Race
Dhampir
Dwarf
Elf
Gnome
Half Elf
Half Orc
Halfling
Human
Elf
Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others.
Elves are nimble, both in body and mind, but their form is frail.
They gain +2 Dexterity, +2 Intelligence, and -2 Constitution.
Base Speed
Elves have a base speed of 30 feet.
Languages
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elven Immunities
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses
Elves receive a +2 racial bonus on Perception checks.
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.
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.
Low-Light Vision
Elves can see twice as far as humans in conditions of dim light.
Dhampir
Never trust a dhampir. They'll kill your NPC allies.
Dhampirs are quick and charming, but they have poor health.
They gain +2 Dexterity, +2 Charisma, but -2 Constitution.
Speed
Dhampirs have a base speed of 30 feet.
Languages
Elves begin play speaking Common.
Dwarf
These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Known for mining the earth's treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia.
Dwarves are both tough and wise, but also a bit gruff.
They gain +2 Constitution, +2 Wisdom, and -2 Charisma.
Slow and Steady
Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages
Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Defensive Training
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Greed
Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred
Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Hardy
Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning
Dwarves gain a +2 bonus on Perception checks to 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.
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.
Dark Vision
Dwarves can see in the dark up to 60 feet.
Gnome
Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble.
Gnomes are hardy and charming, but they're not very strong.
They gain +2 Charisma, +2 Constitution, but -2 Strength.
Small
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.
Slow Speed
Gnomes have a base speed of 20 feet.
Languages
Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Defensive Training
Gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
Hatred
Gnomes gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Gnome Magic
Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities 1/day
- dancing lights
- ghost sound
- prestidigitation
- peak 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.
Keen Senses
Gnomes receive a +2 racial bonus on Perception checks.
Illusion Resistance
Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Obsessive
Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity
Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Halfling
Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at odds with their intrinsic common sense, halflings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations.
Halflings are nimble and charming, but their form is frail.
Halflings gain +2 Dexterity, +2 Charisma, and -2 Strength.
Half-Elf
Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society.
Half-Elves get to pick what attribute to give a +2.
Speed
Half-Elves have a base speed of 30 feet.
Languages
Half-Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Half-Orc
Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley.
Half-Orcs get to pick what attribute to give a +2.
Speed
Half-Orcs have a base speed of 30 feet.
Human
Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes.
Humans get to pick what attribute to give a +2.
Speed
Humans have a base speed of 30 feet.