Now the good news is you can play these races as well as many others. The bad news is, anything they might get as a monster is lost as a PC...<br/><br/>For example Trolls dont regenerate unless their con is that high. No innate 'magical' abilities.<br/><br/>So tho anything that might be able to fly still can, besides infravision, no other special abilities that would be considered magical will exsist.<br/><br/>A wemic or a chakat for example would have excellent above human senses of smell, and eye sight, like a cat.<br/><br/>Dwarves would still be able to detect depth, and grade of slope,, elves still able to have a chance at finding secret doors, etc<br/><br/><br/>Basically any natural abilities (including extra attacks when unarmed (wemics and chakats would have 3, as would centaurs... (punch,punch, kick) are ok.<br/><br/>But naturally occuring psionics, magical abilities (regeneration, levitation, flight without wings), are a no go.<br/><br/>Any ability in second addition for the base races ( sleep and charm resistance for elves, poison, and magic save bonuses for dwarves) are still ok.<br/><br/>reposting the list of races and adjustments here as well.<br/><br/>Dwarf  +1 Constitution; -1 Charisma<br/><br/>Elf       +1 Dexterity; -1 Constitution<br/><br/>Gnome +1 Intelligence; -1 Wisdom<br/><br/>Halfling           +1 Dexterity; -1 Strength<br/>--------------------------------------------------------------<br/>Troll-  +2 Strength, +2 Con, -2 Int, -2 Charisma<br/>Chakat- +2 dex, -2 con, +1 Int, +1 Wis<br/><br/><br/>The rest (thanks Jefepato!)<br/>Aarakocra: +1 Dexterity, -1 Strength and Constitution<br/>Alaghi: +2 Strength, -2 Intelligence<br/>Beastman: +2 Dexterity, -2 Charisma<br/>Bugbear: +1 Strength, -1 Intelligence and Charisma<br/>Bullywug (advanced): +1 Dexterity, -1 Intelligence and Charisma<br/>Centaur: +1 Constitution and Wisdom, -2 Dexterity<br/>Fremlin: +2 Dexterity, +1 Intelligence, -3 Strength<br/>Firbolg: +2 Strength, -2 Charisma<br/>Voadkyn: +1 Strength, +2 Dexterity, -1 Constitution, -2 Wisdom<br/>Gnoll: +1 Strength, -1 Intelligence and Charisma<br/>Flind: +1 Strength, -1 Charisma<br/>Goblin: -1 Strength and Charisma<br/>Hobgoblin: -1 Charisma<br/>Kobold: -1 Strength and Constitution<br/>Lizard Man: No adjustments<br/>Minotaur: +2 Strength and Constitution, -2 Wisdom and Charisma<br/>Mongrelman: -1 Intelligence and Charisma, +1 to any one other ability score<br/>Ogre: +2 Strength and Constitution, -2 Intelligence and Charisma<br/>Half-Ogre: +1 Strength and Constitution, -1 Intelligence and Charisma<br/>Ogre Mage: +1 Strength, -2 Wisdom<br/>Orc: +1 Strength, -2 Charisma<br/>Half-Orc: +1 Strength, +1 Constitution, -2 Charisma<br/>Pixie: +1 Dexterity and Charisma, -1 Strength and Constitution<br/>Satyr: +1 Dexterity and Constitution, -1 Intelligence and Charisma<br/>Bladeback Saurial: +1 Wisdom, +1 Charisma, -2 Dexterity<br/>Finhead Saurial: No adjustments<br/>Flyer Saurial: +2 Dexterity, -1 Strength and Constitution<br/>Hornhead Saurial: +1 Strength and Intelligence, -2 Dexterity<br/>Swanmay: +1 Dexterity and Wisdom<br/>Wemic: +1 Strength, -1 Dexterity