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Below are the Racial Traits for the basic races. Information about the "Racial Kits" for specific races [eg: Hill Dwarf, Grey Elf, Rock Gnome, etc.) can be obtained from the GM (or the source books). CP cost for each trait is listed in parentheses. | |
Axe bonus(5): +1 to attack with hand-/battle-axe Better Balance(10): +1 to Balance Ability Brewing(5): +2 to Brewing prof if already in proficiencies Close to the earth(5): heals +2 when underground overnight Con/Health bonus(10): +1 to Health Crossbow bonus(5): +1 to attack Determine stability(5): 1-4 on d6 to determine if stabile Determine age(5): 1-5 on d6 to determine age of structure/ruins Dense skin(10): half-damage from blunt weapon Detect poison(5): 1-4 on d6 to determine if food/drink is poisoned Evaluate gems(5): determine within 10% the value of a gem Expert haggler(5): haggles cost to 10% lower than listed price Hit point bonus(10): +1 to hp each level Illusion resistant(5): +2 to disbelieve illusion Improved stamina(10): +1 to Stamina Ability Infravision(10):Infravision to 60' Mace bonus(5): +1 to attack with mace Meld into stone(10): once/day meld into stone as priest of same level Melee combat(10): +1 to attack vs orcs, half-orcs, goblins, and hobgoblins Mining detection abilities(10): 1-3 on d6 to determine depth underground, 1-4 on d6 to detect sliding/shifting walls in rooms, 1-5 on d6 to detect slope, 1-3 on d6 to detect stone traps, pits, etc., 1-5 on d6 to detect new stone construction More muscles(10): +1 to Muscle Ability Pick bonus(5): +1 to attack with pick Saving throw bonuses(10): bonus to save vs poison/rods,wands,spells Con=4-6--bonus +1, Con=7-10--bonus +2, Con=11-13--bonus +3, Con+14-17--bonus +4, Con=18-20--bonus +5 Short sword bonus(5): +1 to attack with short sword Stealth(10): if not in metal armor +2/-2 to own/opponent surprise roll Stone tell(10): once/day stone tell as priest of same level Warhammer bonus(5): +1 to attack with war hammer |
Aim bonus(10): +1 to Aim Ability Balance bonus(10): +1 to Balance Ability Bow bonus(5): +1 to attack with long/short bow Cold resistance(5): +1 to save vs cold Companion(10): Gains cooshee or elven cat as companion Confer water breathing(10): Confer water breathing on another person/creature = 1hr/level of elf Dagger bonus(5): +1 to attack with dagger Heat resistance(5): +1 to save vs heat/fire Infravision(10): Infravision to 60' Javelin bonus(5): +1 to attack with javelin Less sleep(5): only 4 hours of sleep needed for full rest Magic identification(10): 5%/level to identify generally (as Bard) Reason bonus(10): +1 to Reason Ability Resistance(10): 90% resistant to sleep/charm related spells Secret doors(5): 1 on d6 to spot concealed if passing within 10' 1-2 on d6 to spot secret if searching, 1-3 on d6 to spot concealed if searching Speak with plants(10): once/day speak with plantsas priest of same level Spear bonus(5): +1 to attack with spear Spell abilities(15): once/day faerie fire, dancing lights, darkness as priest/wizard of same level at 4th level--once/day levitate, detect magis, know alignment as priest of same level Stealth(10): if not in metal armor +2/-2 to own/opponent surprise roll Sword bonus(10): +1 to attack with short/long sword Trident bonus(5): +1 to attack with trident |
Animal friendship(10): once/day animal friendship with burrowing animals as priest of same level Dagger bonus(5): +1 to attack with dagger Dart bonus(5): +1 to attack with dart Defensive bonus(5): +1 to AC when in native underground environment Engineering bonus bonus(5): +2 to Engineering prof if already in proficiencies Forest movement(10): pass without trace through native environment as druidic ability Freeze(10): "freeze" in natural environment gives 60% chance not to be noticed Hide(10): hide in woods as rogue's hide in shadows of same level Infravision(10): Infravision to 60' Melee combat(10): +1 to attack vs kobolds and goblins. Gnolls, bugbears, ogres, half-ogres, ogre magi, trolls, giants, and titans at -4 vs Gnomes Mining detection abilities(10): 1-4 on d6 to determine depth underground, 1-3 on d6 to determine direction underground, 1-5 on d6 to detect slope, 1-7 on d10 to detect unsafe walls, ceilings, or floors Potion identification(10): % = Wisdom to identify potion Short sword bonus(5): +1 to attack with short sword Saving throw bonuses(5): bonus to save vs poison/rods,wands,spells Con=4-6--bonus +1, Con=7-10--bonus +2, Con=11-13--bonus +3, Con+14-17--bonus +4, Con=18-20--bonus +5 Sling bonus(5): +1 to attack with sling Stealth(10): if not in metal armor +2/-4 to own/opponent surprise roll |
Aim bonus(10): +1 to Aim Ability Attack bonus(5): +1 to attack with hurled weapons and slings Balance bonus(10): +1 to Balance Ability Detect Evil(5): once/day detect evil on creature (not items) Hide(10): hide in woods as rogue's hide in shadows of same level Health bonus(10): +1 to Health Ability Infravision(5): Infravision to 30' Mining detection abilities(5): 1-3 on d6 to determine direction underground, 1-3 on d4 to detect slope Reaction bonus(5): +1 to reaction rolls Saving throw bonuses(5): bonus to save vs poison/rods,wands,spells Con=4-6--bonus +1, Con=7-10--bonus +2, Con=11-13--bonus +3, Con+14-17--bonus +4, Con=18-20--bonus +5 Secret doors(5): 1 on d6 to spot concealed if passing within 10' 1-2 on d6 to spot secret if searching, 1-3 on d6 to spot concealed if searching Stealth(10): if not in metal armor +2/-4 to own/opponent surprise roll Taunt(5): once/day taunt as wizard of same level |
Bow bonus(5): +1 to attack with any bow (except crossbows) Cold resistance(5): +1 to save vs cold Health bonus(10): +1 to Health Ability Heat resistance(5): +1 to save vs heat/fire Infravision(10): Infravision to 60' Less sleep(5): only 4 hours of sleep needed for full rest Resistance(5): 30% resistant to sleep/charm related spells Secret doors(5): 1 on d6 to spot concealed if passing within 10' 1-2 on d6 to spot secret if searching, 1-3 on d6 to spot concealed if searching Stealth(10): if not in metal armor +2/-4 to own/opponent surprise roll Sword bonus(10): +1 to attack with short/long sword |
Active sense of smell(5): +1 to surprise rolls Acute taste(5): +2 to save vs imbibed poisons Attack bonus(5): +1 to attack with one weapon of choice Damage bonus(5): +1 to damage with one weapon of choice Fitness bonus(10): +1 to Fitness Ability Infravision(10): Infravision to 60' Mining detection abilities(5): 1 on d4 to detect slope, 1-2 on d6 to detect new stone construction Stamina bonus(10): +1 to Stamina Ability |
Attack bonus(5): +1 to attack with one melee weapon of choice Damage bonus(5): +1 to damage with one melee weapon of choice Fitness bonus(10): +1 to Fitness Ability Hit point bonus(10): +1 to hp each level Infravision(5): Infravision to 30' Muscle bonus(10): +1 to Muscle Ability Poison resistance(5): +1 to save vs poison Tough hide(5): +1 to AC if currently at AC=8 or worse |
Attack bonus(5): +1 to attack with one weapon of choice Balance bonus(10): +1 to Balance Ability Experience bonus(10): +5% to XP Health bonus(10): +1 to Health Ability Hit point bonus(10): +1 to hp each level Secret doors(5): 1 on d6 to spot concealed if passing within 10' 1-2 on d6 to spot secret if searching, 1-3 on d6 to spot concealed if searching Tough hide(5): +1 to AC if currently at AC=8 or worse |
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