Races

DWARVES
The dwarves were the first inhabitants of the world of Jenneria, born from the very stone itself. The dwarven people are a monotheistic race, recognizing only one deity, whom they call the “Master Craftsman.” The believe it is this divine figure that created the world and the dwarven people, crafting the first dwarven couple from clay and breathing life into them. The dwarves believe that the Master Craftsman created the world on his divine anvil, and that the sparks that flew from his hammer formed the stars that light the night sky.

All dwarves venerate the Master Craftsman, and those that do not are considered mad. They recognize that other races have differing beliefs, and they accept this with not much more than a wink and a nod amongst themselves. Curiously, they have no problem with members of other races who choose to accept the Master Craftsman as their deity of choice. They simply evidence this as further proof of His divine glory. Some dwarves, living away from their ancestral homes, have even accepted the idea of human priests conducting worship services to the Master Craftsman.

Dwarf, Deep
Deep dwarves resemble mountain dwarves, but have skin tones in varying shades of grey, white hair, and pale eyes. Unlike their mountain cousins, deep dwarves keep their beards trimmed short and females often shave theirs completely. A deep dwarf has a lifespan about the same as a mountain dwarf. Deep dwarves are not available as player characters, and are included here for completeness only.

Dwarf, Mountain
The mountain dwarf is the dwarf that most people think of when they think of dwarves. They are a short, stocky race with resilient bodies and surprising strength in their limbs. They average four to five feet in height and tend to have brown or black hair (greying with age) and brown or grey eyes. Almost all dwarves are bearded, even the females, and a beardless dwarf is a shamed dwarf. The males grow their beards thick and braid them in intricate designs, often studded with worked metals or jewels. Females tend to keep their beards shorter, but no less decorated. The typical mountain dwarf can reach 300 years, on average, if their lie is not cut short through disease, violence, or pestilence first.

  • +2 Constitution, +2 Wisdom, -2 Charisma: Mountain dwarves are both tough and wise, but also a bit gruff.
  • Medium: Mountain dwarves are Medium creatures and receive no bonuses or penalties due to their size.
  • Slow and Steady: Mountain dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Darkvision: Mountain dwarves can see in the dark up to 60 feet.
  • Defensive Training: Mountain dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Cave Dweller: Mountain dwarves gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
  • Greed: Mountain 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: Mountain dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes.
  • Hardy: Mountain dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Mountain 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: Mountain 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: Mountain dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the words “dwarven” in its name as a martial weapon.
  • Languages: Mountain dwarves begin play speaking Dwarven and Trade Tongue. Mountain dwarves with high Intelligence scores can choose from the following: Gnome, Goblin, Jottun, Orc, Terran, Undercommon, and any regional language.

Dwarf, Sundered
Sundered dwarves are those who have separated from their clans. This may be a result of exile as a punishment (in which case the sundered dwarf is likely to have had his or her beard shaved), the loss of the entire clan to some tragedy, or just a desire by the dwarf to explore the surface world. While they give up many of the abilities of their cousins, they have become quite adept at living alongside humans. Their physical attributes are the same as for mountain dwarves, but they do have shortened lifespans, with most living only about 200 years.

  • +2 Constitution, +2 Charisma, -2 Wisdom: Sundered dwarves are both tough and chummy, but lack the wisdom of their fellows.
  • Medium: Sundered dwarves are Medium creatures and receive no bonuses or penalties due to their size.
  • Slow and Steady: Sundered dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Greed: Sundered dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
  • Healthy: Sundered dwarves receive a +4 racial bonus on Fortitude saves against disease and poison, including magical diseases.
  • Master Tinker: Sundered dwarves gain a +1 racial bonus on Disable Device and Knowledge (engineering) checks. They are also treated as proficient with any weapon they have personally crafted.
  • Stability: Sundered dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Stubborn: Sundered dwarves gain a +2 bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a sundered dwarf fails such as save, it receives another save 1 round later to end the effect (assuming the spell or spell-like ability has a duration later than 1 round). This second save is made at the same DC as the first. If the sundered dwarf has the same ability from another source (such as a rogue’s slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
  • Urbanite: Sundered dwarves 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.
  • Weapon Familiarity: Sundered dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the words “dwarven” in its name as a martial weapon.
  • Languages: Sundered dwarves begin play speaking Dwarven and Trade Tongue. Sundered dwarves with high Intelligence scores can choose from any language desired (except druidic or other secret languages).

ELVES
The origins of the elves are shrouded in mystery, even among themselves. They are also known as the Children of the Stars. In fact, they are not natives of Jenneria. Though the oldest living elf does not remember it, legends are told of an event known as the Arrival, when the first elves came to this world from the very stars themselves. The stars, according to the legend, are actually distant suns, many with other worlds orbiting them. The elves used vessels to travel among the stars, but one of their vessels became damaged and was forced to land on this strange world. Stranded, the occupants tried to survive as best they could. With time, they adapted to their new life. Some even choose to mingle with the native life on this world, while others remained hidden from the eyes of the inhabitants.

Contrary to popular opinion, the legends are true. The original elves were travelers from another world, stranded here when their vessel was damaged and fell from the heavens. Over the resultant generations, the elves have divided themselves into two separate castes. One has strove to remain separate from the natives of this world. They hid themselves away in secret places and even today, remain a source of legend and rumor. The other, who would become known among their brethren as heathens, mingled with the native races, living among them and even breeding with them. Over time, the resultant mingling of bloodlines has produced the elves that most Jennerians are familiar with.

Elf, High
The first caste is that of the laanilmla’tyae, those descended from the first elves to set foot upon Jenneria. In the Olven tongue, laanilmla’tyae means “High Ones,” or those who are above others. Few Jennerians ever see the laanilmla’tyae. The keep themselves hidden from the eyes of men, and even from the other races of elves. Superstitions about the laanilmla’tyae abound. The Skåva believe that the laanilmla’tyae (or the elvere in their tongue) are stunningly beautiful, but disease-ridden forest spirits best avoided. Among the Keltoi, laanilmla’tyae are called sidhe, and are other-worldly beings from a distant and magical land. To the Valorans, the fey are a diminutive and shy folk with capricious whims. They have been known to help mortals, but are also said to sometimes steal away children, leaving their own offspring to be raised in their stead.

Physically, the laanilmla’tyae are tall, most topping 6 foot, and extremely attractive by human standards. They are also long-lived, with an average lifespan of 1,000 years. They are humanoid, with pointed ears and almond-shaped eyes that are slightly larger than human eyes. They are slender of frame and quite lithe. Their hair ranges from platinum to golden blonde, and their eyes are almost universally ice blue.

Elf, Mixed
Mixed elves, cillw’tyae in their own tongue, are descendants of the original elves whose bloodlines have become diluted through mingling with other races over the centuries. Though no longer “pure” elves, they still retain many of the traits of their cousins. Mixed elves are not as tall as the high elves, but as a rule, are still fairly tall and lean. Hair color ranges from dusky bond to shades of red to dark brown. Eye color is normally brown or green, but blues are not unknown. The cillw’tyae typically live for several hundred years.

  • +2 Dexterity, +2 Intelligence, -2 Constitution: Mixed elves are nimble, both in body and mind, but their form is frail.
  • Medium: Mixed elves are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Mixed elves have a base speed of 30 feet.
  • Low-Light Vision: Mixed elves can see twice as far as humans in conditions of dim light.
  • Elven Immunities: Mixed elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Mixed 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 checks made to identify the properties of magic items.
  • Keen Senses: Mixed elves receive a +2 racial bonus on Perception checks.
  • Weapon Familiarity: Mixed elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the words “elven” in its name as a martial weapon.
  • Languages: Mixed elves begin play speaking Elven and Trade Tongue. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblini, Orc, Sylvan, and any regional tongue.

Elf, Wild
Wild elves, who call themselves ameew’anla (“the ghosts in the wood”), are very xenophobic, though not to the extent of their high elf cousins. Free-willed and lithe, they move through the trees as easily as most species move along the ground. Wild elves have skin in shades of brown, tinged with green. Hair is most often black or dark brown, but green is not out of the question. Eye color is almost universally brown, with black being rare. The lifespan of a wild elf is depressingly short as elves go, most do not exceed 200 years.

  • +2 Dexterity, +2 Wisdom, -2 Intelligence: Wild elves are nimble and strong-willed, but their minds are not as sharp as others of their kind.
  • Medium: Wild elves are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Wild elves have a base speed of 30 feet.
  • Low-Light Vision: Wild elves can see twice as far as humans in conditions of dim light.
  • Elven Immunities: Wild elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
  • Born Climber: Wild elves have a Climb speed of 20 feet, and gain a +8 racial bonus on Climb checks.
  • Forest Walker: Wild elves move through natural difficult terrain at normal speed while in forests. Magically altered terrain affects them normally.
  • Languages: Wild elves are xenophobic and begin play speaking only Elven. Elves with high Intelligence scores can choose from the following: Gnoll, Gnome, Goblini, Orc, and Sylvan.
  • Silent Hunter: Wild elves reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this trait).
  • Weapon Familiarity: Wild elves are proficient with longbows (including composite longbows), machetes, shortbows (including composite shortbows), and spears.

A machete is essentially a shortsword, but provides a +2 to Survival checks in dense forest or jungle terrain.

GNOMES
Gnomes are distantly related to elves, though many speculate that the dwarves were involved as well, but the details are lost to the mists of time. The gnomes themselves do not think on it overmuch; as they are fond of saying, “We’re here. What more is there to know?” There are two types of gnomes in Jenneria, and the difference is largely in where they choose to dwell.

Gnome, Forest
Forest gnomes dwell in forested areas, often choosing carefully hollowed trees or disguised burrows in which to live. Hair color ranges all shades of brown, while eyes tend to be brown or green.

  • +2 Constitution, +2 Wisdom, -2 Strength: Forest 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 and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Normal Speed: Gnomes have a base speed of 20 feet.
  • Low-Light Vision: Forest gnomes can see twice as far as humans in conditions of dim light.
  • Gnome Magic: Forest gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores 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.
  • Illusion Resistance: Forest gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
  • Keen Senses: Forest gnomes receive a +2 racial bonus on Perception checks.
  • Languages: Forest gnomes begin play speaking Gnome, Sylvan, and Trade Tongue. Gnomes with high intelligence scores can choose from the following: Draconic, Dwarven, Elven, Goblini, Orc, or any regional tongue.
  • Obsessive: Forest gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
  • Warden of Nature: Forest gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them, because of their special training.
  • Weapon Familiarity: Forest gnomes are proficient with short bows and treat any weapon with the word gnome in its name as a martial weapon.

Gnomes, Rock
Rock gnomes tend to be taller and heftier than their cousins (add 6" and 20 lbs. to base height and weight) and choose to live in rocky hills or mountainous foothills in natural caverns or stone dwellings of their own design. They tend to have hair in shades of black and brown, greying with age, and eyes in shades of blue or grey.

  • +2 Constitution, +2 Wisdom, -2 Charisma: Rock gnomes are sturdy and strong-willed, but they are curt and unfriendly to strangers.
  • 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 and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Normal Speed: Gnomes have a base speed of 20 feet.
  • Bond to the Land: Rock gnomes gain a +2 dodge bonus to AC in mountainous terrain (including hills).
  • Cave Dweller: Rock gnomes gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.
  • Defensive Training: Rock gnomes gain a +4 dodge bonus to AC against monsters of the giant subtype.
  • Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes because of their special training against these hated foes.
  • Low-Light Vision: Rock gnomes can see twice as far as humans in conditions of dim light.
  • Languages: Rock gnomes begin play speaking Gnome, Jottun, and Trade Tongue. Gnomes with high intelligence scores can choose from the following: Draconic, Dwarven, Goblini, Orc, or any regional tongue.
  • Obsessive: Rock gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
  • Stoneseer: Rock gnomes add +1 to the caster level of any spells with the earth descriptor they cast. They also have the following spell-like abilities: constant—nondetection_; 1/day—_magic stone, stone shape, stone tell. The caster level for these spell-like abilities is equal to the user’s character level.
  • Weapon Familiarity: Rock gnomes are proficient with light picks and treat any weapon with the word gnome in its name as a martial weapon.

OTHER RACES
Halflings, half-elves, and half-orcs are all as described in the Pathfinder Core Rules. In addition, other races may be permitted. Ask your GM if you are interested in playing a different race from the core races.

Races

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