Yordle (Pathfinder Race)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Missing vital statistics.

You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

This page may resemble content endorsed by, sponsored by, and/or affiliated with the League of Legends franchise, and/or include content directly affiliated with and/or owned by Riot Games. D&D Wiki neither claims nor implies any rights to League of Legends copyrights, trademarks, or logos, nor any owned by Riot Games. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.


A Yordle is a mammalian bipedal sentient feline-like being. Once a nomadic race of animals they have evolved over centuries to fight off those that considered them prey and discover the wonders of magic. Today they generally are a peaceful and amicable race, often marked with streaks of joviality and light prankishness; their moral compass is most often pointed toward goodness and benevolence. Yordles are quick to befriend and to learn all they can about the world around them. The vast majority of Yordles live together in communes hidden in mountain ranges, valley’s, and thick forests. Their knowledge of magic, the sciences, and arts make them an integral part of society and are present in local politics.

Two typical yordles. One armored and one not.[1]

Physical Description[edit]

Yordles rarely exceed 3 feet tall, with most averaging around 2.5 feet. Their skin texture ranges from being completely smooth, to very lightly covered in fur, to ultimately being significantly furry. Their hands have four digits while their feet differ greatly depending on the individual (from four to two digit feet). Their skin tone runs a much broader spectrum of colors than their human counterparts; some consider this to be a sign of the yordles’ attunement to natural magic; though scientists agree that this evolutionary trait is used by male Yordles (which tend to be furry ) to attract females of their species (which tend to be smooth skinned and/or lightly covered with fur). Their large eyes feature a large, circular iris with a vertically oval pupil. Furthermore, they are commonly characterized by their dependence on language, as well as their creation and utilization of complex tools.

Typically the male of the species tend to grow their fur out, often causing them to look like a ball of fur. Meanwhile it is not uncommon for the females to shave their fur to appear more “human-like.” However, instead they are sometimes mistaken for gnomes when doing so. Due to their nomadic nature and history Yordles have evolved to have nearly every possible fur colors including, but not limited to: red, orange, black, white, purple, yellow, and blue. If shaven Yordles tend to be between blue and purple in terms of skin color. Eyes are blue, purple, yellow, orange, or red. Yordles are also known for their large eyes and ears. Ears vary from 1-15 inches in height.


The Yordle race requires far more social interaction with their own kind than humans do. Their desire for social interaction drives them as the mental health of a yordle is very much dependent on the positive company he or she keeps. This does not mean, however, that they are incapable of cruelty and evil. In fact, a yordle who is kept in isolation for too long – especially from contact with other yordles – runs the risk of becoming withdrawn and sullen. Some who already are centered more toward malevolence will become exceedingly so in due course. These yordles will often twist their desire for social interaction into a desire to seek out others to inflict pain and suffering upon them.


Yordles almost always get along with all people, but their trickster nature has been known to have them banned in certain cities and sometimes killed on sight in some countries. Yordles love to learn and share their knowledge to others. Because of this the relations they have with colleges is very sacred.

Alignment and Religion[edit]

Yordles are excitable and are pranksters at worst. Most Yordles tend to be Lawful Good or Chaotic Good. It is not unheard of that yordles who have been treated poorly or abandoned have leaned towards Chaotic Evil. The heavy majority of yordles prefer connecting to nature and the arcane rather than deities.


It is not uncommon for young Yordles to leave their respective homes to travel and explore the world whether for knowledge or for fun. Most Yordles love interacting with people of all races and cultures. Many adventuring Yordles only do it for the fun and excitement.

Yordle Racial Traits[edit]

  • +2 CHA, +2 DEX, and -2 CON: Due to being small and furry most people find the Yordles to be too cute to be angry at. Yordles are quick and difficult to hit, but if you manage to land a blow they tend to go down quickly.
  • Small: Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
  • Normal base land speed: 30 feet.
  • Cat's Luck (Ex): Once per day, when a Yordle makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.
  • Gift of Tongues (Ex): Yordles gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
  • Master Tinker (Ex): Yordles gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
  • Skill Training (Ex): Diplomacy & Perception are always considered class skills.
  • Jumper (Ex): Yordles are always considered to have a running start when making Acrobatics checks to jump.
  • Darkvision (Ex): Members of this race can see in the dark up to 60 feet.
  • Light Sensitivity (Ex): Members of this race are dazzled as long as they remain in an area of bright light.
  • Automatic Languages: Members of this race start with Common and Yordle. Yordles with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).

Alternate Racial Traits[edit]

  • Arcane Focus: Yordles gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces Skill Training
  • Envoy: Yordle with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user's character level. This racial trait replaces Skill Training.
  • Fleet Footed: Yordles receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces Cat’s Luck and Jumper.
  • Scavenger: Yordles gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces Gift of Tongues.
  • Natural Armor: Yordles gain a +1 natural armor bonus to their Armor Class. This racial trait replaces Master Tinker.

Favored Class Options[edit]

  • Alchemist: Add one extract formula from the alchemist’s list to the character’s formulae book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
  • Druid: Add a +¼ luck bonus on the saving throws of the druid’s animal companion.
  • Gunslinger: Add +⅓ on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
  • Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +½ to the number of uses per day of that bloodline power.
  • Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +½ to the number of uses per day of that arcane school power.

Vital Statistics[edit]

Table: Random Starting Ages
Adulthood Simple1 Moderate2 Complex3
40 years +3d6 years +5d6 years +8d6 years
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
250 years 400 years 500 years 500+3d% 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.
Table: Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
2'2" +1d12 30 lb. × (1d4) lb.

Back to Main PagePathfinder HomebrewRaces

Home of user-generated,
homebrew pages!