Pathfinder RPG Races

One of the signature hallmarks of the world of Thule is the intense racist feelings many have for one another. Even though societies have mixed for generations due to the presence of the Gates of Thule, the impossibility of interbreeding or distrust of relationships which lead to interbred characters keeps relationships polite at best. It is all too typical for different races to distrust one another seeing as how their societies are so segregated. In essence, this has caused a curious peace in many places as long as each individual knows what is and isn't expected of "someone like them".

Dwarves

Deep below the surface of Thule, vast dwarven cities exist for the sole purpose of providing various minerals and metals to the world above. These dour folk live out lives of toil, very rarely seeking a life of anything but devotion to the clan. Those that do venture out often find no acceptance of their capabilities. Many dwarves who have ventured to the surface seek the life of a druid or form barbarian clans of their own. Seeing little need to integrate with civilization, these reclusive communities are often "discovered" living in the abandoned areas of Old Ilea.

Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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. In addition, Dwarves receive a +2 bonus on Knowledge (Dungeoneering) checks if one of the character's classes has it as a class skill.

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.

Elves

Where there is art, music, poetry, magic, and philosophy, elves are at the forefront. It is often forgotten, yet more than likely never taught, that is was elvish mages who first instructed humans in the arcane arts. The elves still pursue knowledge of magic above all else, but do it more often for the sake of discovery, rather than to acheieve a specific goal or acquisition of power. This lack of acknowledgement by humans of the enlightenment of elvish culture is what aggravates the racial tension between them.

Elf Racial Traits

+2 Dexterity, +2 Intelligence, +2 Charisma, -2 Strength, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

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. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get 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.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

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.

Gnomes

Compared to gnomes in other worlds, the Thulean gnomish outlook on life is pragmatic and businesslike. Gnomes are often the heads of trading guilds and artificer unions. The gnome's natural lack of strength has encouraged them to seek out intellectual pursuits, most often bureaucratic or mechanically inclined professions. Although humans tend to stereotype them as they do all the races of Thule, gnomes are seen has having more to offer than other races.

Gnome Racial Traits

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and 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.

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. See Additional Rules.

Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma 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.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

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-Elves

Caught somewhere between elvish elitism and human pragmatism, most half-elves of Thule feel very conflicted about their place in the world. Almost all half-elves born into elvish societies leave as soon as they come of age, most often making their way to the nearest city. Those born in human lands at some point usually seek out their identity in elvish culture, but finding that elves think less of them than others, they eventually console themselves to endure their half-acceptance amongst humans.

Half-Elf Racial Traits

+2 to either Dexterity, Intelligence, or Charisma: Half-elf characters have inherited part of their elven heritage coupled with the variety of human nature.

Medium: 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. See Additional Rules.

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 are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses: Half-elves receive a +2 racial bonus on Perception skill 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. See Classes for more information about favored classes.

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).

Half-Orcs

Orcs, in almost all civilized areas, are seen as little more than animals who wear clothes. Those who are unfortunate enough to be born half-orc are doomed to a life of slavery in urban areas and shunned to hermitage in rural areas. Unjustifiably distrusted, half-orcs very rarely gain acceptance anywhere. Players who wish to create a half-orc PC will need to be wary of legal enslavement in urban areas and intense distrust or outright hostility elsewhere.

Half-Orc Racial Traits

+2 Strength, +2 Constitution, -2 to either Intelligence, Wisdom, or Charisma: Half-orc characters are always exceptionally powerful and hardy, and their varied human nature mitigates some of the weaknesses of their orc heritage.

Medium: Half-orcs are Medium creatures and 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.

Endurance: Half-orcs receive the Endurance feat for free. If another class later gives the character the Endurance feat, the bonus from the feat increases by +2 for each additional ability granting Endurance.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one 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.

Illiterate: Due to their societal role as slaves or outcasts, half-orcs begin play without the knowledge of reading or writing. Half-orcs who receive bonus languages from a high Intelligence score can either choose to learn a new language (spoken only) or to gain literacy in another language they have already learned to speak. For example, a half-orc with an Intelligence of 16 (3 language slots) may elect to learn to speak Giant, to gain literacy in Common, and to learn to speak Orc. Any time a half-orc puts skill ranks into Linguistics, the character may choose to either learn how to speak a new language or gain literacy in a language they have previously learned how to speak.

Languages: Half-orcs begin play speaking Common. Half-orcs with high Intelligence scores can choose from the following: Dwarf, Giant, Gnoll, Goblin, Orc, and Undercommon.

Halflings

Although most halflings are farmers, their influence is felt far and wide throughout Thule. Their love of tending to the soil and growing crops creates quite a convenient relationship between themselves and urban society, which they see as suffocating and full of folly. Often, human societies have been more than accommodating to build gates to make the delivery of crops to civilized areas more convenient, and the halflings are happy to have humans stay walled-up in their cities.

Halfling Racial Traits

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: 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 Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

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 +1 racial bonus on all saving throws.

Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.

Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Humans

Fiercely racist and overwhelmingly urban, it is a continuing fact of life that human society dominates Thule. Humans are quick to stereotype other races into gross exaggerations for the sake of making human society seem more civilized. It is this insecurity that often drives the notions of "civilizations" wherever humans flourish. Apart from gnomes, which they see as competent but overly-obsessive, humans see halflings as the next race potentially on par culturally with themselves.

Human Racial Traits

+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have 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.

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).

Optional Rules

Urban vs Rural Characters

In Thule, there is a strong difference between characters who have grown up with the comforts of city life and the hardships and lack of education in a rural life. The sheer number of people in an urban setting and the disdain they often have for rural folk exacerbates this dichotomy. These rules are optional and players should not feel that they must select these ability score modifications.

Urban Characters: +1 Intelligence or +1 Wisdom, -1 Strength
Characters who have lived their lives with the comforts that city-living provides and the exposure to different ideals and peoples often come away with more intellectual experience at the cost of doing any hard labor. The exception to this are half-orcs, who, unless they have some extraordinary back-story of living in hiding in an urban setting, are usually slaves in urban areas. Other than half-orcs, characters with an urban background can always read and write. If a player is selecting Barbarian as their 1st-level class, they may not use the Urban Character option.

Rural Characters: +1 Strength or +1 Constitution, -1 Wisdom
Those who have had to endure the rigors of life outside the cities of Thule know of backbreaking work and early mornings attending to daily tasks. As such, these characters have either developed superior physical prowess or resistance to illness while at the same time gravitating towards a more narrow view of the world.