These are technical notes on the classes and races available in Sol'Lanar campaigns.
NOTE:these rules are not concrete, other races and classes may be used, due to the accessibility of Sol'Lanar through the Dreamscape. To save work, I just use the basic exp. tables so I don't have to make my own.
Races
Naturally, exceptions can be made in such attributes as height, weight, lifespan, and, of course, alignment.
Elves
Don'Tiras [Tir'Donew]
Height: 5'10" to 6'8"
Weight: 100 to 180 lbs
Movement: 13
Alignment: any Good or Neutral
Lifespan: 900 to 2100 years
Attributes: +1 Dex, +1 Int, -1 Wis, -1 Str
Classes: Conjurer/Battlemage(level 14/8), Sorceror/Enchanter(level 15/9), Illusionist(level 14), Mage(level 17), Chronomancer/Aeon Runner(level 11/6), Fighter(unlimited level), Thief(unlimited level), Bard(level 15), Cleric(level 15), Druid(level 12), Arcanist(level 8), Ranger(level 13)
Will not travel with Don'Hekan often(possible, though). Fair-skinned with light-colored hair, aristocratic and often eccentric.
Special:Infravision 90', Resistance to Evil, resistance to charm-type spells, bow bonus, stealth bonus
Don'Hekan
Height: 5'4" to 6'0"
Weight: 110 to 190 lbs
Movement: 12
Alignment: any Evil or Neutral
Lifespan: 900to 2100 years
Attributes: +1 Str +1 Con -2 Cha
Classes: Conjurer/Battlemage(level 15/9), Necromancer/HellWalker(level 15/9), Wizard(level 15), Mage(unlimited level), Chronomancer/Aeon Runner(level 11/6), Fighter(unlimited level), Thief(unlimited level), Bard(level 17), Cleric(level 15), Druid(level 13), Arcanist(level 8), Ranger(level 13)
Will not usually travel with other Elves. Light grayish skin, shorter and bulkier than other types of Elves. Often quiet and withdrawn when among other people.
Special:Infravision 120', Resist Cold, Requires less sleep, sword bonus
Don'Gothra
Height: 5'7" to 6'4"
Weight: 90 to 160 lbs
Movement: 12
Alignment: any Chaotic or Neutral
Lifespan: unknown
Attributes: +1 Dex +1 Wis -1 Str -1 Con
Classes: Cleric(unlimited level), Druid(level 16), Fighter(unlimited level), Thief(level 13), Bard(level 15)
Are very haughty and think themselves better than others. Very distrustful of magic. Pale skin, thin body. Most have short tempers and may be unwilling to deal with 'lesser' races.
Special:Talk with Plants once per day, infravision 90', bow bonus, resist charm
Dwarves
Dar'Gahl
Height: 3'6" to 5'
Weight: 85 to 150 lbs
Movement: 10
Alignment: any Lawful or Neutral
Lifespan: 125 to 450 years
Attributes: +2 Str +1 Con -1 Dex -2 Cha
Classes: Fighter(any level), Cleric(level 14), Thief(any level), Bard(level 13)
Shun the Dar'Kalist and rarely adventure, scorn magic as weak. Distrust all other races. Tanned to dark brown skin.
Special:High magic resistance(+1 saves), warhammer bonus, -1 reactions, infravision 90', -25% damage from B-type weapons(thick skin)
Dar'Kalist
Height: 4'8" to 5'6"
Weight: 90 to 150 lbs
Movement: 10
Alignment: any
Lifespan: 125 to 450 years
Attributes: +1 Cha -1 Wis
Classes: Fighter(any level), Cleric(level 16), Thief(any level), Bard(level 13), Mage(level 8)
Shun the Dar'Gahl, sparse mage population. Very irritable. Taller and thinner than other Dwarves. Jovial and outgoing among other races.
Special:Magic resistance, axe bonus, infravision 90', -25% damage from B type weapons(thick skin)
Humans
Height: 5'2" to 7'
Weight: 130 to 300 lbs
Movement: 12
Alignment: any
Lifespan: 30 to 100 years
Attributes: no change
Classes: any except Gryphon Warrior, any level
Gryphons
Height: varies
Weight: 180 to 320 lbs
Movement: 13 base, 15 walking as full lion, 40 flying as full hawk
Alignment: Lawful Good/Neutral[Evil]
Lifespan: 900 to 1400 years
Attributes: +2 Str* +1 Dex -1 Wis -2 Cha
Classes: Paladin(level 13), Ranger(level 15), Fighter(unlimited level), Thief(unlimited level)[rare] Gryphon Warrior(unlimited level), Sorceror/Enchanter(level 10/5), Illusionist(level 10), Mage(level 11), Chronomancer/Aeon Runner(level 9/3)
Shun Dragons of any sort besides Drakes; morph between varying mixes of lion and hawk according to mood. Fierce sense of duty to comrades and causes.
Special:Excellent vision/smell/hearing, +1 attack, damage, and spell rolls against Dragons
Galph
Same as Don'Hekan with following changes:
Can be unlimited level of any class available to Don'Hekan besides arcanist and chronomancer/Aeon Runner.
No one will knowingly adventure with a Galph, exude a powerful evil aura noticable to any with intelligence over 13. Darker skin than Don'Hekan, reddish eyes.
Alignment: Lawful or Neutral Evil
Lifespan: unknown
Special:Protection from Good, touch is painful to other races, infravision 60', dark-seeing
Dragons
All Dragons have a natural Strength of 23, Dexterity -3 from roll, and Constitution +2 from roll when in Dragon shape; roll 2d20 for starting HP as a Dragon, roll 1d20 for each level after that.
Glass Dragon
Height: 40' to 200' as dragon, see other races when in disguise
Weight: 2-12 tons as dragon, as above for disguise
Movement: 50 in flight[class C], 16 on ground as dragon, as above when in disguise
Alignment: any Evil
Lifespan: 2500 to 6000 years
Attributes: +3 Int[max 19] -1 Wis -2 Cha[charisma penalty applies when in humanoid shape]
Classes: Conjurer/Battlemage(level 17/12), Necromancer/HellWalker(level 17/12), Wizard/Mystic(level 16/9), Mage(unlimited level), Chronomancer/Aeon Runner(level 15/10), Arcanist(level 13), Fighter(unlimited), Thief(unlimited), Cleric(level 15)
Cannot assume Dragon shape in sight of other races, can have one constant humanoid disguise.
Can polymorph once per day with restrictions, ask for details
Wolflings
Height: 6' to 8'
Weight: 200 to 425 lbs
Movement: 11
Alignment: Any Neutral(not Good or Evil)
Lifespan: 60 to 140 years
Attributes: +4 Str* +2 Con[max 19] -1 Dex -2 Int -1 Wis -2 Cha
Classes: Fighter(any level), Thief(any level)
Despise Necromancy and its practitioners, distrust magic of all sorts. Wide range of temperament.
Special: Bonus with melee weapons, penalty with missile weapons, all roll for exceptional strength, -1 reactions
Scions
Ask for details
Classes
Magi
Specialist
These follow the same rules as normal D&D specialists. Opposing schools are:
Sorcery//Wizardry
Illusion//Necromancy
White Magic//Black Magic
Chronomancy//Conjuring
Arcanism//All
Battlemage
A level 8 Conjurer can become a level 1 Battlemage, and retains all HP, spells, etc.
Chaotic alignment
Adds +1 Int[max 19] and -1 Wis
Attack and damage rolls get +1
Direct damage spells give a -1 to saving throws
Direct damage spells add 2 points per caster's level to damage.
All other spells give a +1 to saves
Roll 1d100 with every spell cast that has variables in it[range, damage, etc.], 1-10=150% effectiveness, 11-30=120% effectiveness, 31-65=no change, 66-85=80% effectiveness, 86-95=50% effectiveness, 96-100=Wild Surge
Req. 14 Int 15 Con
Aeon Runner
Req to be specially endowed by master of Caen'Telim'Chronas or a more powerful being [i.e. Dragon or Scion], and be a level 8 or higher Chronomancer. Retains all HP, spells, etc.
Lawful alignment
Adds +1 Int[no max] and -1 Con
Can use 'shifting' spells at will[see chronomantic spell lists for definitions of 'shifting' spells]
All other spells are treated as if the mage was one level higher
Cannot remain in a single timeframe for more than a year
Req. 15 Int and 14 Dex
Enchanter
A level 8 sorceror can become a level 1 enchanter, all spells, HP, etc. remain the same.
Adds +1 Wis and -1 Dex
Can cast special "enchantment" spells (see sorcery spell list)
Opponents' saving throws get a -1 against his sorceries
Sorceries are learned as one level lower
Req. 15 Int and 15 Wis
HellWalker
Req. to be specially endowed by the master of Caen'Telim'Satalus and to be a level 8 or higher necromancer. A level 8 necromancer can opt to change to a level 1 HellWalker, retaining HP, necromantic spells, etc.
Can revive dead flesh twice per day, including one's own(i.e. regeneration of a lost limb) - roll for system shock, lose 50% consitution temporarily on failure; constitution regained 1 per day, 1 per three hours sleeping. Else, resurrection of another being [up to 5 days after death; roll for system shock with -10% bonus and subtract one Constitution permanently if successful.] If the corpse or body part to be revived is not present, subtract additional 20% from system shock roll.
Can live forever through the bodies of slain enemies, by putting one's soul into another body. Roll 1d20 each for HellWalker and victim, add Constitution scores [higher roll indicates successful possesion, roll system shock], lose 2 Consitution [1 temporary, see above, 1 permanent] on failure.
Req. 15 Int and 17 Con
Arcanist
Can use Runic magic
Cannot use normal spells
Req. 17 Int
Ask for spell list and extra info
Other
Gryphon Warrior
Must be a Gryphon
Lawful Good only
Claw attacks as a lion deal 1d8 damage(+magical and Str bonuses), 2 attacks allowed per turn+1 bite attack at 2d6.
Beak and claw attacks as a hawk deal 2d4 damage(+above bonuses), 2 attacks allowed per turn.
+2 to movement
As hawk, can carry one rider of M size, 2 of S size, or up to 20 of T size.