Races
Second only to class, race is a way to let you add detail, depth, and flavor to your character. Based on the mythology of legend, fiction, or even other games, your character can be a typical member of your race, or one who does not fit easy categorization. Use the general rules on this page for all races, and then click the links below for details on each race.
Monsters and People
Creatures are divided into two groupings in Labyrinths & Liontaurs. People are creatures who can use the Universal System to gain levels and grow in power, a blessing granted them by the gods. Monsters are all the other creatures, those who cannot gain levels. People come in different varieties, called races. All the races listed on this page are people. And by the way, the singular of people is person.
General Rules
Your choice of race determines a number of bonuses and strengths in core areas. Specifically:
- Ability Score Adjustment: You gain a bonus to one or more of your ability scores (Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma).
- Saving Throw Bonuses: Your race determines a base bonus to your saving throws.
- Extra Hit Points: You gain a one-time bonus to hit points based on your race.
- Skill Bonuses: Your race grants you a +3 bonus on a set of skills. You are proficient in these skills.
- Size: Being big or little offers modifications to a number of game options.
- Small: You get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks. Your size affects Fly and Intimidate checks. You get a -1 size modifier to combat maneuver bonus and defense. A small biped's carrying capacity is three-quarters of that of a Medium character; some gear weighs half as much for you.
- Medium: You gain no bonuses or penalties for size.
- Large: You get a -1 size penalty to Armor Class, a -1 size penalty on attack rolls, and a -4 size penalty on Stealth checks. Your size affects Fly and Intimidate checks. You get a +1 size modifier to combat maneuver bonus and defense. A large quadruped's carrying capacity is three times of that of a Medium character; some gear weighs twice as much for you.
- Move: Your movement rate is set by your race.
- Vision: Each race has a certain visual acuity:
- Normal Vision: You can see as well as a typical human.
- Low-Light Vision: You retain the ability to distinguish color and detail (including reading) in starlight, moonlight, torchlight, and similar conditions of poor illumination, that is, in "dim" lighting. Your miss chance due to concealment under dim conditions is only 5%, not 20%. Creatures trying to hide with the Stealth skill in the concealment of dim lighting are automatically detected by you.
- Darkvision: You can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and you can function just fine with no light at all.
- Languages: All characters start knowing one or two languages, and may choose others to know fluently from a bonus list based on Intelligence. When an NPC has an intelligence less than 10, they only speak their native racial tongue, if two are given here.
- Special: When you select your race, you gain a racial ability that all members of your race share.
- Weakness: Each race has a weakness that affects members in subtle ways.
As you gain levels, once per tier, you gain your choice of a racial power. You gain these at character levels 3, 8, 13, and 18. At levels 8, 13, and 18, you may choose a racial power of a lower tier, if you prefer.
Specific Rules
Dwarves - These doughty folk were made to resist domination and to excel in harsh conditions.
Elves - An ancient people, elves are reknowned as loremasters and lovers of woods.
Gnomes - Gnomes are descendants of natural spirits who were inspired by mortals to live in the world.
Halflings - A small and industrious people of herds and crofts, halflings have hidden reserves of common sense and resolve.
Half-Elves - With ancestors of both human and elvish kind, these fair people embody some of the best characteristics of both races.
Half-Orcs - Descendants of humans and the extinct race of orcs, some half-orcs have forged a unique place in human society, while others reject it.
Humans - The youngest, fastest growing, and most versatile of humanoid races, humans may well come to dominate all.
Liontaurs - A nomadic people of the steppes and savannas, these hunters embrace tradition and a code of honor.
Unless otherwise specified, all bonuses to rolls listed on this page and on the pages for each race are racial bonuses. Note that racial bonuses do not stack; if more than one applies, use the larger.