Dragonlance Races

Dwarves

Mountain Dwarves

(Dragonlance Campaign Setting, p. 13)

As Pathfinder Dwarf.

Hill Dwarves

(Dragonlance Campaign Setting, p. 13)

As Pathfinder Dwarf.

Dark Dwarves

(Dragonlance Campaign Setting, p. 14)

As Pathfinder Dwarf, except as follows:
Abilities: +2 Constitution, +2 Wisdom, -4 Charisma.
Darkvision to 120 ft.
+2 racial bonus to Perception and Stealth checks.
Light Sensitivity: Dark dwarves suffer a -2 circumstance penalty on all attack rolls, saving throws, and skill checks while exposed to bright light such as sunlight or within the radius of a daylight spell.

Gully Dwarves

(Dragonlance Campaign Setting, pp. 14-15)

Abilities: +2 Dexterity, +2 Constitution, -4 Intelligence, -4 Charisma.
Small: Gully dwarves are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gully dwarves have a base speed of 20 feet.
Survival Instinct: Gully dwarves are driven to survive. They receive a +2 racial bonus to Stealth and Survival checks. Gully dwarves may use Survival checks even in cities to forage for food and basic necessities.
Hardy: Gully dwarves receive a +2 racial bonus on saving throws against 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 to 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 racial penalty on level checks made to resist Intimidation checks made against them and on saving throws against fear effects.
Automatic Languages: Gullytalk and Common. Bonus Languages: None.

Elves

Kagonesti

(Dragonlance Campaign Setting, pp. 16-18)

As Pathfinder Elf, except as follows:
Abilities: +2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma
Elvensight: Kagonesti have low-light vision as well as darkvision to 30 ft.
Weapon Familiarity: Kagonesti elves are proficient with short swords, longspears, shortbows, and longbows, and treat all weapons with “elf” in the name as martial weapons.
+1 racial bonus on Knowledge (nature) and Survival checks.
Automatic Languages: Elven and Sylvan. Bonus Languages: Common, Ergot, Gnoll, Goblin, Ogre, by region.

Qualinesti

(Dragonlance Campaign Setting, pp. 18-19)

As Pathfinder Elf, except as follows:
Elvensight: Qualinesti have low-light vision as well as darkvision to 30 ft.
+1 racial bonus on Diplomacy and Sense Motive checks.
Automatic Languages: Common and Elven. Bonus Languages: Dwarven, Ergot, Goblin, Ogre, Sylvan, by region.

Silvanesti

(Dragonlance Campaign Setting, pp. 19-20)

As Pathfinder Elf, except as follows:
Abilities: +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom, -2 Charisma.
Elvensight: Silvanesti have low-light vision as well as darkvision to 30 ft.
+1 racial bonus on Knowledge (arcana) and Spellcraft checks.
Automatic Languages: Elven. Bonus Languages: Common, Dwarven, Ergot, Kenderspeak, Goblin, Ogre, Sylvan, by region.

Half-Elves

(Dragonlance Campaign Setting, pp. 20-22)

As Pathfinder Half-Elf, except as follows:
Elvensight: Kagonesti have low-light vision as well as darkvision to 30 ft.

Dargonesti and Dimernesti (Sea Elves)

(Dragonlance Campaign Setting, pp. 22-25)

Sea Elves are not appropriate for play in Spelljammer: Big Damn Heroes, due to a dependence upon the sea.

Gnomes

Tinker Gnomes

(Dragonlance Campaign Setting, pp. 25-28)

+2 Dexterity, +2 Intelligence, +2 Charisma, -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.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Manoeuvre Bonus and Combat Manoeuvre Defence, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Guild Affiliation: At character creation, the gnome character selects a Guild with which he is affiliated. Since there are innumerable guilds, they are 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, he 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.
Inventor’s Sense: +2 racial bonus on Craft (alchemy) and Craft (tinkering) checks. Gnomes have a keen sense of smell that helps them identify noxious substances, and all gnomes are at least somewhat skilled in making something out of disparate pieces.
Focus: +2 racial bonus on Will saves. A gnome is constantly involved in the pursuit of a Life Quest. If the gnome appears constantly distracted from day-to-day matters, the gnome is caught up in thinking, dreaming, or planning his Life Quest. Because of this, it is difficult to sway a gnome from his chosen path.
Languages: Gnomes begin play speaking Common and Gnome. Gnomes with high Intelligence scores can choose from the following: Dwarven, Ergot, Ogre, by region.

Mad Gnomes (Thinker Gnomes)

(Dragonlance Campaign Setting, p. 27)

Mad gnomes share all the racial traits as tinker gnomes except as follows:
+2 Dexterity, +2 Charisma: Mad gnomes do not display the feverish creative genius possessed by ordinary gnomes, nor are they as inclined toward acting before thinking.
Maytag Man: Mad gnomes have a +2 racial bonus on Disable Device checks. They possess a greater understanding of small mechanical devices and work on the smaller scale. Mad gnomes can use the Disable Device skill untrained. This replaces the tinker gnome Guild Affiliation and Focus abilities.

Kender

(Dragonlance Campaign Setting, pp. 28-31)

+2 Dexterity, +2 Charisma, –2 Strength.
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 Stealth checks.
Normal speed: A kender’s base land speed is 30 feet.
Weapon Familiarity: Kender treat any kender exotic weapon as a simple weapon. Kender are proficient with the Hoopak.
Kender luck: +1 racial bonus on all saving throws.
Keen senses: +2 racial bonus on sound- and touch-based Perception skill checks.
Handlers: +2 racial bonus on Theft checks. Kender make Theft skill checks as if trained.
Taunt: Kender receive a +4 racial bonus on all Deception checks to taunt someone.
Fearlessness: Kender are immune to fear, magical and otherwise.
Automatic Languages: Common and Kenderspeak. Bonus Languages: Dwarven, Ergot, Elven, Goblin, by region.

Centaurs

(Dragonlance Campaign Setting, pp. 32-33)

As printed in the Dragonlance Campaign Setting, except that Level Adjustment is only +1.

Draconians

Baaz

(Dragonlance Campaign Setting, pp. 33-35)

As printed in the Dragonlance Campaign Setting, except that Level Adjustment is +0.

Kapak

(Dragonlance Campaign Setting, pp. 36-37)

As printed in the Dragonlance Campaign Setting, except that Level Adjustment is +1.

Ogres

Irda (High Ogres)

(Dragonlance Campaign Setting, pp. 38-39)

As printed in the Dragonlance Campaign Setting, except that Level Adjustment is +1.

Ogres

(Dragonlance Campaign Setting, pp. 39-41)

As printed in the Dragonlance Campaign Setting, except that Level Adjustment is +1.

Half-Ogres

(Dragonlance Campaign Setting, pp. 41-42)

As printed in the Dragonlance Campaign Setting, except that Level Adjustment is +0.

Minotaurs

(Dragonlance Campaign Setting, pp. 42-43)

As printed in the Dragonlance Campaign Setting.

Dragonlance Races

Spelljammer: Big Damn Heroes SteampunkShadowLord