Racial Traits

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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.
Dwarfs

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
Elves

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
Gnomes

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
Halflings

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
Half-Elves

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
Half-Orcs

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
Half-Ogres

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
Humans

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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