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======================== Races ========================


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■■■■■■■■■■■■■■■■■■<<<< Humans >>>>■■■■■■■■■■■■■■■■▣

► HUMANS RACIAL TRAITS


- Type: Humanoid.
- Subtype: None.
- HD: 1d8.
- Size: Medium.
- Speed: 30 ft.
- PP Debt: 0.

✦ 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)

✦ Automatic Language: Common.


✦ Bonus Languages: Any (other than secret languages, such as Druidic).
Humans mingle with all kinds of other folk and thus can learn any language found in
an area.

■■■■■■■■■■■■■■■■■■<<<< Dwarfs >>>>■■■■■■■■■■■■■■■■

► DWARFS RACIAL TRAITS


- Type: Humanoid.
- Subtype: None.
- HD: 1d8.
- Size: Medium.
- Speed: 20 ft.
- PP Debt: 0.

✦ +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.

✦ 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.
Dwarves have a sixth sense about stonework, an innate ability that they get plenty
of opportunity to practice and hone in their underground homes.

✦ 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.

✦ Automatic Languages: Common and Dwarven.


✦ Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Dwarves are familiar with the languages of their enemies and of their subterranean
allies.

■■■■■■■■■■■■■■■■■■<<<< Elves >>>>■■■■■■■■■■■■■■■■

► ELVES RACIAL TRAITS


- Type: Humanoid.
- Subtype: None.
- HD: 1d8.
- Size: Medium.
- Speed: 30 ft.
- PP Debt: 0.

✦ +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.

✦ Automatic Languages: Common and Elven.


✦ Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elves commonly know the languages of their enemies and of their friends, as well as
Draconic, the language commonly found in ancient tomes of secret knowledge.

■■■■■■■■■■■■■■■■■■<<<< Gnomes >>>>■■■■■■■■■■■■■■■■

► GNOMES RACIAL TRAITS


- Type: Humanoid.
- Subtype: None.
- HD: 1d8.
- Size: Small.
- Speed: 20 ft.
- PP Debt: 0.

✦ +2 Constitution, -2 Strength: Like dwarves, gnomes are tough, but they are small
and therefore not as strong as larger humanoids.

✦ 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.

✦ 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.

✦ 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.

✦ +1 racial bonus on attack rolls against kobolds and goblinoids (including


goblins, hobgoblins, and bugbears): Gnomes battle these creatures frequently and
practice special techniques for fighting them.

✦ +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.

✦ Automatic Languages: Common and Gnome.


✦ Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Gnomes deal more with elves and dwarves than elves and dwarves deal with one
another, and they learn the languages of their enemies (kobolds, giants, goblins,
and orcs) as well.

✦ 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.

■■■■■■■■■■■■■■■■■■<<<< Half-elves >>>>■■■■■■■■■■■■■■■■

► HALF-ELVES RACIAL TRAITS


- Type: Humanoid.
- Subtype: None.
- HD: 1d8.
- Size: Medium.
- Speed: 30 ft.
- PP Debt: 0.

✦ Immunity to sleep spells and similar magical effects, and a +2 racial bonus on
saving throws against enchantment spells or effects.

✦ 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.

✦ +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.

✦ Automatic Languages: Common and Elven.


✦ Bonus Languages: Any (other than secret languages, such as Druidic).
Half-elves have all the versatility and broad (if shallow) experience that humans
have.
■■■■■■■■■■■■■■■■■■<<<< Halflings >>>>■■■■■■■■■■■■■■■■

► HALFLINGS RACIAL TRAITS


- Type: Humanoid.
- Subtype: None.
- HD: 1d8.
- Size: Small.
- Speed: 20 ft.
- PP Debt: 0.

✦ +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.

✦ 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.

✦ +2 racial bonus on Climb, Jump, and Move Silently checks: Halflings are agile,
surefooted, and athletic.

✦ +1 racial bonus on all saving throws: Halflings are surprisingly capable of


avoiding mishaps.

✦ +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.

✦ +2 racial bonus on Listen checks: Halflings have keen ears.

✦ Automatic Languages: Common and Halfling.


✦ Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Smart halflings learn the languages of their friends and enemies.

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