Starting Demi-Human Bonuses

DWARF: Dwarves gain a + 1 bonus to surprise rolls when underground due to sensitivity to the rock and stone around them. Because of their experience underground, dwarves may detect traps, false walls, hidden construction, or sloped passages with a proficiency throw of 14+. Dwarves must be actively searching for these abilities to function. Dwarf characters will speak the Common and Dwarven tongue and, because of their frequent interaction with these monsters, dwarves can usually understand Giant, Goblin, Kobold, and Orc. See LotFP R&M for any additional bonuses for Dwarves.

ELF: Elves gain a + 1 bonus to surprise rolls when in the wilderness due to their attunement to nature. Elves have keen eyes that allow them to detect hidden and secret doors with a proficiency throw of 8+ when actively searching, or 14+ on casual inspection. They automatically gain the proficiency in Wakefulness. Because of their connection to nature, elves are completely unaffected by the paralysis ghouls and similar undead, devils and demons can inflict. Elves can speak the Common, Elven, Goblin, and Orc languages. See LotFP R&M for any additional bonuses for Elves.

HALFLING: Halflings are very quick and agile folk, and so add one to their Dexterity modifier, and receive a +1 to their Armor Class when they are not surprised.  In the wilderness, Halflings have the uncanny ability to stay hidden and move quietly, so they add + 2 to all Stealth throws. Halfling society is traditionally in harmony with nature, so they also add + 2 to Beast Friendship,   Naturalism, Passing Without Trace, Scoutcraft, Surveying, and Survival. Due to their size, halflings cannot use large weapons at all, and must use medium weapons two-handed. See LotFP R&M for any additional bonuses for Halflings.

Starting Demi-Human Bonuses

The World Upturn'd (LotFP) TomCadorette