Playable Races

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Playable Races

There is a wide variety of playable races on LuminariMUD. The race command is a convenient way to quickly look up info about various races. There are 3 category of playable races: normal, advanced, and epic. The normal races are accessible for character creation to all players. The advanced and epic races are unlockable via the accexp system.


Human

Description: Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Humans' curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.

Race Size: Medium

Ability Modifier: None

Racial Feats:

  • Quick to Master: You start off with an extra feat.
  • Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each level up.


Elf

Description: The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, though with key differences. While fey are truly linked to the flora and fauna of their homes, existing as the nearly immortal voices and guardians of the wilderness, elves are instead mortals who are in tune with the natural world around them. Elves seek to live in balance with the wild and understand it better than most other mortals. Some of this understanding is mystical, but an equal part comes from the elves' long lifespans, which in turn gives them long-ranging outlooks. Elves can expect to remain active in the same locale for centuries. By necessity, they must learn to maintain sustainable lifestyles, and this is most easily done when they work with nature, rather than attempting to bend it to their will. However, their links to nature are not entirely driven by pragmatism. Elves' bodies slowly change over time, taking on a physical representation of their mental and spiritual states, and those who dwell in a region for a long period of time find themselves physically adapting to match their surroundings, most noticeably taking on coloration that reflects the local environment.

Race Size: Medium

Ability Modifier: +2 Dex, -2 Con

Racial Feats:

  • Resistance to Enchantments: +2 saving throw bonus against enchantments.
  • Keen Senses: +2 to listen, spot and search checks.
  • Sleep Enchantment Immunity: immunity to sleep enchantments.
  • Infravision: You can see outlines of life in complete dark.
  • Weapon Proficiency - Elves: As part of your elf upbringing, you were trained in the usage of long swords, rapiers, long bows, composite bows, short bows and composite short bows.


Dwarf

Description : Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, dwarves have acquired a reputation as dour and humorless artisans of the earth. It could be said that their history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.In addition Dwarves gain proficiency with Dwarven War Axes.

Race Size: Medium

Ability Modifier: +2 Con, -2 Cha

Racial Feats:

  • Combat Training vs Giants: +1 size bonus versus larger opponents
  • Hardiness: +2 spell save versus damaging spells
  • Stability: +4 resist to bash and trip skill
  • Poison Resist: +2 saves versus poison
  • Infravision: You can see outlines of life in complete dark


Halfling

Description: Optimistic and cheerful by nature, blessed with uncanny luck, and driven by a powerful wanderlust, halflings make up for their short stature with an abundance of bravado and curiosity. At once excitable and easy-going, halflings like to keep an even temper and a steady eye on opportunity, and are not as prone to violent or emotional outbursts as some of the more volatile races. Even in the jaws of catastrophe, halflings almost never lose their sense of humor. Their ability to find humor in the absurd, no matter how dire the situation, often allows halflings to distance themselves ever so slightly from the dangers that surround them. This sense of detachment can also help shield them from terrors that might immobilize their allies.

Race Size: Small

Ability Modifier: Str -2 Dex +2

Racial Feats:

  • Combat Training vs Giants: +1 size bonus versus larger opponents
  • Lucky: +1 to all saves
  • Shadow Hopper: +2 to stealth
  • Infravision: You can see outlines of life in complete dark


Half-Elf

Description: Elves have long drawn the covetous gazes of other races. Their generous lifespans, magical affinity, and inherent grace each contribute to the admiration or bitter envy of their neighbors. Of all their traits, however, none so entrance their human associates as their beauty. Since the two races first came into contact with each other, humans have held up elves as models of physical perfection, seeing in these fair folk idealized versions of themselves. For their part, many elves find humans attractive despite their comparatively barbaric ways, and are drawn to the passion and impetuosity with which members of the younger race play out their brief lives. Sometimes this mutual infatuation leads to romantic relationships. Though usually short-lived, even by human standards, such trysts may lead to the birth of half-elves, a race descended from two cultures yet inheritor of neither. Half-elves can breed with one another, but even these “pureblood” half-elves tend to be viewed as bastards by humans and elves alike. Caught between destiny and derision, half-elves often view themselves as the middle children of the world.

Race Size: Medium

Ability Modifier: None

Racial Feats:

  • Resistance to Enchantments: +2 saving throw bonus against Enchantments
  • Keen Senses: +2 perception and sense motive
  • Half-Blood: +2 discipline and lore
  • Weapon Proficiency - Elves: As part of your elf upbringing, you were trained in the usage of long swords, rapiers, long bows, composite bows, short bows and composite short bows.
  • Infravision: You can see outlines of life in complete dark


Half-Orc

Description: As seen by civilized races, half-orcs are monstrosities, the result of perversion and violence—whether or not this is actually true. Half-orcs are rarely the result of loving unions, and as such are usually forced to grow up hard and fast, constantly fighting for protection or to make names for themselves. Half-orcs as a whole resent this treatment, and rather than play the part of the victim, they tend to lash out, unknowingly confirming the biases of those around them. A few feared, distrusted, and spat-upon half-orcs manage to surprise their detractors with great deeds and unexpected wisdom—though sometimes it's easier just to crack a few skulls. Some half-orcs spend their entire lives proving to full-blooded orcs that they are just as fierce. Others opt for trying to blend into human society, constantly demonstrating that they aren't monsters. Their need to always prove themselves worthy encourages half-orcs to strive for power and greatness within the society around them.

Race Size: Medium

Ability Modifier: Str +2 Int -2 Cha -2

Racial Feats:

  • Ultravision: You can see perfectly even in complete dark.


Gnome

Description: Gnomes are distant relatives of the fey, and their history tells of a time when they lived in the fey's mysterious realm, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. Though gnomes are no longer truly fey, their fey heritage can be seen in their innate magic powers, their oft-capricious natures, and their outlooks on life and the world.

Race Size: Small

Ability Modifier: Str -2 Con +2

Racial Feats:

  • Tinker Focus: +2 concentration and use magic device
  • Illusion Affinity: +2 DC opponents saves versus their illusions
  • Resistance to Illusions: +2 saving throw bonus against illusions
  • Combat Training vs Giants: +1 size bonus versus larger opponents
  • Infravision: You can see outlines of life in complete dark


Advanced Races

Half Troll

Description: Half-Trolls are large, green, lanky, powerful, agile and hardy. They tend to have warty thick skin, black eyes and mottled black or brown hair on their head. Half-Trolls are extremely destructive in nature, often searching or planning to do acts of destruction against weaker races. Half-Trolls tend to inhabit swamps and lakes, and tend to band together in war clans.

Race Size: Large

Ability Modifier: Str +2 Con +2 Int -4 Wis -4 Dex +2 Cha -4

Racial Feats:

  • Strong Against Disease: 50% resist disease.
  • Strong Against Poison: 25% resist poison.
  • Weakness to Acid: 25% vulnerability to acid.
  • Weakness to Fire: 50% vulnerability to fire.
  • Troll Regeneration: Half-Trolls recover health much quicker than other races, and this effect is even more dramatic during combat.
  • Ultravision: You can see perfectly even in complete dark.

Arcana Golem

Description: Arcana Golems are mortal spellcasters (typically, but not always human) whose devotion to the magical arts has allowed them to fuse with a golem -- but rather than being the mindless, magically incompetent beings golems are, the process inverts the golem's intelligence and magical aptitude. This rebirth leaves them indistinguishable on the outside from humans except for a vastly improved magical aptitude. On the inside, Arcana Golems resemble the outside of Crystal Dwarves; their organs have been replaced with metallic and/or crystal elements that function as well as humanoid organs save for being a little frailer. While Arcana Golems do not need to consume outside materials -- the ambient magical energy in the air is more than enough fuel -- many like to do so anyway. Arcana Golems do need to sleep a lot even for a mortal race; they need an average of 12 hours of quality sleep per 24 hours to function at full cylinders and like to sleep for several days at a time. Arcana Golems reproduce as humans regardless of their original race. This can cause animosity from the community of the rare dwarven or elven Arcana Golem. The signature abilities of the Arcana Golem, aside from a natural talent for spellcasting and crafting, is their Spell Battle. Spell Battle allows the Arcana Golem to convert magical energy and accuracy into combat prowess.

Race Size: Medium

Ability Modifier: Str -2 Con -2 Int +2 Wis +2 Cha +2

Racial Feats:

  • Magical Heritage: Arcana Golem gain a 6th of their level as bonus to Caster-Level, Spellcraft Checks and Concentration Checks.
  • Physical Vulnerability: You get a -2 penalty to your natural armor class value.
  • Enchantment Vulnerability: You get a -2 penalty to all enchantment spells saves.
  • Spell Vulnerability: You get a -2 penalty to all spell saves involving damage.
  • Spellbattle: By channeling their inner magic, Arcana Golems can use it to provide a huge surge to their physical attributes in the rare cases in which they must resort to physical violence. While the eldritch energies cloud their mind and finesse, the bonus to durability and power can provide that edge when need. Spell Battle is a mode. When this mode is activated, you receive a penalty to attack rolls equal to the argument and caster levels equal to half. In return, you gain a bonus to AC and saving throws equal to the penalty taken, a bonus to BAB equal to 2/3rds of this penalty (partially but not completely negating the attack penalty), and a bonus to maximum hit points equal to 10 * penalty taken. Arcana Golems take an additional -2 penalty to Intelligence, * Wisdom, and Charisma while in Spell Battle. Spell battle without any arguments will cancel the mode, but an Arcana Golem can only cancel Spell Battle after spending 6 minutes in it. The surge of energy is not easily turned off. You cannot use Spell-Battle at the same time you use Power Attack, Combat Expertise, or similar effects.


Drow

Description: Cruel and cunning, Drow, also known as dark elves, were cursed into their present appearance by the Arcanite and Prisoner's magic, were led down the path to evil and corruption. The drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have red eyes. Drow are the same size as elves but a bit thinner. Descending into the Underworld, they formed cities shaped from the rock of cyclopean caverns. They developed a theocratic and matriarchal society based on power and deceit. Females generally hold all positions of power and responsibility in the government, the military, and the home. In such a society males are often trained as warriors to become soldiers, guards, and servants of females. Those males showing aptitude with magic are trained as Wizards instead. While they are not born evil, malignancy is deep-rooted in their culture and society, and nonconformists rarely survive for long.

Race Size: Medium

Ability Modifier: Con -2 Int +2 Wis +2 Dex +2 Cha +2

Racial Feats:

  • Light Blindness: You receive penalties of -1 to hitroll, damroll, saves and skill checks when outdoors during the day. Darkness spells and effects negate this penalty.
  • Drow Darkness: Drow have a spell-like ability to use 'darkness' on the current room three times per day.
  • Drow Levitate: Drow have a spell-like ability to use 'levitate' on themselves three times per day.
  • Drow Faerie Fire: Drow have a spell-like ability to use 'faerie fire' on opponents three times per day
  • Drow spell Resist: Due to their magical nature and society, Drow have a strong natural resistance to magic. A Drow's spell resistance is equal to 10 + their level.
  • Weapon Proficiency - Drow: As part of your drow upbringing, you were trained in the usage of hand-crossbows, rapiers and short-swords.
  • Resistance to Enchantments: +2 saving throw bonus against enchantments.
  • Keen Senses: +2 to listen, spot and search checks.
  • Sleep Enchantment Immunity: immunity to sleep enchantments.
  • Ultravision: You can see perfectly even in complete dark.


Duergar

Description: Duergar dwell in subterranean caverns far from the touch of light. They detest all races living beneath the sun, but that hatred pales beside their loathing of their surface-dwarf cousins. Dwarves and Duergar once were one race, but the dwarves left the deeps for their mountain strongholds. Duergar still consider themselves the only true Dwarves, and the rightful heirs of all beneath the world’s surface. In appearance, Duergar resemble gray-skinned Dwarves, bearded but bald, with cold, lightless eyes. They favor taking captives in battle over wanton slaughter, save for surface dwarves, who are slain without hesitation. Duergar view life as ceaseless toil ended only by death. Though few can be described as anything other than vile and cruel, Duergar still value honor and rarely break their word.

Race Size: Medium

Ability Modifier: Con +4 Cha -2

Racial Feats:

  • Combat Training vs Giants: +1 size bonus versus larger opponents
  • Stability: +4 resist to bash and trip skill
  • Poison Resist: +2 saves versus poison
  • Affinity - Move Silent: A strong affinity to move silently, receive a +4 bonus to all checks.
  • Affinity - Listen: An affinity to listen, receive a +2 bonus to all checks
  • Affinity - Spot: An affinity to spot, receive a +2 bonus to all checks.
  • Duergar Invis: Duergar have a spell-like ability to use invisibility (command: invisiduergar) on themselves three times per day.
  • Duergar Strength: Duergar have a spell-like ability to use strength (command: strength) on themselves three times per day.
  • Duergar Enlarge: Duergar have a spell-like ability to use enlarge (command: enlarge) on themselves three times per day.
  • Strong Spell Hardiness: A strong hardiness in resisting spells, +4 bonus to saves against magic.
  • Strong Phantasm Resist: A strong hardiness in resisting phantasms, +4 bonus to saves.
  • Strong paralysis resist: A strong hardiness in resisting paralysis, +4 bonus to saves - will also allow saves versus some spells/abilities that normally don't allow saves.
  • Light Blindness: You receive penalties of -1 to hitroll, damroll, saves and skill checks when outdoors during the day. Darkness spells and effects negate this penalty.
  • Ultravision: You can see perfectly even in complete dark.

Epic Races

Crystal Dwarf

Description: Crystal Dwarves are dwarves whose commitment to earth have way exceeded even the norms of dwarves. A cross of divine power and magic enhance these dwarves connection to the earth to levels that are near earth elementals. Their bodies take crystal-like texture and their skin takes on the sharp angles of crystals as well. Often their pupils become diamond shaped and share the reflective property of diamonds as well. In addition Crystal Dwarves have the ability to transform parts of their body to fully crystal-like weight and texture - which can be extremely effective in offensive and defensive maneuvers in combat.

Race Size: Medium

Ability Modifier: Str +2 Con +4 Wis +2 Cha +2

Racial Feats:

  • Combat Training vs Giants: +1 size bonus versus larger opponents.
  • Poison Resist: +2 saves versus poison.
  • Crystal Skin: 10% resistance to acid, puncture, poison and disease.
  • Hardy: Gain an extra hit point per level.
  • Vital: Start with +10 hps.
  • Crystal fist: Allows you to innately grow jagged and sharp crystals on your arms and legs to enhance damage in melee. (+3 damage).
  • Crystal body: Allows you to harden your crystal-like body for a short time (Damage reduction 3/-).
  • Infravision


Trelux

Description: Trelux have a small head with a fused thorax and abdomen. Trelux also have eight powerful yet rough and jagged legs for leaping and stamina. Their bodies are beetle- like with a hard shell protecting them. This exoskeleton covers their entire body providing ample protection. Their bodies shell contains wings underneath it which can be spread whenever flight is needed. Trelux also have two powerful claws in front of them to cut victims. Both pincers are equipped with a poisonous spur. Facts: *Trelux do NOT like having their antenna touched. *All Trelux usually have a black thorax/abdomen but a multitude of colors when it comes to other parts of their body. *Trelux also can have stripes, spots, or blotches on their body. *Female Trelux usually have brighter colors than males. *Trelux almost always have black eyes but rarely have yellow eyes.

Race Size: Small

Ability Modifier: Str +2 Con +4 Dex +4

Racial Feats:

  • Trelux Pincers: Trelux don't have hands, they have insect-like pincers. These pincers can be used as dangerous weapons. Trelux Monks gain an extra dice of damage due to these pincers. Also, Trelux pincers have a chance of poisoning their victim - note Trelux naturally are 'dual wielding' and will have a partial but reduced penalty to hit with their 'off' pincer. The viciousness of their pincers also gives a +1 bonus to their damroll bonus every 4 levels.
  • Trelux EQ: Due to their pincer-like hands, Trelux cannot wield weapons, hold items, wear gloves, use shields or wear rings. The shape of their head and antennae prevent the usage of helmets as well. Finally, due to their insect-like legs, Trelux cannot wear items on their legs and feet.
  • Wings: Commands: 'fly' and 'land' Those with wings are able to fly at will.
  • Leap: Leap is a Trelux ability to completely avoid attacks 20% of the time by leaping away from danger with their powerful insect-like legs.
  • Trelux Exoskeleton: Trelux have an extremely strong exoskeleton that gets harder as they mature. (They gain +1 AC-bonus every 3 levels) Also the exoskeleton grants resistance to all damage forms except cold.
  • vulnerable to Cold: 20% weakness to cold attacks.
  • Hardy: Gain an extra hit point per level.
  • Vital: Start with +10 hps.
  • Ultravision: You can see perfectly even in complete dark.


SEE ALSO: