Races

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 and Regional dialect.
DWARVES
  • +2 Constitution, –2 Dexterity; dwarves are hardy because they have to be, but not particularly nimble.
  • 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.
  • Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Mountain Movement: Dwarves have spent millennia among the ledges and cliffs of the most forbidding mountains; as a result, they are particularly adept at negotiating mountain hazards. Dwaves can make standing long jumps and high jumps as if they were running. Further, dwarves can engage in accelerated climbing (climbing half their speed as a move action) without taking the associated -5 penalty.
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +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.
  • +1 racial bonus on attacks against fiends.
  • +2 racial bonus on Knowledge: Engineering checks.
  • Automatic Languages: Common and Dwarven.
ELVES
  • +2 Dexterity, –2 Intelligence; elves are agile, but are generally more cunning than cerebral.
  • 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 Perception checks. An elf who merely passes within 5 feet of a secret or concealed door or a natural trap or snare is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common and Elven.
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.
  • Receives Skill Focus (any) as a racial bonus feat.
  • May select any two cross-class skills at character creation; from that point on, these skills are treated as class skills.
  • +2 racial bonus on Perception checks.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf.
  • Automatic Languages: Common and Elven.
HALFLINGS
  • +2 Dexterity, –2 Strength; halflings are quite nimble but tend to be slight of frame.
  • 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 Athletics and Stealth 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 Appraise checks.
  • Automatic Languages: Common and Halfling.
HOBGOBLINS
  • +2 Dexterity, +2 Constitution: hobgoblins are hardy and agile.
  • Medium: As Medium creatures, hobgoblins have no special bonuses or penalties due to their size.
  • Hobgoblin base land speed is 30 feet. However, hobgoblins can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike most other creatures, whose speed is reduced in such situations).
  • Darkvision out to 60ft.
  • Weapon Proficiency: Hobgoblins receive the Martial Weapon Proficiency feat for the maul and bastard sword.
  • Hobgoblins receive Endurance as a racial bonus feat.
  • +2 racial bonus on Concentration and Survival checks: coming from a disciplined, orderly race where they are expected to fend for themselves forces hobgoblins to become focused and self-sufficient.
  • +2 racial bonus on Intimidate checks.
  • +2 racial bonus on Appraise and Craft checks dealing with metal objects.
  • Automatic Languages: Common and Goblin.
  • Level Adjustement: +1
DRAGONTOUCHED
  • +2 Strength, +2 Charisma, -2 Dexterity: Dragontouched are tough and sociable, but not as nimble as their purebred cousins.
  • Dragonblood: Dragontouched have the dragonblood subtype and thus qualify for feats listing dragonblood as a pre-requisite.
  • Medium: As Medium creatures, dragontouched have no special bonuses or penalties due to their size.
  • Darkvision: Dragontouched can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dragontouched can function just fine with no light at all.
  • Low-Light Vision: A dragontouched 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.
  • Racial Skill: Dragontouched have a +2 bonus on three specific skills depending on their draconic ancestor.
    • Black: Appraise, Stealth, Swim
    • Blue: Bluff, Stealth, Spellcraft
    • Brass: Bluff, Gather Information, Survival
    • Bronze: Disguise, Swim, Survival
    • Copper: Bluff, Stealth, Jump
    • Gold: Disguise, Heal, Swim
    • Green: Bluff, Stealth, Swim
    • Red: Appraise, Athletics, Bluff
    • Silver: Athletics, Bluff, Disguise
    • White: Athletics, Stealth, Swim
  • Special Attacks: Breath Weapon (Su): Each type of dragontouched has their own type of breath weapon usable once per day as a standard action which deals 1d6 points of damage plus 1d6 for every three levels (2d6 at 3rd, 3d6 at 6th). Creatures caught in the line may make a Reflex save (DC 10+1/2 HD+Con modifier) for half damage. Dragontouched qualify for the Dragon Breath feat as though they were half dragons.
    • Black: 30 ft. line of acid
    • Blue: 30 ft. line of lightning
    • Brass: 30 ft. line of fire
    • Bronze: 30 ft. line of lightning
    • Copper: 30 ft. line of acid
    • Gold: 15 ft. cone of fire
    • Green: 15 ft. cone of corrosive gas (acid)
    • Red: 15 ft. cone of fire
    • Silver: 15 ft. cone of cold
    • White: 15 ft. cone of cold
  • Special Qualities: Energy Resistance: Each dragontouched type has resistance 10 to the same energy type dealt by their breath weapon.
  • Special: Dragontouched receive Draconic Heritage. as a free bonus feat.
  • Automatic Languages: Common and Draconic.
  • Level Adjustment: +1

Races

The Mirror of Night corridorgeist