Eberron Races

Changelings

(Eberron Campaign Setting, pp. 12-13; Races of Eberron, pp. 41-54)

As printed in the Eberron Campaign Setting, except as follows:
Attributes: Changelings get a +2 bonus to any one ability score.

Dwarves

(Eberron Campaign Setting, pp. 13-14; Races of Eberron, pp. 71-74)

As Pathfinder Dwarf.

Elves

(Eberron Campaign Setting, p. 14)

As Pathfinder Elf.

Aerenal Elves

(Races of Eberron, pp. 74-76)

As Pathfinder Elf.

Drow (Dark Elves)

(Races of Eberron, pp. 76-79)

+2 Dexterity, +2 Intelligence, –2 Constitution, +2 Charisma: Drow have, for centuries, ruthlessly bred for agility of body, adroitness of mind and magnetic presence. However, this determined selection has resulted in fragility of form.
Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see with no light source at all and in areas of pitch black darkness out to a distance of 120 feet. This vision is black and white only and cannot penetrate globes of deeper darkness or magical darkness.
Infravision: Alternatively, drow may switch to infravision, vision that allows the drow to see temperature gradients and degrees via temperature eddies. Through this sight, drow are able differentiate between surrounding geological formations and targeted victi…er, creatures. This vision works exactly the way an infrared camera does.
Keen Senses: Drow receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.
Elven Immunities: Drow are immune to magic sleep effects and get a +2 racial saving throw bonus against spells and spell-like abilities.
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.
Dark Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, drow receive a +2 racial bonus on Appraise skill checks made to identify the properties of magic items.
Spell Resistance: Drow gain spell resistance equal to 11 + class levels.
Spell-Like Abilities: Drow, even commoners, with a Charisma of 11 or higher can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. High-born drow, those from aristocratic or royal lineage, can use the above spell-like abilities thrice per day along with levitation 3/day. The caster level equals the drow’s level; caster level with feats to boost spell-casting ability can never exceed the drow’s total class level. The spell DC is equal to 10 + the spell’s level + the drow’s Charisma modifier.
Weapon Familiarity: Drow are proficient with daggers, scourges, longswords, rapiers, hand crossbows, short swords, and treat any wapon with the word “drow” in its name as a martial weapon.
Languages: Drow begin play speaking Undercommon and Drow. Drow with high Intelligence scores can choose any of the following: Abyssal, Common, Draconic, Drow Sign Language, Elven, Gnoll, Gnome, Goblin.
Favored Class: The favored class of drow is wizard (male) or cleric (female). This choice must be made at 1st level and cannot be changed.
Level Adjustment: +2. Drow are more powerful than normal races and thus advance more slowly as they progress in levels.

Khorvaire Elves

(Races of Eberron, pp. 79-80)

As Pathfinder Elf.

Valenar Elves

(Races of Eberron, pp. 80-83)

As Pathfinder Elf.

Gnomes

(Eberron Campaign Setting, pp. 14-15; Races of Eberron, pp. 83-85)

As Pathfinder Gnome.

Goblinoids

(Races of Eberron, pp. 85-89)

Bugbears

Abilities: +4 Strength, +2 Dexterity, +2 Constitution, -2 Charisma.
Medium size: A bugbear gains no bonuses or penalties based on size.
Normal Speed: A bugbear’s base land speed is 30 feet.
Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
Racial Skills: A bugbear’s humanoid levels give it skill points equal to 3 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
Racial Feats: A bugbear’s humanoid levels give it two feats.
+3 natural armor bonus.
+4 racial bonus on Move Silently checks.
Special Qualities: Darkvision 60 ft., scent.
Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
Level adjustment: +1.

Goblins

–2 Strength, +4 Dexterity, –2 Charisma: Goblins are fast, but weak and unpleasant to be around.
Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Fast: Goblins are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblins can see in the dark up to 60 feet.
Skilled: +4 racial bonus on Ride and Stealth checks.
Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence scores can choose any of these bonus languages: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc.

Hobgoblins

+2 Dexterity, +2 Constitution: Hobgoblins are fast and hearty.
Darkvision: Hobgoblins can see in the dark up to 60 feet.
Sneaky: Hobgoblins gain a +4 racial bonus on Stealth checks.
Languages: All hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Infernal, Giant, Orc.

Half-Elves

(Eberron Campaign Setting, pp. 15-16; Races of Eberron, pp. 89-92)

As Pathfinder Half-Elf.

Half-Orcs

(Eberron Campaign Setting, p. 16; Races of Eberron, pp. 92-94)

As Pathfinder Half-Orc.

Halflings

(Eberron Campaign Setting, p. 16)

As Pathfinder Halfling.

Khorvaire Halflings

(Races of Eberron, pp. 94-95)

As Pathfinder Halfling.

Talenta Halflings

(Races of Eberron, pp. 95-98)

As Pathfinder Halfling.

Inspired

(Races of Eberron, pp. 98-102)

Inspired are not suitable for use as player characters in Spelljammer: Big Damn Heroes.

Kalashtar

(Eberron Campaign Setting, pp. 16-18; Races of Eberron, pp. 55-68)

As printed in the Eberron Campaign Setting, except as follows:
Abilities: Kalashtar gain a +2 bonus to any one ability score.

Orcs

(Races of Eberron, pp. 102-104)

+4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are brutal and savage.
Darkvision: Orcs can see in the dark up to 60 feet.
Ferocity
Light Sensitivity
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from among the following bonus languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Shifters

(Eberron Campaign Setting, pp. 18-20; Races of Eberron, pp. 25-40)

As printed in the Eberron Campaign Setting, except as follows:
Abilities: +2 Dexterity, -2 Intelligence, +2 Wisdom, -2 Charisma.

Warforged

(Eberron Campaign Setting, pp. 20-24; Races of Eberron, pp. 7-24)

As printed in the Eberron Campaign Setting, except as follows:
Abilities: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma.

Eberron Races

Spelljammer: Big Damn Heroes SteampunkShadowLord