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==AD&D Stats== *'''Ability Score Minimum/Maximum''': Strength 6/18, Dexterity 6/18, Constitution 6/18, Intelligence 6/18, Wisdom 8/18, Charisma 3/18 *'''Ability Score Adjustments''': -1 Strength, +1 Dexterity or Wisdom (Wallara clerics get +1 Wis, all others get +1 Dex) *'''Racial Class & Level Limits''': [[Fighter]] 12, [[Ranger]] 15, [[Wizard]] ([[Abjurer]], [[Diviner]], or [[Necromancer]] only) 10, [[Cleric]] 10, [[Thief]] 11, [[Bard]] 10, [[Psion]]icist 9 **'''Multiclass Options''': None **'''[[Kits]]''': Mendoo, Defender, Savage Warrior (Fighter, Ranger), Wilderness Warrior (Fighter), Mystic, Savage Wizard, Savage Psionicist, Filcher, Scout **'''Mandatory Kits''': Clerics must take Mendoo, Wizards must take Mystic or Savage Wizard, Thieves must take Filcher or Scout *'''Racial Thieving''' Skill Adjustments: -20% Open Locks, +5% Find/Remove Traps, +10 Move Silently, +5% Deect Noise, -5% Climb Walls *'''Vanish''': Can Dimension Door (120ft) as a full action by passing an Intelligence check. *'''Mimic''': Requires 3rd level to access. A wallara can functionally turn invisible at will, and maintain it for up to 1 hour per experience level. However, whilst using mimicry, a wallara must remain absolutely quiet and motionless - he cannot cast spells, attack, dodge, move or vanish. Additionally, mimicry doesn't affect other wallara. *So long as a wallara is within 10 miles of their home or encampment, he can always find his way back. *'''Bonus Proficiencies''': Tracking, Ancient History, Local History *Wallara only suffer a -3 penalty when tracking, not the usual -6 penalty. *'''Natural Armor Class''': 9 *Cannot Vanish or Mimic when in armor. *-1 penalty to Charisma when dealing with non-wallara humanoids, -2 penalty with [[demihuman]]s and [[human]]s. *Must spend a skill slot to learn how to swim. {{D&D2e-Races}} [[Category: Mystara]]
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