Explore Pathfinder: Wrath of the Righteous races like Human, Elf, Dwarf, and Gnome. Learn about their ability modifiers, racial traits, and exclusive archetypes.
- 1Race selection is crucial as many choices predispose you to certain classes; for example, Elves excel as Alchemists but are poor Barbarians.
- 2Some class archetypes are race-gated, such as only Halflings being able to become Cavaliers of the Paw.
- 3All races except Human have one or two subtypes.
- 4If you choose Aasimar, Tiefling, or Dhampir, you must also select a Heritage due to their mixed ancestry.
Human
- Ability Modifiers: +2 any
- Racial Traits: Feat: Bonus feat at 1st level; Skilled: +1 point per level to skill of choice
- Exclusive Archetype: Imitator (Slayer)
Humans are adaptable to any role, with their bonus feat providing a significant advantage for any build. While their single +2 attribute bonus might mean they don't have as high attributes overall as some non-human races, their flexibility compensates.
Elf
- Ability Modifiers: +2 Dexterity, Intelligence; -2 Constitution
- Racial Traits: Keen Senses: +2 bonus to Perception checks; Elven Magic: +2 to caster level checks vs. spell resistance; +2 bonus to Knowledge (Arcana) skill checks; Elven Immunities: Immune to magic sleep effects; +2 save bonus vs. Enchantment; Elven Weapon Familiarity: Proficient with (composite) longbows, longswords, rapiers and (composite) shortbows; Elven Curve Blade is treated as a martial weapon rather than an exotic weapon.
- Exclusive Archetype: Spell Dancer (Magus)
Compared to humans, Elves trade flexibility for fixed bonuses, including an equivalent to Spell Penetration, skill bonuses, and save bonuses that can help offset a low Wisdom score against Enchantment spells. Elven Weapon Familiarity benefits classes that would otherwise only have Simple Weapon proficiencies.
Elf (Blightborn)
- Ability Modifiers: +2 Dexterity, Intelligence; -2 Constitution
- Racial Traits: Keen Senses: +2 bonus to Perception checks; Elven Weapon Familiarity: Proficient with (composite) longbows, longswords, rapiers and (composite) shortbows; Elven Curve Blade is treated as a martial weapon rather than an exotic weapon; +2 racial bonus vs. Necromancy spells and spell-like abilities; +2 racial bonus vs. spells and spell-like abilities with the curse descriptor; +1 attack bonus vs. outsiders with the demon subtype.
Elf (Loremaster)
- Ability Modifiers: +2 Dexterity, Intelligence; -2 Constitution
- Racial Traits: Keen Senses: +2 bonus to Perception checks; Elven Weapon Familiarity: Proficient with (composite) longbows, longswords, rapiers and (composite) shortbows; Elven Curve Blade is treated as a martial weapon rather than an exotic weapon; +2 racial bonus to Knowledge (Arcana) and Use Magic Device skill checks.
Dwarf
- Ability Modifiers: +2 Constitution, Wisdom; -2 Charisma
- Racial Traits: Slow and Steady: base speed of 20' but unmodified by armour; Stability: +4 bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt; Hardy: +2 racial bonus on saving throws against poison, spells and spell-like abilities; Defensive Training - Giants: +4 dodge bonus to AC vs. monsters of the giant subtype; Hatred - Orcs and Goblinoids: +1 bonus to attack rolls against creatures of the orc and goblinoid subtypes; Keen Senses: +2 bonus to Perception checks; Dwarven Weapon Familiarity: Proficient with battleaxes, heavy picks and warhammers; Dwarven Urgrosh and Dwarven Waraxe are treated as martial weapons rather than exotic weapons.
- Exclusive Archetype: Stonelord (Paladin)
Many Dwarf racial bonuses are situational, though the Hardy trait is quite useful. Due to their attribute bonuses, Dwarves are ideal for Clerics and Monks, and suitable for Inquisitors and Druids. However, a Charisma penalty on your main character can be disadvantageous.
Barrow Dwarf
- Ability Modifiers: +2 Constitution, Wisdom; -2 Charisma
- Racial Traits: Slow and Steady: base speed of 20' but unmodified by armour; Stability: +4 bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt; Hardy: +2 racial bonus on saving throws against poison, spells and spell-like abilities; Dwarven Weapon Familiarity: Proficient with battleaxes, heavy picks and warhammers; Dwarven Urgrosh and Dwarven Waraxe are treated as martial weapons rather than exotic weapons; +1 bonus to attack rolls and +1 Dodge bonus to AC vs. undead; +2 racial bonus to Lore (Religion) skill checks.
Unstoppable Dwarf
- Ability Modifiers: +2 Constitution, Wisdom; -2 Charisma
- Racial Traits: Slow and Steady: base speed of 20' but unmodified by armour; Hardy: +2 racial bonus on saving throws against poison, spells and spell-like abilities; Hatred - Orcs and Goblinoids: +1 bonus to attack rolls against creatures of the orc and goblinoid subtypes; Dwarven Weapon Familiarity: Proficient with battleaxes, heavy picks and warhammers; Dwarven Urgrosh and Dwarven Waraxe are treated as martial weapons rather than exotic weapons; Gains the Endurance feat and +1 racial bonus to Fortitude saving throws.
Gnome
- Ability Modifiers: +2 Constitution, Charisma; -2 Strength
- Racial Traits: Keen Senses: +2 bonus to Perception checks; Hatred - Reptilian Humanoids: +1 bonus to attack rolls against creatures of the reptilian and goblinoid subtypes; Defensive Training - Giants: +4 dodge bonus to AC vs. monsters of the giant subtype; Illusion Resistance: +2 racial saving throw bonus against illusion spells and effects; Gnome Magic: +1 to the DC of any saving throws against illusion spells that they cast; Obsessive: +2 racial bonus on Knowledge (World) checks; Slow Movement: Gnomes have a base speed of 20'.
- Exclusive Archetype: Phantasmal Mage (Arcanist)
The Strength penalty for Gnomes can be a drawback.
- Consider your desired class when selecting a race.
- Elves are strong choices for spellcasters due to their racial bonuses.
- Dwarves offer defensive advantages and are well-suited for certain divine classes.
- Gnomes have unique resistances and spellcasting benefits, despite a Strength penalty.
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