Note that there are no level limits for any race. The races each have to pay for their abilities, so powerful races will often have to take an experience penalty.
May transfer points into class at the ratio of 2:1
Stealth (7)
Dexterity/Aim +1 (8)
Balance bonus (8)
Companion (5)
Bow bonus (5)
Dagger bonus (5)
Temperature resistance (5)
Infravision 60' (10)
Less sleep (10)
Music/Instrument trait (2)
Magic identification (10)
Reason bonus (8)
Resistance (7)
Secret Doors (5)
Speak with plants (5)
More XP required -5% (-6) [May not choose more than 4
times]
May transfer points into class at the ration of 2:1
Saving throw bonus (10)
Infravision (10)
Mining detection (4)
War hammer bonus (5)
Hp bonus (10)
Axe bonus (5)
Brewing (2)
Constitution/health +1 (8)
Determine age (3)
Crossbow (5)
Determine Stability (2)
Dense skin (15)
Shortsword bonus (5)
Stonetell 1/day (7)
Meld into stone (7)
Melee bonus (7)
Stealth (7)
Expert Haggler (2)
Evaluate gems (5)
Magic item malfunction (-9)
More XP required -5% (-6) [May not choose more than 4
times]
May transfer points into class at the ratio of 2:1
Animal Friendship (5)
Melee combat bonus (7)
Dagger boinus (5)
Dart bonus (5)
Defensive bonus
Engineering (2)
Forest movement (4)
Freeze (7)
Hide (7)
Infravision 60' (10)
Mining detection (4)
Sky detection (3)
Shortsword bonus (5)
Saving throw bonus (10)
Potion ID (7)
Intelligence/Reason bonus (8)
Sling bonus (5)
Stealth (7)
Magic item malfunction (-9)
More XP required +5% (-6)
May transfer points into class at a ratio of 1:1
AV 12 (8)
+1 to one sub-statistic (8)
HP bonus (10)
Less XP required -5% (8) [May not choose more than 3
times]
We suggest having local, national or regional abilities for humans.
For instance, humans from the Northern Reaches in Mystara may be able
to start with resistance to cold.