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.