Races

Copied from the pathfinder srd

Human
• +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Elves
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
• Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Elves have a base speed of 30 feet.
• Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
• Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
• 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 Spellcraft skill checks made to identify the properties of magic items.
• Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
• Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Dwarfs
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
• Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
• Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
• Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
• Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
• Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
• Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
• Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
• Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
• Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
• Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
• Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Halflings
• +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
• Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

• Slow Speed: Halflings have a base speed of 20 feet.
• Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
• Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
• Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
• Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
• Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
• Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Neanderthal (½ orcs)
• +2 to One Ability Score: Neanderthal characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Neanderthal are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Neanderthal have a base speed of 30 feet.
• Darkvision: Neanderthal can see in the dark up to 60 feet (see darkvision.)
• Intimidating: Neanderthal receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
• Neanderthal Blood: Neanderthal count as both humans and Neanderthal for any effect related to race.
• Neanderthal Ferocity: Once per day, when a Neanderthal is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
• Weapon Familiarity: Neanderthal are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
• Languages: Neanderthals begin play speaking Common and Orc. Neanderthals with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Gnome
• +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
• Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
• Slow Speed: Gnomes have a base speed of 20 feet.
• Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)
• Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.
• Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities:
• 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
• Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
• Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
• Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
• Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
• Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
• Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.

Cat folk (p.47 Bestiary 3)
CATFOLK CHARACTERS
Catfolk have no racial Hit Dice, gaining their capabilities from class levels. All catfolk have the following racial traits.
• +2 Dexterity, -2 Wisdom, +2 Charisma: Catfolk are agile and amiable, but they are known for their lack of common sense and self-control.
• Low-Light Vision: In dim light, catfolk can see twice as far as humans.
• Cat’s Luck: See below.
• Sprinter: See below.
• Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
• Languages: Catfolk speak Catfolk and Common. A catfolk who has a high Intelligence score can choose from the following bonus languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.
Cat’s Luck (Ex)
Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.
Sprinter (Ex)
A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.

Races

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