This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
RACES
FAVORED CLASS
A character’s favored class doesn’t count
against him or her when determining experience point penalties for
multiclassing.
RACE AND LANGUAGES
All characters know how to speak
Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a
racial language, as appropriate. A character who has an Intelligence bonus at
1st level speaks other languages as well, one extra language per point of
Intelligence bonus as a starting character.
Literacy: Any character except a
barbarian can read and write all the languages he or she
speaks.
Class-Related Languages: Clerics, druids, and wizards can choose
certain languages as bonus languages even if they’re not on the lists
found in the race descriptions. These class-related languages are as
follows:
Cleric: Abyssal, Celestial, Infernal.
Druid:
Sylvan.
Wizard: Draconic.
SMALL CHARACTERS
A Small
character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls,
and a +4 size bonus on Hide checks. A Small character’s carrying capacity
is three-quarters of that of a Medium character.
A Small character generally
moves about two-thirds as fast as a Medium character.
A Small character must
use smaller weapons than a Medium
character.
HUMANS
• Medium: As Medium
creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st
level.
• 4 extra skill points at 1st level and 1 extra skill point at
each additional level.
• Automatic Language: Common. Bonus Languages:
Any (other than secret languages, such as Druidic). See the Speak Language
skill.
• Favored Class: Any. When determining whether a multiclass
human takes an experience point penalty, his or her highest-level class does not
count.
DWARVES
• +2 Constitution, –2
Charisma.
• Medium: As Medium creatures, dwarves have no special
bonuses or penalties due to their size.
• 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).
• 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.
• 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.
• +2 racial bonus on saving throws
against spells and spell-like effects.
• +1 racial bonus on attack
rolls against orcs and goblinoids.
• +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.
• +2 racial bonus on Appraise checks that
are related to stone or metal items.
• +2 racial bonus on Craft checks
that are related to stone or metal.
• Automatic Languages: Common and
Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and
Undercommon.
• Favored Class: Fighter. A multiclass dwarf ’s
fighter class does not count when determining whether he takes an experience
point penalty for multiclassing
ELVES
• +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, 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.
GNOMES
• +2 Constitution,
–2 Strength.
• 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.
•
Gnome base land speed is 20 feet.
• 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.
• Add +1 to the
Difficulty Class for all saving throws against illusion spells cast by gnomes.
This adjustment stacks with those from similar effects.
• +1 racial
bonus on attack rolls against kobolds and goblinoids.
• +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.
• +2 racial bonus on Listen
checks.
• +2 racial bonus on Craft (alchemy) checks.
•
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.
•
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.
• Favored Class: Bard. A multiclass gnome’s bard
class does not count when determining whether he takes an experience point
penalty.
HALF-ELVES
• Medium: As Medium
creatures, half-elves have no special bonuses or penalties due to their
size.
• Half-elf base land speed is 30 feet.
• 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.
• +2 racial bonus on Diplomacy and
Gather Information checks.
• Elven Blood: For all effects related to
race, a half-elf is considered an elf.
• Automatic Languages: Common
and Elven. Bonus Languages: Any (other than secret languages, such as
Druidic).
• Favored Class: Any. When determining whether a multiclass
half-elf takes an experience point penalty, her highest-level class does not
count.
HALF-ORCS
• +2 Strength, –2
Intelligence, –2 Charisma.
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.
• Medium: As Medium
creatures, half-orcs have no special bonuses or penalties due to their
size.
• Half-orc base land speed is 30 feet.
• Darkvision:
Half-orcs (and 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.
• Orc Blood: For all effects related to
race, a half-orc is considered an orc.
• Automatic Languages: Common
and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and
Abyssal.
• Favored Class: Barbarian. A multiclass half-orc’s
barbarian class does not count when determining whether he takes an experience
point penalty.
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, 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.
• +2 racial bonus on Listen
checks.
• 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.