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 Search 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 Spot score is equal or greater than the Search? 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 rogue; the dwarf uses his character level as his rogue level for this purpose; this does not stack with levels of rogue or another class that grants the device lore ability), but only with respect to traps of stone construction. (See the rogue class description for details.)
- A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- 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 poison, spells, and spell-like effects.
- Stonecraft: +2 racial bonus on Appraise? and Craft? checks that are related to stone or metal items.
- 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.
- A dwarf paladin can select the stonelord paladin 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 Listen?, Search?, and Spot 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 Spot score is equal or greater than the Search? 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 Spellcraft 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 spells of the divination school, 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). This racial trait replaces the enchantment resistance racial trait.
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 Listen?, Search?, and Spot checks.
- Trustworthy: +2 racial bonus on Diplomacy? and Gather Information 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: Once per day, when a half-orc is brought below 0 hit points (or lower, depending on his Constitution score; see Wound Thresholds? for details) but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless he receives some healing that restores his hit points, he immediately falls unconscious and begins dying.
- 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 improving their already keen senses. They gain a +2 racial bonus on Listen? and Spot checks, and +2 to Fear reaction rolls in most humanoid communities. This racial trait replaces the orc ferocity racial traits.
- 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.
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 Listen? checks.
- 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. Caster level 1st; save DC 10 + gnome’s Int modifier + spell 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.)
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 Listen? checks.
- 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.)