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Races
FAVORED CLASS
A character’s favored class doesn’t count against him
or her when determining experience point penalties for
multiclassing.
RACE AND LANGUAGES
All characters know how to speak Common. A dwarf, elf, gnome,
half-elf, half-orc, or halfling also speaks a racial language, as
appropriate. A character who has an Intelligence bonus at 1st
level speaks other languages as well, one extra language per point
of Intelligence bonus as a starting character.
Literacy: Any character except a
barbarian can read and write all the languages he or she speaks.
Class-Related Languages: Clerics, druids, and wizards can
choose certain languages as bonus languages even if they’re
not on the lists found in the race descriptions. These
class-related languages are as follows:
- Cleric: Abyssal, Celestial, Infernal.
- Druid: Sylvan.
- Wizard: Draconic.
SMALL CHARACTERS
A Small character gets a +1 size bonus to Armor Class, a +1 size
bonus on attack rolls, and a +4 size bonus on
Hide
checks. A Small character’s carrying capacity is
three-quarters of that of a Medium character.
A Small character generally moves about two-thirds as fast as a
Medium character.
A Small character must use smaller weapons than a Medium
character.
HUMANS
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Medium: As Medium creatures, humans have no special bonuses or
penalties due to their size.
Human base land speed is 30 feet.
1 extra feat at 1st level.
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4 extra skill points at 1st level and 1 extra skill point at
each additional level.
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Automatic Language: Common. Bonus Languages: Any (other than
secret languages, such as Druidic). See the
Speak Language
skill.
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Favored Class: Any. When determining whether a multiclass
human takes an experience point penalty, his or her
highest-level class does not count.
DWARVES
Dwarves favor earth tones in their clothing and prefer simple and
functional garb. The skin can be very dark, but it is always some
shade of tan or brown. Hair color can be black, gray, or brown.
Dwarves average 4 feet tall and weigh as much as adult humans.
Dwarves speak Dwarven. Most who travel outside dwarven lands (as
traders, mercenaries, or adventurers) know the Common tongue,
while warriors in the dwarven cities usually learn Goblin to
better interrogate and spy on those evil denizens of the deep
caves.
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+2 Constitution, –2 Charisma.
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Medium: As Medium creatures, dwarves have no special bonuses
or penalties due to their size.
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Dwarf base land speed is 20 feet. However, dwarves can move at
this speed even when wearing medium or heavy armor or when
carrying a medium or heavy load (unlike other creatures, whose
speed is reduced in such situations).
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Darkvision: Dwarves can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like
normal sight, and dwarves can function just fine with no light
at all.
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Stonecunning: This ability grants a dwarf a +2 racial bonus on
Search
checks to notice unusual stonework, such as sliding walls,
stonework traps, new construction (even when built to match
the old), unsafe stone surfaces, shaky stone ceilings, and the
like. Something that isn’t stone but that is disguised
as stone also counts as unusual stonework. A dwarf who merely
comes within 10 feet of unusual stonework can make a Search
check as if he were actively searching, and a dwarf can use
the Search skill to find stonework traps as a rogue can. A
dwarf can also intuit depth, sensing his approximate depth
underground as naturally as a human can sense which way is up.
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Weapon Familiarity: Dwarves may treat dwarven waraxes and
dwarven urgroshes as martial weapons, rather than exotic
weapons.
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Stability: A dwarf gains a +4 bonus on ability checks made to
resist being
bull rushed
or
tripped
when standing on the ground (but not when climbing, flying,
riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.
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+2 racial bonus on saving throws against spells and spell-like
effects.
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+1 racial bonus on attack rolls against orcs and goblinoids.
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+4 dodge bonus to Armor Class against monsters of the giant
type. Any time a creature loses its Dexterity bonus (if any)
to Armor Class, such as when it’s caught
flat-footed, it loses its dodge bonus, too.
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+2 racial bonus on
Appraise
checks that are related to stone or metal items.
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+2 racial bonus on
Craft
checks that are related to stone or metal.
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Automatic Languages: Common and Dwarven. Bonus Languages:
Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
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Favored Class:
Fighter. A multiclass dwarf’s fighter class does not count
when determining whether he takes an experience point penalty
for multiclassing.
ELVES
Elves average 5 feet tall and typically weigh just over 100
pounds. They live on fruits and grains, though they occasionally
hunt for fresh meat. Elves prefer colorful clothes, usually with a
green-and-gray cloak that blends well with the colors of the
forest.
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+2 Dexterity, –2 Constitution.
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Medium: As Medium creatures, elves have no special bonuses or
penalties due to their size.
Elf base land speed is 30 feet.
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Immunity to magic sleep effects, and a +2 racial saving throw
bonus against enchantment spells or effects.
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Low-Light Vision: An elf can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of
poor illumination. She retains the ability to distinguish
color and detail under these conditions.
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Weapon Proficiency: Elves receive the Martial Weapon
Proficiency feats for the longsword, rapier, longbow
(including composite longbow), and shortbow (including
composite shortbow) as bonus feats.
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+2 racial bonus on
Listen,
Search, and
Spot
checks. An elf who merely passes within 5 feet of a secret or
concealed door is entitled to a Search check to notice it as
if she were actively looking for it.
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Automatic Languages: Common and Elven. Bonus Languages:
Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
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Favored Class:
Wizard. A multiclass elf’s wizard class does not count when
determining whether she takes an experience point penalty for
multiclassing.
GNOMES
Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their
skin color ranges from dark tan to woody brown, their hair is
fair, and their eyes can be any shade of blue. Gnome males prefer
short, carefully trimmed beards. Gnomes generally wear leather or
earth tones, though they decorate their clothes with intricate
stitching or fine jewelry. Gnomes reach adulthood at about age 40,
and they live about 350 years, though some can live almost 500
years.
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+2 Constitution, –2 Strength.
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Small: As a Small creature, a gnome gains a +1 size bonus to
Armor Class, a +1 size bonus on attack rolls, and a +4 size
bonus on
Hide
checks, but he uses smaller weapons than humans use, and his
lifting and carrying limits are three-quarters of those of a
Medium character.
Gnome base land speed is 20 feet.
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Low-Light Vision: A gnome can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of
poor illumination. He retains the ability to distinguish color
and detail under these conditions.
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Weapon Familiarity: Gnomes may treat gnome hooked hammers as
martial weapons rather than exotic weapons.
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+2 racial bonus on saving throws against illusions.
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Add +1 to the Difficulty Class for all saving throws against
illusion spells cast by gnomes. This adjustment stacks with
those from similar effects.
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+1 racial bonus on attack rolls against kobolds and
goblinoids.
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+4 dodge bonus to Armor Class against monsters of the giant
type. Any time a creature loses its Dexterity bonus (if any)
to Armor Class, such as when it’s caught
flat-footed, it loses its dodge bonus, too.
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+2 racial bonus on
Listen
checks.
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+2 racial bonus on
Craft
(alchemy) checks.
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Automatic Languages: Common and Gnome. Bonus Languages:
Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition,
a gnome can speak with a burrowing mammal (a badger, fox,
rabbit, or the like, see below). This ability is innate to
gnomes. See the speak with animals spell description.
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Spell-Like Abilities: 1/day—speak with animals
(burrowing mammal only, duration 1 minute). A gnome with a
Charisma score of at least 10 also has the following
spell-like abilities: 1/day—dancing lights, ghost sound,
prestidigitation. Caster level 1st; save DC 10 + gnome’s
Cha modifier + spell level.
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Favored Class:
Bard.
A multiclass gnome’s bard class does not count when
determining whether he takes an experience point penalty.
HALF-ELVES
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Medium: As Medium creatures, half-elves have no special
bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
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Immunity to sleep spells and similar magical effects, and a +2
racial bonus on saving throws against enchantment spells or
effects.
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Low-Light Vision: A half-elf can see twice as far as a human
in starlight, moonlight, torchlight, and similar conditions of
poor illumination. She retains the ability to distinguish
color and detail under these conditions.
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+1 racial bonus on
Listen,
Search, and
Spot
checks.
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+2 racial bonus on
Diplomacy
and
Gather Information
checks.
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Elven Blood: For all effects related to race, a half-elf is
considered an elf.
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Automatic Languages: Common and Elven. Bonus Languages: Any
(other than secret languages, such as Druidic).
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Favored Class: Any. When determining whether a multiclass
half-elf takes an experience point penalty, her highest-level
class does not count.
HALF-ORCS
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+2 Strength, –2 Intelligence, –2 Charisma.
A half-orc’s starting Intelligence score is always at
least 3. If this adjustment would lower the character’s
score to 1 or 2, his score is nevertheless 3.
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Medium: As Medium creatures, half-orcs have no special bonuses
or penalties due to their size.
Half-orc base land speed is 30 feet.
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Darkvision: Half-orcs (and orcs) can see in the dark up to 60
feet. Darkvision is black and white only, but it is otherwise
like normal sight, and half-orcs can function just fine with
no light at all.
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Orc Blood: For all effects related to race, a half-orc is
considered an orc.
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Automatic Languages: Common and Orc. Bonus Languages:
Draconic, Giant, Gnoll, Goblin, and Abyssal.
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Favored Class:
Barbarian. A multiclass half-orc’s barbarian class does not
count when determining whether he takes an experience point
penalty.
HALFLINGS
Halflings stand about 3 feet tall and usually weigh between 30 and
35 pounds. They have brown or black eyes. Halfling men often have
long sideburns, but beards are rare among them and mustaches
almost unseen. Halflings prefer simple, comfortable, and practical
clothes. Unlike members of most races, they prefer actual comfort
to shows of wealth. Halflings reach adulthood in their early
twenties and generally live into the middle of their second
century.
+2 Dexterity, –2 Strength.
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Small: As a Small creature, a halfling gains a +1 size bonus
to Armor Class, a +1 size bonus on attack rolls, and a +4 size
bonus on
Hide
checks, but she uses smaller weapons than humans use, and her
lifting and carrying limits are three-quarters of those of a
Medium character.
Halfling base land speed is 20 feet.
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+2 racial bonus on
Climb,
Jump, and
Move Silently
checks.
+1 racial bonus on all saving throws.
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+2 morale bonus on saving throws against fear: This bonus
stacks with the halfling’s +1 bonus on saving throws in
general.
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+1 racial bonus on attack rolls with thrown weapons and
slings.
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+2 racial bonus on
Listen
checks.
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Automatic Languages: Common and Halfling. Bonus Languages:
Dwarven, Elven, Gnome, Goblin, and Orc.
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Favored Class:
Rogue. A multiclass halfling’s rogue class does not count
when determining whether she takes an experience point penalty
for multiclassing.
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