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Dwarves
Hill Dwarves
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Ability Score Racial Traits: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, –2 Charisma.
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Size: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
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Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
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Darkvision: Dwarves can see in the dark up to 60 feet.
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Craftsman: Dwarves receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone.
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Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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Lorekeeper: Dwarves receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained.
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Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
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Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
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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.
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Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Elven, Giant, Gol-Kaa, Orcish, Terran, and Undercommon.
Duergar
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Ability Score Racial Traits: Duergar are intelligent, but often seem distracted. They gain +2 Constitution, +2 Intelligence, –2 Wisdom.
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Size: Duergar are Medium creatures and have no bonuses or penalties due to their size.
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Slow and Steady: Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
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Darkvision: Duergar can see in the dark up to 60 feet.
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Deep Warrior: Duergar receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple).
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Hardy: Duergar receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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Hatred: Duergar receive a +1 bonus on attack rolls against aberrations due to special training against these hated foes.
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Stability: Duergar receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
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Naturally Psionic: Duergar gain Wild Talent as a bonus feat at first level. If a duergar takes levels in a psionic class, Wild Talent is automatically replaced with Psionic Talent.
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Psionic Aptitude: When a duergar takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
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Psi-Like Abilities: A duergar can use the following psi-like abilities once per day: moment of terrorA, true terrorA, and unearthly terrorA. The manifester level for these effects is equal to the duergar's hit dice—if the duergar's hit dice are below the necessary level, the power cannot be manifested. The saving throw DCs are 10 + the difference between the duergar's current sanity and his maximum sanity.
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Unbalanced: A duergar treats his Sanity score as 5 higher than its actual value when making sanity checks. However, any loss of sanity for any reason is doubled.
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Weapon Familiarity: Duergar are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
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Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran.
Elves
High Elves
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Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, –2 Constitution.
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Size: Elves are Medium creatures and have no bonuses or penalties due to their size.
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Normal Speed: Elves have a base speed of 30 feet.
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Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
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Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
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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 Spellcraft skill checks made to identify the properties of magic items.
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Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
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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.
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Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Goblin, Orcish, and Sylvan.
Grey Elves
These traits are in addition to the high elf traits.
- +2 Charisma, –2 Strength.
- Bonus Languages: Aquan, Auran, Drow Sign Language, Ignan, Terran.
Half-Elves
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Ability Score Racial Traits: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
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Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
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Normal Speed: Half-elves have a base speed of 30 feet.
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Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
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Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
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Elf Blood: Half-elves count as elves for any effect related to race.
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Human Blood: Half-elves count as humans for any effect related to race.
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Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
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Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
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Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
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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).
Drow
These traits are instead of the high elf traits.
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Ability Score Racial Traits: Drow are nimble and agile. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
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Type: Drow are humanoids with the elf subtype.
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Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
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Normal Speed: Drow have a base speed of 30 feet.
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Resistances: Drow gain a +2 racial bonus on Will saves against spells and spell-like abilities.
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Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
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Keen Senses: Drow gain a +2 racial bonus on Perception checks.
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Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
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Naturally Psionic: Drow gain Wild Talent as a bonus feat at first level. If a drow takes levels in a psionic class, Wild Talent is automatically replaced with Psionic Talent.
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Psionic Aptitude: When a drow takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
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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 Psionic Powers page for rules on augmenting control light.
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Weapon Familiarity: Drow are proficient with all crossbows (including exotic crossbows), the sap, and treat any weapon with the word "elven" or "drow" in its name as a martial weapon.
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Languages: Drow begin play speaking Elven and Common. Drow with high Intelligence scores can choose from the following languages: Aquan, Auran, Braille, Drow Sign Language, Dwarven, Ignan, Oricsh, and Terran.
Gnomes
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Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, –2 Strength.
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Size: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
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Slow Speed: Gnomes have a base speed of 20 feet.
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Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
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Gift of Tongues: Gnomes gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
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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, and 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.
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Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
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Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
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Master Tinker: Gnomes gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted.
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Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
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Languages: Gnomes begin play speaking Common. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orcish.
Goblins
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Ability Score Racial Traits: Goblins are fast, but weak. They gain +4 Dexterity and –2 Strength.
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Type: Goblins are humanoids with the goblinoid subtype.
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Size: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
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Normal Speed: Goblins are fast for their size, and have a base speed of 30 feet.
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Darkvision: Goblins can see in the dark up to 60 feet.
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Natural Climber: Goblins gain a +2 racial bonus on Acrobatics and Climb checks.
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Scavenger: Goblins gain a +2 racial bonus on Perception and Survival checks, and can use Survival to forage for food while in a city. They also gain a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions.
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Weapon Familiarity: Goblins are proficient with the dogslicer and the horsechopper, and treat any weapon with the word "goblin" in it as a martial weapon.
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Languages: Goblins begin play speaking Common and Goblin. Goblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Gnoll, Orcish, and Undercommon.
Goliaths
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Ability Score Racial Traits: Goliaths are strong and hardy. They gain +4 Strength, –2 Dexterity, +2 Constitution.
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Size: 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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Type: Goliaths are humanoids with the goliath subtype.
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Normal Speed: 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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Automatic Languages: Goliaths begin play speaking Common and Gol-Kaa. Goliaths with high Intelligence scores can choose from the following: Dwarven, Giant, Gnoll, Terran.
Halflings
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Ability Score Racial Traits: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races. They gain +2 Dexterity, +2 Charisma, –2 Strength.
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Size: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
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Slow Speed: Halflings have a base speed of 20 feet.
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Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
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Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
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Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
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Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
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Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
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Languages: Halflings begin play speaking Common. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Goblin, and Orcish.
Humans
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Ability Score Racial Traits: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
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Size: Humans are Medium creatures and have no bonuses or penalties due to their size.
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Normal Speed: Humans have a base speed of 30 feet.
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Bonus Feat: Humans select one extra feat at 1st level.
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Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
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Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Kobolds
Standard Kobolds
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Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity and –4 Strength.
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Type: Kobolds are humanoids with the reptilian subtype.
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Size: Kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
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Normal Speed: Kobolds have a base speed of 30 feet.
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Darkvision: Kobolds can see in the dark up to 60 feet.
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Armor: Kobolds have a +1 natural armor bonus.
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Crafty: Kobolds gain a +2 racial bonus on Craft (trapmaking), Perception, and Profession (miner) checks. Craft (traps) and Stealth are always class skills for a kobold.
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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.
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Shoulder to Shoulder: Kobolds can occupy the same space as one other Small ally without penalty to either. If a kobold shares a space with another kobold, each also gains a +1 circumstance bonus to AC, as they help jostle one another out of the way of incoming attacks.
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Teamwork: Kobolds gain a +1 racial bonus on Aid Another rolls.
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Languages: Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following: Common, Dwarven, Elven, Orcish, and Undercommon.
Draconic Kobolds
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Ability Score Racial Traits: Draconic kobolds are physically weak but very quick and personable. They gain +2 Charisma, +2 Dexterity, and –4 Strength.
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Size: Draconic kobolds are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
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Normal Speed: Kobolds have a base speed of 30 feet
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Draconic Sight: Draconic kobolds have darkvision out to 60 feet and low-light vision.
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Scales: Draconic kobolds have a +1 natural armor bonus.
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Arcane Heritage: +2 racial bonus on Knowledge Arcana and Spellcraft checks.
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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.
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Slight Build: The physical stature of draconic kobolds lets them function in many ways as if they were one size category smaller. Whenever a draconic kobold is subject to a size modifier or special size modifier for an opposed check (such as Hide), she is treated as one size smaller if doing so is advantageous to the character. A draconic kobold is also considered to be one size smaller when "squeezing" through a restrictive space. A draconic kobold can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a draconic 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.
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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.
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Languages: Draconic kobolds begin play speaking Draconic and the appropriate elemental language (if any). Draconic kobolds with high Intelligence scores can choose from the following: Common, Aquan, Auran, Dwarven, Elven, Goblin, Ignan, Orcish, Terran, and Undercommon.
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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Ability Score Racial Traits: +2 Strength or +2 Constitution (player's choice).
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Size: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
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Normal Speed: 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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Wild at Heart: +2 racial bonus on Intimidate and Survival checks.
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Beastmaster: Half-orcs have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A half-orc treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. Alternate racial traits that replace Orc Ferocity instead replace this trait.
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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.
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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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Languages: Half-orcs begin play speaking Common and Orcish. Half-orcs with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, and Gnoll.
Full-Blooded Orcs
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Ability Score Racial Traits: +4 Strength, +2 Wisdom, –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.
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Size: As Medium creatures, orcs have no special bonuses or penalties due to their size.
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Normal Speed: An orc’s base land speed is 30 feet.
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Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
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Wild: Orcs enjoy a +4 racial bonus on Intimidate and Survival checks, but suffer a –2 racial penalty on Diplomacy and Bluff checks..
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Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
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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.
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Languages: Orcs begin play speaking only Orcish. Orcs with high Intelligence scores can choose from the following: Common, Dwarven, Elven, Giant, and Gnoll.