Rules
Races
Races
The choice of character race is foundational to designing a character, whether you want to work within established archetypes for that race or to intentionally play against them. Working with racial archetypes can be achieved with a bit of roleplaying—whether developing a unique personality and style for every character or adopting one as clichéd as a surly dwarf fighter with a huge axe and a tankard of ale. The seven player character races in the Pathfinder RPG—dwarves, elves, gnomes, half-elves, half-orcs, halflings, and humans—are no more uniform than are humans in the real world. This chapter is meant to offer game rules and options for how to reflect that diversity of attitude, heritage, and experience and how it affects the way the races interact with the various adventuring careers presented in the Pathfinder RPG core rules.
Racial Attitudes
The following race discussions describe the general attitudes held by each race toward the 11 base classes in the Pathfinder RPG Core Rulebook and the six new base classes introduced here in the Advanced Player's Guide. Humans tend to fit easily into every class, while other races favor some occupations much more highly than others, with a handful of classes earning the contempt and suspicion of certain races. These expanded looks at racial attitudes can help give definition and depth to each race and spark ideas for how and why members of that race might be inclined to pursue one class rather than another, or what challenges they might face in adopting a career that goes against the grain of their society.
These attitudes should never be considered restrictions on what classes players may choose, regardless of their characters' race, nor are they a prescription that demands player characters think or act a certain way toward members of a class described as being highly favored (or highly disfavored) by members of their race. As always, players are the ones in charge of their own characters. These attitudes instead describe the common attitudes of typical NPC members of their race and the values and attitudes their characters may have been raised with. Characters can learn these typical attitudes about their class with a DC 10 Knowledge (local) check (DC 5 for attitudes of their own race).
Racial Traits
The following race discussions also describe alternate racial traits for each character race. It is important to note that these racial traits are not the same as the trait rules found in Chapter 8 of this book (and originating in other Pathfinder products). Those traits are effectively half-feats, intended to tie characters to the specific nations, cultures, regions, and races of the Golarion campaign world. Racial traits, on the other hand, are those racial abilities described at the bottom of each race's description. Some races have few racial traits, like half-orcs and humans. Others, like dwarves and gnomes, have many. All of these racial traits represent typical members of the race and the kinds of special abilities they gain from their heritage, whether from biology, racial attitudes, or otherwise.
This chapter also contains a list of alternate class features for each race. Some of them play on racial archetypes not reflected in the standard racial traits, like a gnome's love of languages or tinkering or a halfling's mastery of thrown items or of slipping through a battlefield under the feet of larger races. In order to choose one of these racial traits, you must exchange one or more of the existing racial traits available to your character. These racial traits replace a character's normal racial traits; they are not abilities gained in addition to them. In many cases, racial abilities are exchanged on a one-to-one basis; you give up one racial ability from the Core Rulebook to gain one presented in this book. In other cases, you may have to exchange more than one racial trait to take one of these alternate racial traits. For example, a gnome may eschew the militant path and exchange defensive training and hatred for the gift of tongues, while other magic-using gnomes might forgo the traditional gnome specialty of illusion magic to become a magical linguist or even a pyromaniac.
You can exchange one or several of your character's normal racial traits, but of course you cannot exchange the same racial trait more than once. If a human exchanges the skilled trait to become either a child of the fields or a child of the street, she cannot exchange it twice to take both new traits. However, she could choose one of those as an alternate racial trait while also exchanging her bonus feat racial trait to gain an eye for talent.
As with any alternate or optional rule, you must first get the permission of your GM to exchange any of your character's normal racial traits for those in this chapter.
Racial Favored Classes
The final section for each racial discussion describes alternative benefits for members of that race taking certain classes as a favored class. The normal benefit of having a favored class is simple and effective: your character gains one extra hit point or one extra skill rank each time she gains a level in that class (or in either of two classes, if she is a half-elf). The alternate favored class abilities listed here may not have as broad an appeal as the standard choices. They are designed to reflect flavorful options that might be less useful in general but prove handy in the right situations or for a character with the right focus. Most of them play off racial archetypes, like a half-orc's toughness and proclivity for breaking things or elven grace and finesse.
In most cases, these benefits are gained on a level-by-level basis—your character gains the specified incremental benefit each time she gains a level. Unless otherwise noted, these benefits always stack with themselves. For example, a human with paladin as a favored class may choose to gain 1 point of energy resistance each time she gains a level; choosing this benefit twice increases this resistance bonus to 2, 10 times raises it to 10, and so on.
In some cases this benefit may eventually hit a fixed numerical limit, after which selecting that favored class benefit has no effect. Of course, you can still select the bonus hit point or skill rank as your favored class benefit, so there is always a reward for sticking with a favored class.
Finally, some of these alternate favored class benefits only add +1/2, +1/3, +1/4, or +1/6 to a roll (rather than +1) each time the benefit is selected; when applying this result to the die roll, round down (minimum 0). For example, a dwarf with rogue as his favored class adds +1/2 to his trap sense ability regarding stone traps each time he selects the alternate rogue favored class benefit; though this means the net effect is +0 after selecting it once (because +1/2 rounds down to +0), after 20 levels this benefit gives the dwarf a +10 bonus to his trap sense (in addition to the base value from being a 20th-level rogue).
As in the previous section, what is presented here is a set of alternative benefits that characters of each race may choose instead of the normal benefits for their favored class. Thus, rather than taking an extra hit point or an extra skill rank, players may choose for their characters to gain the benefit listed here. This is not a permanent or irrevocable choice; just as characters could alternate between taking skill ranks and hit points when they gain levels in their favored class, these benefits provide a third option, and characters may freely alternate between them.
As with any alternate or optional rule, consult with your GM to determine whether exchanging normal favored class benefits for those in this chapter will be allowed.
Known as skilled craftsmen, fierce warriors, and pious clerics, members of the dwarven race prove just as diverse as the human folk who dwell on the surface. Certainly fewer of their number turn to the arcane arts than do elves, but a number of powerful sorcerer and wizard clans are found within the dwarven ranks. Likewise, some dwarves turn to thievery and cunning, taking up the role of rogue or even assassin.
In addition to this diversity in profession, dwarves are more varied in their backgrounds than they might first appear. Not every dwarf lives so close to the surface and receives training to fight against giants. Similarly, some dwarves did not come of age fighting against goblins and orcs, instead facing other, equally menacing foes. Such dwarves might have different racial traits than those who are raised in a more traditional lifestyle.
Dwarf Adventurers
Dwarves who chose to become adventurers tend to be martial characters, from berserk barbarians to hammer-wielding clerics. Regardless of their chosen professions, dwarven adventurers are always ready for a fight.
While many respected dwarves practice alchemy, few take on the role of alchemist—except in the interest of creating magical beers. Dwarves see alchemists as odd folk, best to be avoided though still respected.
Although their kin usually call them berserkers, dwarf barbarians are a valuable part of many dwarven armies. Those who strike out on their own to become adventurers do so in search of greater challenges.
Bard
Dwarves value their long and glorious history above all else. Dwarf bards often receive intense training in their history, reciting tales and ballads that recount their past. Of course, every dwarven bard also knows at least a dozen bawdy drinking songs.
Dwarf cavaliers are almost unheard of; the few dwarven cavaliers are almost exclusively surface dwellers, riding on ponies or even giant boars. Not surprisingly, many dwarves see cavaliers as odd folk, not to be trusted.
Dwarves have a close connection with their gods and a long tradition of producing powerful and influential clerics. Dwarves selected for a life of devotion are trained from an early age, but after training, they are free to explore the world and spread the faith.
The general lack of flora below ground leads few dwarves to take up the druid's call. Those who find a bond with nature are either drawn to subterranean forms of life or move to the surface to adopt the environments that land has to offer.
Dwarf fighters hold a position of respect and authority in most dwarven cultures. They are a necessity of life in the harsh environments underground, and many dwarves are trained in martial combat from a young age.
Although not unheard of, dwarves rarely commit treason against their own people. As a result, the few dwarves who take up the mantle of inquisitor spend most of their time traveling the world to protect their people from outside threats.
Monk
While many dwarves possess the discipline to take on the role of monk, most turn to more traditional forms of combat that employ heavy armor and a trusty axe. Most dwarf monks congregate in small enclaves of like-minded individuals.
Most dwarf oracles draw their power from the earth around them or the spirits of their ancestors, making them respected members of dwarven society. While they are not venerated like the clergy, dwarf oracles are often consulted in times of crisis and called on for aid in times of war.
Few dwarves aspire to paladinhood. Blending both devotion and martial skill, dwarf paladins are just as likely to be crusaders for dwarven interests as defenders guarding dwarven strongholds.
Dwarves are renowned for holding grudges. It should come as no surprise that a number of dwarves decide to become rangers focused on destroying the enemies of their people.
Dwarves who turn to the art of subterfuge tend to focus on working with traps and surprising enemies rather than pickpocketing and double-talk.
Dwarven society prizes those few among them who draw their power from benevolent or noble bloodlines, but shun those tainted by darker influences.
Most dwarves do not understand the powerful bond between a summoner and his eidolon, making this a rare profession for the stout folk. The eidolons of dwarf summoners often look similar to earth elementals or iron golems.
Members of dwarven society who form a pact with a familiar and take on the title of witch do so in secrecy. Their kin are distrustful of such agreements, preferring instead to rely upon the power of their deities.
Dwarves have never had a long tradition of arcane magic, and its study is a rare thing, though still more common than natural-born sorcery. Forgoing traditional dwarven training in favor of arcane study marks most wizards as outsiders among their young peers, though aged and learned wizards are well respected.
Alternate Racial Traits
The following racial traits might be selected instead of existing dwarf racial traits. Consult your GM before selecting any of these new options.
Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 bonus on attack rolls against humanoid creatures of the elf subtype. This racial trait replaces the hatred racial trait.
Dwarves are known for their superior craftsmanship when it comes to metal and stone works. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks that create objects from metal or stone. This racial trait replaces the greed racial trait.
Deep Warrior
Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus to their CMB on attempts made to grapple such creatures (or to continue a grapple). This racial trait replaces the defensive training racial trait.
Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) skill checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces the greed racial trait.
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces the hardy racial trait.
Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on Combat Maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground. This racial trait replaces the stability racial trait.
Some dwarves' affinity with the earth grants them greater powers. Dwarves with this racial trait are treated as 1 level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give the dwarf early access to level-based powers; it only affects powers the dwarf could use without this ability. This racial trait replaces the stonecunning racial trait.
Dwarves are renowned for being stubborn. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue's slippery mind), he can only use one of these abilities per round, but can try one on the second round if the first reroll ability fails). This racial trait replaces the hardy racial trait.
Favored Class Options
Instead of receiving an additional skill rank or hit point whenever he gains a level in a favored class, a dwarf has the option of choosing from a number of other bonuses, depending upon his favored class. The following options are available to all dwarves who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the listed favored class reward.
Add 1 to the dwarf's total number of rage rounds per day.
Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Add +1 to the fighter's CMD when resisting a bull rush or trip.
Reduce the non-proficient penalty for one weapon by 1. When the non-proficient penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Add a +1 bonus on concentration checks when casting paladin spells.
Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
Renowned for their grace, wisdom, and near-immortality, elves are held in high esteem by most other races, especially for their mastery of magic and encyclopedic collections of lore. However, members of this race often find themselves hemmed in and isolated by vastly more numerous and aggressive younger races. Still, while elven enclaves tend to embody the beauty and spirit of their environment, learning and growing from it, elf adventurers carry the strength and glory of elven culture with them into the world, often at the point of a sword or wand.
The classic vision of elves as wardens of the forest is accurate but incomplete, as elves adapt readily to many environments, from the harshest desert to the deepest sea. Others tap into mysteries and magics outside the realms usually embraced by their kindred. Such elves have different racial traits than those who are raised in a more traditional elven lifestyle.
Elf Adventurers
Elves who chose to become adventurers usually follow a martial path, pursue mastery of arcane magic, or seek a career that blends the two. Elves prefer subtlety to outright conflict, but are eager to exhibit their superiority to other races, employing force if finesse and flair are insufficient for the task.
Elves favor classical arcane disciplines over the experimentation and pseudoscience of alchemy, often deriding it as a crude imitation of traditional magic. Elf alchemists often seek the adventuring life to escape the scorn of their fellows.
Elf barbarians typically live deep in deserts or jungles, led by wise and mystical elders. They often venture from their homelands in service of their people or to see the world beyond their homes.
Bard
Elves love art in all its forms. Their sweeping arias, ancient poetry, and graceful dances are the envy of cultured audiences, just as their finesse with arms garners the envy of common warriors.
Elf cavaliers have a long tradition in the ancient noble houses, pursuing and protecting honor with elegance. Their sleek mounts show both great resilience and devotion.
Elves follow many faiths, and because of their long lives many elves view themselves as blessed by the gods. Many stand for naturalistic philosophies or ancient divine patrons who embody the traits of their people.
Elves have an instinctual bond with nature and the mysterious spirits within it, some even revering such powers, binding nature's forces to themselves and themselves to nature.
Elf fighters are respected for their lightness on their feet, delicate yet deadly precision, and mastery of centuries-old martial traditions.
Alternate Racial Traits
The following racial traits replace existing elf racial traits. Consult your GM before selecting any of these new options.
Gnomes are a quirky race. They take mistakes in stride, turning derision into mirth and baffling their foes, if only long enough to work a bit of mischief at their expense. Gnomes love magic and music, but also have a love of craft, clockworks, and the work of their hands. Whatever their passion, gnomes throw themselves into it absolutely. Once obsessed and absorbed, a gnome can scarcely think of anything else, regardless of whether his mind bends to new adventures at home or in the great wide world.
Given their fey heritage, many gnomes love wild places where their fey cousins congregate. Increasing numbers of gnomes, however, eschew these places for the cities, their natural curiosity and love of creation drawing them to commerce, trade, and manufactories where they can follow and promote the latest discoveries. Such gnomes often have different racial traits than those raised among the rocks and trees.
Base Classes