Explore Human, Elf, Half-Elf, Dwarf, Halfling, and Gnome races in Shadows of Doubt, detailing their unique class options, multiclassing, and racial traits.
Humans
Humans are the default race in Shadows of Doubt. They have no attribute, skill, or saving throw bonuses, nor do they have penalties. They can be any character class, with the exception of the Dwarven Defender fighter "kit". Humans cannot multiclass (advance in two or three classes simultaneously) but can dual-class (switch classes mid-career).
Dual-Classing
If you start in a class suitable for dual-classing (Fighter, Ranger, Mage, Cleric, Druid, Thief), you can give up progression in your current class and switch to a new one at any point after level 1. You lose access to the first class until you exceed its level with your new class. For example, switching to Mage at Fighter level 7 means you regain Fighter abilities at Mage level 8.
Restrictions for dual-classing include:
- The original class can be a "kit" (e.g., Wizard Slayer), but the second class cannot be (e.g., vanilla Thief, not Assassin).
- The dual-class combination must be a valid multiclass combination. A Fighter can switch to Mage, Cleric, Druid, or Thief (but not Ranger), while a Ranger can only switch to Cleric.
- You must have 15 in the primary attribute(s) of the first class and 17 in the primary attribute(s) of the second. For example, switching from Berserker to Druid requires 15 Strength, 17 Wisdom, and 17 Charisma.
Fighter, Ranger, and Thief are typically classes to dual _from_, while Mage, Cleric, and Druid are classes to dual _into_ due to the greater power growth of spellcasting classes.
The level at which you dual-class is important. For Fighters, sensible levels are 7 (extra half-attack), 9 (maximum HP and possible Grand Mastery), and 13 (second extra half-attack). The XP needed to overcome the "downtime" varies:
- Fighter 7: Mage (90,000 XP), Cleric (110,000 XP), Druid (60,000 XP), Thief (70,000 XP)
- Fighter 9: Mage (250,000 XP), Cleric (450,000 XP), Druid (125,000 XP), Thief (160,000 XP)
- Fighter 13: Mage (1,500,000 XP), Cleric (1,350,000 XP), Druid (1,500,000 XP), Thief (880,000 XP)
Dual-classing at level 13 involves significant downtime.
Elves
Elven characters can select from Fighter, Ranger, Mage, Sorcerer, Cleric, and Thief classes. They may choose multiclass combinations: Fighter / Mage, Fighter / Mage / Thief, Fighter / Thief, Mage / Thief.
Racial characteristics include:
- 90% resistance to charm and sleep
- Infravision (the ability to see in the dark)
- +1 THAC0 (To Hit Armor Class 0, a combat bonus) with bows, short swords, and long swords
- +1 Dexterity, -1 Constitution
The Constitution penalty can be more detrimental than the Dexterity bonus.
Half-Elves
Half-Elf characters can select from Fighter, Ranger, Mage, Sorcerer, Cleric, Druid, Shaman, Thief, and Bard classes. They may choose multiclass combinations: Cleric / Mage, Cleric / Ranger, Fighter / Mage, Fighter / Mage / Cleric, Fighter / Mage / Thief, Fighter / Cleric, Fighter / Druid, Fighter / Thief, Mage / Thief.
Racial characteristics include:
- 30% resistance to charm and sleep
- Infravision
Half-Elves excel due to their extensive multiclass combination options.
Dwarves
Dwarven characters can select from Fighter, Cleric, and Thief classes. They may choose multiclass combinations: Fighter / Cleric and Fighter / Thief. The Dwarven Defender kit is also available.
Racial characteristics include:
- +1 bonus to saves vs. Paralysis / Poison / Death, Rod / Staff / Wand, and Spell for every 3.5 Constitution
- Infravision
- +1 Constitution, -1 Dexterity, -2 Charisma
Dwarves are limited in class selection; the primary reasons to play a Dwarf are access to the Dwarven Defender kit or a Fighter/Cleric with strong save bonuses (up to +5 with 18 Constitution).
Halflings
Halfling characters can select from Fighter, Cleric, and Thief classes. They may choose the multiclass combination Fighter / Thief.
Racial characteristics include:
- +1 bonus to saves vs. Paralysis / Poison / Death, Rod / Staff / Wand, and Spell for every 3.5 Constitution
- +1 THAC0 with slings
- +1 Dexterity, -1 Strength, -1 Wisdom
The attribute penalties, particularly the Strength penalty, are unfavorable for a Fighter / Thief build.
Gnomes
Gnome characters can select from Fighter, Specialist Mage, Cleric, and Thief classes. They may choose multiclass combinations: Cleric / Mage, Cleric / Thief, Fighter / Mage, Fighter / Cleric, Fighter / Thief, Mage / Thief.
Racial characteristics include:
- +1 bonus to saves vs. Rod / Staff / Wand and Spell for every 3.5 Constitution
- Infravision
- +1 Intelligence, -1 Wisdom
The attribute swap is beneficial, as 19 Intelligence improves spell learning. Gnomes are always Specialist Illusionists, making them decent Fighter / Mages.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content