Rasy

Abilities and stats:

DWARF, DEEP
Ability Score Racial Traits: +2 Constitution, +2 Wisdom, –2 Dexterity: Dwarves are both tough and wise, but also clumsy.
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 and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Dwarven. Dwarves with high Intelligence scores can choose from the following: Common, Giant, Gnome, Goblin, Ignam, Old Gods, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Darkvision: Dwarves can see perfectly in the dark up to 120 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Fire Affinity: Dwarven sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Dwarven spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
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.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
Light Sensitivity: Dwarves are dazzled in areas of bright sunlight or within the radius of a daylight spell.
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.

DWARF, MOUNTAIN
Ability Score Racial Traits: +2 Constitution, +2 Wisdom, –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 and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Auram, Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Air Affinity: Dwarven sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Dwarven spellcasters with the Air domain use their domain powers and spells at +1 caster level.
Darkvision: Dwarves can see perfectly in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Expert Climbers:  Dwarves receive a +4 racial bonus on Climb check and do not take any penalty to Climb skill due to armor or encumbrance.
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.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.
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.

ELF, CONTINENTAL
Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Elven. Elves with high Intelligence scores can choose from the following: Common, Draconic, Gnoll, Gnome, Goblin, Old Gods, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
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.
Elven Immunities: Elves gain a +2 bonus on saving throws against death effects, energy drain, and necromancy effects. In addition, elves cannot be turned into undead creatures.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see perfectly in conditions of dim light. 
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.

ELF, SNOW
Ability Score Racial Traits: Elves are swift and atunned to natural world, but not so-well educated as their kin. They gain +2 Dexterity, +2 Wisdom, and –2 Intelligence.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Elven and Graevorn. Elves with high Intelligence scores can choose from the following: Common, Draconic, Gnoll, Gnome, Goblin, Old Gods, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Cold Magic: Elves add +1 to the DC of any saving throws against spells with cold description that they cast. Elves with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—know direction, pass without trace, ray of frost, speak with animals. The caster level for these effects is equal to the elf's level. The DC for these spells is equal to 10 + the spell's level + the elf's Charisma modifier.
Energy Resistance: Elves have cold resistance 10.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see perfectly in conditions of dim light. 
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), all kind of spears, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.


GRAEVORN
Ability Score Racial Traits: Graevorns characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Graevorns are Humanoid creatures with both the human and the elf subtypes.
Size: Graevorns are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Graevorns have a base speed of 30 feet.
Languages: Graevorns begin play speaking Common and Graevorn. Graevorns with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Adaptability: Graevorns receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Graevorns count as both elves and humans for any effect related to race.
Energy Resistance: Graevorns have cold resistance 5.
Keen Senses: Graevorns receive a +2 racial bonus on Perception checks.
Low-Light Vision: Graevorns can see perfectly in conditions of dim light. 
Multitalented: Graevorns 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.
Weapon Familiarity: Graevorns treat daenereh as a martial weapon.

HALF-ELF
Ability Score Racial Traits: 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.
Base Speed: Half-elves have a base speed of 30 feet.
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).
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.
Elven Immunities: Half-elves gain a +2 bonus on saving throws against death effects, energy drain, and necromancy effects. In addition, half-elves cannot be turned into undead creatures.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Low-Light Vision: Half-elves can see perfectly in conditions of dim light.
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. See Classes for more information about favored classes.

HOBGOBLIN, BOKONGO
Ability Score Racial Traits: Bokongos are alert and hardy, but not so clever. They gain +2 Constitution, +2 Wisdom and –2 Intelligence.
Type: Bokongos are humanoids with the goblinoid subtype.
Size: Bokongos are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Bokongos have a base speed of 30 feet.
Languages: Bokongos begin play speaking Bokongo. Bokongos with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Giant, Goblin, Old Gods and Orc. See the Linguistics skill page for more information about these languages.
Darkvision: Bokongos can see perfectly in the dark up to 60 feet.
Totem: Each Bokongo tribe has a sacred totem. Bokongos gain a +3 sacred bonus on associated skill checks:

Totem
Examples
Skill
mbwa (canine)
dog, hyena, wolf
Sense Motive
wadudu (vermin)
scorpion, spider, mantis
Intimidate
samaki (aquatic)
dolphin, shark, frog
Swim
simba (feline)
cheetah, lion, jaguar
Stealth
nyati (hoofed animal)
buffalo, horse, zebra
Ride
tembo (large mammal)
hippopotamus, elephant
Survival
panya (small mammal)
rat, weasel, porcupine
Acrobatics
ndege (bird)
parrot, crow, khadaku
Perception
mamba (reptile)
lizard, snake, turtle
Bluff
kima (simian)
ape, monkey, lemur
Climb
mmea (plant)
baobab, liana, sundew
Heal
uchawi (magical beast)
hydra, unicorn, chimera
Knowledge (any one)

Tough as Nails: Bokongos gains a +2 racial bonus on saving throws against disease and poison.

HOBGOBLIN, HALF-BOKONGO
Ability Score Racial Traits: Half-bokongo characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-bokongo are humanoids with both the human and goblinoid subtype.
Size: Half-bokongo are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-bokongo have a base speed of 30 feet.
Languages: Half-bokongo begin play speaking Bokongo and Common. Half-bokongo with high Intelligence scores can choose from the following: Draconic, Dwarven, Giant, Goblin, Old Gods and Orc. See the Linguistics skill page for more information about these languages.
Darkvision: Half-bokongo can see perfectly in the dark up to 60 feet.
Goblin Blood: Half-bokongo count as both goblinoids and humans for any effect related to race.
Totem: Each Bokongo tribe has a sacred totem. Once per day, half-bokongos can assume the form of their totem as a spell-like ability. For animal and magical beast totems this ability works as beast shape II , for plant totems as plant shape I. Bokongos use their character level as their caster level.

Totem
Examples
mbwa (canine)
dog, hyena, wolf
wadudu (vermin)
scorpion, spider, mantis
samaki (aquatic)
dolphin, shark, frog
simba (feline)
cheetah, lion, jaguar
nyati (hoofed animal)
buffalo, horse, zebra
tembo (large mammal)
hippopotamus, elephant
panya (small mammal)
rat, weasel, porcupine
ndege (bird)
parrot, crow, khadaku
mamba (reptile)
lizard, snake, turtle
kima (simian)
ape, monkey, lemur
mmea (plant)
baobab, liana, sundew
uchawi (magical beast)
hydra, unicorn, chimera

Tough as Nails: Half-bokongo gains a +2 racial bonus on saving throws against disease and poison.

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