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Races & Templates:

Races:

Human
Moon Elf
Wood Elf
Half-Elf
Dwarf
Gnomes
Tiefling
Aasimar
Drow

HUMAN

  • 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.

MOON ELF

  • +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.

WOOD ELF

  • Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend in with their natural surroundings.

  • Wood Elf Traits (Ex) These traits are in addition to the high elf traits, except where noted.
  • +2 Strength, -2 Intelligence.
  • Favored Class: Ranger. This trait replaces the high elf’s favored class

HALF-ELF

  • Humanoid (Elf).
  • 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.

DWARF

  • +2 Constitution, –2 Charisma.
  • Humanoid (Dwarf).
  • Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size.
  • Hill dwarf base land speed is 20 feet. However, hill 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: Hill dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hill dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a hill 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 hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A hill 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 hill dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

GNOME

  • +2 Constitution, –2 Strength.
  • Humanoid (Gnome).
  • Small: As a Small creature, a rock 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.
  • Rock gnome base land speed is 20 feet.
  • Low-Light Vision: A rock 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: Rock 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 rock 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 rock gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to rock gnomes. See the speak with animals spell description.
  • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A rock 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 + rock gnome’s Cha modifier + spell level.
  • Favored Class: Bard. A multiclass rock gnome’s bard class does not count when determining whether he takes an experience point penalty.
TIEFLING
  • +2 Dexterity, +2 Intelligence, –2 Charisma.
  • Medium size.
  • A tiefling’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
  • Racial Feats: A tiefling gains feats according to its class levels.
  • Special Attacks: Darkness.
  • Special Qualities: Resistance to cold 5, electricity 5, and fire 5.
  • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
  • Favored Class: Rogue.
  • Level adjustment +1.
AASIMAR
  • +2 Wisdom, +2 Charisma.
  • Outsider (Native)
  • Medium size.
  • An aasimar’s base land speed is 30 feet.
  • Darkvision: Aasimars can see in the dark up to 60 feet.
  • Weapon and Armor Proficiency: An aasimar is automatically proficient with all simple and martial weapons, light and medium armor, and shields.
  • Resistance to acid 5, cold 5, and electricity 5.
  • Spell-Like Ability: 1/day—daylight. Caster level equals the aasimar’s class levels.
  • +2 racial bonus on Spot and Listen checks.
  • Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
  • Favored Class: Paladin.
  • Level Adjustment: +1.
DROW
  • +2 Dexterity, +2 Intelligence, +2 Charisma, –2 Constitution.
  • Humanoid (Elf)
  • Medium: As Medium creatures, drow have no special bonuses or penalties due to their size.
  • Drow base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Darkvision out to 120 feet.
  • Spell resistance equal to 11 + class levels.
  • Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword.
  • Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels. Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • +2 racial bonus on Listen, Search, and Spot checks. A drow 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, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.
  • Favored Class: Wizard (male) or cleric (female).
  • Level Adjustment: +2

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