Races
ELF
+2 Dexterity, –2 Constitution.
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
Elf base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
DROW
+2 Dexterity, +2 Intelligence, +2 Charisma, –2 Constitution.
Humanoid (Elf)
Medium: As Medium creatures, drow have no special bonuses or penalties due to their size.
Drow base land speed is 30 feet.
Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Darkvision out to 120 feet.
Spell resistance equal to 11 + class levels.
Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword.
Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
+2 racial bonus on Will saves against spells and spell-like abilities.
+2 racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.
Favored Class: Wizard (male) or cleric (female).
Level Adjustment: +2
DWARF
+2 Constitution, –2 Charisma.
Humanoid (Dwarf).
Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size.
Hill dwarf base land speed is 20 feet. However, hill dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Darkvision: Hill dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hill dwarves can function just fine with no light at all.
Stonecunning: This ability grants a hill dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
Stability: A hill dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
+2 racial bonus on saving throws against poison.*Not reflected in the saving throw numbers given here.
+2 racial bonus on saving throws against spells and spell-like effects.*Not reflected in the saving throw numbers given here.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
Favored Class: Fighter. A multiclass hill dwarf’s Fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
Level Adjustment: +0.
HALFLING
+2 Dexterity, –2 Strength.
Humanoid (Halfling).
Small: As a Small creature, a lightfoot halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
Lightfoot halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 morale bonus on saving throws against fear: This bonus stacks with the lightfoot halfling’s +1 bonus on saving throws in general.
+1 racial bonus on attack rolls with thrown weapons and slings.
+2 racial bonus on Listen checks.
Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
Favored Class: Rogue. A multiclass lightfoot halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.
Level Adjustment: +0.
Orc
+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.
An orc’s base land speed is 30 feet.
Darkvision out to 60 feet.
Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
Favored Class: Barbarian.
Gnome
I+2 Intelligence, +2 Constitution, +2 Dexterity, -2 Strength: Gnomes are inquisitive, agile, and tough, but not that strong.
Humanoid
Small: +1 size bonus to Armor Class, +1 size bonus to attack rolls, +4 size bonus on Hide checks, smaller weapons, carrying and lifting capacity 3/4 that of Medium-size creature.
Gnome base land speed is 20 feet. However, they can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load(This is not included in the adrenaline rush subtract amount and left over counts as bonus).
Low-Light Vision
Weapon Familiarity: Gnomes treat gnome hooked hammers as martial weapons rather than exotic weapons.
+2 racial bonus on alchemy. Because of their keen nose's they can often tell what will eat your skin and what will make the family soup.
+2 racial bonus on saves against illusions.
+1 to DC on saves against illusions made by Gnomes.
+2 racial bonus on Craft checks and Appraise checks relating to items with gears: Gnomes have extensive knowledge of mechanics and gears.
Mainframe Hack (Ex): As a standard action, a Gnome can attempt to take control of a construct. The construct must be within 20 ft and must have HD less than or equal to the character's level. The DC to resist is 10 + character level. When control has been established, roll a d6. The result is the amount of turns the construct is under your control. This ability can only be used once per day.
Adrenaline Rush (Ex): Due to the all the time tinkering Taresi Gnome's adrenal glands became overdeveloped and need little sleep, Taresi Gnomes can pump all the adrenaline into their system for inhuman speed and dexterity. Once per day, a Taresi Gnome may tap into his adrenaline for a boost in speed, adding a +20 bonus to his base movement and gaining a +2 bonus to Dexterity. This condition lasts a number of rounds equal to 3 + Con Bonus. At the end of the sprint, the Taresi Gnome becomes fatigued for the duration of the current encounter.
Automatic Languages: Common and Gnome. Bonus Languages: Dwarven, Elven, Giant, Goblin, Halfling, Orc, and Terran.
Favored Class: Bard, Gunslinger, and Artificer.

