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✦ 5 extra Power Points at 1st level, because humans are quick to master specialized
tasks and varied in their talents.
✦ 4 extra skill points at 1st level and 1 extra skill point at each additional
level, since humans are versatile and capable. (These doesn't count as gained by
Power Points)
✦ +2 Constitution, -2 Charisma: Dwarves are stout and tough but tend to be gruff
and reserved.
✦ 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.
✦ Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as
martial weapons, rather than exotic weapons.
✦ 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: Dwarves are hardy and resistant
to toxins.
✦ +2 racial bonus on saving throws against spells and spell-like effects: Dwarves
have an innate resistance to magic spells.
✦ +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids
(including goblins, hobgoblins, and bugbears): Dwarves are trained in the special
combat techniques that allow them to fight their common enemies more effectively.
✦ +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres,
trolls, and hill giants): This bonus represents special training that dwarves
undergo, during which they learn tricks that previous generations developed in
their battles with giants. 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.
✦ +2 racial bonus on Appraise checks that are related to stone or metal items:
Dwarves are familiar with valuable items of all kinds, especially those made of
stone or metal.
✦ +2 racial bonus on Craft checks that are related to stone or metal: Dwarves are
especially capable with stonework and metalwork.
✦ +2 Dexterity, -2 Constitution: Elves are graceful but frail. An elf's grace makes
her naturally better at stealth and archery.
✦ Immunity to sleep effects, and a +2 racial saving throw bonus against enchantment
effects.
✦ 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.
✦ 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.
Elves esteem the arts of swordplay and archery, so all elves are familiar with
these weapons.
✦ +2 racial bonus on Perception and Search 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.
An elf's senses are so keen that she practically has a sixth sense about hidden
portals.
✦ +2 Constitution, -2 Strength: Like dwarves, gnomes are tough, but they are small
and therefore not as strong as larger humanoids.
✦ Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons
rather than exotic weapons.
✦ +2 racial bonus on saving throws against illusions: Gnomes are innately familiar
with illusions of all kinds.
✦ Add +1 to the Difficulty Class for all saving throws against illusion spells cast
by gnomes. Their innate familiarity with these effects make their illusions more
difficult to see through. This adjustment stacks with those from similar effects,
such as the Spell Focus feat.
✦ +4 dodge bonus to Armor Class against Giant type creatures (such as ogres,
trolls, and hill giants).
This bonus represents special training that gnomes undergo, during which they learn
tricks that previous generations developed in their battles with giants.
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.
✦ +2 racial bonus on Listen checks: Gnomes have keen ears.
✦ +2 racial bonus on Craft (alchemy) checks: A gnome's sensitive nose allows him to
monitor alchemical processes by smell.
✦ 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.
✦ Innate Quirks:
- Speak with animals (burrowing mammal only, duration 1 minute).
✦A gnome with a Charisma score of at least 10 also has the following Innate Quirks:
- Dancing lights,
- Ghost sound,
- Prestidigitation.
✦ Immunity to sleep spells and similar magical effects, and a +2 racial bonus on
saving throws against enchantment spells or effects.
✦ +1 racial bonus on Listen, Search, and Spot checks: A half-elf does not have the
elf's ability to notice secret doors simply by passing near them. Half-elves have
keen senses, but not as keen as those of an elf.
✦ +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along
naturally with all people.
✦ Elven Blood: For all effects related to race, a half-elf is considered an elf.
Half-elves, for example, are just as vulnerable to special effects that affect
elves as their elf ancestors are, and they can use magic items that are only usable
by elves.
✦ +2 Dexterity, -2 Strength: Halflings are quick, agile, and good with ranged
weapons, but they are small and therefore not as strong as other humanoids.
✦ +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile,
surefooted, and athletic.
✦ +2 morale bonus on saving throws against fear. This bonus stacks with the
halfling's +1 bonus on saving throws in general.
✦ +1 racial bonus on attack rolls with thrown weapons and slings: Throwing and
slinging stones is a universal sport among halflings, and they develop especially
good aim.