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Appeared in Dragon Magazine Issue 265
by Lloyd Brown III
Most PC members of these races do not use their natural attacks, preferring the more "civilized" use of weapons. If they do use their natural attacks, they should suffer reaction penalties among non-savages who witness the savage behavior (-1 to -3, depending on the circumstances).

Each of these primitive races has its own unique characteristics, but as a group they have several things in common. They build no cities and few structures of any kind, they gather in small family-based groups, and they know little or nothing of agriculture. Their simple cultures limit their selection of player character classes. In particular, they have little understanding of magic.

Like demihuman and humanoid characters, these primitive races may multiclass, diversifying their skills for the immediate benefit of an improved rate of survival. These multiclass ptions are listed on Table 5. None of these primitive races can dual-class.

Gibberling[]

Gibberlings feel at home only in the dark, surrounded by hundreds of allies. Most gibberlings live for nothing other than the hunt, loping for miles after prey during the night, then hiding underground during the day. When hunting, they attack as a group to overwhelm anything in their path. During the course of a night's hunt, all of the members of the pack are generally able to feed at least once, even if only on a rat or bird.

Languages: Gibberling, Common.

Roleplaying Suggestions: A lone gibberling is rare indeed. PC gibberlings tend to associate with large groups and often travel or fight in the middle of those groups. They are violent and simplistic. If something confuses a gibberling, his or her natural reaction is to kill it. Gibberling thieves tend to be thugs or highway robbers acting in a group.

Gibberlings think in terms of numbers. When confronted with a problem, a gibberling tries to bring in help. A gibberling PC might begin an adventure by trying to hire a few dozen men-at-arms. Given a choice between a dozen copper pieces and a single gold coin, a gibberling would probably make the wrong decision. To a gibberling, more is almost always better. As player characters, gibberlings prefer the direct approach, whether the challenge is combat, diplomacy, or romance. This trait can make them good and predictable friends, but it also makes dealing with them a bit touchy. Like children, they don't hesitate to say what is on their minds. Unlike most children, gibberlings are quick with a weapon when they feel threatened.

Special Advantages: Gibberlings gain a +1 bonus to attacks and damage when using a short sword. Once per day, the bellowing and racket they make when entering combat can affect enemies as a scare spell, cast at the gibberling's level. This effect is not magical and cannot be interrupted as a spell.

Special Disadvantages: Gibberlings suffer a -1 penalty to all attacks, saving throws, and proficiency checks in daylight or within the area of bright light such as that produced by a continual light spell.

Weapon Proficiencies: The first proficiency learned must be Short Sword. Gibberlings whose class does not permit the use of a short sword may become proficient in any one-handed weapon allowed by their class.

Nonweapon Proficiencies: General: Direction Sense, Swimming. Priest: Religion (includes gibberling superstitions and omens). Rogue: Blind-fighting, Jumping, Tumbling. Warrior: Animal Lore, Blind-fighting, Endurance, Running, Survival (subterranean or temperate forest). Tracking.

Suggested Kits: Bandit, beggar, bounty hunter, sellsword, tramp, tunnel rat. Gibberlings do not adopt kits, like the scout or mystic, that require long periods of solitude.

Grimlock[]

Grimlocks are fierce creatures who love the darkness. They are totally blind, but their incredible hearing and sense of smell allow them to function as well as most creatures with functional eyes. Between their other senses, grimlocks can effectively "see" within a radius of 20 feet. Constant loud noise hinders this sense, rendering it effective to only 10 feet and forcing them to make all attack rolls at a -2 penalty . Similar assaults on their sense of smell can reduce their "sight" as well.

All grimlocks look similar to each other. Except for variations in dress and size, outsiders cannot tell one from another. Grimlocks recognize each other by subtleties of movement and smell. This form of recognition allows grimlocks to "see through" disguises. In fact, a grimlock might not even realize a character is attempting to pass as someone else, unless the disguised character is clever enough to take the grimlock's sense of smell and awareness of movement into consideration when adopting the disguise.

Languages: Grimlock, Medusa, Mind Flayer, Undercommon, Common.

Roleplaying Suggestions: Grimlocks have a great passion for art, although their own music must be subdued enough not to overwhelm their keen hearing. Soft, monotonous chants please them. They admire rich brocades and other fabrics that they can feel, regardless of the colors. A large, extensive selection of aromatic incenses is a mark of status similar to a great collection of literature or paintings among humans.

While gibberlings are gregarious, even with creatures of other races, grimlocks have a definite preference for others of their own race. Grimlock player characters, however, find themselves at odds with members of their own race because of their association with nongrimlocks and often identify with one race in particular. Thus, a grimlock PC might grow attached to a dwarven friend and come to distrust elves and dislike ores.

Grimlocks PCs might be motivated by a simple desire to sample the arts of other cultures. They are often rightly proud of their combat ability and might seek challenges among members of other races. Displaying great talent in art or martial prowess is a good way to earn respect from a grimlock.

Special Advantages: Because they are already blind, grimlocks suffer no penalties for acting in the dark. Naturally, they are immune to all spells that affect the eyes (blindness, light, and most illusions, for instance). They gain a +1 bonus on all surprise rolls due to their exceptional hearing. They make saving throws as 6th-level fighters except when the saving throws for their chosen class are better.

Special Disadvantages: Grimlocks suffer severe penalties if their hearing or sense of smell is blocked. Grimlocks who become deaf for any reason are effectively blinded, suffering a -4 penalty on attacks. Removing their sense of smell eliminates their bonus against surprise. Githyanki hate grimlocks and attack them in preference to other creatures except mind flayers and githzerai.

Weapon Proficiencies: Battle-ax, Great Axe, Broadsword, Longsword, Two-handed Sword, Bastard Sword, Footman's Flail, Maul, Spear, Great Club, Morning Star, Scythe. Grimlocks generally shun shields, and a DM may prohibit shield use completely. Since their sensory range is limited, grimlocks never use missile weapons.

Nonweapon Proficiencies: General: Artistic Ability, Direction Sense, Fire building, Seamstress/Tailor, Singing, Weather Sense, Weaving. Priest: Herbalism, Religion. Rogue: Jumping, Set Snares, Tightrope Walking, Ventriloquism. Warrior: Endurance, Hunting, Mountaineering, Running, Set Snares, Survival.

Suggested Kits: Assassin, mercenary, mine rowdy, oracle, outcast, pariah, prophet, scholar, seer, war priest, wizard slayer.

Mold Man[]

Mold men are fungal creatures with fibrous bodies similar in composition to sugar cane, tough and stringy. As mold men advance in level or Hit Dice, they also grow in size. With each level, PC mold men add about 6 inches in height and 2dl0 pounds in weight, up to a maximum size of about 7 feet. Multi-classed characters use their highest level when determining size.

After reaching 5 feet in height, mold men overcome the -1 penalty to their initial Strength and gain that point back.

Mold men prefer to associate with other plantlike creatures like myconids, shriekers, and thomies, the latter of whom they keep as pets. They avoid shambling mounds, because even their champions often cannot avoid being devoured by them.

Languages: Mold men don't naturally speak in words, but they have a simple language of taps and hoots. Learning spoken languages is difficult for them and requires two proficiency slots per language. Players of mold men characters are urged to take Common as a proficiency despite the additional cost. They can learn to read and write normally, although this proficiency must be learned after 1st level.

Roleplaying Suggestions: Since they are more closely related to plants than any other PC race, mold men are perhaps the most alien race a player can run. They do not generally care for treasure, at least not initially. Conversely, what is theirs is theirs, and strangers are not welcome to it. While this instinctive protectiveness applies most directly to food and hunting territory, it also applies to weapons, sleeping space—even friends.

Mold men consider themselves to be unique among all of the intelligent races. They consider animal intelligences inferior to their own, and they view the myconids as too limited in their interests. Their strong racial pride does not prevent mold men from being friendly, but it makes close friendship difficult because of their sense of superiority.

Mold man PCs might be on the surface world to learn about the life of animals (including humans). Some see themselves as protectors of plant life, although in a different way from the druids, who seek an ecological balance. Curiosity, not glory or wealth, is often a motivating factor for mold men.

Special Advantages: Mold men suffer only 1 point of damage (plus any magical bonuses) from any piercing weapon. Starting at 3rd level, they are immune to all electrical attacks. They are immune to charm spells except those that specifically affect plants. They always receive a saving throw vs. enchantments, even if one is not normally allowed. Since they are plant creatures, many carnivorous monsters won't hunt them for food, although they might attack the mold man for other reasons.

An ability unique to mold men is their continuing growth. If they lose a level to undead or spells, mold men shrink. If they grow to size M, mold men can use size M weapons without penalty. Generally, the size of armor that mold men can use changes every 2-3 levels, making it costly for them to replace. Fortunately, they have an excellent natural armor, so many mold men wear none.

Special Disadvantages: Certain spells or effects that affect plants often don't allow a saving throw. Some of these spells can kill a fungal creature instantly, making them terrifying to mold men.

Weapon Proficiencies: Spear or Club.

Nonweapon Proficiencies: General: Agriculture, Animal Training (thomies), Artistic Ability. Priest: Herbalism (mold men gain a +1 bonus to Herbalism checks). Rogue: Blind-fighting. Warrior: Animal Lore (subterranean animals). Endurance, Hunting, Survival (subterranean or tropical/subtropical forests).

Suggested Kits: Animal master (similar to the kit presented in The Complete Book of Dwarves ), beggar, investigator.

Quaggoth[]

Most quaggoth tribes exist only as slaves to other Underdark races. Although formidable fighters, especially compared to most surface races, their low Intelligence leaves them unable to compete with the cunning drow, duergar, and illithids.

Quaggoths tend to be nomadic, and PC quaggoth often have a strong sense of wanderlust. The only authority they respect is the word of their own thonots (see below). With this independence comes a strong aggressive streak. Quaggoths fight hard and play more roughly than others find comfortable. Slaps and pushes are common punctuation marks in quaggoth body language.

Languages: Undercommon, Duergar, Drow, or Common. Quaggoths don't have their own languages and so might consider any of these languages their native tongue. The DM is free to declare that an independent race of quaggoths has a dialect of one of these languages that is different enough to be considered a separate language.

Roleplaying Suggestions: PC quaggoths have fled to the surface to escape their former masters, and they attempt to live peacefully with humans and others rather than live in slavery in the Underdark. Other races, however, often misunderstand their natural aggressiveness, making survival and friendship difficult. Thonots (psionicists) who leave the tribe usually do so with the intention of returning at some point. In quaggoth society, the thonot fills a role similar to the shamans of other races—performing ceremonies, interpreting omens, and tending the sick. PC thonots might seek knowledge to help their people, search for a new tribal home, or live as exiles. Quaggoth characters of other classes are most often the survivors of a broken tribe, outcasts for some crime, or escaped slaves. these lonely individuals seek refuge among humans and demihumans and might seek revenge against the individuals responsible for their predicament. Some are on personal quests to end slavery everywhere. These individuals recruit others to their noble task and might even become leaders of adventuring parties.

Special Advantages: Quaggoths have infravision to 120 feet, making them excellent night or underground hunters. They are also immune to all poisons. If a quaggoth is wounded to below 25% of normal hit points, he or she enters a berserk state, adding a +2 bonus to attack and damage rolls. The state lasts until the quaggoth dies or all enemies are dead or out of sight. A PC quaggoth can resist this berserk rage by making a successful saving throw vs. paralyzation: the saving throw must be made each round the character's hit points stay below 25% and the character remains in combat.

Special Disadvantages: Dark elves obstinately think all quaggoths should all be enslaved; they receive a +1 bonus to attack quaggoths. Many creatures of the Underdark prize the quaggoth's immunity to poison and psionic abilities, putting both to use for dark purposes. A quaggoth slave is a mark of distinction to these races, and they often attempt to capture quaggoths at great risk.

Weapon Proficiencies: Starting quaggoth PCs learn the Axe, Dagger, or Club weapon proficiency, although they are likely to have only stone weapons.

Nonweapon Proficiencies: General: Animal Handling, Animal Training, Brewing, Fire-building, Leatherworking, Mining, Pottery, Stonemasonry. Warrior: Animal Lore, Endurance, Hunting, Survival (subterranean).

Suggested Kits: Assassin, bandit, beast-rider (huge spiders), beggar, brute. gladiator, mercenary, mine rowdy, pit fighter, scavenger, sellsword, tramp, tribal defender, wizard slayer.

Psionicist kits described in Dragon Magazine #255 that are appropriate for quaggoths include the militant psionicist and specialist (in Psychometabolism and Psychokinesis). Because of their roles in quaggoth society, thonots might—at the DM's discretion and invention—have kits similar to many priest kits, including: oracle, prophet, savage, seer, or wandering mystic.

Su-folk[]

While humans think of them as monsters, the su-folk (or Su, as they call themselves) have a rich, detailed culture that places high priority on the home. Their reputation and tendency toward evil stems from the custom of offering protection in return for protection: An evil wizard (or whoever makes the bargain) offers to protect one area, while the su-folk protect another. The su-folk understand the desire to protect the home and take this agreement seriously; many times, their partner does not.

The su-folk live in trees or caves, and they tend to stay in one place unless a serious danger threatens them. The exteriors of their homes are often decorated with artifacts from fallen foes to deter intruders. Activities around the home often center on the group rather than the individual. Made-up games are common, and free-form play is far more popular than human conventions like chess or cards.

Languages: Su, Common.

Roleplaying Suggestions: The su-folk tend to be slightly gullible, but only because they expect others to have the same sensible priorities they have. A little hard-earned experience with a liar goes a long way with these characters. They can quickly learn to double-deal, betray, and use other cutthroat tactics, often too well.

Individual su-folk are often in search of others of their kind. Without a mate, their spirits often sink and their energy to address problems seems subdued. They take interpersonal relationships seriously, although they freely forgive most transgressions. No offense in the su-folk culture earns as much contempt as infidelity.

Other PC su-folk might hunt for lost psionic lore, seek revenge for destroyed lands or families, or search for interesting stories to bring back to their homes. While fierce in combat, su-folk don't often seek it out and do not become mercenaries or assassins. They desire neither glory nor wealth.

Special Advantages: Su-folk fight fiercely in defense of their families. (This defense applies only to actual family members, not closely associated members of other races, unlike some other creatures.) When directly defending a mate or young, su-folk double their number of attacks per round. The sufolk can maintain this surge of adrenaline for an amazing time: up to 4 turns for males and 6 turns for females. When in this defending frenzy, the su-folk can use only natural attacks, not weapons. Alternatively, the su-folk can engage in psionic combat or use psionic abilities while physically attacking at their normal rate. Su-folk gain this ability at 5th level. This ability is only useable once per day, regardless of the number of times the family is threatened.

The mildly poisonous flesh of su-folk makes creatures reluctant to bite them. This defense is handy when fighting monstrous creatures, but it rarely comes into play when fighting humanoids.

A lone su concealed in a tree forces enemies to suffer a -4 penalty on their surprise rolls. Su-folk can also hang by their tails and use all four claws to attack. Su-folk thieves who use this skill might be eligible for backstab bonuses, at the DM's discretion.

Lastly, su-folk enjoy a natural resistance to the hostile use of the same psionic abilities for which they show such predilection. Su-folk are immune to all telepathic attacks. The character is still subject to psionic attack modes, but not telepathic sciences or devotions.

Special Disadvantages: Su-folk have a bad reputation among most forest dwellers. The good creatures of the forest (this includes elves, centaurs, treants, and others) see the su-folk as dangerous and unpredictable. Among these races, su-folk suffer a +3 penalty to all reaction rolls. When dealing with neutral denizens of the forest (dryads, druids, and sprites, for example), su-folk suffer a +1 penalty to reaction rolls.

Weapon Proficiencies: Due to their impressive natural attacks, many su-folk don't take proficiency in any human weapons. Learning weapons always costs the su-folk an additional proficiency slot, making fighters specialized in the use of human weapons rare.

Nonweapon Proficiencies: General: Artistic Ability, Direction Sense, Firebuilding, Leatherworking, Weather Sense, Weaving. Rogue: Juggling, Jumping, Local History, Set Snares, Tightrope Walking, Tumbling. Warrior: Animal Lore, Endurance, Gaming, Hunting, Set Snares, Survival (forest or subterranean). Tracking.

Suggested Kits: Bandit, savage, scout, forestlord, savage (fighter), tribal defender, wilderness protector, wizard slayer. Appropriate psionicist kits from in Dragon Magazine #255 include the specialist (Telepathy & Psychometablism) and the pioneer.

Troglodyte[]

Troglodytes are secretive reptilian creatures who dwell underground. They grudgingly form alliances with other races, and sometimes whole tribes are enslaved by powerful creatures. An independent tribe is interested only in its own survival and, to a lesser degree, the destruction of other races.

Troglodytes believe in the right of the strong to rule. The leadership of the tribe is often tested, which the troglodytes think benefits the group—a weak leader should not be permitted to lead. They recognize that strength includes more than just quick claws and sharp teeth, however. They acknowledge cunning, stealth, and knowledge as sources of strength. All too often in troglodyte society, however, these qualities fall to a javelin ambush.

Languages: Troglodyte, Orcish, and Common.

Roleplaying Suggestions: Player character troglodytes are outside of their tribe's hierarchy because of their decision to leave their home. Thus, they often try to find their place in another group, usually by testing themselves against everyone in it to find out who stands where. They act in accordance with alignment, so a lawful good troglodyte does not try to kill other party members to find out how strong they are. Instead, the troglodyte might watch a fighter in combat, try to sneak up on the party's scout while he or she is on patrol, or question tactical orders during a battle. Troglodytes tend to form quick opinions and harbor racial prejudices as well. This combination of poor social skills makes it hard to deal with them sometimes. If the first example of a given race impresses them, however (possibly by being better than them at something they consider important), they tend to look favorably on other members of the same race.

PC troglodytes often seek to rise to the top of the totem pole in whatever group they join. In a priestly hierarchy, their lack of social skills means their success is limited, but in a mercenary band or a thieves' guild, they excel. They tend to be competitive and often have great ambition to lead.

Special Advantages: Troglodytes have infravision to 90 feet. They also gain a +3 bonus to their attack rolls when using their unique javelins. Troglodytes have a natural camouflage that allows them to become effectively invisible when standing still. This camouflage is instinctive and takes effect within 1 round. Finally, angry or combatant troglodytes exude a terrible odor that affects humans and demihumans (and other creatures, at the DM's discretion). Any creatures within 10 feet must make a successful saving throw vs. poison or lose 1d6 points of Strength, which return in 10 rounds.

Special Disadvantages: Troglodytes cannot control their odor and might affect friendly creatures (but not other troglodytes, who are immune). A wide variety of creatures return the racial prejudices that many troglodytes show and assume that troglodytes are evil and dangerous.

Weapon Proficiencies: Any swords. Battle-ax, Morning Star, Troglodyte Javelin. The DM is justified in declaring that the troglodyte's initial weapons are made of stone and that the character cannot begin with normal weapons. The character is free to use normal metal weapons once he or she encounters them. The troglodyte javelin is fully described in the Monstrous Manual tome.

Nonweapon Proficiencies: General: Animal Handling, Brewing, Fire-building, Flintworking, Leatherworking, Mining, Pottery, Stonemasonry. Warrior: Animal Lore, Endurance, Hunting, Survival (subterranean).

Suggested Kits: Bandit, bounty hunter, brute, gladiator, mercenary, mine rowdy, myrmidon, pit fighter, sellsword, scavenger, shadow, tribal defender, thug, wizard slayer.

Flintworking[]

See also Flintworking (Proficiency).

General, Dexterity +1

The character is proficient at making small tools and weapons out of flint or other stone materials. A skilled worker can make a flint arrow-head or ax in about 15 minutes, using only the piece of flint that is to be the tool and another stone. Weapons made from flint function as other stone tools. That is, they have a l-in-6 chance of breaking whenever maximum damage is rolled, decided after inflicting the damage. They also inflict less damage than metal weapons (-1 or by description; see The Complete Fighter's Handbook or Player's Option: Combat & Tactics).

Yeti[]

Yeti are simple folk who live at extreme altitudes. They prefer to avoid contact with other races and often flee instead of fighting. If unable to flee, they are fierce fighters capable of outlasting less dedicated opponents. Yeti are most likely to befriend a single character whom they have seen often and never in contact with openly hostile creatures (such as white dragons).

Languages: Yeti, Common.

Roleplaying Suggestions: Yeti, like many primitive creatures, avoid contact with other races. They tend to be shy and don't speak much, even among close friends. They avoid cities but might occasionally visit a small town. Some yeti conquer their fear of crowds when they realize that it is possible to hide in plain view by simply not attracting attention, but the sensory assault of a city is enough to keep them away unless a visit is necessary. The yeti are among the most gentle of the primitive races, regardless of alignment.

The PC yeti might be in search of trustworthy companions to help deal with a great threat to his or her homeland: a white dragon, an evil cloud giant, or another danger. He might be forced to leave because of changes to his home land, such as the incursion of another race (possibly humans), changing climate, or magical changes to the land. Since yeti prefer smaller groups with great interpersonal loyalties, life in an adventuring party is attractive to them.

Special Advantages: Any opponent within 10 feet of the yeti must make a saving throw vs. paralyzation or meet the yeti's eyes and be paralyzed from fright for 3 full rounds. A creature that saves against this attack once is immune to it for the duration of the combat. The gaze attack affects no more than one opponent per round. The yeti gains this ability at 4th level.

Any creatures touching the yeti for a full round or longer suffers 2d8 points of damage from cold each round. A mere touch (from an attack or healing spell, for example) inflicts only 1d4 points of damage. If the yeti spends significant time away from his frigid mountain home, this radiant cold aura fades in about 6 months.

Yeti are invisible if motionless in heavy snow. A yeti wearing any sort of armor or significant clothing suffers penalties from -5% to -75%, depending on the amount worn (DM's discretion).

Special Disadvantages: Yeti suffer 50% more damage from any heat- or fire based attacks. Their fur is marketable in some areas, making them popular targets for hunters and traders.

Weapon Proficiencies: Yeti are the most likely of all primitive races (except maybe su-folk) to use their natural weapons in close combat. Fighters often become specialized in wrestling to maximize the effects of their chilling touch. They prefer human weapons such as a spear or shortbow for hunting.

Nonweapon Proficiencies: General: irection Sense, Fire-building, Weather Sense. Priest: Astrology, Herbalism, Local History, Religion. Warrior: Animal Lore, Endurance, Hunting, Set Snares, Survival (mountainous regions). Tracking.

Suggested Kits: Animal master, barbarian, bandit, beastmaster, giant killer, guardian, medicine man, mountain man, oracle, pathfinder, prophet, scout, tribal defender, wandering mystic, warden. Some of these kits appear in The Complete Ranger's Handbook.

Tables[]

Table 1: Ability Requirements

Race Str Dex Con Int Wis Cha
Gibberling 3/18(50) 3/18 6/18 3/14 3/14 3/12
Grimlock 3/18(90) 3/18 7/18 3/18 3/17 3/17
Mold men 3/18(50) 3/18 3/18 3/17 3/18 3/15
Quaggoths 6/18(00) 3/18 5/18 3/14 3/16 3/15
Su-folk 3/18(50) 3/19 5/18 3/18 7/18 3/13
Troglodyte 3/18(75) 3/16 3/18 3/15 3/17 3/12
Yeti 10/20 3/18 5/19 3/16 3/18 3/16

Table 2: Ability Score Racial Adjustments

Race Str Dex Con Int Wis Cha
Gibberling +1 -1 -1
Grimlock +1 -1
Mold men -1 -1 +1
Quaggoths +1 -1
Su-folk +1 +1 -2
Troglodyte -1
Yeti +2 -1 -1

Table 3: Movement & Natural Attacks

Race Move Size Natural AC Natural attacks
Gibberling 9 M 10 As human
Grimlock 12 M 5 1 claw for 1d6
Mold men 12 S-M 4 1 hand for 1d6
Quaggoths 12 L 6 2 claws for 1d4 each
Su-folk 9 M 6 2 claws for 1d4 each (4 if hanging by tail), bite for 2d4
Troglodyte 12 M 5 2 claws for 1d2 each, bite for 1d4+1
Yeti 15 L 6 2 claws for 1d6 each
Most PC members of these races do not use their natural attacks, preferring the more "civilized" use of weapons. If they do use their natural attacks, they should suffer reaction penalties among nonsavages who witness the savage behavior (-1 to -3, depending on the circumstances).

Table 4: Class & Level Limits

Race Warrior Wizard Priest Rogue Other
Gibberling 10 Sh7 T10
Grimlock F12 * WDr 7 Sh 9 T11
Mold men F8 T10
Quaggoths F10 T8 Psi 7
Su-folk F9 T9 Psi 12
Troglodyte F9 T8
Yeti F12,R10 WDr 8 Sh 9 T6
F = fighter, R = ranger, WDr = witch doctor, Sh = shaman, T = thief, Psi = psionicist
* Optionally, DMs might allow a grimlock to advance to 8th level as a mage if the character can find a way to overcome the character's blindness.

Table 5: Multi-Class Options

Gibberling Fighter/thief
Grimlock Fighter/thief, fighter/shaman, fighter/witch doctor
Mold men Fighter/thief
Quaggoths Fighter/thief
Su-folk Fighter/thief, fighter/psionicist psionicist/thief
Troglodyte Fighter/thief
Yeti Fighter/thief, fighter/shaman, fighter/witch doctor,
shaman/thief, witch doctor/thief (may substitute ranger for fighter entries)

Table 6: Thief Skill Racial Adjustments

Race PP OL F/RT MS HS DN CW RL
Gibberling -5% +5% +5%
Grimlock +5% -10% +5% +20% A
Mold men +5% B -15%
Quaggoth
Su-folk -5% -5% -5% +5 % +15%
Troglodyte +5% +5% -5 +10%
Yeti -5% -5% C -5%
A Grimlocks have no chance to Read Languages.
B In their native terrain, mold men add 10% to their chance to hide in shadows.
C Yeti add 50% to their ability to Hide in Shadows in snow. Even non-rogue yeti have this ability at 50%.

Table 7: Average Height & Weight

Race
Height in Inches
Weight in Pounds
Base Modifier Base Modifier
Gibberling 42/39 2d10 80/75 3d10
Grimlock 60/58 2d10 160/110 6d10
Mold men* 24/24 1d6 40/40 1d10
Quaggoth 72/66 2d10 200/180 6d10
Su-folk 44/48 1d10 90/110 3d10
Troglodyte 66/66 2d6 150/150 6d10
Yeti 72/68 3d10 280/250 8d10
Females tend to be lighter and shorter than males. Thus, the base numbers for height and weight are divided into male/female values. Note that the modifier still allows for a broad range in each category.
* Mold men begin at this size and grow with each Hit Die. The mold man section describes the details of this growth.

Table 8: Age

Race Starting Age Base Age Maximum Variable Age Range (Base Variable)
Gibberling 12 1d4 60 6d10
Grimlock 17 1d4 120 1d100
Mold man 40 3d6 200 1d100
Quaggoth 14 1d6 100+3d10
Su-folk 10 1d3 90 1d20
Troglodyte 75 3d6 300+1d100
Yeti 12 1d3 60 2d10

Table 9: Aging Effects

Race Middle AgeA
(1/2 Base Max.)
Old AgeB
2/3 Base Max.)
VenerableC
(Base Max.)
Gibberling years years years
Grimlock 60 years 80 years 120 years
Mold menD 100 years 133 years 200 years
Quaggoth 50 years 67 years 100 years
Su-folk 45 years 60 years 90 years
Troglodyte 150 years 200 years 300 years
Yeti 30 years 40 years 60 years
A -1 Str/Con, +1 Int/Wis
B -2 Str/Dex, -1 Con, +1 Wis
C -1 Str/Dex/Con, +1 Int/Wis
D Mold men do not lose Strength or Constitution as they age.

Lloyd has bought a game store. Visit him at WarDogs Game Center in Jacksonville, Florida, or on the web at www.sgtsniff.com.
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