Dwarves: As normal, modified as follows:
+2 Con, +2 Wis, -2 Dex. (This replaces the dwarves’ normal ability score modifiers.)
Craftsman: Dwarves receive a +2 racial bonus on a Craft skill of their choice, as well as Appraise checks regarding items associated with that Craft. This replaces the Greed racial trait.
Elflings: Racial traits as Halflings, modified as follows:
Normal speed: Elflings have a base speed of 30’.
Iron allergy: Elflings retain strong ties to their fey roots, including their aversion to iron and steel. Physical contact with iron or steel causes elflings intense itching and discomfort, inflicting a -1 penalty on all skill checks and attack rolls while the contact lasts.
Magic sense: Elflings enjoy the benefits of a permanent Detect Magic spell, but only with a range of 5’.
Weapon familiarity: Elflings are proficient with boomerangs, slings, and starknives and treat any weapon with the word “halfling” in its name as a martial weapon.
Elves: As normal, modified as follows:
Dreamspeaker: Elves add +1 to the DC of any divination spells or sleep effects they cast. In addition, elves with a Charisma score of 15 or higher can use Dream 1/day as a spell like ability. This replaces Elven Immunities.
Elven empathy: Elves have a supernatural sensitivity to the emotions of other creatures, and can sense the emotional state of any nonmindless creature. This empathy provides a +2 racial bonus on Bluff, Diplomacy, Handle Animal, Intimidate, and Sense Motive checks. This replaces the Elven Magic racial trait.
Weapon familiarity: Wood elves have martial proficiency with the longbow, longsword, shortbow, and shortsword.
Wild elves have martial proficiency with the handaxe, longbow, shortbow, and spear.
These replace the normal Weapon Familiarity racial trait.