th. Halflings are very stealthy, and whenever in woods or meadows alone or only with other halflings, elves, and/or rangers, surprise opponents on a 4 in 6 chance (though never gain more than 2 rounds of free actions).

Reaching 9th Level:  When a halfling reaches 9th level, he can build a stronghold. Halfling strongholds will be in serene, beautiful valleys and halflings will come from great distances to settle there. The character becomes the sheriff of the people (their leader) and must rule them wisely and well. The halfling might also be invited to become sheriff of an existing shire.

Click to Embiggen

Click to Embiggen

Note: In the Original Edition, all halfling saving throws were at 4 levels higher than those of a fighter. Thus, a 1st level halfling fighter made saving throws as though he were a 5th level fighter. As this increase did not exactly match the three-level steps of the fighter class, the halfling did not receive the full benefit of their saving throw bonuses with the basic progression. Also, the Cook Expert Edition further caused issues by starting dwarves and halflings at 1st to 3rd level with the saving throws of 7th to 9th level fighters, instead of only 4th to 6th level fighters (whereas the Moldvay Basic Edition had the proper starting levels for dwarf and halfling saving throws)! The Halfling Saving Throws (Corrected) chart below has been corrected from the original errors in calculating halfling saving throws. It is not as generous, but it more closely fits the intent of the original design.

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Click here to get the PDF on Google Drive

[Labyrinth Lord] 20-Level Elf Class

20-LEVEL ELF CLASS
Requirements: Strength 9+
Prime Requisites: Strength and Intelligence
Attacks As: Fighter
Hit Dice: 1d6 (1d8 Advanced Edition Option)


Elves are very long lived, and each elf deals with this in different ways – some are flighty, others are solemn; many are cautious and restrained, others are wild and reckless. Elves are almost never grumpy or cantankerous, which exacerbates elven relations with dwarves. Though they are generally peaceful people who enjoy merriment and frivolity, elves are very talented fighters and users of magic. 

Artist Erol Otus
Elves have pointed ears, and are thin, fey beings. They are very diverse in appearance, moreso than humans, and there are said to be different kinds of elves in distant locations. Elves typically stand 4’6” to 5’ tall and weigh about 110 to 140 pounds. Elves typically live for 1,200 to 1,700 years. Elves generally have brilliant skin, vivid hair, and dazzling eyes.

Male elves have a base height of 5’0”, females 4’6”. To this (d10) 1-2 Subtract 1d6”, 2-5 Subtract 1d4”, 6-8 Add 1d4”, 9-10 Add 1d6”. Male elves have a base weight of 140 pounds, females 110 pounds. To this (d10) 1-2 Subtract 3d6 pounds for males, 2d6 pounds for females, 3-5 Subtract 1d8 pounds, 6-8 Add 1d8 pounds, 9-10 Add 3d6 pounds for males, 2d6 pounds for females.

Elves start out at 150+9d8 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older. 

Age provides the following modifiers to 1st level characters:
Adolescent (100 to 179) -1 to Wisdom and +1 to Constitution. 
Adult (180 to 574)  +1 to Strength and +1 to Constitution. 
Middle-Aged (575 to 874) +1 to Intelligence and +1 to Wisdom. 
Elderly (875 to 1,199) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom. 
Venerable (1,200 to 1,700) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.
These numbers include all cumulative adjustments.

Elf Eyes: Elves have infravision of 60’, which increases to 90’ at 6th level and 120’ at 17th level. Their keen eyes also allow them, when actively searching, to detect hidden and secret doors with a chance of 2 in 6 (1-2 on 1d6). This chance increases to 3 in 6 at 11th level, 4 in 6 at 14th, and 5 ion 6 at 18th. Beginning at 7th level they can detect hidden and secret doors merely by passing within 10’, even when not searching, with a chance of 1 in 6; this increases to 2 in 6 at 13th and 3 in 6 at 19th.

Fey Immunities: Because of their connection to nature, elves are completely unaffected by the paralysis ghouls can inflict. Beginning at 3rd level elves have a 10% resistance to sleep and charm spells. This increases 10% per level thereafter to 90% at 10th level, then increases 1% per level thereafter to a maximum of 99% at 20th level.

Languages: Elves speak their alignment language, Common, and Elvish. Due to their frequent battles with these folks, they can also speak Gnoll, Hobgoblin, and Orcish.

Skilled Warriors: Elves are proficient with all weapons, may wear any kind of armor, and may use shields. Unlike magic-users, elves can cast their spells while wearing armor. Elves gain additional attacks when wielding a short bow, long bow, long sword, or short sword: at 1st to 4th level they have the usual 1 attack per round; 5th to 9th they have 3 attacks every 2 rounds; at 10th to 14th 2 attacks per round; at 15th to 19th 5 attacks every 2 rounds; and at 20th level 3 attacks per round. At 3rd level an elf may move, make their bow attack(s) during the movement phase, then may finish their move without stopping after attacking. At 14th level an elf ignores any cover a target of her bow may have other than complete cover and suffers no penalties therefrom. Being both warriors and magicians, beginning at 4th level once per day an elf can enchant their weapon to be a magical weapon. One weapon (which must be wielded by the elf) acts as a +1 magical weapon for one turn; this can be used twice per day at 8th level. The bonus improves to +2 at 12th level and can be used three times per day at 16th level. This will not work on a weapon that is already magical.

Spell-casting: Elves may learn, memorize, and cast magic-user spells. Elves begin play with a spell book containing read magic, plus two other 1st level spells and one 2nd level spell. Choose or roll spells from the 1st level and 2nd level magic-user spell tables. Elves gain new spells by finding them in scrolls, trading with other elves and magic-users, or through spell research. Elves are able to use any magic item usable by fighters, magic-users, and elves. They can use magic-user scrolls.

Stealthy: Elves are very stealthy, and whenever in woods or meadows alone or only with other elves, halflings, and/or rangers, surprise opponents on a 4 in 6 chance (though never gain more than 2 rounds of free actions).

Reaching 9th Level:  Elves can establish a stronghold in a natural setting, such as a forest, glen, or grotto, when they reach 9th level. Rather than impose upon nature, this fortress must blend seamlessly with it. Because of the elven connection to nature, within 5 miles of the stronghold all ordinary animals will be kind and helpful to elves. This helpfulness includes the ability to warn of dangers and pass information, or even messages to others nearby. However, in exchange, an elven ruler must always defend the animals within this territory. Elven rulers can hire members of other races in the capacity of retainers or specialists, but only soldiers of elven sort may be hired o recruited.

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Saturday, April 11, 2020

[Labyrinth Lord] 20-Level Dwarf Class

20-LEVEL DWARF CLASS
Requirements: Constitution 9+
Prime Requisite: Strength
Hit Dice: 1d8 (1d10 Advanced Edition Option)

Artist Larry Elmore
Dwarves have a reputation for having surly attitudes and are particularly gruff with elves. Dwarves value precious metals and stones, and usually live underground or in semi-subterranean structures. Dwarves are stout, short, bearded* demi-humans who average a height of approximately 3’10” to 4’ and weigh about 120 to 150 pounds. Dwarves typically live for 350 to 450 years. Dwarves have skin, hair, and eye colors in earth tones. * Consult your Labyrinth Lord regarding dwarf women and beards in her campaign.

Male dwarves have a base height of 4’0”, females 3’10”. To this (d6) 1-3 Subtract or 4-6 Add 1d6”. 

Male dwarves have a base weight of 150 pounds, females 120 pounds. To this (d6) 1-3 Subtract or 4-6 Add 3d6 pounds.

Dwarves generally start out at 35+4d6 years of age, but, consult with your Labyrinth Lord to see if there are options to begin play older.

Age provides the following modifiers to 1st level characters:

  • Adolescent (35 to 55) -1 to Wisdom and +1 to Constitution. 
  • Adult (56 to 149)  +1 to Strength and +1 to Constitution. 
  • Middle-Aged (150 to 249) +1 to Intelligence and +1 to Wisdom. 
  • Elderly (250 to 349) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom. 
  • Venerable (350 to 450) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.
These numbers include all cumulative adjustments.

Doughty Warriors: At 2nd level dwarves gain a +1 bonus to hit humanoids (kobolds, goblins, hobgoblins, orcs, and half-orcs); this bonus increases to +2 at 8th level, +3 at 14th, and +4 at 19th. Dwarves gain additional attacks when wielding a battle axe or war hammer: at 1st to 4th level they have the usual 1 attack per round; 5th to 9th they have 3 attacks every 2 rounds; at 10th to 14th 2 attacks per round; at 15th to 19th 5 attacks every 2 rounds; and at 20th level 3 attacks per round. Beginning at 3rd level a dwarf can tinker with his crossbow such that he can attack with it every round, rather than every other round; this requires one day of work and materials equal to the cost of the crossbow (this only works for the dwarf, and the crossbow is ruined if he rolls a “Natural 1” to hit).

Dwarven Senses: Due to their habit of living underground in mines, dwarves have the ability to see in the dark with infravision up to 60’. This increases to 90’ at 6th level and 120’ at 17th level.

Hardy Folk: Dwarves are hardy beings, resistant to magic and poison, and as such they have better saving throws to defend against these effects. In addition, their small size grants them better chances to finding cover and avoiding breath attacks. Dwarves do not have to rest after forced marches. At 13th level dwarves suffer half damage on a failed save versus Breath Attack and one-quarter damage on a successful save.

Languages: Dwarves speak their alignment tongue, Common, and Dwarvish. Because of their frequent interaction underground with these creatures, dwarves also speak Gnomish, Goblin, and Kobold.

Short & Stout: Due to their short height, dwarves cannot use two-handed swords or longbows. However, they can use any other weapons or armor. At 4th level ogres, trolls, giants, and titans suffer a -1 penalty to hit the dwarf in combat; this penalty increases to -2 at 7th level, -3 at 12th level, and -4 at 16th level.

Stonecunning: From their experience underground, dwarves have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. Dwarves must be actively searching for these abilities to function. This chance increases to 3 in 6 at 11th level, and 4 in 6 at 18th level.

Reaching 9th Level:  When a dwarf reaches 9th level, he has the option of creating an underground stronghold that will attract dwarves from far and wide. Dwarves usually live in clans, so dwarves of the character’s clan will be attracted to live under his roof, but dwarves from other clans will also come and live nearby to be ruled by the character. A dwarf ruler is able to hire dwarven soldiers or mercenaries, but, may only hire members of other races for other tasks, such as human alchemists or elves for spell casting.

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Click to embiggen

Note: In the Original Edition, all dwarf saving throws were at 4 levels higher than those of a fighter. Thus, a 1st level dwarf fighter made saving throws as though he were a 5th level fighter. As this increase did not exactly match the three-level steps of the fighter class, the dwarf did not receive the full benefit of their saving throw bonuses with the basic progression. Also, the Cook Expert Edition further caused issues by starting dwarves and halflings at 1st to 3rd level with the saving throws of 7th to 9th level fighters, instead of only 4th to 6th level fighters (whereas the Moldvay Basic Edition had the proper starting levels for dwarf and halfling saving throws)! The Dwarf Saving Throws (Corrected) chart below has been corrected from the original errors in calculating dwarf saving throws. It is not as generous, but it more closely fits the intent of the original design.

Click to embiggen

Friday, March 15, 2019

[Advanced Labyrinth Lord] Half-Elf Race and the Half-Elf Racial Class [Minstrel]

HALF-ELF RACE
Requirements: None
Ability Modifiers: None
Ability Min/Max: STR 3/18 (17), DEX 6/18, CON 6/18, INT 4/18, WIS 3/18, CHA 3/18
 
Half-elves are the result of the union of human and elf, and as such they seldom fit into either society. They often inherit a love of nature from their elven parent and a vibrant curiosity and ambitiousness from their human parent. In some lands there are settlements of half-elves, where elves and humans mingled for long centuries.
 
The child of a half-elf with a half-elf, elf, or human is a half-elf. Half-elves and half-orcs can have children; however, only 1 in 4 survives birth, and such children are always human (perhaps with slightly pointed ears, enlarged canine teeth, elvish or orcish eyes, or other remnant of their other-than-human heritage).
 
Half-elves have pointed ears like elves and are slighter of build than humans of the same height. Half-elves average 5½ feet tall and typically weigh 140 pounds. Half-elves typically live for 250 to 350 years. Half-elf skin, hair, and high color are highly variable, depending on the nature of their human and elven parents.
 
Male half-elves have a base height of 5’6”, females 5’3”. To this (d10) 1-2 Subtract 1d6”, 2-5 Subtract 1d4”, 6-8 Add 1d4”, 9-10 Add 1d6”.
 
Male half-elves have a base weight of 140 pounds, females 110 pounds. To this (d6) 1-2 Subtract 2d6 pounds, 3-5 Subtract 1d8 pounds, 6-8 Add 1d8 pounds, 9-10 Add 2d6 pounds.
 
Half-elves start out at the following ages based on class: Assassin 20+5d4, Cleric 30+3d4, Half-Elf 35+12d4, Fighter 20+4d4, Magic-User 35+3d4, and Thief 20+5d4. When multiclassing, take the highest base age and add modifiers from all classes.
 
Age provides the following modifiers to 1st level characters:
• Adolescent (24 to 44) -1 to Wisdom and +1 to Constitution.
• Adult (45 to 99)  +1 to Strength and +1 to Constitution.
• Middle-Aged (100 to 179) +1 to Intelligence and +1 to Wisdom.
• Elderly (180 to 249) -2 to Strength, -1 to Dexterity, -1 to Constitution, +1 to Intelligence, and +2 to Wisdom.
• Venerable (250 to 350) -3 to Strength, -2 to Dexterity, -2 to Constitution, +2 to Intelligence, and +3 to Wisdom.
These numbers include all cumulative adjustments.
 
To determine skin, hair, and eye coloration, choose from the elf and human lists, or roll d6 for each category separately, 1-3 as per human parent, 4-6 as per elven parent. Use similarly for elf/half-elf, half-elf/half-elf, half-elf/half-orc, and human/half-elf mixes.
 
Half-elves have 60’ Infravision.
 
If actively searching, half-elves can detect hidden and secret doors with a roll of 1-2 on 1d6.
 
Half-elves have inherited a resistance to the paralyzing effect of ghouls, receiving a +4 to saving throws against this effect.
 
As a strange side effect of the merger of elf and human blood, half-elves have a significant chance of possessing psychic abilities. This chance is equal to the sum of their Intelligence, Wisdom, and Charisma scores as a percentage, rolled once at character creation. Psychic half-elves can use the message spell once per day per level. At 3rd level they gain the ability to use ESP once per day per three levels. At 5th level they gain the ability to use clairaudience/clairvoyance once per day. Non-psychic half-elves gain a +2 bonus to save against any mind-affecting spells or other such effects.
 
Half-elves speak their alignment language, Common, Elvish, Gnoll, Hobgoblin, and Orcish.
 
Half-elves may select from the following classes, with the indicated level limits:
 
 
Half-elves have the widest range of multi-class possibilities among the demi-human races. Combinations include assassin/cleric, assassin/fighter, assassin/magic-user, assassin/minstrel, cleric/fighter, cleric/fighter/magic-user, cleric/magic-user, cleric/magic-user/ranger, cleric/minstrel, cleric/ranger, druid/magic-user, druid/magic-user/ranger, druid/minstrel, druid/ranger, fighter/magic-user, fighter/magic-user/thief, fighter/minstrel, fighter/thief, magic-user/minstrel,  magic-user/ranger, magic-user/thief, minstrel/ranger, minstrel/thief, and ranger/thief. Assassin/minstrels and minstrel/thieves gain an additional +5% bonus to their climb walls, hide in shadows, and pick pockets abilities.
 
Half-elf assassins, minstrels, and thieves receive the following bonuses to thief abilities:
 
HALF-ELF RACIAL CLASS [MINSTREL]
Requirements: Dexterity 12, Intelligence 12, Charisma 12
Prime Requisite: Intelligence and Charisma
Hit Die Type: d6 (d8 Advanced Option)
Racial Level Restrictions: Half-Elf 12
 
HD at 1st Level: 1d6 (1d8 Advanced Option)
XP Needed to Attain 2nd Level: 2,735
Attacks: As Thieves, THAC0 19.
Saving Throws: As Elves: Breath Attack 15, Poison or Death 12, Petrify or Paralyze 13, Wands 13, Spells or Spell-Like Devices 15.
Allowed Armor: Minstrels may wear padded, leather, studded leather, ring mail, and chain mail armors.
Allowed Weapons: Minstrels may wield the long bow, short bow, club, light crossbow, dagger, dart, javelin, quarterstaff, scimitar, sling, spear, bastard sword, long sword, and short sword.
Alignment: Minstrels are usually Neutral, but some are either Lawful or Chaotic. All are dedicated first and foremost to their art.
 
MINSTREL CLASS ABILITIES
Musical Instruments: At 1st level a minstrel must choose three musical instruments in which she is expertly skilled, which she uses with most of her minstrel abilities (those marked with an asterisk (*)). She may choose an additional instrument at 3rd, 6th, 9th, and 12th levels. Whenever using an instrument in which she is not expertly skilled, the minstrel halves her base chance, rounded down.
 
Cunning Linguist: A minstrel learns one additional language every odd level, including 1st level. A minstrel can learn Thieves Cant and the secret languages of druids and illusionists if she can find a teacher. Due to the minstrel’s extensive travel and interaction with strange folk, she can also attempt to communicate in a strange language, read unusual writing or runes, or read a magic-user scroll. Cunning Linguist skill starts at 20% chance at 1st level.
 
Charm*: Once per day per level, the minstrel can attempt to use her musical talents to charm an individual or small group of beings. The song requires two rounds, plus one round per target beyond the first. At the end of the song, the minstrel rolls against her chance to charm roll. If successful, the targets must make a saving throw against spells, or are charmed as per the 1st level magic-user spell, charm person. At 3rd level, this ability can be used to charm mammal, as per the 2nd level druid spell. At 5th level, this ability can be used to make a suggestion, as per the 3rd level magic-user spell. At 7th level, this ability can be used to charm monster, as per the 4th level magic-user spell. A minstrel may try to charm any one target only once per day. Charm skill starts at 35% chance at 1st level.
 
Counter-Song*: A minstrel can use a song to counter the ill-effects of hostile sounds, whether the sounds are songs, chants, wails, or even commands and suggestions from magical spells. Only one such attempt may be made per effect. Increase the chance of success by 5% every level the minstrel has greater than the level/HD of the opponent; similarly, decrease the chance by 5% for every level/HD the opponent has on the minstrel. If successful, the minstrel must continue singing as long as the opponent uses the effect. Counter-Song skill starts at 35% chance at 1st level.
 
Influence*: This is the minstrel’s base chance to alter the reaction of a group, favorably or otherwise, to the minstrel and her group or toward others. Success means the targets are influenced one step toward friendship or one step toward hostility, depending on the results desired by the minstrel. An attempt requires three rounds of uninterrupted song. Failure indicates the group is unaffected; a 96-100 on the roll means the opposite of the desired effect occurs. A minstrel may continue to influence any group until failure occurs. Influence skill starts at 40% chance at 1st level.

Inspire*: The minstrel may sing a rousing song or emote a heroic couplet for two rounds, then roll to see if she succeeds at inspiring her allies. Success increases morale of allied NPCs by +1 and grants all allies a +1 bonus to hit and to saving throws. Inspiration lasts for one minute per level. When the duration ends, or even before, the minstrel can attempt to inspire allies again. Failure indicates the minstrel cannot again inspire her allies again during this battle. Inspire skill starts at 50% chance at 1st level.
 
Lore: Minstrels learn a little about everything in their travels and interactions with others. Lore represents the ability to know something about local history, politics, society, heraldry, the underworld, and gossip; the higher a successful roll, the more the minstrel knows about that person/place/thing/event. Lore is also the chance for a minstrel to recognize a named, unique magic item, relic, or artifact, and know some or all its abilities, potentially including command words and curses. Lore skill starts out at a 15% at 1st level.
 
Perfect Pitch: Minstrels have a +2 bonus to save against any form of sonic, sound, and/or music-based attacks.
 
Perform*: This is the minstrel’s base ability to perform, singing and playing her instrument to entertain crowds. Success indicates the crowd is entertained; the higher the successful roll, the better. A performance requires a full turn (10 minutes) at base chance. Rolling 96-100 is always a failure. If successful, divide the final roll by 10 (round up) and roll that many six-sided dice to determine the coins that the crowd gives the minstrel; low class is in cp, middle class is in sp, and upper class is in gp. Failing by 20 or more means rotten tomatoes and other vegetables are thrown at the minstrel, at the very least. Perform skill starts at 60% chance at 1st level.
 
Repartee: A minstrel can utter a witticism, jest, or jibe of such potency, that it can stun, paralyze, render unconscious, or even kill those who hear it. Utterance of a witticism requires one round, and it can only affect intelligent creatures who can hear and understand the language in which it was spoken. A successful witticism requires those who hear it to make a saving throw versus Death. Those of low Intelligence are at an advantage; apply any Intelligence modifier as a penalty to the saving throw (thus, a penalty becomes a bonus, a bonus becomes a penalty). At 1st level, a successful witticism stuns for 1d4 rounds; at 4th level, it paralyzes for 1d4 rounds; at 8th level, it renders victims unconscious for 1d4 rounds; and at 12th level, it kills. A minstrel must make a saving throw against her own repartee, though she gets a +4 bonus to the saving throw.
 
Stealthy: Minstrels can climb walls, hide in shadows, and pick pockets as a thief of the same level.
 
STARTING EQUIPMENT [MINSTREL]
Armor: Studded Leather Armor (AC 7).
Weapons: Quarterstaff, Scimitar, Long Sword, or Short Sword; 2 Daggers; Short Bow and 20 Arrows or Long Bow and 20 Arrows.
Special: Three musical instruments (the same three in which the minstrel is expertly skilled at 1st level).
Special: 1 Adoring Groupies (1d3), 2 Book of Limericks (targets save at -1 to Repartee), 3 Fine Riding Horse with Saddle and Tack, 4 Magical Musical Instrument (+5% to all skill checks), 5 Map to a Random Treasure, 6 Satyr/Satyress “Companion.”
Fast Pack: Choose one: Dungeoneer’s Pack, Mercenary’s Pack, Traveler’s Pack, or Wilderness Pack.
Clothing: Three suits of Commoner, Courtier, Fancy, Fine, Minstrel, Rustic and/or Stealth clothing, plus hat and full-body cloak with hood.
Wealth: 1d10 each of gold, silver, and copper pieces. You have a chance equal to three times your Charisma score as a percentage of having an additional d100 each of copper, silver, and gold pieces from recent successful performances.