Certain, high-powered beings are available as playable characters, and these are known as
Advanced Races, where as the standard races are known as
Basic Races.
* = Advanced race (no more than one allowed at any given time). Advanced Races include: beholders, illithids, powerful undead (liches, vampires, mummies, etc.), demons, dragons, celestials, other planar creatures (slaadi, genies, etc.), elementals and sphinxes. Advanced Races are listed towards the bottom of the Racial Traits sections.
Dwarves: Darkvision (able to see in the darkness up to 60 feet, but in black and white only); Toxin Resistance (dwarven toughness allows them to resist most standard poisons, but it does not make them immune to them. They are just not as affected as strongly as a man would be, and large doses can still prove fatal); Stonecunning (due to spending most of their lives under the Earth, dwarves have a natural affinity for stone-workings and the like. Thus they are able to notice unusual stonework if they are close by it, such as stone traps, non-magical stone secret doors, unsafe stone surfaces, shaky stone ceilings, etc); Depth-Sense (Dwarves have the innate ability to sense how deep they are underground, but this is not accurate and usually falls in a window of a few miles); average life-span of 300 years.
- Strength: Slightly stronger than a man
- Speed/Reaction Time: Slightly slower than a man
- Endurance/Durability: More sturdy than a man
- Agility: Less agile than a man
Elves: Low-Light Vision (able to see twice as far as a human can in torchlight, starlight, moonlight and similar poorly lit conditions and is able to distinguish color and detail); Resistant to Magical Enchantment (spells from the Enchantment school of magic do not affect them as well as it would a man); Elves do not sleep but enter a state of deep meditation called Reverie; average life span of 800 years.
- Strength: Weaker than a man
- Speed/Reaction Time: Quicker than a man
- Endurance/Durability: Less durable than a man
- Agility: More agile than a man
Dark Elves: The evil dark elves possess the abilities of elves as well as: Darkvision (able to see in darkness up to 60 feet, but in black and white only); Possess the innate magical ability to summon a globe of darkness impossible to see through without magical means (only able to use once a day as it is taxing to the Dark Elf's spirit; the globe is not mobile and must be fixed in a specific spot up to 30 feet away from the Dark Elf; globe is only a 10 feet radius and only lasts for a minute) and to call upon a faerie fire (ghostly blue flames outline an intended target within 30 feet from the Dark Elf, but the flames do no damage; as with the globe of darkness, this is usable once per day and only lasts for a minute); Daylight Sensitivity (Sudden exposure to bright lights (sunlight, a daylight spell, etc) blinds a drow for a few minutes, making them completely vulnerable to attacks. Even after a few minutes, their vision is still impaired enough to the point where their attacks, movements, and all other physical feats are slower due to the pain caused by the bright light and the concentration used to push through it. After a half an hour of exposure, the drow's vision has returned and is able to function normally in daylight).
- Strength: Weaker than a man
- Speed/Reaction Time: Quicker than a man
- Endurance/Durability: Less durable than a man
- Agility: More agile than a man
Fairies: They try to be around anything that they find interesting, learning as much as they can before, invariably, they see something equally as interesting. Standing between 5 to 5-1/2 feet tall and weighing 100 to 140 pounds, they are exceedingly graceful, but tend to be a frail race. Typically, Fairies tend to be pale skinned, but blue, green, purple, and red-tinged skin is not uncommon. The majority is often red, black, or brown when it comes to hair color, but just as many differences can be found here as can their skin. Fairies are a strange race in terms of aging, reaching adulthood around 15 years, but they are long lived and will typically live to be around for 400 years or so.
- Strength: Weaker than a man
- Speed/Reaction Time: Quicker than an elf
- Endurance/Durability: Less durable than a man
- Agility: More agile than an elf
Half-Elves: Low-Light Vision (able to see twice as far as a human can in torchlight, starlight, moonlight and similar poorly lit conditions and is able to distinguish color and detail); Average life span 200 years.
- Strength: Same as a man
- Speed/Reaction Time: Same as a man
- Endurance/Durability: Slightly less sturdy than a man
- Agility: Slightly more agile than a man
Halflings: Heightened Hearing (The ears of a halfling are more astute than those of a human. As such, they are able to discern sounds that a human might otherwise mistake or not even hear); average life span of 80.
- Strength: Weaker than a man
- Speed/Reaction Time: Slightly quicker than a man
- Endurance/Durability: Less durable than a man
- Agility: Slightly more agile than a man
Orcs: Low-Light Vision (able to see twice as far as a human can in torchlight, starlight, moonlight and similar poorly lit conditions and are able to distinguish color and detail); average life span of 50 years.
- Strength: Same as a man
- Speed/Reaction Time: Same as a man
- Endurance/Durability: Slightly more sturdy than a man
- Agility: Same as a man
Centaurs: Nature Sense (Centaurs are creatures of the wilds, living in tribes in tune with nature. As such, they have a vast knowledge of local flora and fauna in their tribal lands. Even in foreign lands, centaurs can usually tell if a plant is edible or not, or if it might have other properties by the smell, taste, look, or feel of it); Hunter's Stealth (Centaurs are natural hunters, stalking and killing game and animals for their very survival. As such, they have become adapt at moving silently through forested areas, provided they are not overly dense or the forest floor covered by items that would make moving silently impossible, such as thousands of dead leaves that crunch under their hooves); Being isolationists, centaurs are leery of humanoids, especially those who dwell in the cities and the so-called "modern" world. This paranoia is strong enough to keep most tribes as far away from towns as possible; average life span of 350 years.
- Strength: Same as a man - top half; same as a horse - lower half
- Speed/Reaction Time: As fast as a horse; reaction time same as a man
- Endurance/Durability: Slightly more sturdy than a man
- Agility: Less agile than a man
Lycanthrope (General): Alternate Form (As an act of will, the lycanthrope may change it's form to that of a animal or a human/animal hybrid. This ability can be used whenever the lycanthrope desires and the lycanthrope retains it's normal intelligence in all forms); Low-Light Vision (able to see twice as far as a human can in torchlight, starlight, moonlight and similar poorly lit conditions and is able to distinguish color and detail. Only available in animal or hybrid form); Scent (The sense of smell of lycanthropes are much more attuned than that of a human. As such they are able to distinguish between specific scents in the immediate area and smells traveling down wind. They may also track others via their sense of smell. This ability is only available in animal or hybrid form); Curse of Lycanthropy (A lycanthrope may pass it's affliction onto others with a simple bite. When a lycanthrope bites a normal human, there is a chance of the disease getting passed on to the victim); Average life span is same as the base race.
Werebear: Nature Sense (Werebears are creatures of the wilds, living a life in tune with nature. As such, they have a vast knowledge of local flora and fauna in their homelands. Even in foreign lands, werebears can usually tell if a plant is edible or not, or if it might have other properties by the smell, taste, look, or feel of it).
- Strength: Same as base race (same as animal in animal form; much stronger in hybrid form)
- Speed/Reaction Time: Same as base race (same as animal in animal form; faster in hybrid form)
- Endurance/Durability: Same as base race (same as animal in animal form; more durable in hybrid form)
- Agility: Same as base race (same as animal in animal form; same as an average man in hybrid form)
Werelion: Feline's Grace (Werelions have an almost supernatural ability to maintain their balance in even the most hazardous situations, and their claws in hybrid form make them extremely gifted climbers)
- Strength: Much stronger in hybrid form
- Speed/Reaction Time: Faster in hybrid form
- Endurance/Durability: Slightly more durable in hybrid form
- Agility: More agile than a man in hybrid form.
Merfolk: Poseidon's Grace (Merfolk are beings born of the sea and, as such, are at home beneath the waves. Merfolk are able to move a freely through bodies of water as a human would on land, garnering no drawbacks a human might to moving and fighting beneath the waves.); Creature of the Sea (Merfolk are beings bred for life under the waves, and are not fit for life on land. Any merfolk on land is practically immobile due to their fishy bottom half, and their movement is relegated by their hands and upper body strength. As such, their land speed, agility, and reaction timing is severely hampered if not nonexistent. After two hours spent on land, the merfolk will begin to feel dehydrated and drained, and their abilities will be reduced by half (strength, agility, racial traits, etc). If the merfolk does not reach and submerse themselves in a non-polluted body of water before another two hours passes, they will become comatose and too weak to perform any action of their own. If the merfolk does not find a non-polluted body of water within a half hour from this point, they will die. A merfolk in a dying state that is submersed in water will immediately begin to feel rejuvenated, but they must remain within the waters for at least an hour before being fully recovered. Polluted waters act as poison to merfolk, worsening their dehydrated conditions and some can even die outright due to the pollutants.); Aquatic Empathy (Merfolk have a natural ability to empathically communicate with sea life, much as a skilled ranger can communicate with animals on land.); Water Sense (Merfolk have the natural ability to sense if water, be it a body or a simple glass of, is pure and safe to either drink or swim in.); Being creatures of water, Merfolk are unable to focus their talents in any other form of elemental magic save water elementalism, though other schools of magic are available to them; Average life span 80 years.
- Strength: Same as a man
- Speed/Reaction Time: Much faster than a man and capable of reaching speeds of 30mph with bursts up to 60mph (in water); Severely slower than a normal man, bordering to immobile (on land)
- Endurance/Durability: Same as a man (endurance); more durable than a man due to having to survive the high pressures of deep ocean life
- Agility: Much more agile than a man (in water); Severely less agile than a normal man, bordering to immobile (on land)