Races

Dwarves

Often called the “stout folk,” dwarves are an ancient race. Standing about a foot shorter than most humans, they make up for it in overall bulk, for dwarves have wide shoulders and hips. Dwarves have a love for earth and stone, making them fine stonemasons and expert miners. Dwarves are resilient folk, capable of taking a great deal of punishment, both physical and magical. On the whole, they have a lust for treasure, especially precious metals and gems. Dwarves have a relatively dour outlook rooted in grim reality, but when in a good mood with ale in hand, their rumbling laughter can be heard for quite a distance.

Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures, and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision 60 feet: Dwarves can see in the dark up to 60 feet.

Stonecunning: Dwarves treat any Profession skill related to stone as a class skill. In addition, they receive a +2 bonus on Perception skill checks to notice unusual stonework, such as traps and hidden doors located in stone walls or f loors. They receive a check to notice such features whenever they pass within 10 feet of them,
regardless of whether or not they are actively looking.

Keen Senses: Dwarves receive a +2 bonus on taste- and touch-based Perception skill checks.

Greed: Dwarves treat Appraise as a class skill when attempting to determine the price of nonmagical goods that contain precious metals and gemstones.

Hearty: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant type.

Stability: Dwarves receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose any of the following: Elemental, Giant, Gnome, Goblin, Orc, and Undercommon.

Favored Class: The favored class of dwarves is cleric or fighter. This choice must be made at 1st level and cannot be changed.

Elves

Since the dawn of history, the elves have looked upon the other races from their forest abodes, watching them grow and prosper, struggling through barbarism and war. The elves are eternal, or nearly so, having life spans that rival the mighty dragons. While most elves live in woodland settings, others dwell in towering elven cities, full of graceful spires that blend in with the surrounding trees. Some elves choose to leave their kin behind and mingle with the other races, dwelling alongside them but never quite belonging. Elves are patient craftsmen, spending years perfecting their art, be it sword smithing, armor crafting, poetry, or song.

Elf Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of poor illumination.

Keen Senses: Elves receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose any of the following: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Favored Class: The favored class of elves is ranger or wizard. This choice must be made at 1st level and cannot be changed.

Gnomes

Where the elves have a tie to nature, gnomes are linked to the fey that inhabit the quiet corners of the world. While many can seem whimsical and distant, gnomes that dwell alongside other races often take to one craft or profession with obsessive zeal, using that passion to root them in their surroundings. Many view such gnomes as eccentric, as their passions tend toward invention, alchemy, or other technical pursuits. Those that dwell with fey are often the opposite, their lives full of frivolous endeavors, making them seem odd and fickle to outside observers. Even these gnomes take to one passion or another, usually music, song, or poetry. Some theorize that without passion, a gnome fades into the wild to join the fey forever.

Gnome Racial Traits

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of poor illumination.

Keen Senses: Gnomes receive a +2 bonus on smell- and touch-based Perception checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Illusion Resistant: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.

Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblin subtypes due to special training against these hated foes.

Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose any of the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Favored Class: The favored class of gnomes is bard or sorcerer. This choice must be made at 1st level and cannot be changed.

Half-elves

Born from elven and human parents, half-elves have trouble adjusting to either society. Ever since the elves and humans first met, there have been half-elves. Most halfelves are born from loving couples who tend their offspring in a manner best suited to their lifestyle. Half-elves tend to follow the societal path that they were raised in. While this is typically human, making those half-elves passionate and energetic, some are raised in elven clans, making them more reserved and deliberate. In either case, traits from the other parent seem to slip through, causing them no end of trouble among their peers. Like their human ancestors, half-elves are skilled at nearly any craft. Half-elves tend to be wanderers, as they find it difficult to fit in anywhere. It is no surprise, then, that many turn to a life of adventuring.

Half-Elf Racial Traits

+2 to one ability score: Half-elf characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.

Medium: Half-elves are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Half-elves have a base speed of 30 feet.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of poor illumination.

Keen Senses: Half-elves receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.

Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells or effects.

Adaptability: Half-elves receive Skill Focus, as a bonus feat, at 1st level.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Favored Class: Half-elves can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

Half-Orcs

Born from orc and human parents, half-orcs are outcasts, looked upon with fear, hatred, and pity by most of the civilized world. Half-orcs are not a new phenomenon: in the days when orcs and humans clashed endlessly, many who found themselves caught in-between were the subjects of terrible violence, with half-orcs as the byproduct. While many half-orcs today share this dark history, others come from entire communities of half-orcs, bound together by their common lineage. Half-orcs favor many of the traits of their less-civilized parents, tending toward violence and a dark, brooding outlook. From their human parentage, half-orcs are gifted with a wide variety of passions. While these stereotypes are not universal, they are quite common. Half-orcs raised in orc society tend to blend in, earning positions of respect so long as they can physically match their peers. Those raised in human society often find themselves the targets of cruel prejudices and are frequently the suspect whenever a crime is uncovered. Due to such difficulties, many half-orcs turn to lives of crime or adventuring, where their combination of strength and wits serves them best.

Half-Orc Racial Traits

+2 Strength, +2 Wisdom, –2 Intelligence: Half-orcs are physically strong and constantly on the lookout for danger, but their orc stock hinders their intelligence.

Medium: Half-orcs are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision 60 feet: Half-orcs can see in the dark up to 60 feet.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose any of the following: Draconic, Giant, Gnoll, Goblin, and Abyssal.

Favored Class: The favored class of half-orcs is barbarian or druid. This choice must be made at 1st level and cannot be changed.

Halflings

Living alongside many other civilized races, halflings are an accepted part of most societies. Although their role varies greatly from citizen to slave, it’s their spirit and sense of community that sets them apart. Half lings care a great deal about their families and other close relations, making them great friends as well as bitter enemies to those who have wronged them. While some halflings prefer to settle in one location, usually with others of their kind and extended families, others feel a greater sense of wanderlust and move from place to place as their moods and the situations dictate. Halflings have a relatively optimistic outlook, being able to find the bright side of nearly any situation. This, combined with their uncanny luck, makes them relatively fearless, willing to risk their lives for the chance of adventure.

Halfling Racial Traits

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Keen Senses: Halflings receive a +2 racial bonus on sound-based Perception skill checks.

Sure-footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Half lings with high Intelligence scores can choose any of the following: Abyssal, Dwarven, Elven, Gnome, and Goblin.

Favored Class: The favored class of halflings is bard or rogue. This choice must be made at 1st level and cannot be changed.

Humans

Of all the races, humans show the most variety. They’re a young race by the standards of elves and dwarves, but have accomplished much in their short time. Human
cities dot the landscape and their kingdoms rule much of the world. Yet for all of their power, they can easily recede into barbarism within a generation. While some strive to make the world a better place, others seek to conquer it, drawing up great hosts to march on their civilized neighbors. While their craftsmanship does not equal that of many other races, humans are skilled at nearly every trade imaginable. Not surprisingly, adventuring is a common occupation, as most humans have an innate curiosity about what lies beyond the next horizon or at the bottom of the nearest dungeon.

Human Racial Traits

+2 to one ability score: Human characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature.

Medium: Humans are Medium creatures, and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Weapon Training: Humans are proficient with any one martial weapon of their choice, in addition to those granted by class proficiencies. This weapon must be chosen at 1st level and cannot be changed.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Favored Class: Humans can choose any one class as their favored class at 1st level. Once made, this choice cannot be changed.

Favored Class

Whenever a character takes a level in the favored class of their race, they receive either +1 skill point or +1 hit point. Characters never receive a favored class bonus for levels taken in prestige classes.
Paraphrased from PFRPG designer notes