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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.
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Human base land speed is 30 feet.
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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
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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).
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+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
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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.
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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
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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.
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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.
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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.
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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
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+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.
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Halfling base land speed is 20 feet.
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+2 racial bonus on Climb, Jump,
and Move Silently checks.
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+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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