Race and Languages
All characters know how to speak their native tongue. A dwarf, elf, gnome, half-elf, half-orc, or halfling speak their racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character. See also Skills: Speak Language
Literacy: Characters cannot read unless they spend skill points on Decipher Script. 1 rank in Decipher Script (specific language) allows that character to read that language, though it does not allow him to speak that language. See also: Decipher Script
Class-Related Languages: Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows:
Cleric: Abyssal, Celestial, Infernal.
Druid: Sylvan.
Wizard: Draconic.

Small Characters
A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
A Small character generally moves about two-thirds as fast as a Medium character.
A Small character must use smaller weapons than a Medium character.

Humans
Racial Traits:
    Humanoid type (human subtype)
    Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
    Human base land speed is 30 feet.
    1 extra feat at 1st level.
    4 extra skill points at 1st level and 1 extra skill point at each additional level.
    Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
    Favored Class: Any two.

Dwarf: The standard (most common) dwarven racial variant is often referred to as a Mountain Dwarf.
Racial Traits:
Humanoid type (dwarf subtype)
Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
+2 racial bonus to Constitution and –2 Dexterity (dwarves are hearty, but they have short, stocky bodies)
Darkvision 60 ft.
Dwarf base land speed is 20 feet. However, 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).
Stability
Stonecunning
+2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
+2 racial bonus on saving throws against spells and spell-like effects.
+2 racial bonus on saving throws against poison.
+4 dodge bonus to Armor Class against monsters of the giant type.
Automatic Languages: Dwarven. Typical secondary languages: Common, Giant, Gnome, Goblin, Orc, Terran.
Favored Class: Fighter or Cleric
Racial Variants:
Shield Dwarf: change –2 Dexterity to -2 Charisma
Deep Dwarf: change –2 Dexterity to –2 Wisdom
Background Variants:
    Sometimes, PC dwarves may have a different starting background than what is typically thought of as a “dwarven upbringing”. In these cases, the player and DM should work together to replace the +1 racial bonus to hit orcs and goblinoids and the +4 racial bonus to AC against giants with something more appropriate for that particular character.
Age: Dwarves initially age about half as fast as humans, but at maturity their rate of aging slows considerably. Starting Age: 24 + 1d6 years, remaining age categories same as PHB.
Metabolism: Same as humans.
Appearance:
    Eyes: Common (all shades of brown, from very pale to very dark). Uncommon (any metallic color, such as gold, silver, or copper), Rare (gemstone color, such as amethyst, ruby, sapphire, emerald, etc.)
    Skin: Their skin ranges across all colors and shades of brown, from very dark to very pale.
    Hair Color: Red, brown or black, fading to white or silver with age.
    General Appearance: Regardless of the racial trait each dwarf has, they all share the same range of appearance. Dwarven men often grow impressive beards, and it’s a strong tradition within dwarven communities to do so. (Dwarven women cannot grow beards.) However, they won’t let tradition get in the way of practicality and will not show stigma against a dwarf who decides to keep his hair or beard close cropped, or even shaved. Dwarves in the military often keep their hair and beard cut short, so as not to give an enemy even that slight advantage in battle. Some say it’s their connection to the earth that dictates their skin, hair, and eye color. There is no link between skin color, hair color and eye color; they all mix randomly in each dwarf. The offspring of any dwarf couple will have an even chance to have any of the three individual racial traits and the different appearances have little to do with parentage or heredity. Large dwarven families are quite a diverse looking lot, and it’s often difficult to tell any family resemblance between siblings.
Outlook: Dwarves have a strong sense of community, duty, honor and tradition. Dwarven culture is steeped in these concepts and it is a rare dwarf indeed that turns his back on all these beliefs. Even those dwarves that find no value in tradition are likely to show signs that community, duty or honor are very important to that individual. Dwarves also go through an intense history lesson.

Elf: The standard (most common) elfin racial variant is often referred to as a Moon Elf.
Racial Traits:
Humanoid type (elf subtype)
Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
+2 racial bonus to Dexterity and –2 penalty to Constitution (elves are nimble, but less hearty than other races)
Low-Light Vision
Elf base land speed is 30 feet.
Weapon Proficiency: Elves can use any one light slashing weapon, bow or spear without suffering the non-proficiency penalty. This cannot be an exotic weapon.
+10 racial bonus v. sleep spells and effects.
+2 racial saving throw bonus against necromancy spells and effect.
+2 racial bonus to spot, listen and survival checks.
Automatic Languages: Elven. Typical secondary languages: Common, Gnoll, Gnome, Goblin, and Orc.
Favored Class: Wizard or Sorcerer
Racial Variants:
Sun Elf: change +2 listen to +2 search, change +2 Dexterity to +2 Intelligence, change +2 v. necromancy spells and effects to +2 v. transmutation spells and effects
Wild Elf: change –2 Constitution to –2 Intelligence, change +2 v. necromancy spells and effects to +2 v. enchantment spells and effects.
Background Variants:
    Sometimes, PC elves may have a different starting background than what is typically thought of as an “elf upbringing”. In these cases, the player and DM should work together to replace the martial weapon proficiency with something more appropriate for that particular character.
Age: Elves initially age about half as fast as humans, but at maturity their rate of aging slows considerably, Starting Age: 24 + 1d6 years, remaining age categories same as PHB.
Metabolism: Elfin metabolism is radically different from humans. Elves have the capacity to digest meats, both cooked and uncooked, but cannot digest any cooked plant material. Cooked plant material does not harm them, but it passes through their body without providing nourishment. (This has the interesting side effect of being able to drink alcohol without gaining undue weight from it. As a poison, the alcohol still intoxicates them as normal.) Elves need only eat 1/8 as much as humans, which helps account for how they are able to maintain a true forest kingdom without overburdening the ecosystem.
Elves only require 4 hours of rest, which they call reverie. In a reverie their spirit enters a dream-like realm and they feel a connection with their ancestors. This respite functions is in all ways like eight hours of sleep would for a human.
Appearance:
    Eyes: Blue (sky blue to cobalt), brown (light tan to ebony), or green (sea mist to forest green)    
    Skin: Their skin ranges from snow white, across all flesh tones, to coal black
    Hair Color: All shades of black, white, silver, brunette, blond, and red. Their hair remains the same color throughout their lives.
    General Appearance: Elves all share the same range of appearance. Elves understand that appearances have little meaning within their own kind. There is no link between skin color, hair color and eye color; they all mix randomly in each elf. The offspring of any elfin couple will have an even chance to have any of the three traits and the different appearances have little to do with parentage or heredity. Large elfin families are quite a diverse looking lot, and it’s often difficult to tell any family resemblance between siblings.
Outlook: They tend toward a life of freedom, love, and the pursuit of happiness and they are more at home in forests and jungles, than most other races, though they love any wilderness setting. Adventuring elves are drawn to nature, arcane and martial classes, and tend to avoid divine classes. Though they certainly aren’t excluded from pursuing anything they wish. Most elves, whether PC or NPC, have experience with bows or spears, weapons useful during a hunt in their forest homes. Elves are very much the spirits of freedom and love laughter, dance, music, and all the simplest pleasures in life.

Gnome: The standard (most common) gnomish racial variant is often referred to as a Rock Gnome.
Racial Traits:
Humanoid type (gnome subtype)
Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
+2 racial bonus to Constitution and -2 penalty to Strength (gnomes are hearty, but as a small creature they suffer a strength penalty)
Low Light Vision
Gnome base land speed is 20 feet.
Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
+2 racial bonus on saving throws against negative energy, ability drain, ability damage or death effects
+2 racial bonus v. poison
+1 to the DC of any illusion or necromancy spells they cast.
+2 racial bonus on all spellcraft checks against necromancy and illusion spells and effects.
+2 racial bonus on Move Silently checks.
+1 racial bonus on attack rolls against kobolds and goblinoids.
Spell-Like Abilities: At will – dusk/dawn
Automatic Languages: Gnome. Typical secondary languages: Common, Dwarf, Elf, Giant, Goblin, Kobold and Orc.
Favored Class: Hexblade or Dread Necromancer
Racial Variants:
Shadow Gnome: lose the +2 racial bonus on spellcraft checks against necromancy and illusion spells and effects, change the +2 racial bonus to move silently to +4, gain +2 racial bonus on hide checks.
Whisper Gnome: change the +2 racial bonus on saving throws against negative energy, ability drain, ability damage or death effect to +2 racial bonus on saving throws against illusion.
Background Variants:
    Sometimes, PC gnomes may have a different starting background than what is typically thought of as a “gnome upbringing”. In these cases, the player and DM should work together to replace the +1 racial bonus to hit kobolds and goblinoids and the +4 dodge bonus to Armor Class against giants with something more appropriate for that particular character.
Age: Gnomes initially age slightly slower than humans, but at maturity their rate of aging slows to around half the rate that humans age. Starting Age: 19 + 1d6 years, remaining age categories same as PHB.
Metabolism: Gnomes have much the same metabolism as humans, though at a reduced scale.
Appearance:
    Eyes: Same as humans (browns, grays, blues, greens, and hazels)
    Skin: Their skin ranges from pale flesh tone to medium brown, with all colors in between.
    Hair Color: Their hair tends toward dark colors, with black and brunette being dominant, but instances of red, brown or sandy color aren’t unheard of.
    General:
    Gnomes all share the same range of appearance. There is no link between skin color, hair color and eye color; they all mix randomly in each gnome. The offspring of any gnomish couple will have an even chance to have any of the three traits and the different appearances have little to do with parentage or heredity. Large gnomish families are quite a diverse looking lot.
Outlook: Gnomes are a generally reclusive people, preferring to stay out of the larger concerns of the world at large. They typically live in hilly and forested regions, where their small size makes it easier to hide from menacing threats. Many gnomes find their talents with necromancy and negative energy are particularly adept for the purposes of adventuring. Gnomes tend to be quite and withdrawn, though that is not always the case. They have a fondness of gems and precious metals, often preferring outright cash to trade goods or barter. Gnomish cities are actually warrens carved into hillsides, with many interconnected tunnels. Goblins and Kobolds favor gnomish homes due to their small size, and those lazier races don’t have to take the time to work to create it themselves, if they can drive the gnomes out.

Half-Elf: Like elves, the standard (most common) half-elfin racial variant is referred to as a moon half-elf.
Racial Traits:
Humanoid type (human and elf subtype)
Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
Half-elf base land speed is 30 feet.
Low-light vision
+2 racial bonus on diplomacy and bluff
+1 racial bonus to spot, listen and survival checks.
4 extra skill points at 1st level and 1 extra skill point at each additional level.
+2 racial bonus on saving throws against necromancy spells and effects.
Bonus Feat: Skill Focus (choose any two skills except diplomacy and bluff)
Automatic Languages: Common or Elven. Typical secondary languages: Any (other than secret languages, such as Druidic).
Favored Class: Any one.
Racial Variants:
Sun Half-Elf: change +2 bluff to +2 listen, change +2 v. necromancy spells and effects to +2 v. transmutation spells and effects.
Wild: change +2 bluff and diplomacy to +2 survival and knowledge (nature), change +2 v. necromancy spells and effects to +2 v. enchantment spells and effects.
Background Variants:
    Sometimes, PC half-elves may have a different starting background than what is typically thought of as a “half-elf upbringing”. In these cases, the player and DM should work together to replace the +2 racial bonus to diplomacy and bluff with something more appropriate for that particular character.
Age: Same as Player’s Handbook
Metabolism: Same as humans
Appearance:
    Eyes: Half-elf eyes follow either side of their parentage. They will either have human colored eyes, or elf colored eyes.
    Skin: Their skin ranges from pure white through all imaginable flesh tones, to coal black.
    Hair Color: All shades of black, white, silver, brunette, blond, and red, fading to silver, white or gray as they age.
    General: Half-elves all share the same range of appearance. There is no link between skin color, hair color and eye color; they all mix randomly in each half-elf. Half-elf siblings will have an even chance to have any of the appearances listed, regardless of parentage or heredity. Large half-elf families are quite a diverse looking lot.
Outlook: Half-elves are a race that enjoys the opposite treatment from what half-orcs have experienced. As unions between elf and human, half-elves are treated with awe and wonder as they grow up, regardless of what society that happens in. As a result, they often become very adept at social aspects of life, and find that getting their way comes quite naturally to them. Half-elves tend to meet new experiences with an open mind, though of course that isn’t always the case.

Half-Orc: The standard (most common) half-orc racial variant is often referred to as a mountain half-orc.
Racial Traits:
Humanoid type (human and orc subtype)
Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
+2 racial bonus to strength and –2 Intelligence (half-orcs are very strong, but not very bright)
Half-orc base land speed is 30 feet.
Darkvision 60 ft.
+2 racial bonus on intimidate and survival
4 extra skill points at 1st level and 1 extra skill point at each additional level.
+2 racial bonus to saves against poison and disease
Automatic Languages: Common or Orc. Typical secondary languages: Common, Giant, Gnoll, Goblin, Kobold, and Orc.
Favored Class: Barbarian or Ranger
Racial Variants:
Grey Half-Orc: change –2 Intelligence to –2 Charisma, change +2 survival to +2 sense motive, lose bonus skill points, gain Skill Focus: Intimidate
Deep Half-Orc: change +2 Strength to +2 Constitution, change Darkvision 60 ft. to Darkvision 90 ft., gain light sensitivity (considered dazzled in bright sunlight or within the radius of a daylight spell or similar effect)
Background Variants:
    Sometimes, PC half-orcs may have a different starting background than what is typically thought of as a “half-orc upbringing”. In these cases, the player and DM should work together to replace the +2 racial bonus to intimidate and survival with something more appropriate for that particular character.
Age: Same as Player’s Handbook
Metabolism: Same as humans
Appearance:
    Eyes: Half-orc eyes follow either side of their parentage. They will either have human colored eyes, or orc colored eyes (red, yellow, black or orange).
    Skin: Their skin ranges from light flesh tone to dark brown, with all colors in between.
    Hair Color: Their hair can be black, brunette, and red, fading to gray as they age.
    General: Half-orcs all share the same range of appearance. There is no link between skin color, hair color and eye color; they all mix randomly in each half-orc. Half-orc siblings will have an even chance to have any of the appearances listed, regardless of parentage or heredity. Large half-orc families are a rarity, though when they do occur the are quite a diverse looking lot.
Outlook: Half-orcs are a race that have almost always grown up being shunned and outcast. This tends to make them very self-reliant, but typically uneducated.  They tend to be wary of new people, having been hurt and pre-judged by strangers their entire lives. Half-orcs raised in human society are often looked down upon as a monster while their strength is overlooked. Half-orcs raised in orc society are often the brunt of physical intimidation that borders on torture.

Halfling: The standard (most common) halfling racial variant is often referred to as a Lightfoot Halfling.
Racial Traits:
Humanoid type (halfling subtype)
Small: As a Small creature, a 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.
+2 racial bonus to Dexterity and -2 Strength (halflings are nimble and quick, but as small creatures they are not very strong)
Halfling base land speed is 20 feet.
+2 racial bonus on Climb, Jump, Listen, and Move Silently checks.
+1 racial bonus on all saving throws.
+2 bonus on saving throws against fear.
+1 racial bonus to hit with ranged weapons
Automatic Languages: Halfling. Typical secondary languages: Common, Elf, Gnome, Goblin, Kobold and Orc.
Favored Classes: Rogue or Swashbuckler
Racial Variants:
Strongheart: lose +2 bonus on saving throws against fear, gain +2 bonus on saving throws against death effects.
Ghostwise: lose +2 racial bonus to Listen and Move Silently, gain +2 racial bonus to Balance and Tumble
Background Variants:
    Sometimes, PC halflings may have a different starting background than what is typically thought of as a “halfling upbringing”. In these cases, the player and DM should work together to replace the +1 racial bonus to hit with ranged weapons and the +2 racial bonus to climb, jump and move silently with something more appropriate for that particular character.
Age: Same as Player’s Handbook
Metabolism: Halflings have much the same metabolism as humans, though at a reduced scale.
Appearance:
    Eyes: Their eyes match their favorite aspects of their ancient homeland, hazel and goldenrod of an open field of grains, green of new spring growth or mature forest leaves, or the brown of freshly turned earth or leaves falling in the autumn.
    Skin: Their skin ranges from light flesh tone to medium brown, with all colors in between.
    Hair Color: Their hair can be black, blonde, brunette, and red, fading to white as they age.
    General: Halflings all share the same range of appearance. There is no link between skin color, hair color and eye color; they all mix randomly in each halfling. The offspring of any halfling couple will have an even chance to have any of the three traits and the different appearances have little to do with parentage or heredity. Large halfling families are quite a diverse looking lot.
Outlook: For a small race, halflings have a tendency to offer friendship first when they don’t necessarily know how a new stranger will treat them. They tend to judge a creature not by its size or looks, but rather by its actions. Many times halflings are seen as no-good thieves thanks to their knack for hiding and sneaking, though that’s usually just a stereotype. Though halflings are quick to offer friendship, a halfling that has been hurt will often go to great lengths to make sure the offender is put in his place, and then some. Halfling communities tend to be built similar to gnomes, except they don’t connect their personal dwellings with each other. As a result, an individual halfling home tends toward entrances in hidden locations, causing a community to spread out.

Shifters: Shifters are the same as found in the Eberron Campaign Setting except
Favored Classes: Barbarian and Ranger

Planetouched races