Here's Part 2 of the Race List, featuring some of the less-common races:
Gnome:Average Height: 3' 4" - 3' 8"
Average Weight: 50 - 75 lb.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Small
Speed: 5 squares
Vision: Low-light
Skill Bonuses: +2 Arcana, +2 Stealth
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Master Trickster: You may create an illusory sound (as per Ghost Sound) as a minor action, once per encounter.
Reactive Stealth: If you have any cover or concealment when you make an initiative check, you can make a Stealth check to remain hidden as a free action.
Trickster’s Cunning: You have a +5 racial bonus to saving throws against illusions.
Fade Away: You may become temporarily invisible in response to harm, once per encounter.
You have a slew of innate illusion powers, giving you enormous versatility as a trickster. Your ability to create Ghost Sounds can be used to mimic the voices of others, to create the sound of approaching footsteps, ominous noises to spook enemies, or whatever else you can think up. When melee starts, if you happen to be in a good spot for it , you can automatically hide from view, and get the drop on your foe. Also, you have the ability to turn invisible when hit, which allows you to spend a round repositioning after getting caught unexpectedly in melee, or even to circle your enemy and get a free sneak attack in.
Gnomes are a strange little people, standing as tall as a Dwarven child, with more slender builds, and black irises which gleam in the darkness. Gnomes suddenly appeared in the halls of the Dwarves little over 100 years ago. They revealed themselves to be Fey beings that were exiled from a place known as the Feywild, after utterly disgracing the Fairy Queen with a particularly grand prank. Since named for mischievous spirits from their stories, gnomes have integrated themselves into Dwarven society, their lighthearted pranks, knack for magic, and ingenuity aiding the usually stoic and orderly Dwarves.
Kobold:Average Height: 3' 6" - 4' 0"
Average Weight: 60 - 75 lb.
Ability Scores: +2 Constitution, +2 Dexterity
Size: Small
Speed: 6 squares
Vision: Low-light
Skill Bonuses: +2 Stealth, +2 Thievery
Trap Sense: You gain a +2 bonus to defenses against traps.
Shifty: You may Shift 1 square as a Minor Action.
Shifting is a special kind of movement that doesn't provoke Opportunity Attacks. Since it is a Minor Action for you, you can do it up to 3 times per round, which gives you a unique ability to skirmish with enemies, slip through enemy lines, flee enemies that have you cornered, or flank foes to set them up for an attack. Also, with your small size, trap sensitivity, natural dexterity, and bodies suited to stealth and thievery, you make a great scout or pickpocket.To others, they may be small, treacherous reptilian-dog-men, but Kobolds view themselves as the epitome of craftiness, grace, and stealth. The tallest of them standing at 4 feet high, they are indeed small, but they are a tenacious and resilient people. They sport thick scaly hides ranging between reddish browns, pale blues, rich forest greens, and even lustrous black, with large drooping ears, and horns often growing on their heads. Some Kobolds cite their coloration and horns as signs that they were descended from Dragonkind in times before history. Though there is little other evidence to that claim, their tendency to horde items of value (a good deal of which may have once belonged to others) is duely noted.
Dark ElfAverage Height: 5' 4" - 6' 0"
Average Weight: 130-170 lb.
Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Darkvision
Skill Bonuses: +2 Intimidate, +2 Stealth
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin
Trance: Rather than sleep, elves enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Shadowtouched: You can create a cloud of darkness, or surround a foe in darkfire once per encounter.
Start Writeup forthcoming. I'm a bum.Tall, gracile, and otherworldly, Dark Elves often seem cold and distant to other beings. Their history is one shrouded in mystery, though they are said to have come from a world of darkness, fear, and treachery known as the Shadowfel. Their skin is dusky, ranging from deep browns to violet and black, and their hair is uncommonly pale, ranging from pale icy blues to silver and white. Their people live apart from the other elves, often dwelling in natural caves, or the deepest parts of the forest, as their eyes are accustomed to deep darkness. In fact, their eyes can see perfectly well in complete darkness, though their eyes catch the light with an eerie pale blue, almost like the eyes of the dead.