Races
This page lists the races to which a player character in the Worlds of Adventure campaign may belong.
Racial ability maximums
Although a character’s ability scores may increase with level (thanks to the ability score increase that a character gains at every fourth character level) and with age (see Table: Aging Effects), no character’s ability scores may increase beyond the maximum for his or her race. Each race’s maximum ability scores are 20, modified by the racial bonus or penalty for a particular ability score. (For example, a human’s racial maximum ability scores are all 20; while a dwarf’s maximum Constitution is 22 and his maximum Charisma is 18.)
Magic may increase a character’s actual ability score past this limit, as can an inherent bonus to an ability score (such as one gained via a wish from a genie).
Humans
(no racial ability score modifiers)
- Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
- Speed: Human base land speed is 30 feet.
- Bonus Feat: 1 extra feat at 1st character level.
- Skilled: 1 extra skill point at each character level.
- Human Spirit: Humans can call upon depths of confidence, faith, and belief in themselves that few others can hope to match. Any time a human is under the effect of a morale bonus of any kind, that bonus increases by +1.
- Automatic Language: Common (of character’s home world) and the local language of the character’s community (if different from Common).
- Bonus Languages: Any (other than secret languages, such as Druidic). (See the Linguistics skill for more information about languages.)
Human racial class variants
- A human sorcerer can select the tattooed sorcerer variant.
Dwarves
+2 Constitution, −2 Charisma.
- Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
- Speed: Dwarf base land speed is 20 feet. However, 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: Dwarves can see in the dark (but not in supernatural darkness). Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
- Stonecunning: This ability grants a dwarf a +2 racial bonus on any 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 dwarf who merely comes within 10 feet of unusual stonework (including a trap of stone construction), even if he is not actively searching, notices that something is amiss if his passive perception score is equal or greater than the DC to find the unusual feature. (This only reveals the presence of the unusual stonework; it must then still be examined to determine what is strange about it.)
- A dwarf gains the device lore ability (as a thief; the dwarf uses his character level as his thief level for this purpose; this does not stack with levels of thief or another class that grants the device lore ability), but only with respect to traps and other devices of stone construction.
- A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Stonecraft: +2 racial bonus on Appraise?, Craft?, and similar checks, if they have to do with stone or metal items.
- Weapon Familiarity: All dwarves are proficient with axes and hammers. A dwarf who selects proficiency with axes or hammers via the weapon proficiency feature of one of his classes gains Weapon Focus with those weapons.
- Stability: A dwarf gains a +4 bonus to his AC against being moved or knocked down (such as by a trip, push, overrun, or similar attack) when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). A dwarf also gains a +4 racial bonus on Acrobatics checks to maintain balance while on earth or stone surfaces.
- Hardy: +2 racial bonus on saving throws against magical effects and against poison.
- Automatic Languages: Common (of the character’s home world) and Dwarven.
- Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. (See the Linguistics skill for more information about languages.)
Dwarf racial class variants
- A dwarf fighter can select the foehammer fighter variant.
Elves
+2 Dexterity, −2 Constitution.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- Speed: Elf base land speed is 30 feet.
- Low-Light Vision: An elf can see in starlight, moonlight, torchlight, and similar conditions of poor illumination (i.e. dim light) as well as in normal light. She retains the ability to distinguish color and detail under these conditions.
- Keen Senses: +2 racial bonus on perception (sight, hearing) checks. An elf who merely comes within 5 feet of a secret door, even if she is not actively searching, notices that something is amiss if her passive perception score is equal or greater than the DC to find the secret door. (This only reveals the presence of a secret door; it must then still be found, or its activation mechanism discovered, etc.)
- Enchantment Resistance: Elves are immune to magic sleep effects, and get a +2 racial saving throw bonus against enchantment spells or effects.
- Weapon Familiarity: All elves are proficient with bows and light blades. An elf who selects proficiency with bows or light blades via the weapon proficiency feature of one of her classes gains Weapon Focus with those weapons.
- 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 all Arcana checks.
- Automatic Languages: Common (of the character’s home world) and Elven.
- Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. (See the Linguistics skill for more information about languages.)
Alternate elf racial traits
- Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to saving throw DCs for divination spells, and spells with sleep effects, that they cast. In addition, elves with a Charisma of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level; the elf can only use the ability on himself, unlike the normal version of the spell).
- This racial trait replaces the enchantment resistance racial trait.
Gnomes
+2 Constitution, −2 Strength.
- Small: As a Small creature, a gnome gains a +4 size bonus on Stealth? checks, and uses smaller weapons than humans use.
- Speed: Gnome base land speed is 20 feet.
- Low-Light Vision: A gnome can see in starlight, moonlight, torchlight, and similar conditions of poor illumination (i.e. dim light) as well as in normal light. He retains the ability to distinguish color and detail under these conditions.
- Keen Senses: +2 racial bonus on perception checks (hearing only).
- Illusion Resistance: +2 racial bonus on saving throws against illusions.
- Gnomish Magic: Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
- Alchemical Talent: +2 racial bonus on Alchemy checks.
- Spell-Like Abilities: A gnome with an Intelligence score of at least 10 has the following spell-like abilities, which may be used a total of three times per day: dancing lights, ghost sound, prestidigitation. Save DC 10 + gnome’s Int modifier + spell level; caster level equal to the gnome’s character level.
- Automatic Languages: Common (of the character’s home world) and Gnome.
- Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. (See the Linguistics skill for more information about languages.)
Half-Elves
(no racial ability score modifiers)
- Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
- Speed: Half-elf base land speed is 30 feet.
- Skilled: 1 extra skill point at each character level.
- Low-Light Vision: A half-elf can see in starlight, moonlight, torchlight, and similar conditions of poor illumination as well as in normal light. She retains the ability to distinguish color and detail under these conditions.
- Keen Senses: +1 racial bonus on perception (sight, hearing) checks.
- Trustworthy: +2 racial bonus on Charisma-based social skill checks. Half-elves have a natural ability to relate to others.
- Enchantment Resistance: Elves are immune to magic sleep effects, and get a +2 racial bonus on saving throws against enchantment spells or effects.
- Elven Blood: For all effects related to race, a half-elf is considered an elf.
- Automatic Languages: Common (of the character’s home world), the local language of the character’s community (if different from Common), Elven.
- Bonus Languages: Any (other than secret languages, such as Druidic). (See the Linguistics skill for more information about languages.)
Alternate half-elf racial traits
- Pass For Human: The elven physical traits of some half-elves are very subtle, barely noticeable. Half-elves with this racial trait receive a +10 bonus on Disguise? checks to disguise themselves as human, and do not take the penalty for disguising themselves as a member of another race when they do so. In areas largely populated or settled by humans, most people tend to assume a character with this trait is human unless given a reason to think otherwise (in other words, a character with this trait is generally assumed to be taking 10 on his Disguise? check).
- This racial trait replaces the keen senses racial trait.
Half-Orcs
+2 Strength, −2 Intelligence or −2 Charisma (player’s choice)
(This choice also affects the character’s maximum ability score; see “Racial ability maximums”, above.)
A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
- Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
- Speed: Half-orc base land speed is 30 feet.
- Darkvision: Half-orcs (and orcs) can see in the dark (but not in supernatural darkness). Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
- Orc Ferocity: Half-orcs gain Diehard as a bonus feat.
- Weapon Familiarity: All half-orcs are proficient with axes. A half-orc who selects proficiency with axes via the weapon proficiency feature of one of his classes gains Weapon Focus with those weapons.
- Orc Blood: For all effects related to race, a half-orc is considered an orc.
- Menacing: Half-orcs do not apply a Charisma penalty (if any) to their Fear reaction rolls.
- Automatic Languages: Common (of the character’s home world), the local language of the character’s community (if different from Common), Orc.
- Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal. (See the Linguistics skill for more information about languages.)
Alternate half-orc racial traits
- Bestial: The orc blood of some half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but granting them enhanced senses. They gain a +2 racial bonus on perception (all physical senses) checks, and +2 to Fear reaction rolls in most humanoid communities.
- This racial trait replaces the orc ferocity racial trait.
- Pass For Human: The orcish physical traits of some half-orcs are very subtle, barely noticeable. Half-orcs with this racial trait receive a +10 bonus on Disguise? checks to disguise themselves as human, and do not take the penalty for disguising themselves as a member of another race when they do so. In areas largely populated or settled by humans, most people tend to assume a character with this trait is human unless given a reason to think otherwise (in other words, a character with this trait is generally assumed to be taking 10 on his Disguise? check).
- This racial trait replaces the menacing racial trait.
Half-orc racial class variants
- A half-orc barbarian can select the scarred rager barbarian variant.
- A half-orc witch can select the scarred witch doctor witch variant.
Halflings
+2 Dexterity, −4 Strength.
- Small: As a Small creature, a halfling gains a +4 size bonus on Stealth? checks, and uses smaller weapons than humans use.
- Speed: Halfling base land speed is 20 feet.
- Keen Senses: +2 racial bonus on perception checks (hearing only).
- Nimble: +2 racial bonus on Acrobatics checks and Athletics checks.
- Sneaky: +2 racial bonus on Stealth? checks.
- Halfling Luck: +1 racial bonus on all saving throws.
- Courageous: +2 morale bonus on saving throws against fear (this bonus stacks with the halfling’s +1 bonus on saving throws in general).
- Weapon Familiarity: Halflings are proficient with all thrown weapons and with slings. A halfling who selects proficiency with thrown weapons or basic weapons via the weapon proficiency feature of one of his classes gains Weapon Focus with thrown weapons or slings, respectively (but not with all basic weapons).
- Automatic Languages: Common (of the character’s home world), the local language of the character’s community (if different from Common), Halfling.
- Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc. (See the Linguistics skill for more information about languages.)
Additional races
Hobgoblins
+2 Strength or +2 Dexterity (player’s choice)
(This choice also affects the character’s maximum ability score; see “Racial ability maximums”, above.)
- Medium: As Medium creatures, hobgoblins have no special bonuses or penalties due to their size.
- Speed: Hobgoblin base land speed is 30 feet.
- Darkvision: Hobgoblins can see in the dark (but not in supernatural darkness). Darkvision is black and white only, but it is otherwise like normal sight, and hobgoblins can function just fine with no light at all.
- Team Discipline: Whenever a hobgoblin is engaged in combat, he gains the benefits of any teamwork feat possessed by two or more of his allies, even if he does not have that feat. (He must still qualify for the feat in order to gain its benefits.)
- If at least one other ally possesses a teamwork feat which the hobgoblin has, he can treat all other allies as also having that feat, for the purposes of determining how and when the feat’s benefits apply.
- Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.
- Automatic Languages: Common (of the character’s home world), Goblin.
- Bonus Languages: Draconic, Infernal, Orc. (See the Linguistics skill for more information about languages.)
Alternate hobgoblin racial traits
- Battle-Hardened: Hobgoblins with this racial trait gain a +1 dodge bonus to AC against combat maneuvers.
- This racial trait replaces the sneaky racial trait.
- Magic-Scarred: Hobgoblins with this racial trait gain a +2 bonus on saving throws against magical effects.
- This racial trait replaces the sneaky racial trait.
Tieflings
+2 Dexterity, +2 Intelligence, and −2 Wisdom
- Medium: As Medium creatures, tieflings have no special bonuses or penalties due to their size.
- Speed: Tieflings base land speed is 30 feet.
- Type: Tieflings are fiends, not humanoids (although they are not extraplanar, unlike most fiends).
- Darkvision: Tieflings can see in the dark (but not in supernatural darkness). Darkvision is black and white only, but it is otherwise like normal sight, and tieflings can function just fine with no light at all.
- Fiendish Resistance: Tieflings have resistance 5 to two of the following (player’s choice): acid, cold, fire, poison, sonic.
- Subtlety: Tieflings gain a +2 racial bonus on Bluff? and Stealth? checks.
- Darkness: A tiefling with a Charisma score of at least 10 has the darkness spell-like ability, which may be used three times per day. Caster level is equal to the tiefling’s character level.
- Automatic Languages: Common (of the character’s home world), the local language of the character’s community (if different from Common), Infernal.
- Bonus Languages: Draconic, Goblin, Orc. (See the Linguistics skill for more information about languages.)
Alternate tiefling racial traits
- Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
- This racial trait replaces the subtlety racial trait.
- Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.
- This racial trait replaces the subtlety racial trait.
- Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
- This racial trait replaces the darkness racial trait.
- Pass For Human: The fiendish physical traits of some tieflings are very subtle, barely noticeable. Tieflings with this racial trait receive a +10 bonus on Disguise? checks to disguise themselves as human, and do not take the penalty for disguising themselves as a member of another race when they do so. In areas largely populated or settled by humans, most people tend to assume a character with this trait is human unless given a reason to think otherwise (in other words, a character with this trait is generally assumed to be taking 10 on his Disguise? check).
- This racial trait replaces the darkvision racial trait.
- Note: A character may not have this racial trait if he has any of the following racial traits: fiendish sprinter, maw or claw, or prehensile tail.