I just realised I’ve mentioned stuff about my races but haven’t actually said what I’ve done to them in concrete terms. So here are the mechanics of the five races:
Dwarves:
- +2 Con, +2 Wis, -2 Cha (same as standard Dwarves)
- Medium Size (standard)
- Slow and Steady: like standard Dwarves, these ones only have a speed of 20, but are unaffected by encumbrance.
- Darkvision 60 feet (standard)
- Deep Warrior: +2 Dodge AC vs Aberrations, +2 on CMB attempts to grapple Aberrations (this replaces the usual Dwarven training against giants, because I like the idea of my Dwarves digging Too Deep under their desert. You can swap this out for other similar abilities though, at my discretion.
- Greed: +2 on Appraise checks to price nonmagical goods containing metal or gems (just like standard dwarves)
- Emnity: +1 on attack rolls against Gnomes (this replaces the usual bonus against orcs and goblins, which don’t exist in this setting. Gnomes step on Dwarven toes all the time, though)
- Endurance: You get the Endurance feat for free (this replaces the usual Dwarven resistance to magic and poisons, since the ability to endure extreme temperatures makes sense in a desert. It also gives Dwarves easy access to the excellent Diehard feat)
- Stability: +4 to resist being bull rushed or tripped while standing on the ground (standard ability)
- Stonesinger: Treated as one level higher when casting Earth spells or spells gained from a bloodline/domain/mystery relating to Earth (replaces Stonecunning, the ability standard Dwarves have to easily notice unusual stonework)
- Weapon Familiarity: All Dwarves are proficient with battleaxes, picks and warhammers, and treat Dwarven weapons as martial (standard)
Gnomes
- +2 Con, +2 Cha, -2 Str (standard)
- Small size (standard)
- 20 feet speed (standard)
- Low-Light Vision (standard)
- Pyromaniac: like Stonesinger, but applied to Fire magic. Furthermore, the extra level is applied to Alchemist bomb damage. Finally, Gnomes with a Charisma of 11 or higher can cast Dancing Lights, Flare, Prestidigitation and Produce Flame as spell-like abilities once each daily (this replaces the normal spell-like abilities Gnomes get as well as the Gnomish affinity for illusions)
- Master Tinker: +1 on Disable Device and Knowledge (Engineering) checks. Gnomes are also proficient in any weapon they, personally, have built (This replaces the defensive training and hatred traits of Gnomes that normally give them minor combat bonuses against certain enemies, such as Dwarves still have. To clarify on that last point, a Gnome Wizard who makes a magical longsword is proficient in THAT longsword, not all longswords)
- Keen Senses: +2 on Perception checks (standard ability)
- Obsessive: +2 on a single Craft or Profession skill of the player’s choice (standard ability)
- Weapon Familiarity: Gnomes treat any Gnomish weapon as martial (standard ability)
Halflings
- +2 Dex, +2 Cha, -2 Str (standard)
- Small (standard)
- 20 Speed (standard)
- Wanderlust: +2 on Knowledge (Geography) and Survival checks, and are treated as one level higher when casting spells or using abilities that provide or enhance movement (this replaces the usual luck and resistance to fear of Halflings)
- Keen Senses: +2 Perception (standard)
- Outrider: +2 to Handle Animal and Ride checks (this represents those Halfling eagle-riders, replacing their usual bonus to acrobatics and climbing)
- Weapon Familiarity: All Halflings are proficient with slings and treat Halfling weapons as martial (standard ability)
Elves
- +2 Dex, +2 Int, -2 Con (standard)
- Medium Size (standard, but bear in mind that Elves are the tallest of the common races and, unlike most settings, the height considered normal is closer to 3 or 4 feet)
- 30 Speed (again, this makes Elves the fastest of the common races under most circumstances)
- Low-Light Vision (standard)
- Elven Immunities: Elves are immune to magical sleep effects and get a +2 bonus to resist enchantment (standard)
- Spirit of the Waters: All elves are proficient swimmers (+4 on Swim checks and the ability to Take 10 on them under any circumstances)
- Weapon Proficiencies: All Elves are proficient with longspears, tridents and nets (this replaces their usual proficiency with longswords, rapiers and shortbows). They are still proficient with Elven weapons of course.
Humans
- Humans are very different from their normal counterparts. Very different indeed. Their abilities vary widely, depending on what element they lean towards.
- Ability Scores: Earth: +2 Str, +2 Wis, -2 Cha; Fire: +2 Dex, +2 Cha, -2 Wis; Air: +2 Dex, +2 Int, -2 Con; Water: +2 Dex, +2 Wis, -2 Cha
- Size: All Medium
- Speed: All 30
- Spell-like Ability: All Humans have one spell they can cast as a Spell-like Ability once per day: Earth: Magic Stone; Fire: Burning Hands; Air: Feather Fall; Water: Hydraulic Push
- Elemental Resistance: All Humans have Resistance 5 to one type of energy damage: Earth: Acid; Fire: Fire; Air: Electricity; Water: Cold
- Elemental Affinity: Humans with domains (or similar features) corresponding to their element have +1 caster level