Standard Character Backgrounds
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Table: Background Statistics
Background |
Size and Type |
Ability Adjustments |
Favored Class |
Dwarf |
Medium humanoid |
+2 Constitution, +2 Wisdom, −2 Charisma |
Fighter |
Elf |
Medium humanoid |
+2 Dexterity, −2 Constitution, +2 Intelligence |
Wizard |
Gnome |
Small humanoid |
+2 Constitution, −2 Strength, +2 Charisma |
Bard |
Goblin |
Small humanoid |
−2 Strength, +4 Dexterity, −2 Charisma |
Rogue |
Half-elf |
Medium humanoid |
+2 Any |
Any |
Half-orc |
Medium humanoid |
+2 Any |
Barbarian |
Halfling |
Small humanoid |
+2 Dexterity, −2 Strength, +2 Charisma |
Rogue |
Human |
Medium humanoid |
+2 Any |
Any |
Kobold |
Small humanoid |
−4 Strength, +2 Dexterity, −2 Constitution |
Sorcerer |
Orc |
Medium humanoid |
+4 Strength, −2 Intelligence, −2 Wisdom, −2 Charisma |
Barbarian |
Description
A background includes your character's general physique, heritage,
genetic makeup, and cultural traits. You get to decide other
characteristics like hair, skin, and eye color, clothing, decoration,
personality, etc. on your own.
Favored Class
A character's favored class doesn't count against him or her when
determining experience point penalties for multiclassing.
Race and Languages
All characters know how to speak Common. A dwarf, elf, gnome, half-elf,
half-orc, or halfling also speaks a racial language, as appropriate. A
character who has an Intelligence bonus at 1st level speaks other
languages as well, one extra language per point of Intelligence bonus as
a starting character.
Literacy: Any character except a barbarian can read and write all the
languages he or she speaks.
Class-Related Languages: Clerics, druids, and wizards can choose certain
languages as bonus languages even if they're not on the lists
found in the race descriptions. These class-related languages are as
follows:
Cleric: Abyssal, Celestial, Infernal.
Druid: Sylvan.
Wizard: Draconic.
Small Characters
A Small character gets a +1 size bonus to Armor Class, a +1 size bonus
on attack rolls, and a +4 size bonus on Hide checks. A Small
character's carrying capacity is three-quarters of that of a
Medium character.
A Small character generally moves about two-thirds as fast as a Medium
character.
A Small character must use smaller weapons than a Medium character.
Dwarves
Dwarves (singular dwarf) favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.
⚔ This background was updated to reflect Pathfinder dwarves.
Dwarf Traits
- ⚔ +2 Constitution, +2 Wisdom, −2 Charisma. Was +2
Constitution, −2 Charisma.
- • Medium: As Medium creatures, dwarves have no special bonuses or
penalties due to their 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: Dwarves can see in the dark up to 60 feet.
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 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: Dwarves receive the Martial Weapon
Proficiency feats for the battleaxe, heavy pick, and warhammer as
bonus feats.
- • Weapon Familiarity: Dwarves may treat dwarfen waraxes and
dwarfen urgroshes as martial weapons, rather than exotic weapons.
- • 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.
- • +1 racial bonus on attack rolls against orcs and
goblinoids.
- • +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.
- • Automatic Languages: Common and Dwarven. Bonus Languages:
Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
- • Favored Class: Fighter. A multiclass dwarf's fighter
class does not count when determining whether he takes an experience
point penalty for multiclassing
Elves
Elves (singular elf) average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.
⚔ This background was updated to reflect Pathfinder elves.
Elf Traits
- † +2 Dexterity, −2 Constitution, +2 Intelligence.
Originally +2 Dexterity, −2 Constitution.
- • Medium: As Medium creatures, elves have no special bonuses or
penalties due to their 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.
- † +2 racial bonus to caster level checks made to overcome
spell resistance. +2 bonus to Spellcraft checks made to identify the
properties of magic items.
- • Low-Light Vision: An elf can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination. She retains the ability to distinguish color and detail
under these conditions.
- • Weapon Proficiency: Elves receive the Martial Weapon
Proficiency feats for the longsword, rapier, longbow (including
composite longbow), and shortbow (including composite shortbow) as
bonus feats.
- † +2 racial bonus on Perception checks. +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.
- • Automatic Languages: Common and Elven. Bonus Languages:
Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- • Favored Class: Wizard. A multiclass elf's wizard class
does not count when determining whether she takes an experience point
penalty for multiclassing.
Gnomes
Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.
⚔ This background was updated to reflect Pathfinder gnomes.
Gnome Traits
- † +2 Constitution, −2 Strength, +2 Charisma.
Originally +2 Constitution, −2 Strength.
- • Small: 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: A gnome can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination. He retains the ability to distinguish color and detail
under these conditions.
- • Weapon Familiarity: Gnomes may treat gnome hooked hammers as
martial weapons rather than exotic weapons.
- • +2 racial bonus on saving throws against illusions.
- • Add +1 to the Difficulty Class for all saving throws
against illusion spells cast by gnomes. This adjustment stacks with
those from similar effects.
- ⚔ +1 racial bonus on attack rolls against reptilians and
goblinoids.
- • +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.
- • Automatic Languages: Common and Gnome. Bonus Languages:
Draconic, Dwarfen, Elven, Giant, Goblin, and Orc. In addition, a gnome
can speak with a burrowing mammal (a badger, fox, rabbit, or the like,
see below). This ability is innate to gnomes. See the speak with
animals spell description.
- † Spell-Like Abilities: A gnome with a Charisma score of at
least 11 has the following spell-like abilities: 1/day—dancing
lights, ghost sound, prestidigitation, and speak with animals.
Caster level equal to character level;save DC 10 + Cha modifier
- • Favored Class: Bard. A multiclass gnome's bard class does
not count when determining whether he takes an experience point
penalty.
Goblins
Goblins stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their eyes are usually dull and glazed, varying in color from red to yellow. A goblin's skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color.
⚔ This background was updated to reflect Pathfinder goblins.
Goblin Traits
- ⚔ −2 Strength, +4 Dexterity, −2 Charisma.
Originally −2 Strength, +2 Dexterity, −2
Charisma.
- • Goblins are humanoids with the goblinoid subtype.
- • Small: As a Small creature, a goblin 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.
- • Goblin base land speed is 30 feet.
- • Darkvision: Goblins can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like normal
sight, and goblins can function just fine with no light at all.
- ⚔ +4 racial bonus on Stealth and Ride checks. Originally
+4 racial bonus on Move Silently and Ride checks.
- • Automatic Languages: Common, Goblin. Bonus Languages: Draconic,
Elven, Giant, Gnoll, Orc.
- • Favored Class: Rogue. A multiclass goblin's rogue class
does not count when determining whether she takes an experience point
penalty for multiclassing.
Half-elves
Half-elves are not truly an elf subrace, but they are often mistaken for elves. Half-elves usually inherit a good blend of their parents' physical characteristics.
⚔ This background was updated to reflect Pathfinder half-elves.
Half-elf Traits
- † +2 to one ability score.
- • Medium: As Medium creatures, half-elves have no special bonuses
or penalties due to their 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: A half-elf can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of poor
illumination. He retains the ability to distinguish color and detail
under these conditions.
- † +2 racial bonus on Perception checks. Was +1 racial
bonus on Listen, Search, and Spot checks.
- † Half-elves receiving Skill Focus as a bonus feat at 1st level.
Was +2 racial bonus on Diplomacy and Gather Information
checks.
- † Elven Blood: For all effects related to race, a half-elf is
considered an elf and a human.
- • 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, his highest-level class
does not count.
Half-orcs
These orc−human crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.
⚔ This background was updated to reflect Pathfinder half-orcs.
Half-orc Traits
- † +2 to one ability score. Was +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: As Medium creatures, half-orcs have no special bonuses
or penalties due to their size.
- • Half-orc base land speed is 30 feet.
- • Darkvision: Half-orcs (and orcs) can see in the dark up to 60
feet. 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.
- † Intimidating: Half-orc receive a +2 racial bonus on
Intimidate checks because of their fearsome nature.
- † Orc Blood: For all effects related to race, a half-orc is
considered an orc and a human.
- † Orc Ferocity: Once per day, when a half-orc is brought below
0 hit points but not killed, he can fight on for 1 more round as if
disabled. At the end of his next turn, unless brought to 1 or more hit
points, he immediately falls unconscious and begins dying.
- † Half-orcs receive the Martial Weapon Proficiency feats for the
greataxe and falchion as bonus feats.
- • Weapon Familiarity: Half-orcs may treat the orc double-axe as a
martial weapon rather than an exotic weapon.
- • Automatic Languages: Common and Orc. Bonus Languages: Draconic,
Giant, Gnoll, Goblin, and Abyssal.
- • Favored Class: Barbarian. A multiclass half-orc's
barbarian class does not count when determining whether she takes an
experience point penalty.
Halflings
Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century.
⚔ This background was updated to reflect Pathfinder halflings.
Halfling Traits
- † +2 Dexterity, −2 Strength, +2 Charisma. Was +2
Dexterity, −2 Strength.
- † Small: As a Small creature, a halfling gains a +1 size
bonus to Armor Class, a +1 size bonus on attack rolls, and a
+4 size bonus on Stealth checks, but he uses smaller weapons than
humans use, and his lifting and carrying limits are three-quarters of
those of a Medium character.
- • Halfling base land speed is 20 feet.
- † +2 racial bonus on Acrobatics and Climb checks. Was
+2 racial bonus on Climb, Jump, and Move Silently 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.
- † Halflings receive the Martial Weapon Proficiency feat for
slings as a bonus feat. Was +1 racial bonus on attack rolls
with thrown weapons and slings.
- † Weapon Familiarity: Halflings may treat the gnome hooked
hammer as a martial weapon rather than an exotic weapon.
- † +2 racial bonus on Perception checks. Was +2 racial
bonus on Listen checks.
- • Automatic Languages: Common and Halfling. Bonus Languages:
Dwarfen, Elven, Gnome, Goblin, and Orc.
- • Favored Class: Rogue. A multiclass halfling's rogue class
does not count when determining whether he takes an experience point
penalty for multiclassing.
Humans
⚔ This background was updated to reflect Pathfinder humans.
Human Traits
- † +2 to one ability score.
- • Medium: As Medium creatures, humans have no special bonuses or
penalties due to their 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.
- • Automatic Language: Common. Bonus Languages: Any (other than
secret languages, such as Druidic). See the Speak Language skill.
- • Favored Class: Any. When determining whether a multiclass human
takes an experience point penalty, his or her highest-level class does
not count.
Kobolds
Kobolds are short, reptilian humanoids. Their scaly skin ranges from dark rusty brown to a rusty black color. They have glowing red eyes and their tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.
⚔ This background was updated to reflect Pathfinder kobolds.
Kobold Traits
- • −4 Strength, +2 Dexterity, −2 Constitution.
- † Small: As a Small creature, a kobold gains a +1 size bonus
to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus
on Stealth checks, but she uses smaller weapons than humans use, and
her lifting and carrying limits are three-quarters of those of a
Medium character.
- • Kobold base land speed is 30 feet.
- • Darkvision: Kobolds can see in the dark up to 60 feet.
Darkvision is black and white only, but it is otherwise like normal
sight, and kobolds can function just fine with no light at all.
- † +2 racial bonus on Craft (trapmaking), Profession (miner),
and Perception checks.
- • +1 natural armor bonus.
- • Light Sensitivity: Kobolds are dazzled in bright sunlight or
within the radius of a daylight spell.
- • Automatic Languages: Draconic. Bonus Languages: Common,
Undercommon.
- • Favored Class: Sorcerer. A multiclass kobold's sorceror
class does not count when determining whether she takes an experience
point penalty for multiclassing.
Orcs
An orc's hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds. Females are slightly smaller.
⚔ This background was updated to reflect Pathfinder orcs.
Orc Traits
- • +4 Strength, −2 Intelligence, −2 Wisdom,
−2 Charisma.
- • Orcs are humanoids with the orc subtype.
- • Orc base land speed is 30 feet.
- • Darkvision: Orcs (and half-orcs) can see in the dark up to 60
feet. Darkvision is black and white only, but it is otherwise like
normal sight, and orcs can function just fine with no light at all.
- • Light Sensitivity: Orcs are dazzled in bright sunlight or
within the radius of a daylight spell.
- † Orc Ferocity: Once per day, when an orc is brought below
0 hit points but not killed, he can fight on for 1 more round as if
disabled. At the end of his next turn, unless brought to 1 or more hit
points, he immediately falls unconscious and begins dying.
- † Orcs receive the Martial Weapon Proficiency feats for the
greataxe and falchion as bonus feats.
- • Weapon Familiarity: Orcs may treat the orc double-axe as a
martial weapon rather than an exotic weapon.
- • Automatic Languages: Common, Orc. Bonus Languages: Dwarfen,
Giant, Gnoll, Goblin, Undercommon.
- • Favored Class: Barbarian. A multiclass orc's barbarian
class does not count when determining whether he takes an experience
point penalty.
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