Races of the Resistance
About Favored Regions
Each race presented below considers a distinct area of Eredane to be a favored region. Members of the race gain Knowledge (local: favored region) as a class skill, and also gain a +2 racial bonus on Survival checks and Knowledge (nature) checks (assuming they have ranks in that skill) when in their favored region.
Player Races
- Dwarrow
- Dwarf
- Dworg
- Elf (wood, jungle, snow, and sea)
- Elfling
- Gnome
- Halfling
- Human (Dorn)
- Human (Erenlander)
- Human (Sarcosan)
- Orc
Dwarrow
- +2 Charisma
- Small creature: +1 size bonus to AC, +1 size bonus to attack rolls, +4 size bonus to Hide checks; must use smaller weapons than Medium creatures and lifting/carrying limits are three-quarters of those of Medium characters.
- Base land speed 20 feet.
- Darkvision 60 ft.
- Dwarven Kin: +1 natural armor bonus and +2 racial bonus on saves against poison.
- Spell Resistant: +2 racial bonus on saves versus spells and spell-like effects.
- Dwarf and Gnome Blood
Gnome-Raised Dwarrow
- Weapon Familiarity: Dwarrows raised among gnomes may treat hand crossbows and inuteks as martial weapons, rather than exotic weapons.
- Favored Region: Central Erenland.
- Natural Riverfolk: Dwarrow raised among gnomes gain a +2 racial bonus on Perform, Profession (boater and sailor), Swim, and Use Rope checks. Additionally, they may swim at one-half their land speed with a move action, and may swim at their land speed with a full-round action. Finally, gnome-raised dwarrow can hold their breath for a number of rounds equal to three times their Constitution score.
- Skilled Traders: Gnome-raised dwarrow gain a +2 racial bonus on Appraise, Bluff, Diplomacy, Forgery, Gather Information, and Profession checks.
- Automatic Languages: Clan Dialect (basic competence), Old Dwarven Pidgin, Trader's Tongue, and any two unrestricted languages at pidgin level. Bonus Languages: any unrestricted languages.
- Favored Class: Rogue.
Dwarf-Raised Dwarrow
- Weapon Familiarity: Dwarrows raised among dwarves may choose either dwarven waraxe, dwarven urgosh, or urutuk hatchets; they may treat the chosen weapon as a martial weapon rather than an exotic weapon.
- Favored Region: Kaladrun Mountains.
- Kurgun or Clan: A dwarrow can choose either the clan dwarf stonecutting traits or the Kurgun dwarf natural mountaineer traits.
- +1 dodge bonus to Armor Class against Orcs.
- +2 racial bonus on Appraise and Craft checks related to stone or metal items.
- Automatic Languages: Clan Dialect, Old Dwarven, Trader's Tongue pidgin. Bonus Languages: Orcish, other Clan Dialect.
Dwarf
- +2 Constitution, -2 Charisma
- Medium-size
- Base land speed 20 feet. Dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
- Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgoshes as martial weapons, rather than as exotic weapons.
- Favored Region: Kaladrun Mountains.
- Darkvision 60 feet.
- Resilient: +2 natural armor bonus and +2 racial bonus on saves against poison.
- Spell Resistant: +2 racial bonus on saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would.
- +1 racial bonus on attack rolls against orcs.
- +1 racial bonus on attack rolls when fighting with axes and hammers.
- +2 racial bonus on Appraise and Craft checks related to stone or metal items
Clan Dwarf
- Favored Region: Subterranean Kaladruns. Clan dwarves favored region bonuses for the Kaladrun Mountains increase by +2 when they are underground.
- Stability: A clan 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).
- Stonecutting: +2 bonus to notice unusual stonework, such as sliding walls, new or unsafe construction, and the like. A clan dwarf who comes within 10 feet of unusual stonework can make a check as if actively searching, and a clan dwarf can use the Search skill to find stonework traps as a rogue can. A clan dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- +1 dodge bonus to Armor Class against orcs.
- Automatic Languages: Clan Dialect, Old Dwarven. Bonus Languages: Orcish, other Clan Dialect.
- Favored Class: Fighter.
Kurgun Dwarf
- Weapon Familiarity: Kurgun dwarves may treat urutuk hatchets as martial weapons, rather than as exotic weapons. Additionally, when wielding two urutuk hatchets, Kurgun dwarves suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats.
- Favored Region: Surface Kaladruns. Kurgun dwarves favored region bonuses for the Kaladrun Mountains increase by +2 when they are aboveground.
- Natural Mountaineers: +2 racial bonus on Climb checks, and may ignore difficult mountainous terrain that hampers movement, such as rubble or uneven cave flooring (but not thick undergrowth).
- Automatic Languages: Clan Dialect, Old Dwarven. Bonus Languages: Orcish, other Clan Dialect, Trader's Tongue.
- Favored Class: Barbarian.
Dworg
- +2 Strength, +2 Constitution, -2 Intelligence, -2 Charisma
- Medium creature
- Base land speed 30 feet.
- Weapon Familiarity: Dworgs may choose either dwarven waraxe, dwarven urgosh, or urutuk hatchets; they may treat the chosen weapon as a martial weapon rather than an exotic weapon.
- Darkvision 60 ft.
- Minor light sensitivity: In bright sunlight or within the radius of a daylight spell, a dworg must make a Fortitude save (DC 15 for sunlight, or save DC or the spell) or suffer a -1 penalty on attack rolls as long as he remains in the lighted area.
- Kurgun or Clan: A dworg can choose either the clan dwarf stonecutting traits or the Kurgun dwarf natural mountaineer traits.
- Spell Resistant: +2 racial bonus on all saving throws against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would.
- +2 racial bonus on all saving throws.
- +2 racial bonus to attack rolls against orcs.
- Proficiency with dwarf exotic weapons as if they were martial weapons
- Dwarf and Orc Blood
- Automatic Languages: Clan Dialect, Old Dwarven Pidgin, Orcish Pidgin. Bonus Languages: Other Clan Dialect, Trader's Tongue.
- Favored Class: Barbarian.
Elf (All)
- +2 Dexterity, -2 Constitution
- Medium-size
- Base land speed 30 feet.
- Weapon Proficiency: All elves receive the Martial Weapon Proficiency feats for the longbow and shortbow (including composite bows) as bonus feats.
- Favored Region: Erethor.
- Natural Channelers: All elves gain the Innate Magic feat as a bonus feat, and those who gain the Magecraft feat have 2 bonus spell energy points.
- Low-light vision.
- +2 racial saving throw bonus against Enchantment spells and effects.
- +2 racial bonus on Listen, Search, and Spot checks.
- +4 racial bonus on Climb checks when climbing trees.
- All elves may begin play with elven traveling clothes, erethor tea, and hearthstones (at one-quarter normal cost).
- 1 extra skill point per character level.
- Weapon Proficiancy: Wood elves receive the Martial Weapon Proficiecy feats for the longsword and short sword as bonus feats.
- Favored Region: Caraheen. Wood elves' favored region bonuses for Erethor increase by +2 when in the Caraheen.
- Natural Channelers: Wood elves may select an additional known spell for their Innate Magic bonus feat, and those that gain the Magecraft feat gains 3 bonus spell energy points rather than 2.
- Automatic Languages: High Elven. Bonus Languages: Colonial, Erenlander, Halfling, Jungle Mouth, Old Dwarven, Orcish, Sylvan, Trader's Tongue.
- Favored Class: Channeler.
- Weapon Familiarity: Danisil treat sepi as martial weapons, rather than exotic weapons.
- Favored Region: Aruun. Jungle elves' favored region bonuses for Erethor increase by +2 when in the Aruun.
- Natural Channelers: Jungle elves may select an additional known spell for their Innate Magic bonus feat.
- Feral Elves: Danisil gain an additonal +2 to all racial bonuses granted by universal elven traits, for a total of a +4 racial bonus to Listen, Search, and Spot checks, a +6 racial bonus on Climb and Balance checks when climbing trees, a +4 racial bonus on Survival and Knowledge (nature) checks in the Aruun.
- Spirit Foes: Jungle elves gain a +4 racial bonus on Hide and Move Silently checks in natural settings, and gain a +2 racial bonus on saving throws against the spells, special attacks, and spell-like and supernatural abilities of creatures with the outsider type.
- Herbalists: Jungle elves may begin play with up to 10 doses of orcbane poison (at one-quarter normal cost).
- Automatic Languages: Jungle Mouth. Bonus Languages: Colonial, Erenlander, Halfling, High Elven, Sylvan, Trader's Tongue.
- Favored Class: Wildlander.
- Weapon Familiarity: Erunsil treat snow elf fighting knives and icewood bows as martial weapons, rather than exotic weapons. Additionally, when wielding two snow elf fighting knives, Erunsil suffer only half the normal penalties for wielding a second weapon in their off hand. This benefit stacks with that granted by Two-Weapon Fighting and similar feats.
- Favored Region: Veradeen. Snow elves' favored region bonuses for Erethor increase by +2 when in the Veradeen.
- +1 racial bonus on Fortitude saving throws. This bonus increases to +5 when the snow elf makes Fortitude saving throws against cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, snow elves suffer only half the normal damage (rounded down) from the nonlethal cold damage caused by these effects.
- Snow elves may begin play with an icewood bow (at one-quarter normal cost). Snow elves gain a +1 racial bonus on attack rolls with icewood bows.
- Automatic Languages: High Elven, Orcish Pidgin, Patrol Sign. Bonus Languages: Black Tongue, Erenlander, Norther, Sylvan, Trader's Tongue.
- Favored Class: Wildlander.
- Weapon Familiarity: Miransil treat nets as martial weapons, rather than exotic weapons. Additionally, sea elves receive Martial Weapon Proficiency feat in one of the following weapons: guisarme, ranseur, or trident.
- Favored Region: Miraleen. Sea elves' favored region bonuses for Erethor increase by +2 when in the Miraleen.
- Natural Swimmers: Sea elves gain a swim speed of one-half their land speed. They may move through calm water at this speed without making Swim checks and gain a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The sea elf can always choose to take 10 on a Swim check, even if distracted or endangered when swimming, and can use the run action while swimming, providing she swims in a straight line. Additionally, sea elves can hold their breath for a number of rounds equal to six times their Constitution score.
- Natural Sailors: +2 racial bonus on any Craft, Profession, or Use Rope checks involving ships, sailing, or the sea.
- Automatic Languages: High Elven, Jungle Mouth. Bonus Languages: Halfling, Sylvan, Trader's Tongue.
- Favored Class: Channeler.
Elfling
- +4 Dexterity, -2 Strength, -2 Constitution
- Small creature: +1 size bonus to AC, +1 size bonus to attack rolls, +4 size bonus to Hide checks; must use smaller weapons than Medium creatures and lifting/carrying limits are three-quarters of those of Medium characters.
- Base speed 30 ft.
- Low-light Vision
- Natural Channelers: Elflings gain the Innate Magic feat as a bonus feat.
- +2 racial bonus on Climb, Heal, and Hide checks
- +2 racial bonus on Listen, Search, and Spot checks
- +1 racial bonus on all saving throws
- +2 racial bonus on Survival checks in the environment in which they were raised, either forest or plains
- Elf and Halfling Blood
Danasil-Raised Elflings
- Weapon Familiarity: Danisil-raised elflings may treat sepi and atharaks as martial weapons, rather than as exotic weapons.
- Favored Region: Aruun Jungle.
- Herbalists: Danisil-raised elflings may begin play with up to 10 doses of orcbane poison (at normal cost).
- Automatic Languages: Halfling pidgin, High Elven pidgin, Jungle Mouth. Bonus Languages: Colonial, Erenlander, Orcish, Trader's Tongue.
- Favored Class: Wildlander
Halfling-Raised Elflings
- Weapon Familiarity: Halfling-raised elflings may treat halfling lances and atharaks as martial weapons, rather than as exotic weapons.
- Favored Region: Central Erenland.
- Bound to the Beast: Halfling-raised elflings may begin play with an adult wogren mount (at one-quarter normal cost).
- Automatic Languages: Erenlander, Halfling, Jungle Mouth pidgin. Bonus Languages: Colonial, Orcish, Trader's Tongue.
- Favored Class: Any
Gnome
- +4 Charisma, -2 Strength
- Small creature: +1 size bonus to AC, +1 size bonus to attack rolls, +4 size bonus to Hide checks; must use smaller weapons than Medium creatures and lifting/carrying limits are three-quarters of those of Medium characters.
- Base land speed 20 feet.
- Weapon Familiarity: Gnomes treat hand crossbows as martial weapons, rather than exotic weapons.
- Favored Region: Central Erenland. Gnomes' favored region bonuses increase by +2 when thay are on rivers.
- Low-light vision.
- Dwarven Kin: +1 racial bonus on Fortitude saving throws and +2 racial bonus on saves against spells and spell-like effects.
- Natural Riverfolk: Gnomes gain a +2 racial bonus on Perform, Profession (boater and sailor), Swim, and Use Rope checks. Additionally, they may swim at one-half their land speed with a move action, and may swim at their land speed with a full-round action. Finally, gnomes can hold their breath for a number of rounds equal to three times their Constitution score.
- Natural Traders: Whenever engaged in interactions involving trading or smuggling, gnome gain a +4 racial bonus on Appraise, Bluff, Diplomacy, Forgery, Gather Information, and Profession checks.
- Gnomes may begin play with watercraft (at on-quarter normal cost).
- Automatic Languages: Trader's Tongue, any one unrestricted language at basic competence, and any one unrestricted language at pidgin competence. Bonus Languages: Any unrestricted languages.
- Favored Class: Rogue
Halfling
- +2 Dexterity, -2 Strength
- Small creature: +1 size bonus to AC, +1 size bonus to attack rolls, +4 size bonus to Hide checks; must use smaller weapons than Medium creatures and lifting/carrying limits are three-quarters of those of Medium characters.
- Base lands speed 20 feet
- Weapon Familiarity: Halflings gain proficiency with halfling lances as martial weapons, rather than exotic weapons.
- Favored Region: Central Erenland.
- Low-light Vision.
- +2 racial bonus on Climb, Jump, Listen, Move Silently, Spot, and Tumble checks.
- +1 racial bonus on all saving throws
- +2 racial bonus against fear effects
- Natural Channelers: Halflings gain the Innate Magic feat as a bonus feat.
- Automatic Languages: Colonial, Halfling. Bonus Languages: Black Tongue, Courtier, Erenlander, Jungle Mouth, Orcish, Trader's Tongue.
- Favored Class: Any
Agrarian Halfling
- Dexterous Hands: Agrarian halflings gain a +2 racial bonus on all non-metal and non-wood Craft check and all Heal checks.
- Stout or Studious: Agrarian halflings gain either Magecraft as a bonus feat or Endurance and Toughness as bous feats.
Nomadic Halfling
- Skilled Riders: Nomadic halflings gain a +2 racial bonus on all Handle Animal and Ride checks when working with wogren, as well as on Concentration checks to cast spells while mounted on a wogren.
- Bound to the Spirits or Bound to the Beasts: Nomadic halflings gain either Magecraft or Mounted Combat as a bonus feat. Additionally, nomadic halflings may begin play with an adult wogren mount (at one-quarter normal cost).
Human: Dorn
- +2 Strength, -2 Intelligence
- Medium-size
- Base land speed 30 feet.
- 1 extra feat at 1st level. The extra feat must be shosen either from the fighter's list of bonus feats or must be a weapon, armor, or shield proficiency feat.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level
- Weapon Familiarity: Dorns may treat bastard swords and Dornish horse spears as martial weapons, rather than as exotic weapons.
- Favored Region: Northlands.
- +1 racial bonus on Fortitude saving throws. This bonus increases to +5 when the Dorn makes Fortitude saving throws against cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, Dorns suffer only half the normal damage (rounded down) from the nonlethal cold damage caused by these effects.
- +1 racial bonus on attack rolls when fighting in groups of five or more Dorns.
- +1 racial bonus on attack rolls when using a melee weapon two-handed.
- Automatic Languages: Erenlander and Norther. Bonus Languages: Colonial, High Elven, Orcish, and Trader's Tongue.
- Favored Class: Any
Human: Erenlander
- +2 bonus on one ability score of the player's choice, -2 penalty on one other ability of the player's choice.
- Medium-size
- Base land speed 30 feet.
- 2 extra feats at 1st level.
- 8 extra skill points at 1st level and 2 extra skill points at each additional level.
- Weapon Familiarity: An Erenlander may choose a single exotic weapon associated with either Dorns or Sarcosans. He may treat that weapon as a martial weapon, rather than an exotic weapon.
- Favored Region: Northern Erenland, Central Erenland, or Southern Erenland.
- Erenlanders begin with 4 bonus ranks in one Craft or Profession skill of the player's choice.
- Automatic Language: Erenlander. Bonus Languages: Any.
- Favored Class: Any
Humans: Sarcosans
- +2 Charisma, +2 Intelligence, -2 Wisdom
- Medium-size
- Base land speed 30 feet.
- 1 extra feat at 1st level.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level.
- Weapon Familiarity: Sarcosans may treat cedeku and Sarcosan lances as martial weapons, rather than as exotic weapons.
- +1 racial bonus on Reflex saves and on attack rolls with light melee weapons.
- Sarcosans may begin play with a Sarcosan riding horse or a Sarcosan war horse (at one-quarter normal cost).
- Automatic Languages: Colonial and Erenlander. Bonus Languages: Courtier, Halfling, Norther, Orcish, and Trader's Tongue.
- Favored Class: Any
Urban Sarcosan
- Favored Region: Special. Rather than choosing a specific area to be their favored region, urban Sarcosans have a special affinity for all urban environments. Rather than gaining Knowledge (local) as a class skill and a bonus to Survival checks, these characters instead gain a +2 racial bonus on Gather Information checks when in cities and may make Knowledge checks untrained so long as the topic involves a city.
- +2 racial bonus on Bluff, Diplomacy, and Sense Motive checks.
Plains Sarcosan
- Favored Region: Southern Erenland.
- +4 racial bonus to Ride and Handle Animal checks when working with horses, as well as on Concentration checks to cast spells while mounted on a horse.
- Sarcosans suffer only half the normal attack penalties for using ranged weapons while their mounts are taking double moves or running. The benefits of this ability stack with those from the Mounted Archery feat.
- Sarcosans gain a +1 racial bonus on damage rolls against creatures smaller than their mounts when using a melee weapon from horseback. This combines with the normal +1 bonus on melee attacks for being on higher ground to grant Sarcosans a +1 to hit and damage in these situations.
Orc
- +4 Strength, -2 Intelligence, -2 Charisma
- Medium creature
- Base speed 30 ft.
- Weapon Familiarity: Orcs can use vardatches as martial weapons, rather than martial weapons.
- Favored Region: Northern Reaches.
- Night Fighters: Orcs have darvision, which allows them to see in normal darkness up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight. Further, orcs are so at home in darkness that they gain a +1 racial bonus on attack rolls when there is no light at all.
- Light Sensitivity: Orcs suffer a -1 penalty on attack rolls in bright sunlight or within the radius of a daylight spell.
- Resistance to Cold: Orcs are immune to nonlethal damage caused by cold dangers like cold weather, severe cold or exposure, or extreme cold. Additionally, orcs suffer only half the normal damage (rounded down) from the lethal cold damage caused by extreme cold.
- Natural Predators: Orcs may add their Strength modifiers (in addition to their Charisma modifiers) to Intimidate checks.
- Spell Resistant: Orcs gain a +2 racial bonus on all saves against spells and spell-like effects, but those with spell energy have two fewer points of spell energy than they otherwise would. Only the kurasatch udareen may avoid this drawback.
- +1 racial bonus on damage rolls against dwarves.
- +1 racial bonus to attack rolls when fighting in groups of 10 or more orcs, whether they are enemies or allies.
- Automatic Languages: Black Tongue, Old Dwarven Pidgin, High Elven Pidgin, Orcish. Bonus Languages: Any, except restricted languages.
- Favored Class: Barbarian
