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)