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%. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day. Check out the full rules for low-light vision.
- Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise; invisible objects are still invisible, and illusions are still visible as what they seem to be. Check out the full rules for darkvision.
- 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.
Racial Powers Gained With Level Advancement
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. The choice of power varies from race to race, see the specific rules for each one below.
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.
Vital Statistics
Height and Weight
To determine a character's height, roll the modifier dice indicated on Table: Random Height and Weight and add the result, in inches, to the base height for your character's race and gender. To determine a character's weight, multiply the result of the modifier dice by the weight multiplier and add the result to the base weight for your character's race and gender.
Race | Base Height | Base Weight | Modifier | Weight Multiplier |
---|---|---|---|---|
Dwarf, male | 3 ft. 9 in. | 150 lbs. | 2d4 | ×7 lbs. |
Dwarf, female | 3 ft. 7 in. | 120 lbs. | 2d4 | ×7 lbs. |
Elf, male | 5 ft. 4 in. | 100 lbs. | 2d8 | ×3 lbs. |
Elf, female | 5 ft. 4 in. | 90 lbs. | 2d6 | ×3 lbs. |
Gnome, male | 3 ft. 0 in. | 35 lbs. | 2d4 | ×1 lb. |
Gnome, female | 2 ft. 10 in. | 30 lbs. | 2d4 | ×1 lb. |
Half-elf, male | 5 ft. 2 in. | 110 lbs. | 2d8 | ×5 lbs. |
Half-elf, female | 5 ft. 0 in. | 90 lbs. | 2d8 | ×5 lbs. |
Half-orc, male | 4 ft. 10 in. | 150 lbs. | 2d12 | ×7 lbs. |
Half-orc, female | 4 ft. 5 in. | 110 lbs. | 2d12 | ×7 lbs. |
Halfling, male | 2 ft. 8 in. | 30 lbs. | 2d4 | ×1 lb. |
Halfling, female | 2 ft. 6 in. | 25 lbs. | 2d4 | ×1 lb. |
Human, male | 4 ft. 10 in. | 120 lbs. | 2d10 | ×5 lbs. |
Human, female | 4 ft. 5 in. | 85 lbs. | 2d10 | ×5 lbs. |
Liontaur, male | 5 ft. 2 in. | 400 lbs. | 3d10 | ×5 lbs. |
Liontaur, female | 4 ft. 8 in. | 375 lbs. | 2d12 | ×5 lbs. |
Age
You can choose or randomly generate your character's age. If you choose it, it must be at least the minimum age for the character's race and class. Alternatively, roll the dice indicated for your class on Table: Random Starting Ages and add the result to the minimum age of adulthood for your race to determine how old your character is.
Race | Adulthood | Barbarian, Rogue, Sorcerer, Summoner | Bard, Fighter, Paladin, Ranger | Cleric, Druid, Monk, Wizard |
---|---|---|---|---|
Dwarf | 40 years | +3d6 | +5d6 | +7d6 |
Elf | 110 years | +4d6 | +6d6 | +10d6 |
Gnome | 40 years | +4d6 | +6d6 | +9d6 |
Half-elf | 20 years | +1d6 | +2d6 | +3d6 |
Half-orc | 14 years | +1d4 | +1d6 | +2d6 |
Halfling | 20 years | +2d4 | +3d6 | +4d6 |
Human | 15 years | +1d4 | +1d6 | +2d6 |
Liontaur | 14 years | +1d4 | +1d6 | +2d6 |
With age, a character's physical ability scores decrease and his mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character's ability scores can be reduced below 1 in this way.
When a character reaches venerable age, secretly roll his maximum age and record the result, which the player does not know. A character who reaches his maximum age dies of old age sometime during the following year.
The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.
Race | Middle Age1 | Old2 | Venerable3 | Maximum Age |
---|---|---|---|---|
Dwarf | 125 years | 188 years | 250 years | 250 + 2d% years |
Elf | 175 years | 263 years | 350 years | 350 + 4d% years |
Gnome | 100 years | 150 years | 200 years | 200 + 3d% years |
Half-elf | 62 years | 93 years | 125 years | 125 + 3d20 years |
Half-orc | 30 years | 45 years | 60 years | 60 + 2d10 years |
Halfling | 50 years | 75 years | 100 years | 100 + 5d20 years |
Human | 35 years | 53 years | 70 years | 70 + 2d20 years |
Liontaur | 33 years | 49 years | 65 years | 65 + 2d12 years |
1 At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha. | ||||
2 At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha. | ||||
3 At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha. |
Note: No player character may start the game at middle age. The use of these age adjustments is at the game master's option. Gamemasters are urged to use them only when time over years is carefully tracked in game.