PDA

View Full Version : Races



Doom Crow
08-04-2009, 01:02 PM
Here are the racial stat modifiers for Pathfinder RPG:

Dwarves: +2 Constitution, +2 Wisdom, –2 Charisma
Elves: +2 Dexterity, +2 Intelligence, –2 Constitution
Gnomes: +2 Constitution, +2 Charisma, –2 Strength
Halflings: +2 Dexterity, +2 Charisma, –2 Strength:
Half-Elves: +2 to one ability score
Half-Orcs: +2 Strength, +2 Wisdom, –2 Intelligence:
Humans: +2 to one ability score
--- Merged from Double Post ---
A more in-depth look at the Pathfinder races taken from the Beta Rules OGL:

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.
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.

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 prof icient 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.

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-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-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.

Halfling Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Half lings are
nimble and strong-willed, but their small stature makes
them weaker than other races.
Small: Half lings 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: Half lings have a base speed of 20 feet.
Keen Senses: Half lings receive a +2 racial bonus on
sound-based Perception skill checks.
Sure-footed: Half lings receive a +2 racial bonus on
Acrobatics and Climb skill checks.
Half ling Luck: Half lings receive a +1 racial bonus on all
saving throws.
Fearless: Half lings receive a +2 racial bonus on all
saving throws against fear. This bonus stacks with the
bonus granted by half ling luck.
Weapon Familiarity: Half lings are proficient with
slings and treat any weapon with the word “half ling” in its
name as a martial weapon.
Languages: Half lings begin play speaking Common
and Half ling. Half lings with high Intelligence scores
can choose any of the following: Abyssal, Dwarven, Elven,
Gnome, and Goblin.
Favored Class: The favored class of half lings is bard or
rogue. This choice must be made at 1st level and cannot
be changed.

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.