Bonus Content: Combined Racial Statistics

Way back during the original AFF campaign, one of the things that I heard from my players is that the racial statistics in the Player’s Instruction Manual were a bit difficult to understand. I wrote myself a mental note at the time to just bite the bullet and put down all of the racial statistics, even the stuff in the d20 SRD, when it came time to rewrite that chapter. Naturally, I forgot completely about it until I’d already finished the layout for Chapter 2. Oops.

So, just to head off any confusion there might be on this issue, here are all of the racial stats for “A Final Fantasy” in one place (original text courtesy of the good people at the Hypertext d20 SRD):

Jump List

Dwarves
  • +2 Constitution, -2 Charisma
  • Medium size
  • 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 60 ft.
  • 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 can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Proficiency: A dwarf automatically receives the Martial Weapon Proficiency feats for the light pick and heavy pick. Dwarves become familiar with these items at an early stage in life, which are commonly used in subterranean dwarf culture to tunnel through rock and make home improvements.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Dwarves gain a +1 racial bonus to any two of the following skills (player’s choice): Craft (any), Heal, Knowledge (any), or Spellcraft.
  • Automatic Languages: Common, Dwarven. Bonus Languages: Celestial, Kakkarian, Orc, Terran, Thallesian and Undercommon.
  • Favored Class: Cleric. Dwarves are generally placed under a great deal of pressure by their parents to become healers.
Elves
  • +2 Dexterity, -2 Constitution, -2 Intelligence. While elves have faster reflexes than other species, they are fragile and more easily damaged. Elves also tend to have too short of an attention span to be great learners or scholars.
  • Medium size
  • Elf base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-Light Vision
  • Weapon Focus: An elf receives the Weapon Focus feats for the longsword, the rapier, the longbow (including the composite longbow) and the shortbow (including the composite shortbow). An elf who is non-proficient with these weapons does not receive this bonus until he or she learns how to use these weapons. For some reason, these weapons seem to be in the blood of the elves; they seem to become extraordinarily skilled with them in a very short amount of time… that is to say, when they actually bother to learn how to use them.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Receive a +1 racial bonus on all Survival and Knowledge (nature) checks.
  • Automatic Languages: Common, Elven. Bonus Languages: Abyssal, Draconic, Gnoll, Orc, Thallesian and Sylvan.
  • Favored Class: Druid
Gnomes
  • +2 Constitution, -2 Strength.
  • Small size: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Gnome base land speed is 20 feet.
  • Low-Light Vision
  • Weapon Familiarity: Gnomes may treat the following weapons as martial weapons, rather than exotic weapons – the gnome hooked hammer, repeating heavy crossbow, repeating light crossbow, hand crossbow, flamethrower, and poisonthrower. As a race, gnomes tend to be extremely capable with technologically advanced weaponry.
  • +2 racial bonus on saving throws against illusions.
  • +1 racial bonus on attack rolls against halflings and penpens. Gnomes are trained from birth in techniques to exterminate these races.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Listen checks.
  • +2 racial bonus on Craft (alchemy) checks.
  • +1 racial bonus to any two of the following skills (player’s choice): Craft (any), Intimidate, Knowledge (architecture and engineering), or Search. This bonus is cumulative with all other racial bonuses.
  • Spell-Like Abilities: 1/day – detect magic (duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day – dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. Due to the anti-magical bent of the Kaiser regime, public use of these abilities (except detect magic) is heavily punished.
  • Automatic Languages: Common, Gnome. Bonus Languages: Abyssal, Draconic, Dwarven, Infernal, Orc and Thallesian.
  • Favored Class: Fighter
Half-Elves
  • Medium size
  • Half-elf base land speed is 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-Light Vision
  • +1 racial bonus on Listen, Search, and Spot checks.
  • +2 racial bonus on Diplomacy and Gather Information checks.
  • +1 racial bonus to any two of the following skills (player’s choice): Bluff, Disguise, Forgery, Knowledge (any) or Perform (any).
  • Elven Blood: For all effects related to race, a half-elf is considered an elf.
  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
Thallesian Halflings
  • +2 Dexterity, -2 Strength.
  • Small size: As a Small creature, a Thallesian halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Halfling base land speed is 20 feet.
  • +2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
  • +1 racial bonus on all saving throws.
  • +2 morale bonus on saving throws against fear. This bonus stacks with the Thallesian halfling’s +1 bonus on saving throws in general.
  • +1 racial bonus to any two of the following skills (player’s choice): Appraise, Diplomacy, Knowledge (architecture and engineering), Knowledge (geography), Knowledge (history), Profession (any) or Swim.
  • +1 racial bonus on attack rolls with thrown weapons and slings.
  • Automatic Languages: Common, Thallesian. Bonus Languages: Dwarven, Draconic, Gnome, Kakkarian and Orc.
  • Favored Class: Rogue.
Kakkarian Halflings
  • +2 Dexterity, -2 Strength.
  • Small size: As a Small creature, a Kakkarian halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Halfling base land speed is 20 feet.
  • Weapon Proficiency: Kakkarian halflings automatically receive the Martial Weapon Proficiency feats for the scimitar and the kukri.
  • +2 racial bonus to Survival checks in desert environments. Kakkarian halflings are well-adapted to the dry, arid conditions of the Great Desert.
  • +2 racial bonus to Hide and Slight of Hand checks.
  • +1 racial bonus on all saving throws.
  • +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
  • Automatic Language: Common, Kakkarian. Bonus Languages: Celestial, Dwarven, Ignan, Orc and Thallesian.
  • Favored Class: Scout
Spritelings
  • -2 Strength, +2 Dexterity, -2 Constitution, +2 Charisma
  • Small size: As a Small creature, a spriteling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Spriteling base land speed is 20 feet.
  • +2 racial bonus on Listen checks.
  • +1 racial bonus to Knowledge (arcana) and Spellcraft checks.
  • +1 racial bonus on all saving throws.
  • +2 morale bonus on saving throws against fear. This bonus stacks with the spriteling’s +1 bonus on saving throws in general.
  • Spell-Like Abilities: 1/day invisibility (self only). This effect lasts 1 minute, or until the spriteling attacks another creature.
  • Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Sylvan and Thallesian.
  • Favored Class: Sorcerer
Humans
  • Medium size
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • +1 racial bonus to any two class or cross-class skills of the player’s choice. If the skill in question cannot be used untrained,
    the player must place a rank in the skill to gain his or her racial bonus.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Orcs and Half-Orcs
  1. Oni Kingdom Orc
    • +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
    • An orc’s base land speed is 30 feet.
    • Darkvision 60 ft.
    • Weapon Familiarity: Orcs and half-orcs from the Oni Kingdom may treat the katana and the bastard sword as martial weapons, rather than as exotic weapons.
    • +1 racial bonus to Bluff and Diplomacy checks.
    • Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    • Automatic Languages: Common, Orc. Bonus Languages: Celestial, Draconic, Dwarven, Ignan and Thallesian.
    • Favored Class: Fighter
  2. Oni Kingdom Half-Orc
    • +2 Strength, -2 Intelligence, -2 Charisma. 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 size
    • Half-orc base land speed is 30 feet.
    • Darkvision 60 ft.
    • Weapon Familiarity: Orcs and half-orcs from the Oni Kingdom may treat the katana and the bastard sword as martial weapons, rather than as exotic weapons.
    • +1 racial bonus to Bluff and Diplomacy checks.
    • Orc Blood: For all effects related to race, a half-orc is considered an orc.
    • Automatic Languages: Common, Orc. Bonus Languages: Celestial, Draconic, Dwarven, Ignan and Thallesian.
    • Favored Class: Fighter
  3. Uncivilized Orc
    • +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
    • An orc’s base land speed is 30 feet.
    • Darkvision 60 ft.
    • +1 racial bonus to any two of the following skills: Bluff, Craft (any), Heal, Intimidate, Knowledge (geography), Profession (farmer), Profession (sailor), Ride, or Search.
    • Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
    • Automatic Languages: Common, Orc. Bonus Languages: Abyssal, Giant, Gnoll, Infernal and Thallesian.
    • Favored Class: Barbarian
  4. Uncivilized Half-Orc
    • +2 Strength, -2 Intelligence, -2 Charisma. 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 size
    • Half-orc base land speed is 30 feet.
    • Darkvision 60 ft.
    • +1 racial bonus to any two of the following skills: Bluff, Craft (any), Heal, Intimidate, Knowledge (geography), Profession (farmer), Profession (sailor), Ride, or Search.
    • Orc Blood: For all effects related to race, a half-orc is considered an orc.
    • Automatic Languages: Common, Orc. Bonus Languages: Abyssal, Giant, Gnoll, Infernal and Thallesian.
    • Favored Class: Barbarian
Penpens
  • -2 Dexterity, +2 Intelligence, -2 Wisdom. Penpens are extremely intellectual creatures, with an average intelligence far into the range of genius among humans. However, they are physically awkward creatures, especially on land, and tend to be absent-minded and easily confused.
  • Medium size
  • Base land speed 20 feet
  • Base swim speed 40 feet
  • Cold resistance 5. Penpens have adapted to cold temperatures and climates.
  • Penpens receive a -4 penalty to all Fortitude saves made to resist heat dangers.
  • Tremorsense 60 feet in water.
  • +2 to Intuition checks with other penpens. Due to the particularities of their language, penpen children learn early on to become extremely sensitive to their parents’ body language. Otherwise, they would have no clue what was being said.
  • Automatic languages: Common, Penpen. Bonus languages: Aquan, Auran, Celestial, Draconic, Ignan and Terran.
  • Favored Class: Wizard

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