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 Proficiency: All adult dwarves are proficient with dwarven waraxes.
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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 gnolls and aberrations.
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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: Elven, Giant, Gnome, 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
High Elf
- +2 Dexterity, -2 Constitution.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- Elf base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or 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.
- +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.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Dwarven, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
Drow
These traits are in addition to the high elf traits, except where noted.
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+2 Intelligence, +2 Charisma.
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Darkvision out to 120 feet. This trait replaces the high elf's low-light vision.
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Spell resistance equal to 11 + class levels.
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+2 racial bonus on Will saves against spells and spell-like abilities. This trait replaces the high elf's bonus on saves against enchantment effects.
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Naturally Psionic: Drow gain 1 extra power point per character level, regardless of whether they choose a psionic class.
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Psi-Like Abilities: Drow can use the following psi-like abilities once per day: control lightA, detect hostile intent, missiveA. Manifester level is equal to Hit Dice (minimum 1st). See the ardent's Light and Darkness mantle for rules on augmenting control light.
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Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf's weapon proficiency.
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Bonus Languages: Aquan, Auran, Drow Sign Language, Ignan, Terran.
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Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
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Favored Class: Psion (male) or ardent (female). This trait replaces the high elf's favored class.
- Level adjustment +1. (May not be reduced until 9th level)
Grey Elf
These traits are in addition to the high elf traits.
- +2 Intelligence, –2 Strength.
- Bonus Languages: Aquan, Auran, Drow Sign Language, Ignan, Terran.
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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+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 gnolls and aberrations.
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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.
Goliaths
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+4 Strength, –2 Dexterity, +2 Constitution.
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Medium: As Medium creatures, goliaths have no special bonuses or penalties due to their size. However, see the powerful build ability description below for more details.
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Monstrous Humanoid: As monstrous humanoids, goliaths are proficient with all simple weapons, but they have no proficiency with any armor or shield.
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Goliath base land speed is 30 feet.
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Powerful Build: The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as
during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
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Mountain Movement: Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the –5 penalty on the Climb check.
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Acclimated: Goliaths are automatically acclimated to life at high altitude. They don’t take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master’s Guide. Unlike other denizens of the mountains, goliaths don’t lose their acclimation to high altitude even if they spend a long time at a lower elevation.
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+2 bonus on Sense Motive checks: When speaking to one another, goliaths tend to augment their verbal communication with subtle body language. They are likewise able to "read" the unintentional body language of others.
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Automatic Languages: Common and Gol-Kaa. Bonus Languages: Dwarven, Giant, Gnoll, Terran.
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Favored Class: Barbarian. A multiclass goliath’s barbarian class does not count when determining whether he takes an experience point penalty. The tribal life of the goliaths produces many barbarians.
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Level Adjustment: +1
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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Bonus feat: Improved Weapon Familiarity (if raised by elves) or Complementary Insight (if raised by humans).
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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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Human Blood: For all effects related to race, a half-elf is considered a human.
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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.
Halflings
- +2 Dexterity, -2 Strength.
- 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.
- +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
- +1 racial bonus on all saving throws.
- +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.
- Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
- Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Kobolds
Draconic Kobolds
Draconic kobolds are an offshoot of the standard kobold species that claims a closer biological relation to dragons.
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–4 strength, +2 Dexterity: Draconic kobolds are physically weak but very quick.
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Small: Draconic kobolds enjoy all the benefits and penalties of being a small creature.
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Base Move of 30 feet
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Darkvision out to 60 feet and low-light vision.
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No light sensitivity.
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+1 Natural Armor
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+2 racial bonus on Knowledge Arcana and Spellcraft checks: Draconic kobolds possess a strong grasp of the arcane.
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Automatic languages: Draconic and the appropriate elemental language (if any). Bonus languages: Common, Dwarven, Elven, Goblin, Orc, and Undercommon.
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Favored Class: Sorcerer. A multiclass draconic kobold's sorcerer class does not count when determining whether he takes an experience point penalty.
Dragonwrought: All draconic kobolds begin with the Dragonwrought feat for free and must choose a dragon type at creation. See Races of the Dragon for more details.
Slight Build: The physical stature of kobolds lets them function in many ways as if they were one size category smaller. Whenever a kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), the kobold is treated as one size smaller if doing so is advantageous to the character. A kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a kobold remain those of a creature of the character's actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Natural Weapons: Draconic kobolds have two primary claw attacks that deal 1d3 points of piercing and slashing damage plus Strength bonus, and a secondary bite attack that deals 1d3 points of piercing, bludgeoning, and slashing damage plus 1/2 Strength bonus. If a draconic kobold has the Improved Unarmed Strike feat, he may do piercing and/or slashing damage instead of bludgeoning with an unarmed strike at his option.
Orcs
Players should note that the half-orc is the standard orc race in the campaign, and breeds true. Full-blooded orcs are much less common, though most humans don't distingush between the two. Both are usually simply referred to as "orcs."
Half-Orcs
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+2 Strength, –2 Intelligence or –2 Charisma
(player's choice).
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 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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+2 racial bonus on Intimidate and Survival checks.
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Orc Blood: For all effects related to race, a half-orc is considered an orc.
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Human Blood: For all effects related to race, a half-orc is considered a human.
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Automatic Languages: Common and Orc. Bonus Languages: Draconic, Dwarven, Elven, Gnoll, and Goblin.
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Favored Class: Ranger. A multiclass half-orc's ranger class does not count when determining whether he takes an experience point penalty.
Full-Blooded Orcs
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+4 Strength, –2 Intelligence, –2 Charisma.
An 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.
- Medium: As Medium creatures, orcs have no special bonuses or penalties due to their size.
- An orc’s base land speed is 30 feet.
- Darkvision out to 60 feet.
- +4 racial bonus on Intimidate and Survival checks.
- –2 racial penalty on Diplomacy and Bluff checks.
- Automatic Languages: Orc. Bonus Languages: Common, Dwarven, Giant, and Gnoll.
- Favored Class: Barbarian. A multiclass orc's barbarian class does not count when determining whether he takes an experience point penalty.