Dwarmin- Approved, although the racial +sneak +jumping will be minimal. and Glide requires wings, perhaps featherfall? your choice. Glide lets you actually jump further though.
Glide- your wings allow you to jump higher and coast farther, even over someones head! given enough room. includes featherfall given a stable landing and not careening to the earth.
Birdkin- Other avians react better towards you
Hide in shadows +4; +4 to ambushing skill in darkness, as shadows seem to envelop you. Ordinary folks need something more tangible to hide behind, even if only a barrel.
Backstab; no attack penalty to target discernable vital organs, +attack skill from behind,
Smokebomb: Cloud your square in obscuring smoke!
IronyOwllava is around, how quickly you reach it depends on how far and fast you dig, and it wont be very ambient unless you move the lava to you, or relocate to the lava places.
There will be water though
striking and grappling vrs weapons skills. Striking and grappling allow you to attack somebody in your own square just as easily and an adjacent square, even if you are both on the ground or grappled. Weapons do more damage typically and are safer to swing, but you can be disarmed and vary in size from daggers to greatswords or pikes, this means that you may be stuck in close combat or grappled in a hold and you get minuses to hit and damage. Grappling lets you grapple someone and it gives them a penalty to their agility and they have to break free, if you get them in a lock it deals damage every turn, and lets you do other moves. However its is dangerous to parry weapons with as you might get your arm cut off if you fail, and it does not do immediate damage usually. Striking is neat for up close too, it covers everythign from biting to tail slaps, It is also dangerous to parry with, so you may want to carry a shield or a staff or something. you could combine grappling and striking to tackle somebody, pin them and gnaw off their face, and it is easier to target vital locations. Weapons skills can be swung harder or thrust with a deadlier point. Bigger weapons so more damage usualy, but weapons are more limited in optimal range, if you fall down, are grappled, tight confines, or just too close to attack with a pike thrust, or just plain lose your weapon then your skill and damage potential is wasted.
Magic research, you may unlock additional spells. If you are willing to work with me on it then it can be flexible, otherwise the plan was to offer several choices based on your class. for example you know zombie hand- next spell might be Zombie Thrall, then Juju Zombie for a buff zombie, then Flesh Golem, then Spectral Ogre Warghoul or something.
Demonology, skill at casting your infernalist spells. Covers gate-ing in demons, some fire and nether effects. Infernalists and Necromancers are like this; Necromancers invest time and ritual into each creation and can make armies worth of undead given the resources, controlling them all at one time however would be a test of his skill. Infernalists may bind one demon as his familiar by default, but can gate- in on the spot more demons. His skill level determines his chance of sucess at a particular spell, a failed spell is riskier than a necromancer, as the gated in demons serve an unknown master and if a demon gate is opened right next to you you may be in a world of hurt. Binding Familiars; You may summon forth a demon to serve you based on the spell you have researched, this allows you to bind a demon to you that is personalised with whatever attributes you like potentially. Gated demons are the random denizens from another dimension that can fit through the gate (allthough if you research a specific spell you can narrow it down lots). NECROMANCY, neceromancy is more like a science dealing pretty specifically with spirits and the undead, its abilities to curse and summon material things is limited. It could summon spirits to haunt you and cloud your vision but it cant shoot an exploding netherball, It can bind an agry spirit to a book and it leaps about and attacks the living but it couldnt summon skeletons that spawn forth from the ground and run around and attack people (but you could bind spirits to some skeletons, bury them as a trap, and have them grab some ankles of passers by)
Crafting and quality: skill level + relevant attribute determines how well you work, either focusing on quantity or quality. if you dont specify i use my best judgement. A high skill lets you make a decent sword turn out exceptional, or you could finish with time to spare. Most tasks dont fail, you just require more time to finish, and it wont be very good in the end. (unless it was a risky task)
Enchanting: temporary by default, permanent if you consume an item of powerr relevant to the enchantment, such as vampire dust for a life-leeching sword
A layman could raise a zombie, but by the time he learned how he'd have a point in necromancy at least, Alternatively you could get a zombie as a quest reward or somesuch. If you sacrifised things to a funny shaped rock, a god might be pleased and bless you, but you didnt do it without knowing the spell, and it would take a while, if the gods even notice at all. it is possible to get magic items without enchanting, by crafting something so good it is considered an artifact, and imbuing it with an item of power such as an angels tears or something dramatic.
Skill attribute levels: +4 is the starting limit (or deviation for your race), the racial bonus stacks on top of that.
Adwarf- Approved, although technically you cant start 3with demonology without being the infernalist class, i will allow it if it fits your chosen character concept. Be aware though, that the skill will be mostly useless until you learn a spell to use it on. (it would let you identify demonic knowledge and study though)
Natural brawler: +20 % damage bonus when striking with hooves, horns, teeth!
Inner Compass: Retrace your steps, Never get lost even in the dark.
Animal Friend: Natural animals react better, perhaps even not automatically attacking!
Fast Training: Tired of animals taking seasons to train for war? not so when you speak their own language! (metaphorically speaking)
Animal Bond: chosen pets can be commanded directly, instead of being run as NPC's
Ahra- Approved.
Glide; wings allow you to jump higher and coast further.
Stoneskin; you are made of stone! slashing and impaling attacks lose their damage bonus (but may retain their armor peircing)
Slow Healer; even minor chips take days to heal.
Elemental Weapon: peice of coal and a sword? flaming sword (+1 damage after armor)! cup of water and a hammer? Wavehammer (+1 Knockback), stone and a shield? Strongshield (x2 Hitpoints)
Elemental Apparel: Water and a cloak? Blurring cloak! Wood and a breastplate? Thorns! stone and a shirt? A shirt with a hitpoint!
*Plus one of your choice (if i ok it)
Demonic Spoon- lol i missread your class as demonic spoon. that would be funny. ..... Approved.
Plant Ken: plants and plantlike things react better to you, even gives you a bonus to growing them. Ordinarily they would eat you if they could.
Fastgrow: tired of trees taking forever to grow big? not when you tend 'em
Barkskin: your body is actually similar to wood, Impaling and slashing loses its damage bonus on you.
Treehome: you may pass through wooden obstacles, you could even sleep in a tree, and slowly regenerate all the while, from even the most mortal of wounds.
Twisted growth: grow a plant at least twice and big and ten times as evil! Make a simple rooted plump helmet into a corridor blocking monstrosity (nutritional value not increased)
Selective Breeding: Design your own plants by combining attributes from different ones. Each generation mophs a little more. Make vaenus mantraps! or Thornbushes as annoying as barbedwire.