Race Changes

## Races of Faerun

The normal races have had their name changed, but otherwise have had no changes. In addition new races have been added.

### **Elf**

* Now called Moon Elf, otherwise unchanged.

### **Halfling**

* Now called Lightfoot Halfling, otherwise unchanged.

### **Dwarf**

* Now called Shield Dwarf, otherwise unchanged.

### **Gnome**

* Now called Rock Gnome, otherwise unchanged.

### **Strongheart Halflings**

* Gain Weapon Finesse at 1st level instead of the luck feat. (Granted after character creation)

### **Gold Dwarf**

* +2 Constitution, -2 Dexterity: Gold dwarves are stout and tough, but not as quick or agile as other races.
* +1 racial bonus on attack rolls against aberrations: Gold dwarves are trained in special combat techniques against the many bizarre creatures that live in the Underdark. This replaces the attack bonus against orcs and gobinoids.)

### **Sun Elf**

* +2 Intelligence, -2 Constitution. Sun elves value study and contemplation over the feats of agility learned by most other elves.

### **Wild Elf**

* +2 Dexterity, -2 Intelligence. Wild elves are hardier than other elves, but favor physical action and feats of athleticism instead of learning to solve problems.

### **Wood Elf**

* +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence, -2 Charisma. Wood elves are strong but slight, and tend to be less cerebral and intuitive than other elves.

## **Application Only**

### **Powerful Races**

* Some races have a racial level Adjustment. This adjustment limits the maximum level of the character but otherwise imposes no other penalties. For Example a Drow with a level adjustment of 1 has a maximum level of 17.
* Powerful Races also start at level 1 with zero experience.

### **Drow**

* +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. These adjustments replace the high elf ability score modifiers.
* Immunities (Ex): A drow is immune to magic sleep spells and effects.
* Racial Bonuses: A +2 racial bonus on Will saves against spells and spell-like abilities
* Spell-Like Abilities: 1/day - darkness.
* Light Blindness (Ex): –1 penalty on attack rolls, Saves, and Skills in bright sunlight or within the radius of a daylight spell
* Level Adjustment +1. Drow are slightly more powerful and gain levels differently than most of the other common races of Faerûn. (See Powerful Races above for more information.)

### **Half Drow**

* Same as half elf, but with Darkvision instead of Low-light

### **Aasimar**

* +2 Wisdom, +2 Charisma: Aasimar are blessed with insight and personal magnetism.
* Acid, cold, and electricity resistance 5.
* +2 racial bonus on Listen and Spot checks.
* Darkvision up to 60 feet.
* Favored Class: Paladin.
* Level Adjustment +1. Aasimar are slightly more powerful and gain levels differently than most of the other common races of Faerûn. (See Powerful Races above for more information.)

### **Tiefling**

* +2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are gifted with heightened reflexes and cunning, but tend to disturb people with whom they interact.
* Cold, fire, and electricity resistance 5.
* Darkness (Sp): Tieflings can use darkness once per day.
* Bonus feat: Stealthy.
* Darkvision up to 60 feet.
* Level Adjustment +1: Tieflings are slightly more powerful and gain levels differently than most of the other common races of Faerûn. (See Powerful Races above for more information.)