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Thread: Races

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    Races

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    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.
    Last edited by Doom Crow; 08-04-2009 at 01:06 PM. Reason: Automerged Double Post

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