Racial Advantages, Disadvantages and Skill Descriptions
1/ Giant Defence
Dwarves, Gnomes, Halflings and Krarim get a +2 to their Dodge Active Defence when fighting Humaniods over 7' Tall
ie; Bugbears, Ogres, Titans, Giants & Giantkin, Trolls and Really Tall Humans
2/Elven Secret Door Skill
This is a special observation skill particular to Elves ( and any other race the GM decides on)
The Skill Defaults to IQ {All Elves and Half Elves begin with this skill} and it is a M/H Skill which can be Improved to IQ +2 Maximum. Alertness and Acute Vision also add there Bonuses to this Skill
The GM Always roles for the Character when he/she passes near either a Concealed or Secret ( Within 4 ft ) and check the result depending on how much below the Skill Level the Final Result is
0 - 5 Nothing is Seen
6 - 9 Sees Concealed Door
10+ Sees Secret Door
If actively Searching
0 -1 Nothing is Seen
2 - 7 Sees Concealed Door
8 + Sees Secret Door
3/ Gnomish Magery Restriction
Gnomes because of their particular nature can only learn spells from the Illusion and Light Spells and Magery 1 Spells from the Healing Collage
Though they have no restrictions on Learning Clerical Magic
4/Mining Skill
Dwarves and Gnomes both begin with this skill which is closely related to their habitat
This Skill allows both races several Abilities which can be used undergroun
Detect Grade or Slope in Passage Sk -2
Detect New Tunnel/Passage Construction Sk -2
Detect Sliding/Shifting Walls or Rooms Sk -4
Determine Approx Depth Underground Sk -6
It also allows both races to Dig and Reinforse Mines Correctly
5/Traps ( Large )
This is a Skill all Dwarves begin with and allows Dwarves to Determine if Large Stonework Traps, Pits and Deadfalls
To Determine if Trap is Detected the GM rolls 3d6 and checks it against the Traps ( Large) /2 Skill.