Adjustments for the Core Races
Created by Paul Caldwell and Michael Galofaro
 
These adjustments bring the total racial points up to 20 points for each race putting them in line with the more advanced races. From a optimizing perspective the intermediate races are at a disadvantage, but they are at an advantage for roleplaying purposes.
 
Dwarf Racial Traits
Stats: +2 Constitution, +2 Wisdom, and -2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Slow Speed: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Armor Familiarity: Dwarves receive Endurance as a bonus feat at 1st level.
Cave Dweller: Dwarves gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
Defensive Training Greater: Dwarves gain a +2 dodge bonus to Armor Class.
Duergar Immunities: Dwarves are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.
Natural Armor: Dwarves gain a +1 natural armor bonus to their Armor Class
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.
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.
 
Elven Racial Traits
Stats: +2 Dexterity, +2 Intelligence, and -2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Arcane Focus: Elves gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Deathless Spirit:: Elves gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and 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 Spellcraft skill checks made to identify the properties of magic items.
Fleet-Footed: Elves receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Swift Handed: Elves receive Weapon Finesse as a bonus feat.
Tactical Superiority: Elves gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
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.
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.
 
Gnome Racial Traits
Stats: +2 Constitution, +2 Charisma, and -2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus 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.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Curiosity: Gnomes are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Defensive Training, Greater: Gnomes gain a +2 dodge bonus to Armor Class.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Master Tinker: Gnomes gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Gifted Linguist: Gnomes gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
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, 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.
Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
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.
 
Half-Elf Racial Traits
Stats: +2 bonus to one ability score (chosen at character creation): Half-elves are varied in nature.
Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
Size: 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 dim light.
Adaptable Mind: At 1st, 8th, and 16th level, Half-elves gain Skill Focus in a skill of their choice as a bonus feat.
Curiosity: Half-elves are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Elf Blood: Half-elves are counted as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Integrated: Half-elves gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
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.
Silver Tongued: Half-elves gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
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).
 
Halfling Racial Traits
Stats: +2 Dexterity, +2 Charisma, and -2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
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 CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Deathless Spirit: Halflings gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
Defensive Training, Greater: Halflings gain a +2 dodge bonus to Armor Class.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +2 racial bonus on all saving throws.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Swift Handed: Halflings receive Weapon Finesse as a bonus feat.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Languages: Haflings begin play speaking Common and Halfling. Haflings with high Intelligence scores can cose from the following: Dwarven, Elven, Gnome and Goblin.
 
Half-Orc Racial Traits
Stats: +2 bonus to one ability score (chosen at character creation): Half-orcs are varied in nature.
Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.
Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Battle Hardened: Half-orcs gain a +1 bonus to CMD.
Integrated: Half-orcs gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Natural Armor: Half-orcs gain a +1 natural armor bonus to their Armor Class.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 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.
Relentless: Half-orcs gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
Scent (Ex): This special quality allows a Half-orc to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. (Bestiary page 302)
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 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 from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
 
Human Racial Traits
Stats: +2 to one physical, and +2 to one mental ability score (chosen at character creation): Humans are extremely versatile in nature.
Size: Humans are Medium creatures and thus receive 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.
Curiosity: Humans are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
Emmisary: Once per day, Humans can roll twice when making a Bluff or Diplomacy check and take the better roll.
Lucky: Humans receive a +1 racial bonus on all saving throws.
Silver Tongued: Humans gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
 
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