FR Races

Dwarves

Inugaakalikurit (Arctic Dwarves)

(Races of Faerûn, pp. 9-11)

As Pathfinder Dwarf, except as follows:
Abilities: +4 Strength, -2 Dexterity, +2 Constitution, -2 Charisma.
Small: Arctic dwarves are Small creatures and gain a +1 size bonus to their Armor Class, 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: Arctic dwarves have a base speed of 20 feet.
Immune to cold.
Automatic Languages: Dwarven, Common, home region. Bonus Languages: by region.
Level Adjustment: +1.

Gold Dwarves

(Forgotten Realms Campaign Setting, p. 11; Races of Faerûn, pp. 11-14)

As Pathfinder Dwarf, except as follows:
Abilities: -2 Dexterity, +2 Constitution, +2 Wisdom
Hatred: +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 goblinoids.)

Duergar (Grey Dwarves)

(Forgotten Realms Campaign Setting, pp. 11, 13; Races of Faerûn, pp. 14-16)

As Pathfinder Dwarf, except as follows:
+2 Constitution, –4 Charisma. Duergar are extremely withdrawn and guarded.
Darkvision up to 120 feet.
Immune to paralysis, phantasms, and magic or alchemical poisons (but not normal poisons). Duergar acquired immunity to some illusions and many toxic substances during their servitude to
mind flayers.
+4 racial bonus on Stealth checks. Gray dwarves excel in stealthy movement.
+1 racial bonus on Perception checks.
Spell-Like Abilities: 1/day—enlarge and invisibility as a wizard twice the duergar’s level (minimum 3rd level). These affect only the duergar and whatever it carries.
Light Sensitivity: Duergar suffer a –2 circumstance penalty to attack rolls, saves, and checks in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Dwarven, Undercommon, home region. Bonus Languages: Common, Draconic, Giant, Goblin, Orc, Terran.
Level Adjustment +1: Duergar are more powerful and gain levels more slowly than most of the other common races of Faerûn.

Shield Dwarves

(Forgotten Realms Campaign Setting, p. 13; Races of Faerûn, pp. 17-20)

As Pathfinder Dwarf.

Urdunnir (Orecutter Dwarves)

(Races of Faerûn, pp. 20-23)

As Pathfinder Dwarf, except as follows:
+4 racial bonus on saving throws against poison.
Stone Walk (Su): Urdunnir can pass through stone and earth as though it were air. They can carry up to twice their own body weight with them in this manner. Urdunnir (and anyone carried with them) cannot breathe while within stone or earth and must hold their breath when traveling in this manner.
Stone Shape (Sp): At will as an 8th level sorcerer.
Shape Metal (Sp): At will as an 8th level sorcerer once per round. This power works just like the shape metal spell, except that urdunnir can only affect 5 cubic feet of metal. Using this ability is a full-round action.
Automatic Languages: Dwarven, Undercommon. Bonus Languages: by region.
Level Adjustment: +3

Wild Dwarves

(Races of Faerûn, pp. 23-25)

As Pathfinder Dwarf, except as follows:
Small: As Small creatures, wild dwarves gain a +1 size bonus to their Armor Class, 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: Wild dwarves have a base speed of 20 feet.
Weapon Familiarity: Proficient with the handaxe and blowgun. The blowgun is such an integral part of wild dwarf life that all wild dwarves learn to use the weapon. This replaces the normal weapon familiarity.
Poison Use: Wild dwarves work with poisons from an early age, and they never risk accidentally poisoning themselves when applying poison to a weapon. This replaces the Greed racial trait of standard dwarves.
Fire Resistance 5: Wild dwarves are inured to the oppressive heat of the tropic regions. This replaces the Stonecunning trait of standard dwarves.
+3 racial bonus to saving throws vs. poison.
+4 racial bonus to saving throws vs. disease.
Automatic Languages: Dwarven, Common, home region. Bonus Languages: Draconic, Goblin, Yuan-ti, by region.

Elves

Aquatic Elves

(Races of Faerûn, pp. 28-30)

Aquatic elves, while present, are not appropriate as player characters in Spelljammer: Big Damn Heroes, due to logistical issues involving a need for seawater.

Avariels (Winged Elves)

(Races of Faerûn, pp. 30-34)

As Pathfinder Elf, except as follows:
Abilities: +4 Dexterity, -2 Constitution, +2 Intelligence, +2 Wisdom.
Keen Sight: +4 racial bonus on Perception checks.
+4 racial bonus on Acrobatics checks.
Proficient with lasso, bolas, and either longsword or rapier.
Flight: Avariels have a flying speed of 50 ft. with average maneuverability, as long as they do not carry more than a Medium load, are not wearing Heavy armor, and are not fatigued or exhausted. Avariel wings have a span of 12 feet on average; they cannot fly in an area that does not allow them to fully extend their wings. The Fly skill is always a class skill for avariels.
An avariel may make a dive attack. A dive attack works just like a charge, but the avariel must descend a minimum of 30 feet and attack with a piercing weapon; if she hits, she deals double damage. An avariel can use the run action while flying, provided she flies in a straight line.
Automatic Languages: Common, Elven, home region. Bonus Languages: by region.
Level Adjustment: +2.

Drow (Dark Elves)

(Forgotten Realms Campaign Setting, p. 13; Races of Faerûn, pp. 34-38)

Drow Racial Traits
+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 weapon 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.

Moon Elves (Silver Elves)

(Forgotten Realms Campaign Setting, pp. 13-15; Races of Faerûn, pp. 38-40)

As Pathfinder Elf.

Sun Elves (Gold Elves)

(Forgotten Realms Campaign Setting, p. 15; Races of Faerûn, pp. 40-43)

As Pathfinder Elf.

Wild Elves (Green Elves)

(Forgotten Realms Campaign Setting, p. 15; Races of Faerûn, pp. 43-45)

As Pathfinder Elf, except as follows:
+2 Strength, +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.
Automatic Languages: Elven, Common, home region. Bonus Languages: Gnoll, Orc, Sylvan, by region.

Wood Elves (Copper Elves)

(Forgotten Realms Campaign Setting, p. 15; Races of Faerûn, pp. 45-47)

As Pathfinder Elf, except as follows:
+2 Strength, +2 Dexterity, –2 Constitution, –2 Intelligence, +2 Wisdom. Wood elves are strong but slight, and tend to be less cerebral and intuitive than other elves.
Automatic Languages: Elven, Common, home region. Bonus Languages: Draconic, Gnome, Goblin, Gnoll, Sylvan, by region.

Gnomes

Svirfneblin (Deep Gnomes)

(Forgotten Realms Campaign Setting, pp. 15-16; Races of Faerûn, pp. 49-52)

As Pathfinder Gnome, except as follows:
–2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma. Quick and perceptive, svirfneblin are suspicious and retiring to an extreme.
Darkvision up to 120 feet. This replaces gnome low-light vision.
Spell-Like Abilities: 1/day—blindness, blur, and change self. These abilities are as the spells cast by a wizard of the svirfneblin’s character level (save DC 10 + spell level). This ability replaces the gnome ability to cast the 0-level spells dancing lights, ghost sound, and prestidigitation.
Stonecunning: Like dwarves, svirfneblin receive a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Perception skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
Nondetection (Su): Svirfneblin have a continuous nondetection supernatural ability as the spell cast by a wizard of their character level.
Spell resistance of 11 + character level.
+4 dodge bonus against all creatures (no special bonus against giants).
+2 racial bonus on all saving throws.
+2 racial bonus on Stealth checks, which improves to +4 in darkened areas underground.
Automatic Languages: Gnome, Undercommon, home region. Bonus Languages: Common, Draconic, Dwarven, Elven, Terran, by region.
Level Adjustment +2: Svirfneblin are more powerful and gain levels more slowly than most of the other common races of Faerûn.

Forest Gnomes

(Races of Faerûn, pp. 52-55)

As Pathfinder Gnome, except as follows:
+4 racial bonus on Stealth checks. This bonus increases to +8 in forest settings. (This stacks with their size bonus to Stealth.)
+1 racial bonus to attack kobolds, orcs, goblinoids, and reptilian humanoids.
Automatic Languages: Common, Gnome, Sylvan. Bonus Languages: Draconic, Elven, Goblin, Halfling, Treant, and Orc.
Spell-like Abilities: At will — pass without trace and speak with animals. Treat these abilities as spells cast by a druid of the forest gnome’s character level. These abilities are in addition to the standard gnome ability to cast certain cantrips. The forest gnome can only use these abilities on himself, not someone else.

Rock Gnomes

(Forgotten Realms Campaign Setting, p. 16; Races of Faerûn, pp. 55-57)

As Pathfinder Gnome.

Half-Elves

Common Half-Elves

(Forgotten Realms Campaign Setting, pp. 16-17; Races of Faerûn, pp. 59-60)

As Pathfinder Half-Elf.

Aquatic Half-Elves

(Races of Faerûn, pp. 60-62)

Aquatic half-elves, while present, are not appropriate as player characters in Spelljammer: Big Damn Heroes, due to psychological issues involving the ocean.

Half-Drow

(Races of Faerûn, pp. 62-63)

As Pathfinder Half-Elf, except as follows:
Darkvision up to 60 ft. This replaces low-light vision.
Drow Blood: For all special abilities and effects, a half-drow is considered a drow.

Half-Orcs and Orcs

Grey Orcs

(Races of Faerûn, pp. 65-66)

Abilities: +2 Strength, +2 Constitution, -2 Intelligence, +2 Wisdom, -2 Charisma.
Medium Size: Grey orcs gain no advantages or penalties due to size.
Fast Moving: Grey orc land speed is 40 feet. Their gait is long and loping and they can cover great distances quickly.
Weapon Familiarity: Grey orcs are proficient with the greataxe and longbow, and treat all weapons with “orc” in the name as martial weapons.
Light Sensitivity: Grey orcs suffer a -1 penalty on attack rolls when in bright sunlight or within the radius of a daylight spell.
Scent: Grey orcs have the scent ability.
Orc Blood: For all special abilities and effects, a grey orc is considered an orc.
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Dwarven, Giant, Goblin.

Half-Orcs

(Forgotten Realms Campaign Setting, p. 17; Races of Faerûn, pp. 67-68)

As Pathfinder Half-Orc.

Mountain Orcs

(Races of Faerûn, pp. 68-71)

Abilities: +4 Strength, +2 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma.
Medium Size: Mountain orcs gain no advantages or penalties due to size.
Normal Speed: Mountain orc land speed is 30 feet.
Darkvision to 60 feet.
Weapon Familiarity: Mountain orcs are proficient with the greataxe and javelin, and treat all weapons with “orc” in the name as martial weapons.
Light Sensitivity: Mountain orcs suffer a -1 penalty on attack rolls when in bright sunlight or within the radius of a daylight spell.
Orc Blood: For all special abilities and effects, a mountain orc is considered an orc.
Automatic Languages: Common and Orc. Bonus Languages: Draconic, Dwarven, Giant, Goblin.

Orogs (Deep Orcs)

(Races of Faerûn, pp. 71-73)

Abilities: +6 Strength, -2 Intelligence, -2 Wisdom, +2 Charisma.
Medium Size: Orogs gain no advantages or penalties due to size.
Normal Speed: Orog land speed is 30 feet.
Darkvision to 120 feet.
Weapon Familiarity: Orogs are proficient with the greatsword and throwing axe, and treat all weapons with “orc” in the name as martial weapons.
+2 racial bonus to Craft (armorsmithing) and Craft (weaponsmithing) checks.
+2 natural armor bonus to Armor Class.
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds an orog for 1 round. In addition, orogs suffer a -1 penalty to all attack rolls, saves, and checks while operating in bright light.
Resistances: Orogs have fire resistance 5 and cold resistance 5.
Orc Blood: For all special abilities and effects, an orog is considered an orc.
Automatic Languages: Undercommon and Orc. Bonus Languages: Common, Elven, Dwarven, Giant, Goblin.
Level Adjustment: +1.

Halflings

Ghostwise Halflings

(Forgotten Realms Campaign Setting, pp. 17-18; Races of Faerûn, pp. 74-76)

As Pathfinder Halfling, except as follows:
Speak without Sound (Su): A ghostwise halfling, unlike other halflings, can communicate telepathically with any creature within 20 feet, just as if speaking to him or her. The halfling can only speak and listen to one person at a time, and he must share a common language with the person or creature he speaks to telepathically, or the telepathic link fails.
Ghostwise halflings do not receive the standard halfling +1 racial bonus on all saving throws. They simply are not as lucky as their lightfoot cousins.
Automatic Languages: Halfling, Common, home region. Bonus Languages: Chondathan, Elven, Gnoll, Shaaran, Sylvan.

Lightfoot Halflings

(Forgotten Realms Campaign Setting, p. 18; Races of Faerûn, pp. 77-78)

As Pathfinder Halfling.

Strongheart Halflings

(Forgotten Realms Campaign Setting, p. 18; Races of Faerûn, pp. 78-79)

As Pathfinder Halfling, except as follows:
Strongheart halflings gain one extra feat at 1st level, because they have a strong drive to compete and many opportunities to practice their skills.
Strongheart halflings do not receive the halfling racial +1 bonus on all saving throws. They have not experienced the same kind of adversity that the lightfoot halflings have survived.
Automatic Languages: Halfling, Common, home region. Bonus Languages: Dwarven, Gnoll, Goblin, by region.

Planetouched

Aasimar

(Forgotten Realms Campaign Setting, pp. 18-19; Races of Faerûn, pp. 112-114)

Abilities: +2 Wisdom, +2 Charisma.
Medium Size: As medium creatures, aasimar do not gain any bonuses or penalties based on their size.
Normal Speed: Aasimar base speed is 30 ft.
Resistances: Aasimar have acid, cold, and electricity resistance 5.
Light: Aasimar can use light once per day as cast by a sorcerer of of the their character level.
+2 racial bonus to Perception checks.
Darkvision to 60 ft.
Outsider: Aasimar are native outsiders.
Automatic Languages: Common, home region. Bonus Languages: Any (except secret languages).

Air Genasi

(Forgotten Realms Campaign Setting, p. 19; Races of Faerûn, pp. 114-116)

Abilities: +2 Dexterity, +2 Intelligence, -2 Wisdom, -2 Charisma.
Medium Size: As medium creatures, air genasi do not gain any bonuses or penalties based on their size.
Normal Speed: Air genasi base speed is 30 ft.
Darkvision to 60 ft.
Levitate: Air genasi can use levitate once per day as cast by a 5th-level sorcerer.
Clerical Focus: An air genasi cleric must choose a deity who grants access to the Air domain and select the Air domain as one of her two domains.
+1 racial bonus to save against air spells and effects. This increases by +1 for every five class levels the air genasi attains.
Breathless: Air genasi do not breathe, so they are immune to drowning, suffocation, and attacks that require inhalation (such as some types of poison).
Outsider: Air genasi are native outsiders.
Automatic Languages: Common and home region. Bonus Languages: Any (except secret languages).

Earth Genasi

(Forgotten Realms Campaign Setting, pp. 19-20; Races of Faerûn, pp. 116-118)

Abilities: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma.
Medium Size: As medium creatures, earth genasi do not gain any bonuses or penalties based on their size.
Normal Speed: Earth genasi base speed is 30 ft.
Darkvision to 60 ft.
Pass Without Trace: Earth genasi can use pass without trace once per day as cast by a 5th-level druid.
Clerical Focus: An earth genasi cleric must choose a deity who grants access to the Earth domain and select the Earth domain as one of her two domains.
+1 racial bonus to save against earth spells and effects. This increases by +1 for every five class levels the earth genasi attains.
Outsider: Earth genasi are native outsiders.
Automatic Languages: Common and home region. Bonus Languages: Any (except secret languages).

Fey’ri

(Races of Faerûn, pp. 118-121)

Abilities: +2 Dexterity, -2 Constitution, +2 Intelligence.
Medium Size: As medium creatures, fey’ri do not gain any bonuses or penalties based on their size.
Normal Speed: Fey’ri base speed is 30 ft.
Flight: When in their winged form, fey’ri have a flight speed of 40 ft. with a maneuverability rating of Poor.
Darkvision to 60 ft.
Low-light Vision.
Immune to magic sleep effects.
+2 racial bonus to saving throws against enchantment spells and effects.
Alter Self: Fey’ri can use alter self at will to assume any humanoid form, and retain that form indefinitely.
+2 racial bonus to Bluff, Perception, and Stealth checks.
Elven Blood: For all special effects and abilities, a fey’ri is considered an elf.
Outsider: Air genasi are native outsiders.
Demonic Abilities: Every fey’ri has four special abilities drawn from the following list: charm person 1/day, clairaudience/clairvoyance 1/day, damage reduction 10/magic*, darkness 1/day, detect thoughts 1/day, dimension door* 1/day, _enervation_* 1/day, fire resistance 10, suggestion 1/day, +2 racial bonus on saves against electricity, or +2 racial bonus on saves against poison. Fey’ri spell-like abilities use the fey’ri’s class level for their effect. The DC is Charisma-based. A fey’ri can only have one ability from the list with an asterisk (*), and any fey’ri with one of these three abilities has a higher level adjustment than a fey’ri without one.
Automatic Languages: Common, Elven, and Abyssal. Bonus Languages: Gnoll, Goblin, Sylvan, Draconic.
Level Adjustment: +1, +2 with the damage reduction, dimension door, or enervation abilities.

Fire Genasi

(Forgotten Realms Campaign Setting, p. 20; Races of Faerûn, pp. 121-123)

Abilities: +2 Intelligence, -2 Charisma.
Medium Size: As medium creatures, fire genasi do not gain any bonuses or penalties based on their size.
Normal Speed: Fire genasi base speed is 30 ft.
Darkvision to 60 ft.
Control Flame: Fire genasi can cause a nonmagical fire within 10 feet of them to diminish to the level of coals or flare to the brightness of daylight and double the normal radius of its illumination. This ability does not change the heat output or fuel consumption of the fire, lasts for 5 minutes, and may be done once per day. They use this ability as 5th-level sorcerers.
Clerical Focus: An fire genasi cleric must choose a deity who grants access to the Fire domain and select the Fire domain as one of her two domains.
+1 racial bonus to save against fire spells and effects. This increases by +1 for every five class levels the fire genasi attains.
Outsider: Fire genasi are native outsiders.
Automatic Languages: Common and home region. Bonus Languages: Any (except secret languages).

Tanarukks

(Races of Faerun, pp. 123-125)

Tanarukks, while they do exist, are not appropriate as player characters for Spelljammer: Big Damn Heroes.

Tieflings

(Forgotten Realms Campaign Setting, pp. 20-21; Races of Faerûn, pp. 125-127)

Abilities: +2 Dexterity, +2 Intelligence, -2 Charisma.
Medium Size: As medium creatures, tieflings do not gain any bonuses or penalties based on their size.
Normal Speed: Tiefling base speed is 30 ft.
Resistances: Tieflings have cold, fire, and electricity resistance 5.
Darkness: Tieflings can use darkness once per day as cast by a sorcerer of of the their character level.
+2 racial bonus to Bluff and Stealth checks.
Darkvision to 60 ft.
Outsider: Tieflings are native outsiders.
Automatic Languages: Common, home region. Bonus Languages: Any (except secret languages).

Water Genasi

(Forgotten Realms Campaign Setting, p. 20; Races of Faerûn, pp. 127-129)

Abilities: +2 Constitution, -2 Charisma.
Medium Size: As medium creatures, water genasi do not gain any bonuses or penalties based on their size.
Normal Speed: Water genasi base speed is 30 ft.
Darkvision to 60 ft.
Create Water: Water genasi can use create water once per day as cast by a 5th-level druid.
Clerical Focus: An water genasi cleric must choose a deity who grants access to the Water domain and select the Water domain as one of her two domains.
+1 racial bonus to save against water spells and effects. This increases by +1 for every five class levels the air genasi attains.
Water genasi breathe water as an extraordinary ability.
Outsider: Air genasi are native outsiders.
Automatic Languages: Common and home region. Bonus Languages: Any (except secret languages).

Minor Races

(Races of Faerûn, pp. 130-153)

If you would like to play a character of a race from this chapter, let me know. Generally, they can be played as printed, but subtract 1 from the Level Adjustment.

FR Races

Spelljammer: Big Damn Heroes SteampunkShadowLord