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.

Half-Elf

 * Also gain the Thug feat.

Halfling

 * Now called Lightfoot Halfling, otherwise unchanged.

Dwarf

 * Now called Shield Dwarf, otherwise unchanged.

Gnome

 * Now called Rock Gnome, otherwise unchanged.

Half-Orc

 * Also gain the Blooded feat.

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.

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.)