Icewind
Dale II Races & Subraces
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HUMANS | DWARVES | ELVES | GNOMES | HALFLINGS | HALF-ELVES | HALF-ORCS
Humans
Humans
comprise humans, and two sub-races, the aasimar and the tiefling.
HUMANS:
Humans are the predominant race in Faerun, and they rule most of the significant
empires and kingdoms in the Forgotten Realms. Humans may choose any class.
Advantages:
One
bonus Feat at first level, two extra Skill Points at first level, and
+1 Skill Point ever level after first level.
Favored Class:
Whichever class has the highest level
AASIMAR:
Aasimar carry the blood of a celestial, the begotten offspring from the
union of a mortal and a deity. Aasimar are usually good aligned and fight
against evil in the world. They typically have fair skin, golden eyes,
and often a birthmark in the shape of the deity's holy symbol. Aasimar
are blessed with insight and personal magnetism and are typically paladins.
Advantages:
+2 to Wisdom, + 2 to Charisma, Darkvision, Sunscorch 1/day, and +5 to
Acid, Cold, and Electrical Resistances.
Disadvantages:
Character level is considered 1 level higher when the experience for advancing
levels is determined.
Favored Class:
Paladin
TIEFLING:
The infernal counterpart to aasimar, tieflings are humans with a hint
of the diabolical in their bloodline. Though their appearance is mostly
human, they often have telltale signs that belie their ancestry. Tieflings
usually have dusky skin and dark or reddish hair. Though many sport small
horns, cat eyes, or other bizarre features, most tieflings try to hide
their abnormalities from humans.
Advantages:
+2 to Intelligence, +2 to Bluff and Hide skill checks, +2 to Dexterity,
+5 to Cold, Fire, and Electrical Resistances, and can cast Blindness 1/Day.
Disadvantages:
-2 to Charisma, and character level is considered 1 level higher when
the experience for advancing levels is determined.
Favored Class:
Rogue
Dwarves
Dwarves
comprise dwarves (shield dwarves), and two sub-races, the gold dwarves
and gray dwarves.
DWARVES
(SHIELD DWARVES):
Dwarves are short stocky humanoids with ruddy cheeks, dark eyes, and dark
hair. Though there are exceptions, they tend to be a dour and taciturn
people. Dwarves have a natural resistance to magic and poison and possess
darkvision, which allows them to see warm objects in the dark.
Advantages:
+2
to Constitution, +2 to Search, +2 to Fortitude saves against poison, +2
to saves against spells, +1 to hit vs. orcs, goblins, and bugbears, +4
to AC vs. giants, and Darkvision.
Disadvantages:
-2 to Charisma.
Favored Class:
Fighter
GRAY DWARF:
Also known as duergar, the gray dwarves of the Forgotten Realms live even
deeper underground than their shield dwarf and gold dwarf cousins. The
duergar share little in common with other dwarves and practice slavery
in their monstrous subterranean cities. Often motivated by greed and a
thirst for power, gray dwarves are known throughout the Realms as devious,
efficient warriors. Duergar almost always have gray hair and skin.
Advantages:
+2 to Constitution, +2 to Search, +2 to Fortitude saves against poison,
+2 to saves against spells , +1 to Hit Drow, Mind Flayers, and Driders,
+4 to AC vs. giants, Darkvision, can cast Invisibility 1/Day, Immunity
to Paralysis, +4 to Move Silently.
Disadvantages:
-2 to Charisma, character level is considered 2 levels higher when the
experience for advancing levels is determined, -1 to hit, damage, and
saving throws when outside during the day. In addition, duergar, like
the drow, are vulnerable to being blinded by a number of fire-based spells.
Favored class:
Fighter
GOLD DWARF:
In a time when the dwarven race is in sad decline, the gold dwarves of
the Realms received a divine gift from Moradin, the Soul Forger. The father
of the dwarven gods granted the Thunder Blessing upon his people, resulting
in a slow growth of the gold dwarf population. Though its effects may
not be felt for decades, gold dwarves are already starting to re-establish
themselves in the Realms as shrewd traders and proud, if somewhat haughty,
warriors.
Advantages:
+2 to Constitution, +2 to Search, +2 to Fortitude saves against poison,
+2 to saves against spells , +1 to Hit Drow, Mind Flayers, and Driders,
+4 to AC vs. giants, and Darkvision.
Disadvantages:
-2 to Dexterity.
Favored class:
Fighter
Elves
Elves
comprise elves (moon elves), and two sub-races, the drow (dark elves)
and wild elves.
ELVES:
Elves tend to be shorter and slimmer than humans with delicate features.
Elves are generally looked upon as being frivolous and aloof. Elves have
a natural resistance to charm and sleep magic, possess darkvision, and
are skilled in the use of the bow and long sword. Elves gain a bonus to
Dexterity, but a penalty to Constitution.
Advantages:
+2
to Dexterity, +2 to Search, Immunity to Sleep and Charm spells, starts
with the Feats Martial Weapons: Large Sword and Martial Weapons: Bows,
and Darkvision.
Disadvantages:
-2 to Constitution.
Favored Class:
Wizard
DARK ELF:
Dark elves, also known as drow, are the subterranean cousins of high elves.
Their black skin and pale hair are a curse for their allegiance with the
spider goddess, Lolth. Drow societies are usually ruled by cruel priestesses
of Lolth and their noble houses. Dark elves are known for their arrogance,
cruelty, and penchant for civil war.
Advantages:
+2 to Dexterity, +2 to Intelligence, +2 to Charisma, +2 to Search , Spell
Resistance of 11 + character level, +2 to all Will Saves, Immunity to
Sleep and Charm spells, Faerie Fire 3/Day, starts with the Feats Martial
Weapons: Large Sword and Martial Weapons: Bows, and Darkvision.
Disadvantages:
-2 to Constitution, character level is considered 2 levels higher when
the experience for advancing levels is determined, and -2 to hit, damage,
and saving throws when outside during the day. In addition, drow, like
gray dwarves, are vulnerable to being blinded by a number of fire-based
spells.
Favored class:
Wizard
WILD ELF:
The very rare wild elves are rarely seen by others, because they live
in the heart of thick forests and they have incredible skill at keeping
hidden. Also called green elves, their skin tends to be a dark brown,
and their hair ranges from black to light brown, lightening to silvery
white with age.
Advantages:
+2 to Dexterity, +2 to Search, Immunity to Sleep and Charm spells, starts
with the Feats Martial Weapons: Large Sword and Martial Weapons: Bows,
and Darkvision.
Disadvantages:
-2 to Intelligence.
Favored class:
Sorcerer
Gnomes
Gnomes
comprise gnomes (rock gnomes), and one sub-race, deep gnomes (svirfneblin).
GNOMES:
Kin to dwarves, gnomes are noticeably smaller than their distant cousins.
(Gnomes, as they proudly maintain, are also less rotund than dwarves.)
Most have dark tan or brown skin, white hair, and rather large noses.
Gnomes have natural resistance to magic and can see in the dark with darkvision.
They gain a bonus to Intelligence, but a penalty to Wisdom.
Advantages:
+2
to Constitution, + 1 to hit vs. kobolds, goblins, hobgoblins, and bugbears,
+4 AC Bonus when attacked by giant sized creatures (ogres, giants), +2
to Alchemy, and Darkvision.
Disadvantages:
-2 to Strength
Favored Class:
Illusionist Specialist Wizard
DEEP GNOME:
Also known as svirfneblin, the deep gnomes of the Realms are a secretive,
mysterious race. Found in the deepest caverns of the Underdark, the svirfneblin
live in constant fear of slavery or destruction at the hands or dark elves,
mind flayers, and duergar. Deep gnomes are legendary for their ability
to handle stone and gems. They have gray skin and gray or white hair.
Advantages:
+2 to Dexterity, +2 to Wisdom, +2 to Search, +2 to Hide (+4 when "Inside"),
+2 to all saves, Spell Resistance of 11 + level, + 1 to hit vs. kobolds,
goblins, hobgoblins, and bugbears, +2 to Alchemy, +4 Miscellaneous bonus
to AC, Mirror Image 1/day, Invisibility 1/day, Blur 1/day, Nondetection,
and Darkvision.
Disadvantages:
-2 to Strength, -4 to Charisma, character level is considered 3 levels
higher when the experience for advancing levels is determined.
Favored class:
Illusionist Specialist Wizard
Halflings
Halflings
comprise halflings (lightfoot halflings), and two sub-races, strongheart
halflings, and ghostwise halflings.
HALFLINGS:
Halflings are short, generally plump people, much like small humans. Their
faces are round and broad, and often quite florid. Their hair is typically
curly, and the tops of their feet are covered with coarse hair. Halflings
are highly resistant to poisons and magic, are naturally skilled with
slings as weapons, and have a limited ability to see in the dark. They
receive a bonus to Dexterity, but a penalty to Strength.
Advantages:
+2
to Dexterity, +2 to move silently, +1 to all saving throws, +2 on saving
throws vs. Fear, and a +1 to hit with Missile Weapons.
Disadvantages:
-2 to Strength. Just because you can carry the one true ring to Mount
Doom doesn't mean you can lift a two-handed sword.
Favored Class:
Rogue
STRONGHEART
HALFLING:
While the lightfoot halflings value the experience of travel and the sight
of new lands and peoples, the stronghearts are a more organized, orderly,
and industrious race. They build to last, and fiercely defend their homelands
against threats that their lightfoot kin would simply flee.
Advantages:
+2 to Dexterity, bonus Feat at first level, +2 to move silently, and a
+1 to hit with Missile Weapons.
Disadvantages:
-2 to Strength.
Favored class:
Rogue
GHOSTWISE
HALFLING:
Ghostwise halflings are the feral, reclusive cousins of lightfoot and
strongheart halflings. They are found most often in the southern forests
of the Realms living in small communities. Ghostwise halflings are rarely
seen in large cities, but occasionally set out to explore the world for
reasons known only to them. Visitors to ghostwise settlements often report
that the halflings have kinship so tight with their fellows that they
can communicate without speaking.
Advantages:
+2 to Dexterity, +2 to move silently, and Set Natural Snares 3/Day.
Disadvantages:
-2 to Strength.
Favored class:
Barbarian
Half-elves
Half-elves
are a mix of human and elven blood. They are handsome folk, combining
the best of both races. A half-elf has the curiosity, inventiveness, and
ambition of their human ancestors, and the refined senses, love of nature,
and artistic tastes of their elven heritage. Half-elves have a limited
resistance to Charm and Sleep spells and can see in the dark with darkvision.
Advantages:
+1
to Search, Immunity to Sleep and Charm spells, and Darkvision.
Disadvantages:
None.
Favored Class:
Whichever class has the highest level
Half-orcs
Half-orcs
are born from the union of human and orc parents. They are as tall as
humans, but a little heavier due to their muscular builds. Their greenish
pigmentation, sloping forehead, jutting jaw, prominent teeth and coarse
body hair make their lineage plain for all to see. Half-orcs are known
for their great strength.
Advantages:
+2
Strength and Darkvision.
Disadvantages:
-2 to Intelligence and -2 to Charisma.
Favored Class:
Barbarian