Races
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Basic Race
Human
Masters of the Capacian Empire
Ability Score Racial Traits: +2 to One Ability Score
Type: Humanoid (human)
Size: Medium
Base Speed: 30 feet
- Bonus Feat: Humans select one extra feat at 1st level.
Advanced Races
Dark-touched
Touched by the power of the dark god Kartas.
Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, -2 Constitution
Type: Humanoid (dark)
Size: Medium
Base Speed: 30 feet
- Shifty: Dark-touched gain a +2 racial bonus on Bluff and Stealth checks..
- Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
- Gain one random alternate Tiefling ability and one random physical feature from here
Dwarf
One of the first races, children of the Earth Titan.
Ability Score Racial Traits: +2 Constitution, +2 Wisdom, -2 Dexterity
Type: Humanoid (dwarf)
Size: Medium
Base Speed: 20 feet, but never modified by armor or encumbrance.
- Hardy: +4 racial bonus on Fortitude saving throws against disease and poison.
- Heart of Stone: Spell resistance equal to 6 + their character level.
- Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
- Stability: +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Elf
One of the first races, children of the Radiant Titan.
Ability Score Racial Traits: +2 Dexterity, +2 Intelligence, -2 Constitution
Type: Humanoid (elf)
Size: Medium
Base Speed: 30 feet, but never modified by armor or encumbrance.
- Elven Immunities: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
- Keen Senses: +2 racial bonus on Perception checks.
- Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
Feytouched
Child of Fey and Man
Ability Score Racial Traits: +2 Dexterity, +2 Charisma, -2 Constitution
Type: Humanoid (fey, native outsider)
Size: Medium
Base Speed: 30 feet
- Fey Resistance: Gains a +2 racial saving throw bonus against enchantment and illusion spells and effects.
- Keen Senses: +2 racial bonus on Perception checks.
- Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
- Veil of Nature: Gains a +4 racial bonus on Stealth checks in wild terrain, when not moving.
Halfling
Natives of the Shiel highlands.
Ability Score Racial Traits: +2 Dexterity, +2 Charisma, -2 Strength
Type: Humanoid (halfling)
Size: Small
Base Speed: 20 feet
- Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
- Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
- Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Ratfolk
Living in the gutters of society
Ability Score Racial Traits: +2 Dexterity, +2 Intelligence, -2 Strength
Type: Humanoid (ratfolk)
Size: Small
Base Speed: 20 feet
- Keen Senses: Ratfolk receive a +2 racial bonus on Perception checks.
- Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
- Rodent Empathy: Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents (if the ratfolk possesses an ability to use other skills to influence rodents this bonus also apply to those skills).
- Social: Ratfolk gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
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Hidden Races
Aasimar
Ability Score Racial Traits: +2 Wisdom and +2 Charisma
Type: Humanoid (celestial, native outsider)
Size: Medium
Base Speed: 30 feet
- Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
- Light Wielder: Aasimars gain the Light sphere for free.
- Gain one random variant Aasimar ability and one random physical feature from here
Dragonborn
Ability Score Racial Traits: +2 Strength, +2 Charisma, -2 Dexterity
Type: Humanoid (saurian)
Size: Medium
Base Speed: 30 feet
- Dragon Immunities: Dragonborn are immune to paralysis, sleep, and one of acid, cold, electricity or fire.
- Natural Armor: A dragonborn’s thick hide grants it a +2 natural bonus to Armor Class.
- Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
Saurian
Ability Score Racial Traits: +2 Strength, +2 Con, -2 Wisdom
Type: Humanoid (draconic)
Size: Medium
Base Speed: 30 feet
- Bite: Saurians can make a natural bite attack, dealing 1d3 damage. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
- Friendly: Diplomacy and Sense Motive are always class skills for Saurians.
- Scaly Hide: Saurians gain a +1 natural armor bonus to their Armor Class.
Silverguard
Ability Score Racial Traits: +2 Strength, +2 Dexterity, +2 Constitution, -2 Intelligence, +2 Wisdom
Type: Humanoid (human)
Size: Medium
Base Speed: 30 feet
- Ageless: Sunborn do not age from magic or natural effects.
- Ancient: Sunborn gain a +4 racial bonus to Knowledge(history) checks.
- Elven Immunities: Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
- Fearless: Sunborn have fear resistance 5.
- Keen Senses: +2 racial bonus on Perception checks.
- Low-Light Vision: Can see twice as far as a race with normal vision in conditions of dim light.
- Old Acquaintances: When a sunborn encounters a person of importance whom they believe they might have had dealings with in the past, they may roll a d10. On a 1 the person is hostile towards the sunborn, on 2-4 the person is unfriendly, on 5-7 they have in fact not met, and on 8-10 the person is friendly. Keep in mind that the sunborn is unlikely to have had many dealings with anyone younger than 50, and even people of 100 years of age are kinda young to the sunborn.
Tauran
Ability Score Racial Traits: +4 Strength, +2 Con, -2 Wisdom, -2 Charisma
Type: Monstrous Humanoid
Size: Large
Base Speed: 40 feet
- Centaur: Taurans possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, members of this race use weapons as if they were Medium (instead of Large).
- Horns: Taurans can make a natural gore attack, dealing 1d8 damage. The gore is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
- Thick Hide: Taurans gain a +1 natural armor bonus to their Armor Class.
Tiefling
Ability Score Racial Traits: +2 Strength, +2 Dexterity, +2 Intelligence, -2 Wisdom
Type: Humanoid (demon, native outsider)
Size: Medium
Base Speed: 30 feet
- Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
- Light Wielder: Tieflings gain the Dark sphere for free.
- Gain one random alternate Tiefling ability and one random physical feature from here
Undine
Ability Score Racial Traits: +2 Dexterity, +2 Wisdom, -2 Strength
Type: Humanoid (native outsider, water)
Size: Medium
Base Speed: 30 feet. Also a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.
- Cold Resistance: Undines have cold resistance 5.
- Water Blast: Undines gain the Nature sphere (with the Water package) for free.
Warforged
Ability Score Racial Traits: +2 Constitution, +2 Intelligence, -2 Wisdom, -2 Charisma
Type: Monstrous Humanoid (half-construct)
Size: Medium
Base Speed: 30 feet.
- Composite Body: Warforged bodies are composed of stone, metal and wood, and thus are vulnerable to effects which target creatures composed of these substances, like heat metal, repel wood, and the rust monster's rusting touch. Spells which target objects only (such as stone shape) have no effect on a warforged.
- Construct: Warforged are immune to necromancy effects and regain only half the normal hit points from magical healing, unless they affect constructs (such as the make whole spell) or originate from the warforged itself. The warforged still gains full benefit from fast healing. They do not breathe, sleep or eat.
- Focused Training: Warforged gain one skill of their choice as a class skill.
- Natural Weapons: Warforged have a slam attack that deals 1d6 points of damage.
- Plating: At 1st level a warforged receives a suit of masterwork light or medium armor for free, which cannot be sundered or removed. Due to its integration with the warforged's body, the plating's maximum Dex bonus is increased by 1 and its armor check penalties are reduced by 1. Plating is considered weightless for determining the warforged's encumbrance. Regardless of the type of armor it is based on, plating is constructed of the same materials as the rest of the warforged's body and thus may not be constructed of special materials (unless you select the Advanced Construction feat at 1st level). Plating may be enchanted as magic armor, though the warforged must be present at all times during the process.
- Tireless: Warforged are immune to the fatigued and exhausted conditions, and receive Endurance as a bonus feat.
Monstrous Races
Dark Gnome
Ability Score Racial Traits: –2 Str, +2 Dex, +2 Wis, –4 Cha
Type: Humanoid (gnome)
Size: Small
Base Speed: 20 feet.
- Darkvision 60 ft.
- Light Sensitivity: Dark gnomes are dazzled as long as they remain in an area of bright light.
- Defensive Training: Dark gnomes gain a +2 dodge bonus to Armor Class.
- Skills: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and Perception checks.