**Gnome** * added proficiency with firearms * +1 Shield AC with Small Shield **Elf** * +1 Shield AC with Large Shield **Dwarf** * whenever dwarf acquires martial weapons proficiency he gains proficiency with Dwarven Waraxe * +1 Shield AC with TowerShield **Tiefling** * Ability adjustments: +2 DEX, +2 INT, -2 CHA * Darkvision * Skill Affinity (Hide) +2 * Skill Affinity (Bluff) +2 * Outsider: Tieflings are considered Outsiders for the purpose of spells * Human: Tieflings are considered Humans for the purpose of spells * Level Adjustment +1: a character with this race will be treated as 1 level higher for a purpose of experience rewards from killing monsters. **Aasimar** * Aasimar Ability Adjustments: +2 Cha, +2 Wis. * Darkvision: Aasimar are able to see in the dark. * Skill Affinity (Spot): +2 racial bonus to Spot checks. * Skill Affinity (Listen): +2 racial bonus to Listen checks. * Celestial Resistance: 5% damage immunity to acid, cold and electricity. * Spell-like abilities: 1/day - Light as sorcerer of equal level. * Outsider: Aasimar are considered Outsiders for the purpose of spells. * Human: Aasimar are considered Human for the purpose of spells. * Level Adjustment: +1 (character with this race will be treated as 1 level higher for a purpose of experience rewards from killing monsters) **Orc** * Orc Ability Adjustments: +4 Str, -2 Int, -2 Cha, -2 Wis. * Darkvision: Orcs are able to see in the dark. * Light Sensitivity: Orcs suffer -2 penalty to attack rolls, saves and checks while operating in bright light.