
Dwarf
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4 1/2 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven skin varies from deep tan to light brown, and their hair is black, gray, or brown. Dwarven men value their beards highly.
Racial Traits
- Dwarven Ability Adjustments: +2 Con, -2 Cha.
- Stonecunning: +2 racial bonus on Search checks made in subterranean areas.
- Darkvision: Dwarves are able to see in the dark.
- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons.
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells.
- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Lore): +2 racial bonus to Lore checks.
- Skill Affinity (Craft Armor): +2 racial bonus to Craft Armor checks.
- Skill Affinity (Craft Weapon): +2 racial bonus to Craft Weapon checks.
- Skill Affinity (Appraise): +2 racial bonus to Appraise checks.
Spell-Like Abilities
- N/A
Favored Class
- Fighter: A multiclass dwarf’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Elf
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old, and by human standards are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4 1/2 to 5 1/2 feet tall. They tend to be pale-skinned and dark-haired with deep green eyes. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many other races find them hauntingly beautiful.
Racial Traits
- Elven Ability Adjustments: +2 Dex, -2 Con.
- Sleeplessness: Immune to spells and effects of the ‘Sleep’ subtype.
- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Search): +2 racial bonus to Search checks.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Keen Senses: Elves make active Search checks automatically and with no movement penalties.
- Low-Light Vision: Allows them to see better than normal in the dark.
Spell-Like Abilities
- N/A
Favored Class
- Wizard: A multiclass elf’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing
Level Adjustment +0.

Gnome
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.
Racial Traits
- Gnomish Ability Adjustments: +2 Con, -2 Str.
- Small Stature
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Hardiness vs. Illusions: +2 racial bonus on saving throws against mind-affecting spells.
- Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Concentration): +2 racial bonus to Concentration checks.
- Spell Focus (Illusion): Gnomes add +2 DC to any Illusion spells they cast. This is identical to the feat.
- Low-Light Vision: Allows them to see better than normal in the dark.
Spell-Like Abilities
- N/A
Favored Class
- Wizard: A multiclass gnome’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Halfling
Halflings are clever, capable, and resourceful survivors. They are notoriously curious, and show a daring that many larger people can’t match. They can be lured by wealth, but tend to spend rather than hoard. Halflings have ruddy skin, hair that is black and straight, and brown or black eyes. Halfling men often grow long sideburns, but rarely beards or moustaches. They prefer practical clothing, and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall, and commonly live to see 150.
Racial Traits
- Halfling Ability Adjustments: +2 Dex, -2 Str.
- Small Stature:
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Jump): +2 racial bonus to Jump checks.
- Lucky: +1 luck bonus to all saving throws.
- Fearless: +2 morale bonus to saving throws against spells and effects of the ‘Fear’ subtype.
- Good Aim: +1 racial bonus to attack rolls made with throwing weapons.
Spell-Like Abilities
- N/A
Favored Class
- Rogue: A multiclass halfling’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Half-Elf
Half-elves have the curiosity and ambition of their human parent, with the refined senses and love of nature of their elven parent, though they are outsiders among both cultures. To humans, half-elves look like elves. To elves, they look like humans. Half-elves are paler, fairer, and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180.
Racial Traits
- Sleeplessness: Immune to spells and effects of the ‘Sleep’ subtype.
- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
- Partial Skill Affinity (Listen): +1 racial bonus to Listen checks.
- Partial Skill Affinity (Search): +1 racial bonus to Search checks.
- Partial Skill Affinity (Spot): +1 racial bonus to Spot checks.
- Low-Light Vision: Allows them to see better than normal in the dark.
Spell-Like Abilities
- N/A
Favored Class
- Any: When determining whether a multiclass half-elf suffers an XP penalty, his highest-level class does not count.
Level Adjustment +0.

Half-Orc
Half-orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess’s grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They also regard scars as tokens of pride and things of beauty. They rarely reach 75 years in age.
Racial Traits
- Orcish Ability Adjustments: +2 Str, -2 Int, -2 Cha.
- Darkvision: Half-orcs are able to see in the dark.
Spell-Like Abilities
- N/A
Favored Class
- Barbarian: A multiclass half-orc’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Human
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Racial Traits
- Quick to Master: 1 extra feat at 1st level.
- Skilled: 4 extra skill points at 1st level, plus 1 additional skill point at each following level.
Spell-Like Abilities
- N/A
Favored Class
- Any: When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.
Level Adjustment +0.

Goliath
Goliaths are massive creatures unafraid of throwing their weight around in a fight. Highly competitive, these strong nomads can prove to be powerful allies and welcome additions to any adventuring party.
Goliaths are known for their almost foolhardy daring. In their mountain homes, they leap from precipice to precipice, heedless of the fatal consequences of a misstep. They place great stock in clan and family; life in the mountains teaches even the youngest goliath to rely completely on his fellows for a hand across a crevasse. Because most goliaths are hunter-gatherers, they tend to be inquisitive, always curious about whether better hunting lies over the next ridge or a good water source can be found in the next canyon.
Racial Traits
- Goliath Ability Adjustments: +4 Str, -2 Dex, +2 Con
- +2 racial bonus on Sense Motive
- Powerful Build – The Goliath is treated as a Large creature for wielding weapons and combat maneuvers such as grappling and tripping
- Running Jump – Goliaths treat all jump checks as running
Spell-Like Abilities
- N/A
Favored Class
- Barbarian: A multiclass Goliath’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
Goliath count as monstrous humanoid for spells and abilities. They have a Level Adjustment of +1

Uldra
Uldras are small fey that dwell in the arctic wilderness, living at peace with the natural world. In particular, uldras are quite fond of the wild animals of the world, and see themselves as the guardians and protectors of such creatures, especially in cases where civilization encroaches. Although they generally prefer to avoid conflict, they are quick to rise in the defense of local wildlife.
Racial Traits
- Ability Adjustments: -2 Strength, +2 Constitution, +2 Wisdom
- Small creature
- Darkvision
- Low light vision
- Lore +2
- Cold resistance 5
- Frosty Touch – Uldra always deal 1 cold damage on a successful attack
- Uldra count as fey for the purpose of spells.
Spell-Like Abilities
- Ray of Frost 3/day
- Touch of Fatigue 1/day
Favored Class
- Druid: A multiclass uldra’s druid class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment: +1

Extraminaar
The extaminaars are the snake-blooded members of the human noble House Extaminos, which has ruled the city of Hlondeth for more than eight hundred years. During the last century, the extaminaars have gone beyond Hlondeth to set up operations in other cities across Faerun. They operate from the sewers and the shadows, hatching schemes to increase the power of their house and finding victims on which to perform their vile grafting and breeding experiments.
Racial Traits
- -2 Strength, +2 Dexterity: Extaminaar are agile but not as strong as other humanoids their size.
- Humanoid (human): Extaminaar are humanoid creatures with the human subtype.
- Medium: As Medium creatures, Extaminaar have no special bonuses or penalties due to size.
- Low-Light Vision: Extaminaar can see in the dark out to 60 feet.
- +2 racial bonus on Fortitude saves versus poison: Extaminaars do not easily succumb to venom of any kind.
- +4 racial bonus on Climb checks: Extaminaar’s light frames make it easier for them to ascend obstacles.
- +2 racial bonus on Tumble checks: Extaminaars can wriggle their way out of sticky situations.
Spell-Like Abilities
- 3/day-charm animal. Extaminaar often fill their lairs with poisonous snakes to dissuade interlopers.
Favored Class
- Rogue. A multiclass extaminaar’s rogue class does not count when determining whether he takes an experience point penalty.
Level Adjustment +0.

Stonehunter Gnome
One of the few races considered to be fast companions of any kind of dragon, stonehunter gnomes are the favored people of copper dragons. Since the coppers’ love of pranks, riddles, and mischief fit well with the gnomes’ outlook on life, it should be no surprise they get along well. The gnomes who return this sentiment are known as stonehunters, as the two races frequently meet to hunt together. Copper dragons often make their lairs beneath stonehunter gnome villages, and over time while the gnomes become more dragonlike in appearance the coppers grow fonder of the mortals. Physically they tend to look like most other gnomes, but for their very dark skin that takes on a coppery sheen in sunlight.
Racial Traits
- Stonehunter Gnomish Ability Adjustments: +2 Con, -2 Str.
- Small Stature
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Concentration): +2 racial bonus to Concentration checks.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Dragonblooded: Stonehunter Gnomes have the dragonblood subtype.
- Gnomish: Stonehunter Gnomes count as Gnomes for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Ranger: A multiclass stonehunter gnome’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Fireblood Dwarf
Few dwarves delved as deep as the ancient Fireblood clan. Particularly fond of dormant volcanos, these dwarves followed volcanic trails and tunnels in search of further access to the world’s depths. Unfortunately they stumbled on a nest of red dragons, and the outraged dragons enslaved the hapless clan to mine treasures for them. Over time, whether by interbreeding, natural mutation, or magical effect the Fireblood clan began to take on unique traits making them better adapted to higher temperatures… and to battling dragons. They won their freedom eventually, but the hatred for evil dragons in general and red dragons in specific still burns deep within this breed of dwarf. The clan intermarried and spread their bloodline across many clans now, however, and a Fireblood dwarf may be born to any dwarf parents. They are much the same as standard dwarves, but have dark red-brown skin, and are usually bald, with only the faintest of beards.
Racial Traits
- Dwarven Ability Adjustments: +2 Con, -2 Cha.
- Stonecunning: +2 racial bonus on Search checks made in subterranean areas.
- Darkvision: Dwarves are able to see in the dark.
- Resistance to fire 5: Fireblood Dwarves have Fire Resistance 5.
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells.
- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids
- Defensive Training vs. Dragons: +4 dodge bonus to AC against dragons.
- Skill Affinity (Lore): +2 racial bonus to Lore checks
- Skill Affinity (Craft Armor): +2 racial bonus to Craft Armor checks
- Skill Affinity (Craft Weapon): +2 racial bonus to Craft Weapon checks
- Skill Affinity (Appraise): +2 racial bonus to Appraise checks
- Dragonblooded: Fireblood Dwarves have the dragonblood subtype
- Dwarven: Fireblood Dwarves count as Dwarves for the purpose of spells
Spell-Like Abilities
- N/A
Favored Class
- Fighter: A multiclass fireblood dwarf’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Forestlord Elf
Like most sylvan races, the elves are in tune with the natural world, which includes dragonkind. In ancient times a few groups of elves forged treaties with powerful green dragons, who in turn granted those elves strange new powers. Though the elves did not and do not worship those dragons, the peace accords they crafted last to this day, long after those who signed them died. Every descendent of a forestlord can be one, although this is far from certain, as the traits themselves are unpredictable. Physically, they appear much like regular elves, but can be easily distinguished by their smooth green skin, similar to green dragon scales. Most have green hair as well, though occasionally it can be anywhere from brown to white.
Racial Traits
- Forestlord Elven Ability Adjustments: +2 Dex, -2 Con.
- Sleeplessness: Immune to spells and effects of the ‘Sleep’ subtype.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Search): +2 racial bonus to Search checks.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Keen Senses: Forestlord Elves make active Search checks automatically and with no movement penalties.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Dragonblooded: Forestlord Elves have the dragonblood subtype.
- Elven: Forestlord Elves are considered Elven for the purpose of spells.
Spell-Like Abilities
- Treewalk: Once per day, Forestlord Elves can step through a nearby tree and emerge by any tree up to 60′ away, as the Dimension Door spell. They can use this ability one additional time per day for every 5HD they have.
Favored Class
- Sorcerer: A multiclass forestlord elf’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Frostblood Orc
Frostblood orcs trace their ancestry to ancient tribes that hunted and revered white dragons. After a successful hunt, the hunters would performa ritual where they drank the blood of their fallen foe, and over time this somehow managed to impart some traits of the white dragon into their bloodline. They are physically similar to other orcs, but sport pale white skin, catlike eyes, and stringy white or grey hair that grows quickly.
Racial Traits
- Frostblood Orc Ability Adjustments: +4 Str, -2 Int, -2 Cha, -2 Wis.
- Darkvision: Frostblood Orcs are able to see in the dark.
- Cold Resistance: Cold Resistance 10.
- Vulnerability to Fire: 50% more damage from fire.
- Endurance: Frostblood Orcs gain Endurance as a bonus feat.
- Light Sensitivity: Frostblood Orcs suffer -2 penalty to attack rolls, saves and checks while operating in bright light.
- Dragonblooded: Frostblood Orcs have the Dragonblood subtype.
- Orcish: Orcs are considered Orcish for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Barbarian: A multiclass frostblood orc’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Glimmersking Halfling
Gold dragons hate injustice and foul play, but few things anger them more than tyranny of the strong over the weak, or the small. When a gold dragon’s territory includes or is near a halfling village, they often appoint themselves protector and take of threats too powerful for the halflings to handle alone. Such villages seldom, if ever, learn of those dangers or of their guardian. The dragon often walks among its charges, appearing as a small animal or as a halfling looking to settle in the town. While any relationships from this are short-lived as far as the dragon is concerned, the signs of draconic heritage live on long after among the village inhabitants. These dragonblooded halflings look for the most part like their more mundane kin, but bear a golden sheen to their complexion and inevitably have golden flecks in their eyes. They also tend to show traits of nobility and courage, standing up to any threat they encounter.
Racial Traits
- Halfling Ability Adjustments: +2 Dex, -2 Str.
- Small Stature:
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Jump): +2 racial bonus to Jump checks.
- Lucky: +1 luck bonus to all saving throws.
- Fearless: +2 morale bonus to saving throws against spells and effects of the ‘Fear’ subtype.
- Good Aim: +1 racial bonus to attack rolls made with throwing weapons.
- Dragonblooded: Glimmerskin Halflings have the dragonblood subtype.
- Halfling: Glimmerskin Halflings count as Halflings for the purpose of spells.
Spell-Like Abilities
- Touch of Luck: Once per day, a glimmerskin halfling can grant himself or an ally within 30′ a +2 bonus to saves for one round as an immediate action.
Favored Class
- Rogue: A multiclass glimmerskin halfling’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Silverbrow Human
Silver dragons are well known for taking humanoid form and living among them. Long ago, communities of humans welcomed silver dragons into their homes, not knowing the nature of their disguised visitors. In these communities, often secluded and small, half-dragon children became common as the dragons married their human friends. The silvers did their best to protect these children form discovery, eventually teaching them to assume full human form magically, and thus the mingling of human and silver dragon blood continued. Over time, the draconic features disappeared, and the dragons moved on as well, leaving communities of humans with dragonblood heritage. They came to be known as Silverbrow humans due to the white streaks or highlights displayed in the hair of these descendants. Physically they are otherwise indistinguishable from normal humans.
Racial Traits
- Silverbrow Human Ability Adjustments: None
- Quick To Master: Silverbrow Humans gain a bonus feat at first level.
- Dragonblooded: Silverbrow Humans have the dragonblood subtype.
- Human: Silverbrow Humans count as Human for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Any: A multiclass silverbrow human’s highest class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Sharakim
The sharakim (the name means “the tainted” or “those with taint” in an old human dialect) were once human. At least, their forebears were. Legends claim that, long ago, all humans resided in the village of Desh. They lived peacefully until a hunter named Sharak killed a sacred stag, and all those who ate of the stag’s flesh became ill. Many died, but others were transformed, twisted into hideous caricatures of humanity by the evil they had committed. The humans who escaped the curse scattered, leaving Desh to be lost forever. Those creatures who had once been human gathered together and fled as well, making their own way in the world but forever after hated by humans because they stood as a reminder of that sin. These became the sharakim.
Racial Traits
- +2 Strength, -2 Dexterity, +2 Intelligence, -2 Charisma: Sharakim are naturally strong but their size makes them clumsy. Their monstrous appearance works against them in social settings, but their culture forces them to be well educated.
- Humanoid (human): Sharakim are humanoid creatures with the human subtype.
- Medium: As Medium creatures, sharakim have no special bonuses or penalties due to size.
- Darkvision: Sharakim can see in the dark out to 60 feet.
- +1 natural armor bonus: Sharakim skin is tough and difficult to pierce.
- Shadow Affinity (Ex): In areas of darkness or shadowy illumination, a sharakim gains a +2 racial bonus on Hide, Move Silently, Search, and Spot checks.
- Light Sensitivity (Ex): Sharakim take a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
- +1 racial bonus on attack rolls against orcs: Sharakim despise orcs, and learn special combat techniques that enable them to fight them more effectively.
Spell-Like Abilities
- Abilities
Favored Class
- Wizard
Level Adjustment +1.

Underfolk
The underfolk are descendants of bands of humans who chose-or were forced-to live in the caves and twisting passageways of the underground world. Over generations, these humans adapted to this strange world, filled with natural wonders and dangerous creatures. Some underfolk societies have not ventured to the surface in generations, and others have forgotten their true origins altogether. However, those who live close to the caves that give entry to the underground realms make occasional forays to the surface and even engage in limited trade with surfacedwelling humans. Underfolk are a simple, clannish people dedicated to their homes and the safety of their race. Because of the multitude of evil and predatory races and creatures in the caves and tunnels they call home, underfolk have become quick, stealthy, and survival-oriented. Although rather primitive and rustic when it comes to technology, underfolk make up for this lack with a superior knowledge of how to survive beneath ground, although even they avoid the deepest depths of the subterranean realms.
Racial Traits
- Humanoid (human): Underfolk are humanoid creatures with the human subtype.
- Medium: As Medium creatures, underfolk have no special bonuses or penalties due to size.
- Darkvision: Underfolk can see in the dark out to 60 feet.
- 4 extra skill points at 1st level and 1 extra skill point at each additional level, since underfolk (like their human ancestors) are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in.)
- +2 racial bonus on Listen checks: Living as underground hunters for generations has given underfolk keen hearing.
- Camouflage (Ex): Underfolk can change their skin coloration at will to mimic the surrounding terrain, giving them a +4 racial bonus on Hide checks. In natural terrain, this bonus increases to +10.
- Light Sensitivity (Ex): Underfolk are dazzled in bright sunlight or within the radius of a daylight spell.
Spell-Like Abilities
- N/A
Favored Class
- Any
Level Adjustment +0.

Shifter
Shifters are the distant descendants of lycanthropes and humans, sometimes called the weretouched. They can no longer fully change form, but instead take on aspects of it in a unique ability called shifting. They are a unique race that breeds true, and prefer to form small communities and villages out in the wilds rather than live in cities. Their personality tends to be influenced by the animal they relate to. They are basically humanoid in shape, but move in a crouched posture, springing and leaping while their companions walk alongside normally. Their faces have a bestial cast, with wide, flat noses, large eyes, pointed ears, and long sideburns on both genders. Their forearms and lower legs grow long hair, and they wear their hair on their head thick and long.
Racial Traits
- Shifter Ability Adjustments: +2 Dex, -2 Int, -2 Cha.
- Low-Light Vision: Shifters can see better than normal in the dark.
- Animalistic Heritage: Shifters gain a +2 to Jump and Balance from their feral heritage.
- Shapeshifter: Shifters are considered Shapeshifters for the purpose of spells.
Spell-Like Abilities
- Shifting: Shifters can assume aspects of their lycanthropic heritage. This grants them a bonus to one stat for 3+Con rounds, usable once per day. Shifter feats can extend the time and add uses per day, as well as add other effects.
Favored Class
- Ranger: A multiclass shifter’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Gold Dwarf
Found largely in the south in the immediate vicinity of the Great Rift. Renowned not only for their smithwork and craftsmanship but also for their military progress and legendary wealth, gold dwarves have maintained their empire for millennia, unbowed by the passage of time. The skin of a gold dwarf is light brown or deeply tanned, and her eyes are usually brown or hazel. Both genders wear their hair long; hair color ranges from black to gray or brown, with all shades fading to light gray as time progresses.
Racial Traits
- Gold Dwarven Ability Adjustments: +2 Con, -2 Dex.
- Stonecunning: +2 racial bonus on Search checks made in subterranean areas.
- Darkvision: Gold Dwarves are able to see in the dark.
- Hardiness vs. Poisons: +2 racial bonus on saving throws against poisons.
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells.
- Offensive Training vs. Aberrations: +1 racial bonus on attack rolls against aberrations.
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Lore): +2 racial bonus to Lore checks.
- Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks.
- Skill Affinity (Appraise): +2 racial bonus to Appraise checks.
- Dwarven: Gold Dwarves count as Dwarves for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Fighter: A multiclass gold dwarf’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Duergar
Descended from a dwarf clan enslaved by mind flayers, duergar (a.k.a. gray dwarves) suffered for generations under enslavement and cruel experimentation at the hand of their cruel masters. Finally they managed to recover their freedom as a bitter and evil race with limited psionic powers. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair and gray skin.
Racial Traits
- Duergar Ability Adjustments: +2 Con, -4 Cha.
- Stonecunning: +2 racial bonus on Search checks made in subterranean areas.
- Darkvision: Duergar are able to see in the dark.
- Immunity to Poisons: racial immunity to poisons.
- Immunity to Paralysis: racial immunity to paralysis.
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells.
- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids.
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Lore): +2 racial bonus to Lore checks.
- Skill Affinity (Move Silently): +4 racial bonus to Move Silently
- Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks.
- Skill Affinity (Appraise): +2 racial bonus to Appraise checks.
- Partial Skill Affinity (Listen): +1 racial bonus to Listen checks.
- Partial Skill Affinity (Spot): +1 racial bonus to Spot checks.
- Immunity to Phantasms: Duergar are immune to phantasms such as Weird and Phantasmal Killer
- Light Sensitivity: Duergar suffer -2 penalty to attack rolls, saves and checks while operating in bright light.
- Dwarven: Duergar count as Dwarves for the purpose of spells.
Spell-Like Abilities
- 1/day – Invisibility. Caster level 3rd.
Favored Class
- Fighter: A multiclass duergar’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Wild Dwarf
Wild dwarves are primitive inhabitant of the jungle. They have largely rejected the clan based craft- and smith-oriented culture of their dwarf cousins, choosing instead to live in hunting bands with ever shifting memberships. Wild dwarves are dark-skinned, short and stout, with dark brown eyes. Their heavenly tattooed bodies are covered with grease to ward off insects.
Racial Traits
- Wild Dwarven Ability Adjustments: +2 Con, -2 Cha.
- Darkvision: Wild Dwarves are able to see in the dark.
- Improved Hardiness vs. Poisons: +3 racial bonus on saving throws against poisons
- Hardiness vs. Spells: +2 racial bonus on saving throws against spells.
- Resist Disease: +4 racial bonus on saving throws versus disease.
- Offensive Training vs. Orcs: +1 racial bonus on attack rolls against orcs.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Lore): +2 racial bonus to Lore checks.
- Use Poison: Wild Dwarves gain automatic success when coating a weapon with poison
- Resist Fire: Innate fire resistance of 5
- Small Stature:
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Dwarven: Wild Dwarves count as Dwarves for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Barbarian: A multiclass wild dwarf’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Snow Elf
Snow elves are much like their southern brethren. They make their home within nature, building grand cities of ice on the tops of distant mountaintops, only rarely leaving them to visit the outside world. They have no special resistance to the cold, but their cities and magic protects them. One of their few differences is their eyes and hair, both white as the snow surrounding them.
Racial Traits
- Snow Elven Ability Adjustments: +2 Dex, -2 Cha.
- Sleeplessness: Immune to spells and effects of the ‘Sleep’ subtype.
- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Search): +2 racial bonus to Search checks.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Keen Senses: Snow Elves make active Search checks automatically and with no movement penalties.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Elven: Snow Elves are considered Elven for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Wizard: A multiclass snow elf’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Sun Elf
Sun elves, or gold elves, are famed for their command of both arcane and divine magic, which exceeds that of any other living race. Works of elven high magic thousands of years old still survive in the hidden refuges of sun elves. Sun elves have bronze skin, hair of golden blond, copper or black, and eyes of green or gold. They favor contemplation, lore and study over the quick games and light-hearted songs of other elves, but seem to embody the unearthly beauty, grace and presence of elven folk.
Racial Traits
- Sun Elven Ability Adjustments: +2 Int, -2 Con.
- Sleeplessness: Immune to spells and effects of the ‘Sleep’ subtype.
- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Search): +2 racial bonus to Search checks.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Keen Senses: Sun Elves make active Search checks automatically and with no movement penalties.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Elven: Sun Elves are considered Elven for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Wizard: A multiclass sun elf’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Wild Elf
Wild elves, also known as green elves, are insular and savage. As a result they are rarely seen outside their forest homes. The green elves were always close to nature, even more than other elves, but they have forgotten many of the high arts and lore of their people, choosing stealth and survival over learning and enlightenment. Their skin tends to be brown and their hair ranges from black to light brown, lightening to silvery white with age.
Racial Traits
- Wild Elven Ability Adjustments: +2 Dex, -2 Int
- Sleeplessness: Immune to spells and effects of the ‘Sleep’ subtype.
- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Search): +2 racial bonus to Search checks.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Keen Senses: Wild Elves make active Search checks automatically and with no movement penalties.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Elven: Wild Elves are considered Elven for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Sorcerer: A multiclass wild elf’s sorcerer class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Wood Elf
The wood elves do not view their homelands as a land apart. They understand better than their kindred that, for better or for worse, their fates are bound up with the fates of the humans, dwarves and halflings of the land. Also known as copper or sylvan elves, these people have coppery skin tinged with green, and brown, green or hazel eyes. Hair is usually brown or black, occasionally blond or coppery-red.
Racial Traits
- Wood Elven Ability Adjustments: +2 Str, +2 Dex, -2 Int, -2 Cha, -2 Con.
- Sleeplessness: Immune to spells and effects of the ‘Sleep’ subtype.
- Hardiness vs. Enchantments: +2 racial bonus on saving throws against mind-affecting spells.
- Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow)
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Search): +2 racial bonus to Search checks.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Keen Senses: Wild Elves make active Search checks automatically and with no movement penalties.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Elven: Wood Elves are considered Elven for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Ranger: A multiclass wood elf’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Forest Gnome
Forest Gnomes have a great love for nature, particularly deep and quiet forests far from civilization or even anyone’s home. For this reason many people, including others of their kind, have never seen a forest gnome. Unlike other gnomes, forest gnomes wear their hair and beards long, often to the almost to their feet when unbound. The males often trim their beards to a fine point or curl them into hornlike spikes extending to either side of their faces. Their skin is the color of bark, and their eyes are usually brown or blue. Their hair is brown or black, becoming gray or white with age.
Racial Traits
- Forest Gnomish Ability Adjustments: +2 Con, -2 Str.
- Small Stature
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Hardiness vs. Illusions: +2 racial bonus on saving throws against mind-affecting spells.
- Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Concentration): +2 racial bonus to Concentration checks.
- Skill Affinity (Hide Forest): +4 racial bonus to Hide, +8 when in the forest.
- Spell Focus (Illusion): Rock Gnomes add +2 DC to any Illusion spells they cast. This is identical to the feat.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Gnomish: Forest Gnomes count as Gnomes for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Wizard: A multiclass forest gnome’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Rock Gnome
Rock gnomes are the most common of their race in Faerun. Although many adventuring gnomes have taken up illusionary magic, most gnomes prefer the bardic life. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3 1/2 feet tall, with skin that ranges from dark tan to woody brown. Their hair is fair, and their eyes are often some shade of blue. Gnomes generally wear earth tones, but decorate their clothes intricately. Males favor carefully-trimmed beards. Gnomes live 350 to 500 years.
Racial Traits
- Rock Gnomish Ability Adjustments: +2 Con, -2 Str.
- Small Stature
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Hardiness vs. Illusions: +2 racial bonus on saving throws against mind-affecting spells.
- Offensive Training vs. Reptilians: +1 racial bonus on attack rolls against reptilian humanoids.
- Offensive Training vs. Goblinoids: +1 racial bonus on attack rolls against goblinoids
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Concentration): +2 racial bonus to Concentration checks.
- Spell Focus (Illusion): Rock Gnomes add +2 DC to any Illusion spells they cast. This is identical to the feat.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Gnomish: Rock Gnomes count as Gnomes for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Bard: A multiclass rock gnome’s bard class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Whisper Gnome
Whisper gnomes are creatures of stealth and suspicion. In profession and behavior they range from peaceful recluses to dangerous spies, lacking their cousins’ jovial nature and easy outlook on life. Whisper gnomes are slightly taller than other gnomes, standing 3 1/2 to 4 feet tall, with a thin, almost gaunt build. Their skin ranges from light grey to light green, though the variation is rarely noticeable without careful attention. Their hair is dark, and their eyes are often some shade of blue or grey, though rarely bright or striking. Gnomes live 350 to 500 years.
Racial Traits
- Whisper Gnomish Ability Adjustments: +2 Dex, +2 Con, -2 Str, -2 Cha.
- Small Stature
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Darkvision: Whisper gnomes are able to see in the dark.
- Defensive Training vs. Giants: +4 dodge bonus to AC against giants.
- Skill Affinity (Hide): +4 racial bonus to Hide checks.
- Skill Affinity (Move Silently): +4 racial bonus to Move Silently checks.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Gnomish: Whisper Gnomes count as Gnomes for the purpose of spells.
Spell-Like Abilities
- 1/day – Silence, Mage Hand.
Favored Class
- Rogue: A multiclass whisper gnome’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Tundra Halfling
Halflings native to the frostfell and far northern regions are known as tundra halflings. They are like the typical halfling in both appearance and lifestyle, but supplement their nomadic ways with permanent structures along their normal paths of wandering. It’s not uncommon for tundra halflings to move from empty village to empty village along with the change in seasons.
Racial Traits
- Tundra Halfling Ability Adjustments: +2 Dex, -2 Str.
- Small Stature:
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Jump): +2 racial bonus to Jump checks.
- Lucky: +1 luck bonus to all saving throws.
- Fearless: +2 morale bonus to saving throws against spells and effects of the ‘Fear’ subtype.
- Good Aim: +1 racial bonus to attack rolls made with throwing weapons.
- Halfling: Tundra Halflings are considered Halflings for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Ranger: A multiclass tundra halfling’s ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Strongheart Halfling
Strongheart are more organized, orderly and industrious race than other halflings. They build to last and fiercely defend their homeland against threats that their lightfoot kin would simply flee. Physically, they share similar builds and characteristics with their halfling kin, and many of their abilities as well. Like humans, they are especially adept at learning new skills.
Racial Traits
- Strongheart Halfling Ability Adjustments: +2 Dex, -2 Str.
- Small Stature:
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Skill Affinity (Move Silently): +2 racial bonus to Move Silently checks.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Skill Affinity (Jump): +2 racial bonus to Jump checks
- Fearless: +2 morale bonus to saving throws against spells and effects of the ‘Fear’ subtype.
- Quick to Master: Strongheart Halflings receive 1 extra feat at first level.
- Good Aim: +1 racial bonus to attack rolls made with throwing weapons.
- Halfling: Strongheart Halflings are considered Halflings for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Rogue: A multiclass Strongheart halfling’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Tallfellow Halfling
Tallfellow halflings are slightly bigger than their lightfoot cousins. They stand more than half as high as humans, and have athletic builds, fair skin and fair hair. Tallfellows are somewhat rare among halfling folk, generally preferring the company of elves where they are known to exist. They are less athletic than their kin, despite their builds, and share some of the traits of their elf companions.
Racial Traits
- Tallfellow Halfling Ability Adjustments: +2 Dex, -2 Str.
- Small Stature:
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- Skill Affinity (Search): +2 racial bonus to Search checks.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Keen Sense: Tallfellow Halflings make active Search checks automatically and with no movement penalties.
- Lucky: +1 luck bonus to all saving throws.
- Fearless: +2 morale bonus to saving throws against spells and effects of the ‘Fear’ subtype.
- Good Aim: +1 racial bonus to attack rolls made with throwing weapons.
- Halfling: Tallfellow Halflings are considered Halflings for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Rogue: A multiclass tallfellow halfling’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Deep Halfling
Deep halflings are shorter, stockier versions of their lightfoot cousins. The are miners by trade and take pleasure in gems and fine masonry. They rarely mix with humans or elves, but enjoy the company of dwarves, with whom they share much in common. Deep halflings stand a little less than half as high as humans, and have stocky builds with ruddy skin, black hair and dark eyes
Racial Traits
- Deep Halfling Ability Adjustments: +2 Dex, -2 Str.
- Small Stature:
- +1 size bonus to attack rolls.
- +1 size bonus to AC.
- +4 size bonus to Hide checks.
- – Darkvision: Deep halflings are able to see in the dark.
- – Stonecunning: +2 racial bonus on Search checks made in subterranean areas.
- – Skill Affinity (Listen): +2 racial bonus to Listen checks.
- – Skill Affinity (Craft): +2 racial bonus to Craft Armor and Craft Weapon checks.
- – Skill Affinity (Appraise): +2 racial bonus to Appraise checks.
- – Lucky: +1 luck bonus to all saving throws.
- – Fearless: +2 morale bonus to saving throws against spells and effects of the ‘Fear’ subtype.
- – Good Aim: +1 racial bonus to attack rolls made with throwing weapons.
- – Halfling: Deep Halflings are considered Halflings for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Rogue: A multiclass deep halfling’s rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Asimar
The aasimar bear the legacy of a celestial being or even a deity in their ancestry. While elves, dwarves, gnomes and halflings with celestial ancestry are reputed to exist, those crossbreeds are not true aasimar. Aasimar look human except for one distinguishing feature related to their unusual ancestor: silver hair, golden, pearly opalescent or brilliant topaz eyes, emerald, silvery or golden skin.
Racial Traits
- Aasimar Ability Adjustments: +2 Cha, +2 Wis.
- Darkvision: Aasimar are able to see in the dark.
- Skill Affinity (Spot): +2 racial bonus to Spot checks.
- Skill Affinity (Listen): +2 racial bonus to Listen checks.
- Resist Cold: Innate cold resistance of 5.
- Resist Acid: Innate acid resistance of 5
- Resist Electrical: Innate electrical resistance of 5.
- Outsider: Aasimar are considered Outsiders for the purpose of spells.
- Human: Aasimar are considered Human for the purpose of spells.
Spell-Like Abilities
- 1/day – Light. Caster level 3rd.
Favored Class
- Paladin: A multiclass aasimars paladin class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +1.

Tiefling
Tieflings are the distant descendant of some evil outsider, such as a demon, devil, night hag, rakshasa or even some servant of an evil deity. Elves and orcs with fiendish heritage are known to exist but those are distinct lines and are not true tieflings. Tieflings look human except for one or two distinguishing features: small horns, fangs, hooves, forked tongue, goat-like legs, tail, glowing red or cat eyes or furry, leathery, scaly, red or bruised blue skin.
Racial Traits
- Tiefling Ability Adjustments: +2 Dex, +2 Int, -2 Cha.
- Darkvision: Tieflings are able to see in the dark.
- Skill Affinity (Hide): +2 racial bonus to Hide checks.
- Skill Affinity (Bluff): +2 racial bonus to Bluff checks.
- Resist Cold: Innate cold resistance of 5.
- Resist Fire: Innate fire resistance of 5.
- Resist Electrical: Innate electrical resistance of 5.
- Outsider: Tieflings are considered Outsiders for the purpose of spells.
- Human: Tieflings are considered Human for the purpose of spells.
Spell-Like Abilities
- 1/day – Darkness. Caster level 3rd.
Favored Class
- Rogue: A multiclass tieflings rogue class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +1.

Air Genasi
Air genasi see themselves as the inheritors of the sky, the wind and the very air of the world. Their emotions vary quickly between calm reserve and great intensity. Air genasi look human except for one or two distinguishing features: light blue or pale white skin or white or blue hair.
Racial Traits
- Air Genasi Ability Adjustments: +2 Dex, +2 Int, -2 Cha, -2 Wis.
- Darkvision: Air Genasi can see in the dark.
- Hardiness vs. Air: +1 racial bonus on saving throws against air, sonic and electricity spells (additional +1 for every 5 levels).
- Breathless: Immune to spells affecting breathing.
- Outsider: Air Genasi are considered Outsiders for the purpose of spells.
- Human: Air Genasi are considered Human for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Fighter: A multiclass air genasi’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Note: Genasi clerics must have the relevant elemental domain.
Level Adjustment +1.

Earth Genasi
Earth genasi are patient, stubborn and contemplative in their decision making. Marked at birth with obvious traits reflecting their heritage, earth genasi are often shunned by others, but their physical gifts make them able to defend themselves against most attackers. Earth genasi are obviously not human, but have mostly human features except for one or two distinguishing traits related to their elemental ancestors like earthlike skin, eyes like black pits or gems, very large hand or feet, iron gray hair or metallic sheen to skin or hair.
Racial Traits
- Earth Genasi Ability Adjustments: +2 Str, +2 Con, -2 Cha, -2 Wis.
- Darkvision: Earth Genasi can see in the dark.
- Hardiness vs. Earth: +1 racial bonus on saving throws against earth and acid spells (additional +1 for every 5 levels).
- Outsider: Earth Genasi are considered Outsiders for the purpose of spells.
- Human: Earth Genasi are considered Human for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Fighter: A multiclass earth genasis fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Note: Genasi clerics must have the relevant elemental domain.
Level Adjustment +1.

Fire Genasi
Fire genasi are usually thought of as hot-blooded and quick to anger, and they have earned that reputation. Mercurial, proud and often fearless, they are not content to sit and watch the world pass by them by. Fire genasi are obviously not human, having mostly human features except for one or two exceptional traits related to their elemental ancestors like: charcoal gray or deep red or skin, red or orange hair or large red teeth.
Racial Traits
- Fire Genasi Ability Adjustments: +2 Int, -2 Cha.
- Darkvision: Fire Genasi can see in the dark.
- Hardiness vs. Fire: +1 racial bonus on saving throws against fire spells (additional +1 for every 5 levels).
- Outsider: Fire Genasi are considered Outsiders for the purpose of spells.
- Human: Fire Genasi are considered Human for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Fighter: A multiclass fire genasi’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Note: Genasi clerics must have the relevant elemental domain
Level Adjustment +1.

Water Genasi
Water genasi are patient and independent, used to solving problems on their own and not afraid to take a lot of time doing so. At times they are fierce and destructive like terrible storms, but more often than not they present a tranquil appearance, despite whatever emotions run underneath that quiet surface. Water genasi look human except one distinguishing feature related to their elemental ancestor like: blue-green skin or hair, large black-blue eyes or clammy flesh.
Racial Traits
- Water Genasi Ability Adjustments: +2 Con. -2 Cha.
- Darkvision: Water Genasi can see in the dark.
- Hardiness vs. Water: +1 racial bonus on saving throws against water and cold spells (additional +1 for every 5 levels).
- Water Breathing: Creature can breath water and is therefore immune to the effects of Drown and Mass Drown.
- Outsider: Water Genasi are considered Outsiders for the purpose of spells.
- Human: Water Genasi are considered Human for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Fighter: A multiclass water genasi’s fighter class does not count when determining whether he suffers an XP penalty for multiclassing.
Note: Genasi clerics must have the relevant elemental domain.
Level Adjustment +1.

Orc
Orcs are aggressive humanoids with a reputation for war and destruction. They are stronger than their Half-Orc cousins but not as wise to the world beyond their surroundings. An orc’s hair is usually black and he sports lupine ears with reddish eyes. Orcs believe that survival depends on conquering as much territory as possible, which makes relations with other creatures very difficult. Orcs often make their home in caves but are capable of building organized cities below ground. They wear their battle scars proudly as signs of achievement.
Racial Traits
- Orc Ability Adjustments: +4 Str, -2 Int, -2 Cha, -2 Wis.
- Darkvision: Orcs are able to see in the dark.
- Light Sensitivity: Orcs suffer -2 penalty to attack rolls, saves and checks while operating in bright light.
- Orcish: Orcs are considered Orcish for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Barbarian: A multiclass orc’s barbarian class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Deep Imaskari
The deep Imaskari are heirs to the lost empire of Imaskari. One of the earliest human empires, the Imaskari were destroyed by the slaves they had abducted from other worlds. A few, however, managed to preserve themselves and their kin. Fleeing deep into the bowels of the earth, they sealed themselves away from both the knowledge and the recriminations of the surface world. A deep Imaskari appears mostly human tall and slender. Her skin looks pale and stone like, as if expertly sculpted from the finest veined marble, though it is as soft as human skin to the touch.
Racial Traits
- Deep Imaskari Ability Adjustments: +2 Int, -2 Dex.
- Skill Affinity (Hide): +2 racial bonus to Hide checks.
- Skill Affinity (Hide Underground): +4 racial bonus to Hide checks when underground
- Low-Light Vision: Allows them to see better than normal in the dark.
- Human: Imaskari are considered Human for the purpose of spells.
Spell-Like Abilities
- N/A
Favored Class
- Wizard: A multiclass imaskari’s wizard class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Spirit Folk
Spirit folk are the descendants of humans and various spirits of nature. They come in three specific subtypes, each of which has a slight affinity to a different element, granting a bonus to saves vs that element and another additional ability. They tend to be serene and calm, in tune with their surroundings, and show little desire of manipulating them with magic. Physically they look human, with small mouths and slender eyes. They tend to have a fair or golden complexion, and no body hair, though the hair on their head is fairly luxurious.
Racial Traits
- Spirit Folk Ability Adjustments: None.
- Low-Light Vision: Allows them to see better than normal in the dark.
- Human: Spirit Folk are considered Human for the purpose of spells.
- Choose one type of Spirit Folk:
- Bamboo: +2 bonus to Lore, +2 saves against acid spells, Trackless Step. +4 to hide in wilderness settings.
- River: Immune to drowning, +2 to save vs cold spells.
- Sea: Immune to drowning, +2 to save vs fire spells.
- Mountain: +8 bonus to Climb, +2 bonus to Balance, Jump, and Tumble.
Spell-Like Abilities
- N/A
Favored Class
- Any: A multiclass spirit folk’s highest class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.

Killoren
A newly risen race of powerful fey, the killoren blend nature’s patience and power with the ambition and aggression of the humanoid races. The ancient places of the world stir with a power of their own. From this power, the killoren have sprung in answer to the growing might of the humanoid races. Whether the work of some great nature deity or the spontaneous creation of the wild power of nature itself, killoren are at once young and eternal, newly brought to the world but with unknowably ancient ties to the heart of nature. As fey, killoren have a tie to nature unmatched by the humanoid races, but unlike other fey, killoren are not content to wait in the dark recesses of the dwindling forests. Killoren are aggressive, ambitious manifestations of nature’s presence and power, and they walk through the cities of man as easily as they meditate in the glades of a verdant forest. There are as yet few killoren in the world compared to the population of humans and other humanoid races, but their numbers are quickly growing. So far, these adaptable fey have only come into isolated conflict with evil powers bent on despoiling nature, but it is obvious that they are destined for more. The killoren have begun to make known their presence in the world, and a few far-seeing and learned sages wonder at the implications of their growing power and numbers.
Racial Traits
- Killoren Ability Adjustments: None
- Skill Affinity (Search): +2 racial bonus to Search checks.
- Skill Affinity (Animal Empathy): +2 racial bonus to Animal Empathy checks.
- Low Light Vision
- Immunity to magic sleep effects and a +2 racial bonus on saves against enchantment spells or effects
- Fey: Killoren are considered fey for the purpose of spells.
Spell-Like Abilities
- Manifest Nature’s Might: Choose one of three Aspects each morning, gain either skill bonuses or a smite attack.
Favored Class
- Druid: A multiclass Killoren’s druid class does not count when determining whether he suffers an XP penalty for multiclassing.
Level Adjustment +0.