Races+of+Ansalon

Krynn has an extensive list of playable races. Listed here are the races available that do not have a +1 level adjustment or higher. As the campaign progresses and the starting level of new PCs increases some of the more advanced races can be chosen such as Draconians, Sea Elves, and Centaurs.

Humans
Humans were among the first races created by the gods, They represent the Neutral portion of the triangle, and thus they were gifted with the freedom to choose their own ethical and moral paths. Due to their short lifespans, humans are viewed by longer-lived races as ambitious and impatient, restless and dissatisfied with their lot in life. Humans live throughout Ansalon, with cultures so diverse that the differences between individual humans are as great as differences between elves and dwarves. A race of extremes, humankind keeps the great pendulum of history constantly swaying between good and evil, law and chaos
 * ===Civilized Humans===
 * Civilized Humans make up the largest population on Ansalon and, consequently, represent amazing diversity. Such people are difficult to define as a group, since each community has its own personality and appearance. Jolly innkeepers, surly blacksmiths, and cunning alley-rats may all be encountered on any street in any city or village of Ansalon.
 * Civilized humans have all the human racial traits listed in Chapter 2 of the Player's Handbook except as follows:
 * Automatic Languages: Common and a regional language
 * Bonus Languages: Any
 * ===Nomads===
 * Long before humans built cities and walls, humankind lived in harmony with the wilderness. Now termed "primitives, barbarians, and savages," the nomads of Ansalon continue to live as their ancestors lived thousands of years ago, choosing to dwell in the harshest climes and most inhospitable lands. The nomads have conquered the mountains, plains, deserts, and tundras.
 * Nomadic humans have all the human racial traits listed in Chapter 2 of the Player's Handbook except as follows:
 * Automatic Languages: Common and a regional language
 * Bonus Languages: Any

Dwarves
The Dwarves of Krynn are an industrious people, known throughout Ansalon as skilled builders and master artisans. Preferring to live below ground, many clans dwell under the mountains in mighty halls hewn out of the rock. Some dwarves, however, have moved into the foothills, choosing to interact with other races rather than shutting themselves off from the world.
 * ===Mountain Dwarves===
 * The Dwarves of the mountain kingdoms existed apart from much of Ansalon throughout their history. Since their contract with the outside world often turns out badly, the self-sufficient dwarves are quick to shut their gates and seal off their halls to preserve the way of life that has sustained them since the Age of Dreams.
 * Mountain Dwarves have all the dwarven racial traits listed in Chapter 2 of the Player's handbook except as follows:
 * Automatic Languages: Dwarven and Common
 * Bonus Languages: Giant, Gnome, and Hammertalk
 * ===Hill Dwarves===
 * Hill dwarves have left their underground halls to practice their skills in the greater world. Hill dwarves share traits of their mountain dwarf cousins, but are a bit more accepting of other races and cultures.
 * Hill Dwarves have all the dwarven racial traits listed in Chapter 2 of the Player's Handbook except as follows:
 * Automatic Languages: Dwarven and Common
 * Bonus Languages: Elven, Goblin, and Ogre
 * ===Dark Dwarves===
 * The Dark Dwarves include two clans of mountain Dwarves who prefer to live completely in darkness. Considered mad by other Dwarves, Dark Dwarves are known for evil and murderous acts. They claim loyalty to the High Thane and the Dwarven Race, but more that once the Dark Dwarves have betrayed their kin.
 * Dark Dwarves have all the Dwarven Racial traits listed in Chapter 2 of the Player's Handbook except as follows:
 * +2 Constitution, -4 Charisma. Dark dwarves possess the toughness and stamina of Dwarves, but are sullen and reserved.
 * Darkvision out to 120 feet
 * +2 racial bonus on Hide, Listen, and Move Silently checks. Dark dwarves are skilled in skulking in teh darkness, and make excellent spies.
 * Light Sensitivity: Dark dwarves take a -2 circumstance penalty on attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell.
 * Favored Class: Rogue
 * Automatic Languaes: Dwarven and Common
 * Bonus Languages: Giant, Gnome, and Hammertalk
 * ===Gully Dwarves===
 * The Aghar ("Anguished"), or Gully Dwarves as most races call them, are a misbegotten race of tough survivors. Though gully dwarves themselves have an extensive oral tradition (they love telling stories), no two gully dwarf clans ever agree on the exact details of their origins or history. The commonly accepted tale of how gully dwarves came to be is found within the annals of Astinus's Iconochronos. According to the Iconochronos, gully dwarves are the result of bredding between gnomes and dwarves in the years following the transformation of the gnomes by the Graygem of Gargath. The gnome-dwarf half-breeds appeared to inherit the worst qualities of both races. The unfortunate half-breeds were driven out of their clans. Humans later christened them "gully dwarves," reflecting their lowly status and poor living conditions.
 * Gully Dwarf characters possess the folling racial traits instead of the normal dwarven abilities and traits:
 * +2 Dexterity, +2 Constitution, -4 Intelligence, -4 Charisma. Gully dwarves are surprisingly nimble and can thrive under conditions that would kill others. Their survival instincts enable them to prosper in dangerous regions. They are sadly lacking in both intellect and social graces. If you are randomly generating your character's ability scores, an ability score reduced to 2 or less by racial modifiers is instead given a value of 3.
 * Small: As Small creatures, gully dwarves gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium creatures
 * Gully Dwarf base land speed is 20ft
 * Survival Instinct: Gully dwarves are driven to survive. They receive a +2 racial bonus on Hide, Move Silently, and Survival checks. Gully dwarves may use Survival checks even in cities to forage for food and basic necessities.
 * Hardy: Gully dwarves are resistant to the effects of disease and poison, receiving a +2 racial bonus on Fortitude saves to resist the effects of poison and disease.
 * Pitiable: Gully dwarf diplomacy consists of flattery, begging, crying, cringing, and pleading. They've honed this ability to a fine art. Gully dwarves receive a +4 racial bonus on Diplomacy checks used to convince an enemy not to harm them.
 * Cowardly: Gully dwarves are extremely susceptible to Intimidation and fear effects. They suffer a -4 penalty on level checks to resist Intimidation checks made against them and on saving throws against fear effects.
 * Automatic Languages: Gullytalk and Common
 * Bonus Languages: None
 * Favored Class: Rogue

Elves
The Elves of Krynn are beloved of the gods of Good. As a people they live in harmony with nature, gently shaping it to match their vision of perfection. Due to their long lives, elves seem to possess endless patience. They are often seen as dreamers rather than doers, lacking ambition, uninvolved, distant, and ethereal. The Elves' passionate reverence for life and their love of beauty often make human ambitions appear empty and hollow by contrast.
 * ===Kargonesti===
 * At home in the forests, the Kagonesti, or Wild Elves, believe every creature and object, from insects and birds to rivers and clouds, possesses a spirit. They honor these spirits and know that, in return, the spirits honor them.
 * Kagonesti have all the elven racial traits listed in Chapter 2 of the Player's Handbook except as follows:
 * +2 Dexterity, -2 Intelligence, -2 Charisma. Kagonesti are shorter but more muscular than other elves, with a tendency to focus upon the physical over the cerebral.
 * Elvensight: Krynn Elves have low-light vision, and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30ft. Darkvision is black and white only, but it is otherwise like normal sight.
 * Weapon Proficiency: Kagonesti Elves receive free Martial Weapon Proficiency feats with the short sword, longspear, shortbow (including composite shortbow), and longbow (including composite longbow). Kagonesti are hunters and warriors, so all Kagonesti are familiar with these weapons.
 * +1 racial bonus on Knowledge (nature) and Survival checks. At home in the forest, the Kagonesti possess an intimate understanding of the ways of nature.
 * Automatic Languages: Elven and Sylvan
 * Bonus Languages: Common, Ergot, Gnoll, Goblin, Ogre, and Solamnic.
 * Favored Class: Ranger
 * ===Qualinesti===
 * Of all the Elven nations, the Qualinesti Elves have the most interaction with the other races of Krynn. Though some Qualinesti prefer to remain in their forest homes, others can be found exploring the continent as merchants, priests, wizards, and travelers.
 * Qualinesti have all the Elven racial traits listed in Chapter 2 of the Player's Handbook except as follows:
 * Elvensight: Krynn Elves have low-light vision, and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30ft. Darkvision is black and white only, but it is otherwise like normal sight.
 * +1 racial bonus on Diplomacy and Sense Motive checks. Though they can be as allof as the Silvanesti, Qualinesti are more inclined than most Elves to deal with other races.
 * Automatic Languages: Elven and Common
 * Bonus Languages: Abanasinian, Dwarven, Ergot, Goblin, Ogre, and Sylvan.
 * ===Silvanesti===
 * Cool, aloof, and semmingly untouchab le, the Silvanesti Elves represent all that is best and worst in the Elven people. Their haunting beauty is marred by their cold and aloof natures. They consider themselves better than all other people on Ansalon, including their own kin, the Qualinesti and Kagonesti.
 * Silvanesti have all the Elven racial traits listed in Chapter 2 of the Player's Handbook except as follows:
 * +2 Dexterity, +2 Intelligence, -2 Consitution, -2 Charisma. Silvanesti are graceful and cerebral, taking pleasure in beauty and knowledge. They are frail when compared to other races and their inborn arrogance is often abrasive.
 * Elvensight: Krynn Elves have low-light vision, and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30ft. Darkvision is black and white only, but it is otherwise like normal sight.
 * +1 racial bonus on Knowledge (Arcana) and Spellcraft checks
 * Automatic Languages: Elven
 * Bonus Languages: Common, Dwarven, Ergot, Kenderspeak, Kharolian, Khur, Goblin, Ogre, and Sylvan
 * ===Half-Elves===
 * Since the time of Kith-Kanan, when Elves first began to interact extensively with human races Elves and humans have fallen in love and married. After the Cataclysm, human bandits and mercenaries raided Qualinesti borders, looting the Elven lands, killing Elven men and rapin Elven women. Half-breed children are the result of both unions. Whether born of love or hate, the mixed blood of the half-evles forever brans them as outcasts from both elven and human society.
 * Half-Elves have all the half-elven racial traits listed in Chapter 2 of the Player's Handbook except as follows:
 * Elvensight: Krynn Elves have low-light vision, and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30ft. Darkvision is black and white only, but it is otherwise like normal sight.
 * Automatic Languages: Common and Elven
 * Bonus Languages: Any (other than secret languages)
 * Favored Class: Any

Gnomes
Gnomes are the tinkers and inventors of Krynn. Fast thinking and fast speaking, their minds are forever fixed on cogs, gears, wheels, bells, whistles, and steam-powered engines. Despite the dangers inherent in their work, gnomes (sometimes called "tinker" gnomes) adore technology and continue throughout the ages to pursue and perfect their inventions.
 * Gnomes have the following racial traits:
 * +2 Dexterity, +2 Intelligence, -2 Strength, -2 Wisdom. Small and skilled with their hands, gnomes tend to be more agile but less physically strong than larger races. With their keen inventiveness, gnomes are extremely intelligent, but they often put the quest for knowledge ahead of any consequences that may come from their Life Quest.
 * Small: As Small creatures, Gnomes gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium creatures.
 * Gnomes base land speed is 20ft
 * +2 racial bonus on Craft (alchemy) checks. Gnomes have a keen sense of smell that helps them in identifying noxious substances.
 * Guild Affiliation: At character creation, the gnome character selects a Guild with which he is affiliated. Since there are innumerable guilds, they are technically broken into three major categories: Craft Guilds (Bowyer, blacksmithing, leatherworking, and the like), Technical Guilds (architecture, chemistry, engineering, scriveners, and others), and Sage Guilds (botany, biology, education, mathematics, philosophy, and so on). If the gnome selects a Craft Guild, the gnome gains a +2 racial bonus on all Craft Checks. Technically inclined gnomes gain a +2 racial bonus on all Profession checks. Sage gnomes receive a +2 racial bonus on all Knowledge checks.
 * +2 racial bonus on Will saves. A gnome is constantly involved in pursuits of a Life Quest. The gnome may appear to be constantly distracted from day-to-day matters, it's because the gnome is caught up in thinking, dreaming, or planning the Life Quest. Because of this, it is difficult to sway a gnome from a chosen path.
 * Automatic Languages: Common and Gnome.
 * Bonus Languages: Dwarven, Ergot, Ogre, and Solamnic. Though they rarely leave Mount Nevermind, gnomes pick up the languages of the others who occupy the same island.
 * Favored Class: Special. A gnome's first class (the class he takes as a 1st-level character) is his favored class. Gnomes tend to explore any path to its conclusion and are not easily sidetracked once they have chosen a course. Gnomes in different guilds learn different abilities almost from birth. Some are trained to deal with outside threats, becoming members of a Guild of Defense and Martial Sciences, while others determined to quantify magic as a pure science are members of the Guild of Magical Sciences, including so-called mysticism and sorcery. Such gnomes are technically renegades, though as long as they stay inside Mount Nevermind and do not inflict their magic on the world at large, the members of the Orders of High Sorcery do not believe it worth their while to pursue these magician-gnomes.

Kender
To the other races, Kender are the child-race of Krynn. The diminutive Kender have short attention spans, intense curiosity, and a fearlessness that serves them well in battle, but often lands them (and those traveling with them) in danger.
 * Kender have the following racial traits:
 * +2 Dexterity, -2 Strength, -2 Wisdom: Quick and agile, the small and wiry kender are built for nimbleness rather than brute strength. Driven by insatiable curiousity, Kender lack the ability to think things through or to consider the consequences of their actions.
 * Small: As Small creatures, Kender gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium creatures.
 * Kender have a base land speed of 20ft
 * +1 racial bonus on all saving throws. Perhaps due to their eternal optimism and their inherent belief in the goodness of all people, Kender manage to survive and thrive in a world that is often hostile to them.
 * +2 racial bonus on Spot checks, Kender have remarkable eyesight.
 * +2 racial bonus on Open Locks and Sleight of Hand checks. All Kender have an instinctive curiosity when it comes to finding out what lies behind closed doors and inside pockets and pouches. Kender can use these two abilities as though they were trained, even if they have 0 ranks in the skills.
 * Lack of Focus: Kender have a -4 racial penalty on Concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
 * Taunt: Kender have an uncanny insight into the motivations and characteristics of other races. They can use this insight to unleash a verabl barrage of sarcasm, insults, and crude comments that cause the targeted victims to lose their temper. Kender receive a +4 racial bonus on all Bluff checks used to taunt someone.
 * Fearlessness: Kender are immune to fear, magical and otherwise
 * Automatic Languages: Kenderspeak and Common
 * Bonus Languages: Dwarven, Ergot, Elven, Goblin, and Solamnic
 * Favored Class: Rogue

Minotaurs
At home both on land and at sea, minotaurs live in an honor-based society where strength determines power in both the gladitorial arenas and in daily life.
 * Minotaurs have the following racial traits:
 * +4 Strength, -2 Dexterity, -2 Intelligence, -2 Charisma: Minotaurs are large and pwerful, but not very agile. From youth, minotaurs focus on developing their muscles over their minds. Minotaur arrogance can be offensive to other races.
 * Medium: As Medium creatures, minotaurs have no special bonuses or penalties.
 * Minotaur base land speed is 30ft
 * Natural Armor: Minotaur have exceptionally tough hides, which gives them a +2 natural armor bonus to AC
 * Natural Attack: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage (plus the minotaur's Strength modifiers.) If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 1/2 times his Strength Modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (-5 penalty on the attack roll, and half Strength bonus on the damage roll)
 * +2 racial bonus on Intimidate, Swim, and Use Rope checks. Minotaurs are a people familiar with the sea, and are naturally adept at skills useful among seafarers.
 * Minotaurs may take the Scent special quality as a feat. (See the Glossary in the Monster Manual)
 * Automatic Languages: Common and Kothian
 * Bonus Languages: Kalinese, Nordmaarian, Ogre, and Saifhum. Minotaurs pick up the languages of the other races common in the region of the Blood Sea.
 * Favored Class: Fighter. A multiclass minotaur's fighter class does not count when determining whether he suffers an XP penalty for multiclassing.