Table of Contents

Special Note about ability designations
Humans Dwarves Gnomes Mutants and Others
  Human   Hill Dwarf   Gnome   Thri-Kreen
  Merfolk/Sea Human   Mountain Dwarf   Svirfneblin/Deep Gnome   Coelopteran
  Icefolk/Frostling   Sea Dwarf   Pykeroi/Fire Gnome   K'r'r'r
  Day People/Sun Human   Deep Dwarf/Sunken Dwarf   Spriggan/Dark Gnome/Gnome Titan   Xyph'r
  Firewalker   Duergar/Gray Dwarf   River Gnome   Crabfolk
  Gren   Derro/Dark Dwarf   Uuloi/Brain Gnome   Aarakocra
  Skulk   Desert Dwarf         Phoenix/Firebird
  Astari   Rock Dwarf Aboleth       Kenku/Dark Aarakocra
  Elan     Aboleth/Black Aboleth   Tabaxi
  Orcs   Gray Aboleth/Sea Aboleth       Cheetar/Mountain Tabaxi
Elves   High Orc   Green Aboleth/Sea Angel       Leonal/Plains Tabaxi
  High Elf   Tribal Orc     Rolf
  Desert Elf   Desert Orc Illithids   High Urluu/Flind
  Wood Elf   Goblin/Dwarf Orc   Psylon/High Illithid       Tribal Urluu/Bugbear
  Aquatic Elf/Coral Elf   Xvart/Ice Goblin   Mind Flayer/Dark Illithid   Loxo
  Deep Elf/Sea Elf   Nilbog/Night People/Orange Goblin   Haali/Tribal Illithid   Chromithian/Chromatic Dracon
  Dark Elf/Drow Elf   Cerulean/Blue Goblin         Purple Dracon
  Fire Elf/Valheru   Ogre/Giant Orc Halfbreeds       Yellow Dracon
  Avariel   Merrow/River Ogre   Half-Elf   Ophidian
  Sun Elf/Darthaala     Half-Avariel   Grippli
  Crystal Elf/Quentvindi Lizardfolk   Half-Aquatic Elf   Kuo-Toa
  Luminous   Lizardfolk   Mer-Elf   Tako
    Lizard King   Gnarf/Gnome-Dwarf       Cephalid/Dark Tako
Minotaurs   Firenewt   Half-Orc   Flawder
  Minotaur   Deep Lizardfolk/Troglodyte   Half-Goblin   Flarn
  Thanoi   Kobold/Dwarf Lizardfolk   Half-Ogre   Myconid
  Manataur/Sea Minotaur   Air Lizardfolk/Pterran   Half-Merrow   Crystalloid
  Bloodhorn/Red Minotaur   Locathah/Sea Lizardfolk     Gel
    Dark Locathah/Sahuagin/Sea Devil     Eleti
 
Extinct Races  
  Orlen  
  Ice Elf/Friizan  
  Arcane Gnome  
  Orog/Black Orc  
  Aspis  
  Rakshasa/Tabaxi Lord  
  Badder  
  Black Dracon  
  Shakti  
  Clamfolk  
  Frond/Kelpfolk  



Special Note: Some abilities below are listed with the (Cu) designation; these are "Cultural" abilities. This designation means that the race acquires the ability as a result of upbringing in its home culture; characters raised outside that culture do not usually gain the (Cu) abilities in their race descriptions. Likewise, though these abilities are named and operate very much like Extraordinary (Ex) abilities, they are not gained by any creature using Polymorph or other form-changing abilities to assume the particular race's form unless that creature was raised among the home culture of the race. Creatures of a race with Cultural abilities which are raised under circumstances substantially different from those of the home culture may have different Cultural abilities, at the DM's option.
    The (Psi) designation placed on some abilities below denotes "Psi-like" abilities as defined in the Expanded Psionics Handbook. These abilities use essentially the same rules as Spell-like (Sp) abilities, but are psionic in nature. Races with Psi-like abilities are psionic creatures, even if they do not gain actual power points as a result of race, and have the Psionic Status special quality in their racial listings.


Humans

Human
  • Ability Score Modifiers: STR +2, DEX +2, CON +2, INT +2, WIS +2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Language: Common (any one region).
  • Bonus Languages: Any non-secret.
  • Favored Class: Any- a human character's highest-level class does not count when determining XP penalties for multiclassing.
  • Specialty (Cu): 1 extra feat at 1st level, because humans master specialized tasks quickly.
  • Flexibility (Cu): 4 extra skill points at 1st level, and 1 each additional level, since humans are versatile.
  • Anti-Mutagenic (Ex): +4 racial bonus to Radiation saving throws, because basic humans in the modern age must have had ancestors who were resistant to mutation.


Merfolk/
Sea Human
  • Ability Score Modifiers: STR +2, DEX -2, CON +2, INT +2, WIS +4, CHA +2
  • Medium-size: No size modifiers.
  • Base Speed: 10 feet, Swim 50 feet.
  • Automatic Language: Aquacommon.
  • Bonus Languages: Any non-secret.
  • Favored Class: Any- a human character's highest-level class does not count when determining XP penalties for multiclassing.
  • Specialty (Cu): 1 extra feat at 1st level, because humans master specialized tasks quickly.
  • Amphibious (Ex): Merfolk have gills, and can breathe water, but they can also breathe air with equal ease.
  • +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, they never suffer penalties to their Swim checks for being underwater- their normal habitat, in fact, is underwater. Merfolk are an aquatic race, and learn to swim before they learn to move about on land using their fishlike tails. These bonuses derive from the Merfolk having a Swim speed, and are not racial bonuses in the strictest sense.


Icefolk/
Frostling
  • Ability Score Modifiers: STR +2, CON +2, INT +2, CHA +2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Language: Common (Anyrk, Arcia, or Nakhu).
  • Bonus Languages: Any non-secret.
  • Favored Class: Any- a Frostling character's highest-level class does not count when determining XP penalties for multiclassing.
  • Specialty (Cu): 1 extra feat at 1st level, because humans master specialized tasks quickly.
  • Cold Aura (Psi): When in environments above freezing temperatures, a Frostling lowers the temperature of his or her surroundings within a 10 foot radius, effectively radiating cold. This is an unconscious, supernatural ability, which is always active regardless of whether or not the Frostling character wants it to be. The cold is not enough to cause damage by itself, but it is noticeable, and Frostlings therefore have a -3 penalty to all Hide checks when the opponents are within the Aura's range. This penalty also applies to Disguise checks, if the Frostling is trying to appear as another race (even another human subrace).
  • Cold Stare (Psi): 3 times per day, a Frostling can intensify the Cold Aura in front of his or her eyes in a 10 foot cone, dealing 3d6 points of Cold damage to creatures caught within (A Reflex save, DC 10 + the Frostling's level, applies for half damage). To use the Cold Stare, a Frostling must take a full-round action to prepare it, and make a Concentration check vs. DC 10. If successful, the Cold Stare can be used at any time during the next round, as a free action. It cannot be "held" into later rounds, but the user can choose not to use it (in which case it still counts against the daily limit of 3 uses). After using a Cold Stare, the Frostling character is weak and dizzy for the next round, suffering a -2 penalty on attack and damage rolls. This penalty does not apply if the user willingly dissipates the Stare as described above. This is a supernatural ability.
  • Psionic Status: The Cold Stare is actually a psi-like ability native to Frostlings, as is the Cold Aura, though neither power has ever been observed being manifested by non-Frostlings. Frostlings are, therefore, psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them.
  • Cold Dwellers (Ex): Frostlings receive a +2 racial bonus to saving throws against Cold attacks, and suffer a -2 penalty against Fire attacks.


Day People/
Sun Human
  • Ability Score Modifiers: DEX +2, CON +2, WIS +2, CHA +2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Language: Rigodruokan.
  • Bonus Languages: None. Sun Human characters do not automatically start the game with bonus languages, due to the isolation of their culture from the rest of the world.
  • Favored Class: Ranger or Naturalist- The Day People have a natural affinity for Naturalist magic, and most of those who do not possess the Naturalist talent become hunters and scouts for the tribe instead. A Sun Human character's class levels in either of those classes do not count when determining XP penalties for multiclassing.
  • Illiteracy (Cu): Day People do not begin the game knowing how to read and write as other characters do, unless the character's first class level is in Elementalist, Mage-Priest, or Wizard. Their own language does not have a written form, and they have never been taught to understand the writings left behind by those who made the Rainbow Vale what it is now, so they have lost the skill of reading and writing over the centuries. A Sun Human character may spend 2 skill points at his or her first level-up after encountering writing and an intelligent creature capable of teaching the symbols to the character, to permanently learn how to read and write all languages he or she knows.
  • Specialty (Cu): 1 extra feat at 1st level, because humans master specialized tasks quickly.
  • Jungle Specialty (Cu): Bonus skill points equal to the character's INT modifier (if positive) at 1st level. These skill points must be spent on ranks in Balance, Jump, Listen, Spot, Survival, or Swim. All these skills are considered class skills for the purpose of spending these bonus skill points (that is, one skill point buys one rank), and the character is still limited to 4 total ranks in each of them at 1st level. Because the Day People do not learn bonus languages or reading and writing like other races do, they use the time that would otherwise be spent learning such languages to instead learn jungle survival skills.
  • Jungle Resistance (Cu): At 1st level, a Sun Human gains either Great Fortitude, Iron Will, or Lightning Reflexes as a bonus feat. Life in the weird jungle of Rigodruok is harsh, and forces the jungle's inhabitants to become more resistant to danger than outsiders normally are.
  • Flexibility (Cu): 4 extra skill points at 1st level, and 1 each additional level, since humans are versatile.
  • Heat Aura (Psi): When in environments below tropical temperatures, a Sun Human raises the temperature of his or her surroundings within a 10 foot radius, effectively radiating heat. This is an unconscious, supernatural ability, which is always active regardless of whether or not the Sun Human character wants it to be. The heat is not enough to cause damage by itself, but it is noticeable, and Sun Humans therefore have a -3 penalty to all Hide checks when the opponents are within the Aura's range. This penalty also applies to Disguise checks, if the Sun Human is trying to appear as another race (even another human subrace).
  • Hot Stare (Psi): 3 times per day, a Day Person can intensify the Heat Aura in front of his or her eyes in a 10 foot cone, dealing 3d6 points of Fire damage to creatures caught within (A Reflex save, DC 10 + the Day Person's level, applies for half damage). To use the Hot Stare, a Day Person must take a full-round action to prepare it, and make a Concentration check vs. DC 10. If successful, the Hot Stare can be used at any time during the next round, as a free action. It cannot be "held" into later rounds, but the user can choose not to use it (in which case it still counts against the daily limit of 3 uses). After using a Hot Stare, the Day Person character is weak and dizzy for the next round, suffering a -2 penalty on attack and damage rolls. This penalty does not apply if the user willingly dissipates the Stare as described above. This is a supernatural ability.
  • Psionic Status: The Hot Stare is actually a psi-like ability native to Sun Humans, as is the Heat Aura, though neither power has ever been observed being manifested by non-Sun Humans. Day People are, therefore, psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them.
  • Heat Dwellers (Ex): Day People receive a +2 racial bonus to saving throws against Fire attacks, and suffer a -2 penalty against Cold attacks.


Firewalker
  • Ability Score Modifiers: STR +2, DEX +2, CON +4, CHA +2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Language: Common (Arite).
  • Bonus Languages: Any non-secret.
  • Favored Class: Any- a Firewalker character's highest-level class does not count when determining XP penalties for multiclassing.
  • Specialty (Cu): 1 extra feat at 1st level, because humans master specialized tasks quickly.
  • Heat Resistance (Ex): Firewalkers have incredible resistance to heat, having Fire Resistance 20. This comes from their very high body temperatures and physical makeup.
  • High Metabolism (Ex): Firewalkers have very efficient digestive systems, needing only one small meal (what normal humans would consider a snack) per day for sustenance. They can go three times as long as a normal character without food before starvation sets in, and twice as long without water. Also, checks for subdual damage from starvation or thirst need be made only once every 2 days, rather than every day.
  • Spell-Like Abilities: By varying their internal heat, Firewalker characters can cause the following effects once per day each: Produce Flame, Heat Metal by touch, and Burning Grasp. The caster level for these abilities equals the Firewalker's character level, and the save DCs are CHA-based.
  • Cold Vulnerability (Ex): Firewalkers' high body temperatures make them especially vulnerable to cold; they take 1½ damage from Cold attacks, and have a -2 penalty to save against them.
  • Heat Dependence (Ex): In environments colder than a hot summer day in a temperate zone, Firewalkers are uncomfortable and shivering, suffering 1 point of temporary Dexterity damage which does not go away until relieved by entering hotter climes. Also, suffering this cold-related penalty negates the high metabolism bonuses described above. In temperatures cold enough to allow snow, a Firewalker suffers 1d8 points of subdual damage per day (no save, and regardless of subdual damage taken from use of standard rules) unless he or she can find relief in a hot zone (for instance, sleeping wrapped in hot coals). This assumes normal protection, of course; a Firewalker character exposed to cold without protection takes 1½ the normal damage from hypothermia, frostbite, etc., just as if it were a Cold attack.
  • Level Adjustment: +1. For experience purposes, Firewalkers are treated as being 2nd-level characters when at 1st level. Thus, a Firewalker character starts with 1000 XP, and requires 3000 to go to 2nd level.


Green Human/
Gren
  • Ability Score Modifiers: STR +2, DEX +2, CON +2, INT +2, WIS +4
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Language: Common (Yoor, Arcia, or Zephra).
  • Bonus Languages: Any non-secret, plus Druidic (Taera).
  • Favored Class: Druid or Ranger- a Gren character's class levels in either of those classes do not count when determining XP penalties for multiclassing.
  • Specialty (Cu): 1 extra feat at 1st level, because humans master specialized tasks quickly.
  • Flexibility (Cu): 4 extra skill points at 1st level, and 1 each additional level, since humans are versatile.
  • Camoflage (Ex): In forest, jungle, or other heavily plant-covered terrain, Gren receive a +4 circumstance bonus to Hide checks, and always have at least one-half concealment at ranges greater than 10 feet. Their green skin allows them to blend in.
  • Padfoot (Cu): Gren have a +2 racial bonus to all Move Silently checks. They have an uncanny ability to avoid making noise, evolved over centuries of hard jungle life.
  • Photosynthesis (Ex): If a Gren is able to eat a small quantity of fertile soil (or some other, similar source of basic minerals) once per month, and receives at least 1 hour of light (at least equal to half sunlight) every day, he or she need never eat anything else- the body will make all the food it needs. Gren who can satisfy these criteria (a Daylight spell can satisfy the second one nicely) never suffer the effects of starvation. They must still drink normal amounts, however.


Dark Human/
Skulk
  • Ability Score Modifiers: STR +2, DEX +4, CON +2, INT +2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Language: Undercommon.
  • Bonus Languages: Any non-secret, plus the Silent Tongue (hand signals).
  • Favored Class: Rogue- Skulks are always a sneaky and paranoid lot, even if they gain other class levels. Rogueish skills suit them best.
  • Specialty (Cu): 1 extra feat at 1st level, because humans master specialized tasks quickly.
  • Chameleon (Psi): Skulks have, over the centuries, developed skin that is able to alter its coloring to virtually any imaginable pattern of colors and shapes. They can use Chameleon at will, as a psi-like ability, gaining a +10 enhancement bonus on Hide checks.
  • Trackless Step (Cu): While underground, Skulks gain the Trackless Step ability, as Druids, whether or not they have actual Druid class levels. Skulks are difficult or impossible to track, on their own turf.
  • Darkvision (Ex): Skulks can see in darkness up to 60 feet.
  • Psionic Status: Skulks are psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them.


Ghost Human/
Astari
  • Ability Score Modifiers: DEX +2, CON +2, CHA +4
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Language: Common (Arcia, Nakhu, or Zephra).
  • Bonus Languages: Any non-secret.
  • Favored Class: Locator or Psion (Nomad)- Astari on modern Taera must work hard to interact with the world their ancestors left behind, and those who can (eventually) physically shift themselves into the Material Plane are greatly respected and followed among them. As a result, the higher-level of these two classes does not count towards determining experience penalties for multiclassing, if an Astari character has either or both.
  • Specialty (Cu): 1 extra feat at 1st level, because humans master specialized tasks quickly.
  • Phased (Su): Astari are slightly out of phase with the Material Plane, and cannot normally interact with physical objects as a result. Astari are treated as Incorporeal creatures in all ways, except that they are not automatically silent, cannot fly, and do not count as weightless for the purposes of Teleport and other effects which depend on weight, though they do count as weightless for most other purposes. Astari choose or roll their "true weight" normally upon character creation, but the weight is only used when the character Materializes (see below) or uses some form of dimensional transport with a weight limit. They are affected by gravity normally, but do not fall through the ground unless they want to- the soles of their feet are normally kept in phase with the rest of reality to allow them to do this. This ability to avoid falling through ground has the useful side effect of allowing a phased-out Astari to climb any solid object (even inside it), at full normal movement rate and without making Climb checks, simply by alternately phasing-out and phasing-in the feet and hands. Phased-out Astari receive a +10 circumstance bonus to Move Silently checks; while not completely silent, they also don't make very much noise unless they want to.
        Items made by Astari are also out of phase, and work normally against other phased-out and incorporeal creatures (including other Astari). For instance, armor made by Astari can stop attacks from incorporeal creatures, and Astari weapons can hit such creatures without the usual 50% miss chance, even if nonmagical. Of course, Astari-made items are useless against and for fully material creatures and objects, unless magical, just as material objects are normally useless against and for Astari themselves. Astari cannot even eat normal food, or drink normal water, without Materializing (see below).
        Astari who are currently phased-out automatically maintain a deflection bonus to AC equal to their CHA modifiers, or +1, whichever is higher, at all times. Even unconscious Astari have this special "deflection field," though they rarely need it outside their home communities.
  • Materialize (Su): Astari can Materialize in order to interact more easily with the physical world. Materializing is a full-round action, requiring the Astari to concentrate heavily. The character makes a Concentration check vs. DC 15, and if successful becomes partly material. If the attempt fails, the Astari remains insubstantial, and cannot try again for 1 minute.
        While Materialized, an Astari weighs half his or her true weight, and can move normal objects with an effective STR score of the real score - 6. Also, and often more importantly, Materialized Astari can consume normal food and drink. While Materialized, an Astari is vulnerable to normal weapons and attacks, and can no longer move through material objects (including walls), though the character is still partly insubstantial and has Damage Reduction 5/Magic.
        The character can Materialize up to his or her Medium load limit (in weight, using his or her real STR score) of incorporeal/Astari items and objects, which become fully material- they can be used normally by other characters and creatures if the Astari gives them up. Even when the Astari de-Materializes once more (see below), such Materialized items remain fully substantial and material later, unless the character carried them during de-Materialization.
        Astari Materialization has a maximum time limit of 10 minutes + 1 minute/highest class level the character has attained in any one class, though he or she can end it prematurely if desired as long as he or she remains conscious. An unconscious Astari must wait for the duration to expire on its own. When the Materialization ends (for whatever reason), the character immediately phases out again, and any nonliving items or material objects he or she is carrying do as well (limited again by the medium weight limit using the character's real STR score).
        This last ability, to "dematerialize" objects, is how Astari normally gather their own materials. Likewise, their ability to "re-Materialize" items upon Materializing themselves allows them to trade with other people. It is important to note a phased-out item left behind by a non-Materialized Astari remains effectively incorporeal, though (like the Astari themselves) completely visible and solid-appearing.
  • Dimensional Instability (Su): Astari using any form of dimensional transport, such as Teleport, Dimension Door, or Plane Shift, become fully material after the transportation is complete (with a full STR score, weight, and no Damage Reduction as described above) along with all of their carried equipment, for 1 hour per spell or power level of the dimensional effect just used. The dimensional magic or power used throws off the balance of the phase shift which normally keeps an Astari (nearly) incorporeal, and it takes time to reestablish. Any spell or psionic power with the Teleportation descriptor, including the attack spells Reality Ripple and Distortion Wave, have this effect, but note that a Dimension Lock or Dimensional Anchor spell or power can stop the character from involuntary materialization by stopping the transport in the first place.
        An Astari unwilling to become fully material must make a Will save vs. the normal save DC of the spell or power used, even if it does not normally allow a saving throw. If the save is successful, the Astari merely Materializes as described above for the same duration of 1 hour per spell/power level. Ending this special forced Materialization prematurely is possible, but not easy; the character must take a full-round action and a Concentration check vs. DC 20 to phase out again, and only those who succeeded at the Will save against becoming fully material may attempt this Concentration check.
        Some Astari who can dimensionally transport themselves become fully material willingly, using this quirk of their nature, by Plane Shifting into the Material Plane, or simply Teleporting themselves 5 feet or so. Though most Astari prefer their out-of-phase lives, some crave a return to material existence.
  • Inner Focus (Cu): Astari always have Concentration as a class skill, regardless of the class levels they take as they gain levels.
  • Level Adjustment: +1. For experience purposes, Astari are treated as being 2nd-level characters when at 1st level. Thus, an Astari character starts with 1000 XP, and requires 3000 to go to 2nd level.


Elan
  • Ability Score Modifiers: STR +2, DEX +2, CON +2, INT +2, WIS +2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Language: Common (any one region).
  • Bonus Languages: Any non-secret.
  • Favored Class: Psion- Elans are inextricably linked to the psionic energies suffusing their altered forms, and find it easiest to pursue study of those energies. An Elan character's Psion levels, if any, do not count when determining XP penalties for multiclassing.
  • Aberration: Though Elans look human, they are actually (effectively) constructs of mental energy, and are creature type Aberration.
  • Darkvision (Ex): Elans can see in darkness up to 60 feet.
  • Wild Talent (Su): An Elan gains Wild Talent as a bonus feat at 1st level; every Elan begins play with one 1st-level power and 2 psionic Power Points to use it with. Thus, a 1st-level Elan Psion starts with 4 1st-level powers, and 4 Power Points plus any bonus Power Points gained from high INT.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an Elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of his or her next action.
  • Resilience (Su): When an Elan takes damage, he or she can spend power points to reduce its severity. As an immediate action, the character can reduce the damage by 2 hit points per 1 power point spent.
  • Repletion (Su): An Elan can sustain his or her body with psionic energy. If the character spends 1 power point, he or she does not need to eat or drink for the next 24 hours.


Elves

High Elf
  • Ability Score Modifiers: DEX +2, INT +2, CHA +2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Languages: Common (any one region), High Elvish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Wizard or Elementalist- elves are natural masters of Arcane magic, and the higher-level of either of these two classes (if the Elf character has either or both) does not count when determining experience penalties for multiclassing.
  • Serenity (Ex): Immunity to magic Sleep spells or effects, and a +2 racial save bonus against Enchantment spells or effects, or Compulsion psionic powers or effects.
  • Darkvision (Ex): Elves can see in darkness up to 60 feet.
  • Weapon Proficiency (Cu): High Elves receive Martial Weapon Proficiency with the Longsword, Rapier, Longbow, and Shortbow (composite bows count as regular bows of their type for purposes of proficiency) for free as bonus feats.
  • Keen Senses (Ex): +2 racial bonus to Listen, Search, and Spot checks, due to keen elven senses. Simply passing within 5 feet of a secret or concealed door entitles an elf to a Search check to spot it.
  • Intense Life Force (Su): Due to racial affinity for all forms of magic, High Elves only pay 75% of the normal XP cost for creating any magic item. A High Elf character automatically gets the Metacreative feat for any magical Item Creation feat he or she learns, as a bonus feat. The character must still take Metacreative normally for any psionic Item Creation feats he or she learns; this racial ability applies only to magic items.


Desert Elf
  • Ability Score Modifiers: STR +2, DEX +2, CON +2, INT +2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 40 feet. Desert Elves are proficient runners, and move quickly.
  • Automatic Languages: Common (Anyrk, Arite, Nakhu, or Zephra), High Elvish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Scout- Desert Elves are masters of mobility, as well as survival against long odds.
  • Serenity (Ex): Immunity to magic Sleep spells or effects, and a +2 racial save bonus against Enchantment spells or effects, or Compulsion psionic powers or effects.
  • Low-Light Vision (Ex): Desert Elves can see twice as far as a human in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
  • Bonus Feats (Cu): Endurance and Run. Desert Elves do not use pack animals, and travel by running wherever they go.
  • Keen Senses (Ex): +2 racial bonus to Listen, Search, and Spot checks, due to keen elven senses. Desert Elves do not receive an automatic Search check to detect concealed or secret doors, because of unfamiliarity with permanent buildings and structures.


Wood Elf
  • Ability Score Modifiers: STR +2, DEX +2, CON +2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Languages: Common (Arcia, Anyrk, or Yoor), High Elvish (Taera).
  • Bonus Languages: Any non-secret, plus Druidic (Taera).
  • Favored Class: Druid or Ranger- Wood Elves feel an extreme affinity for nature, and the higher-level of either of these two classes (if the character has either or both) does not count when determining experience penalties for multiclassing.
  • Serenity (Ex): Immunity to magic Sleep spells or effects, and a +2 racial save bonus against Enchantment spells or effects, or Compulsion psionic powers or effects.
  • Darkvision (Ex): Elves can see in darkness up to 60 feet.
  • Weapon Proficiency (Cu): Wood Elves receive Simple Weapon Proficiency, and Martial Weapon Proficiency with the Longbow and Shortbow (composite bows count as regular bows of their type for purposes of proficiency) for free as bonus feats.
  • Keen Senses (Ex): +2 racial bonus to Listen, Search, and Spot checks, due to keen elven senses. Wood Elves do not receive an automatic Search check to detect concealed or secret doors, because of unfamiliarity with permanent buildings and structures.
  • Foresters (Cu): +2 racial bonus to Climb, Jump, and Survival checks.
  • Spell-Like Abilities: Speak With Animals once per day. At 7th (character) level, Speak With Plants once per day.
  • Savage Culture (Cu): Wood Elves are not familiar with urban environments, and have a -4 racial penalty to Spot or Listen checks used to determine surprise while in cities and towns.
  • Claustrophobia (Cu): Wood Elves are used to openness and freedom of movement, and are afraid of underground spaces as a result. When in caves or dungeons, Wood Elves suffer a -1 circumstance penalty to attack rolls, saves, and checks.


Aquatic Elf/
Coral Elf
  • Ability Score Modifiers: DEX +4, WIS +2, CHA +2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet, Swim 40 feet.
  • Automatic Languages: Aquacommon, Sea Elvish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Water Elementalist- elves are natural masters of Arcane magic, and the Aquatic Elves are natural masters of water magic as a result.
  • Serenity (Ex): Immunity to magic Sleep spells or effects, and a +2 racial save bonus against Enchantment spells or effects, or Compulsion psionic powers or effects.
  • Low-Light Vision (Ex): Aquatic Elves can see four times as far as a human in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
  • Weapon Proficiency (Cu): Aquatic Elves are proficient with the Light and Heavy Crossbow regardless of class. Additionally, they receive Martial Weapon Proficiency (Trident), and Exotic Weapon Proficiency for the Repeating Heavy Crossbow and Repeating Light Crossbow, for free as bonus feats.
  • Keen Senses (Ex): +2 racial bonus to Listen, Search, and Spot checks, due to keen elven senses. Simply passing within 5 feet of a secret or concealed door entitles an elf to a Search check to spot it.
  • Amphibious (Ex): Aquatic Elves have gills, and can breathe water, but they can also breathe air with equal ease and survive on land indefinitely.
  • +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, they never suffer penalties to their Swim checks for being underwater. These bonuses derive from the Aquatic Elves having a Swim speed, and are not racial bonuses in the strictest sense.


Deep Elf/
Sea Elf
  • Ability Score Modifiers: STR +2, DEX +2, WIS +4, CHA +2
  • Medium-size: No size modifiers.
  • Base Speed: 20 feet, Swim 50 feet.
  • Automatic Languages: Aquacommon, Sea Elvish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Ranger- Deep Elves are nomadic hunters, and quickly learn the skills of the hunt to find food for themselves and their tribes.
  • Serenity (Ex): Immunity to magic Sleep spells or effects, and a +2 racial save bonus against Enchantment spells or effects, or Compulsion psionic powers or effects.
  • Darkvision (Ex): Deep Elves can see in darkness up to 120 feet. To creatures with Darkvision, their eyes appear to glow, as they actually project infrared light to extend their visual range.
  • Deep Senses (Ex): +4 racial bonus to Listen, Search, and Spot checks, due to especially keen elven senses, tuned to notice things in the darkness of the deepest seas. Deep Elves do not receive an automatic Search check to detect concealed or secret doors, because of unfamiliarity with permanent buildings and structures.
  • Aquatic (Ex): Deep Elves breathe water, and cannot survive for long without it. While in air, a Deep Elf begins to suffocate (use the Drowning rules on page 85 of the DMG), and will quickly die if unable to reenter water.
  • +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, Deep Elves never suffer penalties to their Swim checks for being underwater. These bonuses derive from the Deep Elves having a Swim speed, and are not racial bonuses in the strictest sense.
  • Deep Dwellers (Ex): Deep Elves do not suffer penalties or damage for changes in water pressure.


Dark Elf/
Drow Elf
  • Ability Score Modifiers: DEX +2, CON +2, INT +4, WIS -2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Languages: Undercommon, Dark Elvish, Silent Tongue (hand signals).
  • Bonus Languages: Any non-secret.
  • Favored Class: Wizard- Dark Elves respect few things more than power, and wizards tend to amass great power indeed.
  • Greater Serenity (Ex): Immunity to magic Sleep spells or effects, and a +2 racial Will save bonus against all spells or effects which call for them.
  • Darkvision (Ex): Dark Elves can see in darkness up to 120 feet. To creatures with Darkvision, their eyes appear to glow, as they actually project infrared light to extend their visual range.
  • Light Blindness (Ex): Dark Elves are blinded by bright light (such as sunlight, or a Daylight spell) for 1 round after abrupt exposure, and always suffer a -1 Circumstance penalty to attack rolls, saves, and checks while operating in bright light.
  • Weapon Proficiency (Cu): with the Light Crossbow and Heavy Crossbow regardless of class. Also, Drow receive the Martial Weapon Proficiency feats for Longsword and Scimitar, and Exotic Weapon Proficiency with the Hand Crossbow, for free as bonus feats.
  • Keen Senses (Ex): +2 racial bonus to Listen, Search, and Spot checks, due to keen elven senses. Simply passing within 5 feet of a secret or concealed door entitles an elf to a Search check to spot it.
  • Spell Resistance (Su): 11 + highest class level. This does not confer any Power Resistance, in contrast to the standard rules for SR/PR.
  • Spell-Like Abilities: Dancing Lights, Darkness, and Faerie Fire, each usable once per day. These are used as if cast by a Sorcerer equal to the Drow's character level.
  • Level Adjustment: +1. For experience purposes, Drow are treated as being 2nd-level characters when at 1st level. Thus, a Dark Elf character starts with 1000 XP, and requires 3000 to go to 2nd level.


Fire Elf/
Valheru
  • Ability Score Modifiers: STR +2, DEX +2, CON +2, INT +4, WIS -2, CHA +6
  • Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks. Valheru are extremely tall, and not thinner as a result of it.
  • Base Speed: 40 feet.
  • Automatic Languages: Common (any one region), either High Elvish or Dark Elvish (depending on home region).
  • Bonus Languages: Any non-secret.
  • Favored Class: Sorcerer, Psion, or Wilder- Valheru have incredible magical and psionic potential, which even manifests itself naturally as magical and psionic powers. The highest-level class among these three, therefore, does not count when determining experience penalties for multiclassing.
  • Greater Serenity (Ex): Immunity to magic Sleep spells or effects, and a +2 racial Will save bonus against all spells or effects which call for them.
  • Darkvision (Ex): Valheru can see in darkness up to 60 feet.
  • Keen Senses (Ex): +2 racial bonus to Listen, Search, and Spot checks, due to keen elven senses. Simply passing within 5 feet of a secret or concealed door entitles an elf to a Search check to spot it.
  • Wild Talent (Su): A Valheru gains Wild Talent as a bonus feat at 1st level; every Valheru begins play with one 1st-level power and 2 psionic Power Points to use it with. Thus, a 1st-level Valheru Psion starts with 4 1st-level powers, and 4 Power Points plus any bonus Power Points gained from high INT.
  • Psionic Status: Valheru are psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them, even if they never gain levels in psionic classes.
  • Spell-Like Abilities: Valheru gain the ability to spontaneously use certain spells as they advance in level. At 1st level, and at every other level thereafter, a Valheru gains one random 1st-level Arcane spell, usable as a spell-like ability and as if cast by a Sorcerer equal to the Valheru's character level, once per day. If a random roll duplicates a spell the Valheru already has, do not reroll- he or she gains an extra daily use of that ability.
  • Level Adjustment: +2. For experience purposes, Valheru are treated as being 3rd-level characters when at 1st level. Thus, a Valheru character starts with 3000 XP, and requires 6000 to go to 2nd level.


Avariel
  • Ability Score Modifiers: STR +2, DEX +2, CON -2, INT +2, CHA +2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet, Fly 100 feet (Average).
  • Automatic Languages: Common (Anarcia, Arcia, Nakhu, Yoor, or Zephra), High Elvish (Taera).
  • Bonus Languages: Any non-secret.
  • Favored Class: Air Elementalist. Avariel, as Elves, are very magical as a people, and their kinship to the creatures and powers of the Air is closer than most races due to their wings and ability to fly.
  • Serenity (Ex): Immunity to magic Sleep spells or effects, and a +2 racial save bonus against Enchantment spells or effects, or Compulsion psionic powers or effects.
  • Low-Light Vision (Ex): Avariel can see twice as far as a human in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
  • Eagle Eyes (Ex): Avariel can see three times as far as humans can in well-lit, clear conditions. They have a +8 racial bonus to Spot checks in daylight.
  • Keen Senses (Ex): +2 racial bonus to Listen, Search, and Spot checks, due to keen elven senses. Simply passing within 5 feet of a secret or concealed door entitles an elf to a Search check to spot it.
  • Claustrophobia (Cu): Avariel are used to openness and freedom of movement, and are afraid of underground spaces as a result. When in caves or dungeons, Avariel suffer a -2 circumstance penalty to attack rolls, saves, and checks.


Sun Elf/
Darthaala
  • Ability Score Modifiers: STR -2, DEX +2, INT +4, WIS +4, CHA +4
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Languages: Common (Arite), Sun Elvish.
  • Bonus Languages: Any non-secret, plus Ancient Taeran.
  • Favored Class: Psion. Darthaala have always been extremely powerful psionicists; they had to be to defend their home from the Mind Flayers living in Arite with them.
  • Greater Serenity (Ex): Immunity to magic Sleep spells or effects, and a +2 racial Will save bonus against all spells or effects which call for them.
  • Low-Light Vision (Ex): Darthaala can see twice as far as a human in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
  • Keen Senses (Ex): +2 racial bonus to Listen, Search, and Spot checks, due to keen elven senses. Simply passing within 5 feet of a secret or concealed door entitles an elf to a Search check to spot it.
  • Meditation (Cu): Darthaala have a +3 racial bonus to all Autohypnosis checks.
  • Psionic Power (Su): Darthaala are extremely powerful psionic manifesters. They gain 2 bonus power points per manifester level, and gain a +4 racial bonus on saving throw DCs for psionic powers they manifest.
  • Psionic Status: Darthaala are psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them, even if they never gain levels in psionic classes.
  • Psi-Like Abilities: Darthaala can use the psionic powers Empty Mind and Mind Thrust at will, without paying any power point cost to use them. When a Darthaala manifests one of these powers, it is manifested as if by a Psion of level equal to the Darthaala's character level, but may not be augmented unless the character spends actual power points to do so.
  • Level Adjustment: +2. For experience purposes, Sun Elves are treated as being 3rd-level characters when at 1st level. Thus, a Darthaala character starts with 3000 XP, and requires 6000 to go to 2nd level.


Crystal Elf/
Quentvindi
  • Ability Score Modifiers: DEX +2, WIS +2, CHA +2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Languages: Common (Arite), High Elvish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Psion- these elves of Arite have abandoned their natural mastery of Arcane magic to embrace psionics, and as a result their Psion levels do not count when determining experience penalties for multiclassing.
  • Serenity (Ex): Immunity to magic Sleep spells or effects, and a +2 racial save bonus against Enchantment spells or effects, or Compulsion psionic powers or effects.
  • Low-Light Vision (Ex): Quentvindi can see twice as far as a human in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
  • Weapon Proficiency (Cu): Crystal Elves receive Martial Weapon Proficiency with the Longsword, Scimitar, Longbow, and Shortbow (composite bows count as regular bows of their type for purposes of proficiency) for free as bonus feats.
  • Keen Senses (Ex): +2 racial bonus to Listen, Search, and Spot checks, due to keen elven senses. Simply passing within 5 feet of a secret or concealed door entitles an elf to a Search check to spot it.
  • Remote Viewers (Cu): Quentvindi have developed their scrying powers to a high art, and as a result apply a +2 competence bonus to the save DCs of any Scrying-type magic or psionic powers used by them. Likewise, scrying sensors created by Crystal Elves are harder to detect, and the DC to find them increases by 2. Also, a Crystal Elf character can always use a translucent crystal weighing at least 5 pounds as a focus for any Divination power or spell, regardless of the type of focus it normally requires (if any). Quentvindi commonly take advantage of this ability in conjunction with the crystal "trees" and "forests" near their homes to help guard their cities against intrusion or invasion.
  • Intense Life Force (Su): Due to racial affinity for all forms of psionics, Crystal Elves only pay 75% of the normal XP cost for creating any psionic item. A Crystal Elf character automatically gets the Metacreative feat for any psionic Item Creation feat he or she learns, as a bonus feat. The character must still take Metacreative normally for any magic Item Creation feats he or she learns; this racial ability applies only to psionic items.


Luminous
  • Ability Score Modifiers: DEX +4, INT +2, WIS +2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Languages: Undercommon, Lumin, Silent Tongue (hand signals).
  • Bonus Languages: Common (Arite), Dark Elvish, Dark Dwarvish, Dark Orcish, Draconic, Gnomish, Illithid, Minotaur, Pterran, Celestial.
  • Favored Class: Favored Soul or Fighter. Luminous originally gave up their elfhood to fight against the return of the Aboleth and Mind Flayers, and the undead hordes and dark gods who came with them. Their race has never given up that fight, and many are blessed by the gods as a result; those who are not typically become Fighters to continue it in their own way.
  • Poison Immunity (Ex): Luminous do not have organic bodies, and are therefore completely immune to poisons and drugs (which alter the functioning of organic tissues to do their work).
  • Positive Energy (Su): +4 racial bonus to all saving throws made against spells of the Necromantic school, spells and Manipulations of Negators, and any supernatural effects which depend on Negative energy. Luminous are creatures of Positive energy, and their internal power is often more than enough to throw off such effects.
  • Glow (Su): Luminous are constantly glowing due to the stores of Positive energy within themselves. Normally this glow is equivalent to torchlight, but individuals can intensify it (up to Sunrod equivalence) or dim it (down to ember/starlight equivalence) by making a Fortitude saving throw (DC 15). The change lasts for a number of rounds equal to the character's CON score, and then becomes normal (torchlight) again. Because of this Glow, Luminous find it difficult to hide- at normal intensity they receive a -6 circumstance penalty to Hide checks, whereas at maximum intensity the penalty becomes -20. At dimmest intensity, the penalty becomes 0, as embers are generally fairly easy to hide.
  • Heighten Turning (Su): Luminous receive Heighten Turning as a bonus feat at 1st level. The character does not receive (or require) the Extra Turning feat with this bonus; that must be taken as a regular feat if the character wants it.
  • Turn Undead (Su): Luminous characters all have the ability to Turn Undead as good-aligned Clerics of equal character level, whether or not the character has any actual Cleric levels (and whether or not the god normally allows Turning Undead). In fact, Luminous Clerics always have the Turn Undead ability, regardless of which god they worship; even those few who follow Evil gods cannot separate the divine energy they channel from their own internal Positive power, and thus cannot use the Rebuke Undead ability even if the deity would normally grant it.


Minotaurs

Minotaur
  • Ability Score Modifiers: STR +6, CON +2, CHA -2
  • Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
  • Base Speed: 40 feet.
  • Automatic Languages: Common (any one region) or Undercommon for characters who come from the Underdark, Minotaur.
  • Bonus Languages: Any non-secret.
  • Favored Class: Fighter or Barbarian- Minotaurs have always been a warrior race, and train their children early and often in rites of battle. The higher-level of these two classes does not count when determining experience penalties for multiclassing, if the character has either or both.
  • Weapon Proficiency (Cu): Minotaurs have automatic proficiency in all Simple and Martial weapons. They train their children in all standard combat forms, so even normally noncombatant Minotaurs are capable of fighting fiercely when necessary.
  • Weapon Familiarity (Cu): A Minotaur character picks any three Exotic weapons at 1st level, to treat as Martial weapons for all purposes. Different Minotaurs explore different cultural weapons, including tools of the Ancients, but all pursue such studies in youth (even if only for a brief time).
  • Unarmed Combat Training (Cu): Minotaurs do double damage in all forms of unarmed combat, including Monk martial arts, due to constant mock fights in childhood.
  • Darkvision (Ex): Minotaurs can see up to 60 feet in darkness.
  • Natural Weapons: Minotaurs can gore opponents with their horns for 2d4 points of damage, plus the character's full STR bonus. This is normal damage, not subdual damage- Minotaur horns are sharp, and most of them take the trouble to make sure they stay that way by trimming and honing them.


Thanoi
  • Ability Score Modifiers: STR +4, DEX -2, CON +4, CHA -2
  • Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
  • Base Speed: 30 feet. Thanoi are slow-moving people, for their size.
  • Automatic Languages: Common (Anyrk, Arcia, or Nakhu), Minotaur.
  • Bonus Languages: Any non-secret.
  • Favored Class: Fighter or Barbarian- Minotaurs have always been a warrior race, and train their children early and often in rites of battle. Thanoi, although mutants, kept those traditions. The higher-level of these two classes does not count when determining experience penalties for multiclassing, if the character has either or both.
  • Weapon Proficiency (Cu): Thanoi have automatic proficiency in all Simple and Martial weapons. They train their children in all standard combat forms, so even normally noncombatant Thanoi are capable of fighting fiercely when necessary.
  • Weapon Familiarity (Cu): A Thanoi character picks any three Exotic weapons at 1st level, to treat as Martial weapons for all purposes. Different Thanoi explore different cultural weapons, including tools of the Ancients, but all pursue such studies in youth (even if only for a brief time).
  • Natural Weapons: Thanoi can gore opponents with their tusks for 1d6 points of damage, plus the character's full STR bonus. This is normal damage, not subdual damage- for much the same reasons as with Minotaur horns.
  • Superior Swimmers (Ex): +4 racial bonus to all Swim checks. Thanoi are consummate swimmers. Furthermore, Thanoi suffer swim penalties at only half the normal rate- for instance, they get a -1 penalty on every other round they spend underwater, instead of every round.
  • Superior Lungs (Ex): Thanoi can take in more air, and use it longer, than other land-dwelling races. They can hold breath for 4 rounds per point of Constitution, and only need to save every other round once air runs out, instead of every round.
  • Cold Resistance (Ex): Thanoi have Cold Resistance 10, and have a +2 racial save bonus against Cold attacks and effects. Since this is a result of their thick, blubbery hides, they do not also have a special vulnerability to Fire or heat.


Manataur/
Sea Minotaur
  • Ability Score Modifiers: STR +6, DEX -2, CON +2, WIS +2, CHA -2
  • Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
  • Base Speed: 20 feet, Swim 60 feet.
  • Automatic Languages: Aquacommon, Minotaur.
  • Bonus Languages: Any non-secret.
  • Favored Class: Ranger or Scout- Manataurs are a warrior race like their landbound cousins, but their life in roving tribes leads them to learn mobile hunters' skills first.
  • Darkvision (Ex): Manataurs can see up to 60 feet in darkness.
  • Natural Weapons: Manataurs can gore opponents with their tusks for 2d4 points of damage, plus the character's full STR bonus. This is normal damage, not subdual damage- Manataur tusks are sharp, and most of them take the trouble to make sure they stay that way by trimming and honing them.
  • Amphibious (Ex): Manataurs have gills, and can breathe water, but they can also breathe air with equal ease.
  • +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, they never suffer penalties to their Swim checks for being underwater- their normal habitat, in fact, is underwater. Manataurs are an aquatic race, and learn to swim before they learn to move about on land using their blubbery tails. These bonuses derive from the Manataurs having a Swim speed, and are not racial bonuses in the strictest sense.
  • Undersea Track (Su): Manataurs gain Track as a bonus feat at 1st level, whether or not they have Ranger class levels; furthermore, they gain a +4 competence bonus to Survival checks used to track quarry underwater, and do not suffer the normal penalties for such checks. This is a Divination ability, which can be foiled in the same manner as scrying effects.


Bloodhorn/
Red Minotaur
  • Ability Score Modifiers: STR +4, CON +4, WIS +4
  • Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
  • Base Speed: 40 feet.
  • Automatic Languages: Common (Arite), Minotaur.
  • Bonus Languages: Any non-secret.
  • Favored Class: Psychic Warrior- Red Minotaurs have the warrior traditions of their forebears alive, but have learned to combine and enhance them with their considerable mental might to better defend their lands.
  • Weapon Proficiency (Cu): Red Minotaurs have automatic proficiency in all Simple and Martial weapons. They train their children in all standard combat forms, so even normally noncombatant Bloodhorns are capable of fighting fiercely when necessary.
  • Weapon Familiarity (Cu): A Bloodhorn character picks any three Exotic weapons at 1st level, to treat as Martial weapons for all purposes. Different Red Minotaurs explore different cultural weapons, including tools of the Ancients, but all pursue such studies in youth (even if only for a brief time).
  • Low-Light Vision (Ex): Red Minotaurs can see twice as far as humans in low-light conditions, and can still distinguish color and detail under low light.
  • Natural Weapons: Red Minotaurs can gore opponents with their horns for 1d6 points of damage, plus the character's full STR bonus. This is normal damage, not subdual damage- Minotaur horns are sharp, and most of them take the trouble to make sure they stay that way by trimming and honing them, though the horns of the Red Minotaurs in particular are slightly smaller than those of other Minotaur clans.
  • Psi-Like Abilities: Bloodhorns have developed several inborn psionic powers over the centuries of their vigil, which they can manifest for no power point cost. These powers are Call Weaponry, Offensive Precognition, Offensive Prescience, and Stomp, usable at will, and Energy Push (Fire only) and Energy Stun (Fire only), usable once/day each. All of these abilities are treated as if manifested by a Psychic Warrior of level equal to the Bloodhorn's character level, though none of them may be augmented unless the character spends actual power points to do so.
  • Psionic Status: Red Minotaurs are psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them.
  • Volcanic Expertise (Cu): +1 racial bonus to all Survival checks related to desert or lava field terrain.
  • Heat Dwellers (Ex): Bloodhorns have a +3 racial save bonus against all Fire attacks and abilities, and take 1 less point of damage per die from them. They have a -3 racial penalty to save against Cold attacks and abilities, and take 1 extra point of damage per die from them.
  • Level Adjustment: +1. For experience purposes, Red Minotaurs are treated as being 2nd-level characters when at 1st level. Thus, a Bloodhorn character starts with 1000 XP, and requires 3000 to go to 2nd level.


Dwarves

Hill Dwarf
  • Ability Score Modifiers: STR +2, CON +4, WIS +2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 20 feet.
  • Automatic Languages: Common (any one region except Arite), High Dwarvish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Fighter- dwarves are a martial people, and train their children in the ways of battle from an early age.
  • Darkvision (Ex): Dwarves can see in darkness up to 60 feet.
  • Armored Endurance (Ex): Dwarves never suffer movement speed penalties for wearing Medium or Heavy armor, or for carrying medium or heavy encumbrance loads.
  • Strength of Stone (Ex): +2 racial save bonus against poisons, spells, and spell-like abilities.
  • Stonecunning (Cu): Hill Dwarves have a +2 racial bonus on checks to notice unusual stonework- simply passing within 10 feet of such stonework allows a check as if the character were actively searching. This also allows them to use the Search skill to find stonework traps as rogues, whether or not they have class levels in Rogue, and to use Disable Device to deal with any traps they find. Dwarves can also sense approximate depth underground (to within 10%) at will.
  • Weapon Familiarity (Cu): Dwarves treat the Dwarven Waraxe and Dwarven Urgrosh as Martial Weapons, not Exotic Weapons.
  • Stability (Ex): Dwarves are exceptionally stable on their feet, and receive a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. This bonus does not apply if the dwarf is climbing, flying, riding, or otherwise not standing firmly on the ground.
  • Mercantile Expertise (Cu): +2 racial bonus to Appraise checks related to rare or exotic items.
  • Technology Expertise (Cu): +2 racial bonus to all Appraise and Craft checks regarding Ancient technology or Silmarillium, Knowledge (Ancient Technology) and Use Ancient Device checks. Dwarves have always been technology-minded, and they kept knowledge of ancient machines longer than the other Elder Races did.
  • Expert Smiths (Cu): +2 racial bonus to Craft checks regarding stone or metal. Dwarves have always been renowned for their careful craftmanship and attention to detail.


Mountain Dwarf
  • Ability Score Modifiers: STR +2, CON +6, WIS +2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 20 feet.
  • Automatic Languages: Common (any one region except Arite), High Dwarvish, Undercommon.
  • Bonus Languages: Any non-secret.
  • Favored Class: Fighter- dwarves are a martial people, and train their children in the ways of battle from an early age.
  • Darkvision (Ex): Mountain Dwarves can see in darkness up to 90 feet.
  • Armored Endurance (Ex): Dwarves never suffer movement speed penalties for wearing Medium or Heavy armor, or for carrying medium or heavy encumbrance loads.
  • Strength of the Mountain (Ex): +3 racial save bonus against poisons.
  • Spell Resistance (Su): 3 + highest class level.
  • Stonecunning (Cu): Mountain Dwarves have a +3 racial bonus on checks to notice unusual stonework- simply passing within 15 feet of such stonework allows a check as if the character were actively searching. This also allows them to use the Search skill to find stonework traps as rogues, whether or not they have class levels in Rogue. Dwarves can also sense approximate depth underground (to within 10%) at will.
  • Weapon Familiarity (Cu): Dwarves treat the Dwarven Waraxe and Dwarven Urgrosh as Martial Weapons, not Exotic Weapons.
  • Stability (Ex): Dwarves are exceptionally stable on their feet, and receive a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. This bonus does not apply if the dwarf is climbing, flying, riding, or otherwise not standing firmly on the ground.
  • Expert Smiths (Cu): +2 racial bonus to Craft checks regarding stone or metal. Dwarves have always been renowned for their careful craftmanship and attention to detail.
  • Earth Ties (Cu): +2 racial bonus to Diplomacy and Sense Motive checks on creatures native to the Elemental Plane of Earth. Mountain Dwarves have always been close to the earth, and they maintain friendly ties with creatures related to that element.


Sea Dwarf
  • Ability Score Modifiers: DEX +2, CON +4, WIS +2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 20 feet.
  • Automatic Languages: Common (any one region except Arite), High Dwarvish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Swashbuckler- dwarves are a martial people, and train their children in the ways of battle from an early age- but Sea Dwarves in particular learn combat methods emphasizing mobility and finesse over the brute-armored-force ways of their landbound cousins.
  • Darkvision (Ex): Dwarves can see in darkness up to 60 feet.
  • Armored Endurance (Ex): Dwarves never suffer movement speed penalties for wearing Medium or Heavy armor, or for carrying medium or heavy encumbrance loads.
  • Strength of Stone (Ex): +2 racial save bonus against poisons, spells, and spell-like abilities.
  • Wavecunning (Cu): Sea Dwarves have a +2 racial bonus on checks to notice unusual water movement, such as currents that might help propel a ship, or waves radiating from one place, signalling a vortex or whirlpool in the making. This bonus also applies to any checks to Spot hidden monsters underwater. Sea Dwarves can also sense the approximate depth of the local sea (to within 10%) at will.
  • Weapon Familiarity (Cu): Dwarves treat the Dwarven Waraxe and Dwarven Urgrosh as Martial Weapons, not Exotic Weapons.
  • Sea Legs (Cu): Sea Dwarves are exceptionally stable on their feet, and receive a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the deck of a ship. This bonus does not apply if the dwarf is climbing, flying, riding, or otherwise not standing firmly on the deck. Also, Sea Dwarves are immune to all forms of motion sickness, as life on the sea has solidified their inner sense of balance.
  • Mercantile Expertise (Cu): +2 racial bonus to Appraise checks related to rare or exotic items.
  • Expert Sailors (Cu): +2 racial bonus to all Balance, Profession (Sailor), and Swim checks. Sea Dwarf clans live in their mighty fortress-ships far from the sight of any land, and have become excellent sailors over the centuries.
  • Expert Carpenters (Cu): +2 racial bonus to Craft checks regarding wood. Dwarves have always been renowned for their careful craftmanship and attention to detail, and Sea Dwarves are master shipwrights.


Deep Dwarf/
Sunken Dwarf
  • Ability Score Modifiers: DEX +2, CON +4, WIS +2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 20 feet, Swim 30 feet.
  • Automatic Languages: Aquacommon, Deep Dwarvish, Undercommon.
  • Bonus Languages: Any non-secret.
  • Favored Class: Cleric- Dwarves tend to be devout religious folk, and Deep Dwarves are even more so than normal, as they credit the gods (especially Marna and Geb) from saving their mountain kingdom when it sank beneath the waves so many centuries ago.
  • Darkvision (Ex): Deep Dwarves can see in darkness up to 90 feet.
  • Armored Endurance (Ex): Dwarves never suffer movement speed penalties for wearing Medium or Heavy armor, or for carrying medium or heavy encumbrance loads.
  • Strength of the Ocean (Ex): +4 racial save bonuses against poisons. Many deep sea creatures are venomous, and Deep Dwarves have developed even greater inborn resistance to toxins of all sorts than landbound dwarves as a result.
  • Water Breathing (Sp): Deep Dwarves have an inborn ability to use Water Breathing as if cast by a Cleric of equal level, once/day. Deep Dwarves of 12th level or higher can effectively breathe water at will, and never need to activate this ability, nor do they lose it in Anti-Magic or Dead Magic zones, though the ability otherwise remains spell-like in nature.
  • Stonecunning (Cu): Deep Dwarves have a +2 racial bonus on checks to notice unusual stonework- simply passing within 15 feet of such stonework allows a check as if the character were actively searching. This also allows them to use the Search skill to find stonework traps as rogues, whether or not they have class levels in Rogue. Dwarves can also sense approximate depth underground (to within 10%) at will.
  • Weapon Familiarity (Cu): Dwarves treat the Dwarven Waraxe and Dwarven Urgrosh as Martial Weapons, not Exotic Weapons.
  • Stability (Ex): Dwarves are exceptionally stable on their feet, and receive a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. This bonus does not apply if the dwarf is climbing, flying, riding, or otherwise not standing firmly on the ground.
  • Pressure Sense (Cu): Deep Dwarves have refined the same senses that allow them to determine depth underground, to allow them to also determine depth underwater exactly the same way. They can sense their current depth below sea level (to within 10%) based on water pressure alone.
  • Expert Smiths (Cu): +2 racial bonus to Craft checks regarding stone or metal. Dwarves have always been renowned for their careful craftmanship and attention to detail.
  • +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, Deep Dwarves never suffer penalties to their Swim checks for being underwater. These bonuses derive from the Deep Dwarves having a Swim speed, and are not racial bonuses in the strictest sense.
  • Deep Dwellers (Ex): Deep Dwarves do not suffer penalties or damage for changes in water pressure.


Duergar/
Gray Dwarf
  • Ability Score Modifiers: CON +4, INT +2, WIS -2, CHA -4
  • Medium-size: No size modifiers.
  • Base Speed: 20 feet.
  • Automatic Languages: Undercommon, Duergar, High Dwarvish, Dark Dwarvish.
  • Bonus Languages: Any non-secret, plus the Silent Tongue of Drow hand signals. Duergar have frequent dealings with Drow as a people, and have learned some of their ways as a result.
  • Favored Class: Psychic Warrior- Duergar are a martial people, and train their children in the ways of battle from an early age- but they are also a highly psionic people, and nearly every Duergar has some psionic powers.
  • Darkvision (Ex): Duergar can see in darkness up to 120 feet. To creatures with Darkvision, their eyes appear to glow, as they actually project infrared light to extend their visual range.
  • Armored Endurance (Ex): Dwarves never suffer movement speed penalties for wearing Medium or Heavy armor, or for carrying medium or heavy encumbrance loads.
  • Magic Resistance (Ex): Immunity to paralysis, phantasms, and magical or alchemical poisons because of long centuries of experience against foes using such things. +2 racial save bonus against spells and spell-like effects and abilities. Note that Duergar do not have immunity to normal poisons, nor do they even have a racial save bonus against them.
  • Padfoot (Cu): +4 racial bonus to Move Silently checks.
  • Stonecunning (Cu): Duergar have a +3 racial bonus on checks to notice unusual stonework- simply passing within 15 feet of such stonework allows a check as if the character were actively searching. This also allows them to use the Search skill to find stonework traps as rogues, whether or not they have class levels in Rogue, and to use Disable Device on any such traps that they find. Dwarves can also sense approximate depth underground (to within 10%) at will.
  • Weapon Familiarity (Cu): Dwarves treat the Dwarven Waraxe and Dwarven Urgrosh as Martial Weapons, not Exotic Weapons.
  • Stability (Ex): Dwarves are exceptionally stable on their feet, and receive a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. This bonus does not apply if the dwarf is climbing, flying, riding, or otherwise not standing firmly on the ground.
  • Expert Smiths (Cu): +2 racial bonus to Craft checks regarding stone or metal. Dwarves have always been renowned for their careful craftmanship and attention to detail.
  • Paranoid (Ex): +3 racial bonus to Listen and Spot checks. Duergar are a very paranoid people, and are constantly looking out for trouble.
  • Wild Talent (Su): A Gray Dwarf gains Wild Talent as a bonus feat at 1st level; every Duergar begins play with one 1st-level power and 2 psionic Power Points to use it with. Thus, a 1st-level Duergar Psychic Warrior starts with 2 1st-level powers, and 2 Power Points plus any bonus Power Points gained from high WIS.
  • Psi-Like Abilities: Enlarge Person and Invisibility, once per day. These are manifested as if cast by a Wizard of twice the Duergar's highest class level (but minimum of 3rd level effectiveness), but are psionic abilities rather than magical. These can only affect the user and whatever items and equipment he or she is carrying at the time.
  • Psionic Status: Duergar are psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them.
  • Light Blindness (Ex): Duergar are blinded by bright light (such as sunlight, or a Daylight spell) for 1 round after abrupt exposure, and always suffer a -2 Circumstance penalty to attack rolls, saves, and checks while operating in bright light.
  • Level Adjustment: +1. For experience purposes, Gray Dwarves are treated as being 2nd-level characters when at 1st level. Thus, a Duergar character starts with 1000 XP, and requires 3000 to go to 2nd level.


Derro/
Dark Dwarf
  • Ability Score Modifiers: STR -2, DEX +4, INT +2, WIS -2
  • Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
  • Base Speed: 20 feet.
  • Automatic Languages: Undercommon, Dark Dwarvish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Sorcerer- Derro are a very magical people, and most manifest some magical powers sooner or later.
  • Darkvision (Ex): Derro can see in darkness up to 30 feet.
  • Strength of the Mountain (Ex): +2 racial save bonus against poisons.
  • Spell Resistance (Su): 17 + half highest class level.
  • Greater Stonecunning (Cu): Derro have a +4 racial bonus on checks to notice unusual stonework- simply passing within 20 feet of such stonework allows a check as if the character were actively searching. This also allows them to use the Search skill to find stonework traps as rogues, whether or not they have class levels in Rogue. Dwarves can also sense approximate depth underground (to within 10%) at will.
  • Bonus Feat (Cu): Blind-Fight. Derro don't have vision as acute as other dwarves (hence their low Darkvision range), and therefore learn to use their other senses as well.
  • Limited Regeneration (Ex): Derro have all the abilities of normal Regeneration (with Fire, Acid, and Radiation/Light dealing normal damage), except that they only heal at the standard rate (rather than a number of hit points every round), and cannot reattach severed limbs or body parts. They must wait a day for any severed parts to regrow. A Derro whose head is severed or destroyed truly dies and stops regenerating.
  • Sunlight Vulnerability (Ex): Derro take 1 point of temporary Constitution damage each hour they are exposed to full sunlight (but not a Daylight spell), dying when Constitution reaches 0. They also lose the Limited Regeneration ability in sunlight, so Derro who die from lost Constitution are truly dead. Lost points are regained at the standard rate, once the Derro is out of sunlight.


Desert Dwarf
  • Ability Score Modifiers: CON +6, INT -2, WIS +4
  • Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
  • Base Speed: 20 feet.
  • Automatic Languages: Common (Arite), Dark Dwarvish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Barbarian- Desert Dwarves live in a land which constantly challenges their survival, and their dwarven warrior heritage has changed appropriately.
  • Darkvision (Ex): Dwarves can see in darkness up to 60 feet.
  • Armored Endurance (Ex): Dwarves never suffer movement speed penalties for wearing Medium or Heavy armor, or for carrying medium or heavy encumbrance loads.
  • Stability (Ex): Dwarves are exceptionally stable on their feet, and receive a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. This bonus does not apply if the dwarf is climbing, flying, riding, or otherwise not standing firmly on the ground.
  • Strength of Stone (Ex): +2 racial save bonus against poisons, spells, and spell-like abilities.
  • Orienteering (Cu): +2 racial bonus to Survival checks made in wilderness areas of Arite. Desert Dwarves learn to survive in the harsh deserts of Arite from an early age.
  • Personal Focus (Cu): Desert Dwarves have developed the ability to keenly, and almost obsessively, focus on their tasks. Once per day, a Desert Dwarf may pick any one skill that he or she has at least 1 rank in, and apply a +3 bonus to it for the remainder of the day, as if the character had the Skill Focus feat for that skill.


Rock Dwarf
  • Ability Score Modifiers: DEX -2, CON +6, WIS +2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 20 feet.
  • Automatic Languages: Common (Arite), Dark Dwarvish, Terran.
  • Bonus Languages: Any non-secret.
  • Favored Class: Druid- Rock Dwarves are very close to the earth, due to their heritage, and most of them feel some connection with nature as a result.
  • Low-Light Vision (Ex): Rock Dwarves can see twice as far as a human in conditions of low illumination. They retain the ability to distinguish color and detail under such conditions.
  • Armored Endurance (Ex): Dwarves never suffer movement speed penalties for wearing Medium or Heavy armor, or for carrying medium or heavy encumbrance loads.
  • Superior Stability (Ex): Rock Dwarves are incredibly stable on their feet, and receive a +8 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground. This bonus does not apply if the dwarf is climbing, flying, riding, or otherwise not standing firmly on the ground.
  • Dual Elemental Type (Ex): Rock Dwarves count as Elementals with the Earth subtype, in addition to being Humanoids. They are affected by spells and powers which say they affect Earth Elementals, except for spells and powers specifically designed to control elementals, or banish them back to their home planes, which fail. Rock Dwarves are native to Taera, despite their elemental nature, and are therefore not outsiders (nor can they be treated as such). Importantly, they are not hedged out or prevented from attacking by Protection From Evil/etc., or Magic Circles against same; only a Magic Circle Against Earth can hedge them out that way.
  • Strength of the Core (Ex): +8 racial save bonuses against poisons and diseases. Rock Dwarves' elemental nature makes them highly resistant to poisons and diseases, though they are still occasionally affected by such because of their humanoid heritage.
  • Electricity Resistance (Ex): Rock Dwarves are related to Earth Elementals, creature which are immune to electrical damage. Therefore, Rock Dwarves are highly resistant to such attacks, having Electricity Resistance 20. They also enjoy a +2 racial bonus to saving throws against electrical attacks.
  • Statue (Sp): Rock Dwarves have the ability to turn themselves to solid stone once/day as the spell Statue, cast by a Sorcerer of level equal to the highest class level the character has attained. Also, while a statue, a Rock Dwarf doesn't look like a statue- rather, the character resembles a boulder (vaguely shaped like a living creature, at best).
  • Tremorsense (Ex): While in contact with ground or earth, Rock Dwarves can sense the location of every other moving thing that is also in contact with the ground, within 30 feet.
  • Level Adjustment: +1. For experience purposes, Rock Dwarves are treated as being 2nd-level characters when at 1st level. Thus, a Rock Dwarf character starts with 1000 XP, and requires 3000 to go to 2nd level.


Orcs

High Orc
  • Ability Score Modifiers: STR +2, CON +2, INT +2, WIS +2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Languages: Common (any one region), Orcish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Any- High Orcs are a disciplined people, and can juggle the concerns of two classes with little trouble. The highest-level class doesn't count when determining experience penalties for multiclassing.
  • Darkvision (Ex): High Orcs can see up to 60 feet in darkness.
  • Spell Resistance (Su): 5 + highest class level.
  • Law Instinct (Cu): After observing an unfamiliar group of people for one day, a High Orc character can make a Sense Motive check to determine basic laws and customs of the entire group, even if he or she doesn't speak the language. If successful, that character gets a +2 bonus to all Diplomacy, Gather Information, and Sense Motive checks made on members of that group in the future.
  • Tribal Hate (Cu): +1 racial bonus to attack rolls made against Tribal Orcs. High Orcs despise their savage cousins for giving up civilization and discipline, and fight them often.


Tribal Orc
  • Ability Score Modifiers: STR +4, CON +4, INT +2, WIS -2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Language: Orcish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Barbarian- Tribal Orcs are, in general, a thoroughly savage bunch, and respect nothing more than strength and fury. Chieftains of Tribal Orcs are usually high-level Barbarians.
  • Darkvision (Ex): Tribal Orcs can see up to 60 feet in darkness.
  • Spell Resistance (Su): 5 + highest class level.
  • Civil Hate (Cu): +2 racial bonus to attack rolls made against High Orcs. Tribal Orcs despise their civilized cousins for being like the other, weaker races, and fight them often. +1 racial bonus to attack rolls made against other Elder Races. Tribal Orcs have consciously rejected the ancient civilization and everything that went with it, and that includes coexistence with other people.
  • Terrain Mastery (Cu): +4 racial bonus to all Survival checks made in terrain familiar to the character; characters start with 3 familiar terrain types. They also get a +4 racial bonus to Hide checks made on familiar terrain. A character may add to his or her repertoire of terrains by spending one week living in new terrain, and making a successful Survival check at the end of the week vs. DC 15.


Desert Orc
  • Ability Score Modifiers: DEX +2, CON +2, INT -2, WIS +6, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Language: Common (Arite), Dark Orcish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Ranger- Desert Orcs are consummate hunters, and the hunting life has been bred into them over tens of generations as their small tribes eked out an existence in the harsh deserts of Arite.
  • Low-Light Vision (Ex): Desert Orcs can see twice as far as humans in low-light conditions, and can still distinguish color and detail under low light.
  • Hardy (Ex): Desert orcs are astoundingly hardy and hale. They can go twice as long as other races without food or water before suffering the effects of starvation or thirst, and the effects happen twice as slowly to them- for instance, a starving Desert Orc only makes a CON check every other day. Also, Desert Orcs have a +2 racial bonus to saves against poison and disease.
  • Bonus Feat (Cu): Track. Desert Orcs are, again, consummate hunters, and all their children are taught to track prey at an early age.
  • Expert Hunters (Cu): +4 racial bonus to all Survival, Hide, and Move Silently checks. These, again, result from their constant training for the hunt while growing up.


Goblin/
Dwarf Orc
  • Ability Score Modifiers: STR -2, DEX +4, CON -2, INT +2, WIS +2, CHA -2
  • Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
  • Base Speed: 20 feet.
  • Automatic Language: Common (any one region), either Goblin (if Taeran) or Cerulean (if Aritian).
  • Bonus Languages: Any non-secret.
  • Favored Class: Rogue- Goblins are a generally sneaky and lawless bunch, and their lifestyle and racial advantages tend to steer them in the direction of Rogueish behavior.
  • Darkvision (Ex): Goblins can see up to 90 feet in darkness.
  • Trap Expertise (Cu): +4 racial bonus to Search checks made to find traps, Disable Device checks used on traps they find, and Open Locks checks. Goblins are very good at constructing traps, and are therefore good at spotting them; also, the knowledge of mechanics they have as a result of that makes it easier for them to trip the tumblers in locks they want opened.
  • Sneak Attack (Ex): Even a Goblin who has no levels in Rogue can use the Sneak Attack ability as a Rogue equal to his or her highest class level. Goblins aren't normally very powerful combatants, and they know it, so they learn from an early age to hit the enemy where it counts.
  • Super Taunt (Cu): Goblins have a reputation as nasty, disgusting little sneaks, and they have learned to use it to their advantage. As a full-round action, a Goblin character may make a Taunt check on an intelligent opponent, who flies into a berserk rage if the goblin is successful in adjusting the creature's attitude to Hostile (or in beating DC 15 if it already was Hostile). Targets who fail their opposed checks must make a Will save vs. DC 10 + the Goblin's character level fly into a blind fury for 2d4 rounds. The Goblin need not speak the language of the victims to Taunt them, but if he or she does, they save at a -2 circumstance penalty thanks to more easily understood (and graphic) insults. Enraged opponents have a -2 circumstance penalty to all saving throws, skill checks, and AC until the rage ends, but they also have a +1 circumstance bonus on attack and damage rolls targetting the Taunting Goblin and any companions he or she has! A Goblin with ranks in Taunt gains those ranks as a bonus to the DC against the saving throw, should the Taunt check itself succeed. Also, Goblins have a +4 racial bonus on all Taunt checks. They have their reputation for a reason.


Xvart/
Ice Goblin
  • Ability Score Modifiers: STR -2, DEX +2, CON +2, INT +2, CHA -2
  • Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
  • Base Speed: 20 feet.
  • Automatic Language: Common (Anyrk, Arcia, or Nakhu), Goblin.
  • Bonus Languages: Any non-secret.
  • Favored Class: Rogue- Xvarts are a generally sneaky and lawless bunch, and their lifestyle and racial advantages tend to steer them in the direction of Rogueish behavior.
  • Darkvision (Ex): Xvarts can see up to 60 feet in darkness.
  • Sneak Attack (Ex): Even a Xvart who has no levels in Rogue can use the Sneak Attack ability as a Rogue equal to his or her highest class level. Xvarts aren't normally very powerful combatants, and they know it, so they learn from an early age to hit the enemy where it counts.
  • Chameleon Power (Psi): 3 times per day, a Xvart can change his or her skin and eye color to match the surrounding area, blending in and becoming very hard to see. Initiating the Chameleon Power is a full-round action and requires a Concentration check vs. DC 10, but once active it can be maintained for one minute per character level with no further checks. If the check fails, the attempt does not count against the daily total, and the Xvart may try again in the next round. A successfully camoflaged character is effectively invisible (50% miss chance), though opponents who succeed at a Spot check vs. DC 20 + the Xvart's INT modifier can attack as if the Xvart merely had 3/4 concealment (30% miss chance). During a round in which the Xvart attacks, the camoflage is easier to see through, and instead provides the benefits of a Blur spell (though it still works in Anti-Magic or Dead Magic zones due to being psionic).
  • Psionic Status: The Chameleon Power is actually a psi-like ability native to Xvarts, though no non-Xvart has ever been observed manifesting it. Xvarts are, therefore, psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them.
  • Cold Dwellers (Ex): Xvarts have a +1 racial bonus to saves against Cold attacks, and take 1 less point of damage per die from them. They suffer a -1 penalty to saves against Fire attacks, and take 1 extra point of damage per die from them.


Nilbog/
Night People/
Orange Goblin
  • Ability Score Modifiers: STR -2, DEX +4, WIS -2, CHA +2
  • Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
  • Base Speed: 20 feet.
  • Automatic Language: Nilbog.
  • Bonus Languages: None. Orange Goblins do not automatically start the game with bonus languages, due to the isolation of their culture from the rest of the world.
  • Favored Class: One of Bard, Rogue, Sorcerer, or Wilder- Each tribe of the Night People specializes in a different sort of power, and though all tribes have their Experts, Adepts, and Warriors, the elite and leaders of each tribe are a specific class unique to that tribe. A Nilbog character chooses one of these four classes as a favored class at 1st level, and thereafter keeps that class as the character's favored class throughout his or her career.
  • Illiteracy (Cu): Night People do not begin the game knowing how to read and write as other characters do, unless the character's first class level is in Elementalist, Mage-Priest, or Wizard. Their own language does not have a written form, and they have never been taught to understand the writings left behind by those who made the Rainbow Vale what it is now, so they have lost the skill of reading and writing over the centuries. A Nilbog character may spend 2 skill points at his or her first level-up after encountering writing and an intelligent creature capable of teaching the symbols to the character, to permanently learn how to read and write all languages he or she knows.
  • Low-Light Vision (Ex): Nilbogs can see approximately twice as well as a human can, in conditions of less than full lighting.
  • Sneak Attack (Ex): Even a Nilbog who has no levels in Rogue can use the Sneak Attack ability as a Rogue equal to his or her highest class level. Nilbogs aren't normally very powerful combatants, and they know it, so they learn from an early age to hit the enemy where it counts.
  • Reversion Field (Psi): Orange Goblins have a unique and utterly mystifying ability to alter reality around themselves. Though the effects of this reality alteration can be difficult or impossible to replicate using conventional magical or psionic powers, it is not under conscious control, and cannot be turned off or deactivated by any means other than the death of the Nilbog producing the field. Although its actual effects cannot be precisely known or prepared for in advance, they do follow a somewhat predictable pattern, and the Night People (who are well aware of the usual effects of their Reversion Field) have learned over the centuries to take advantage of it. In essence, the field causes affected creatures to behave in a manner opposite to or reversing what they would otherwise do.
        For example, if a creature is guarding prisoners, when it is affected by the field, it might go into the prison and set all the prisoners free for no apparent reason. Alternatively, it might go into the prison and try to kill all the prisoners, or it might usher a known friend of the prisoners into the prison with a full set of keys and be completely unconcerned by whatever they feel like doing while inside- or any number of other possibilities. By contrast, a greedy adventurer delving into a fortress populated by Nilbogs might suddenly decide to leave all of his or her treasure in an open, empty chest and leave the area with no feelings of regret or desire to go back, or might actually hand valuables to the Nilbogs and other creatures in the fortress- or do something even weirder than those. The exact effects are up to the DM's discretion, but always follow the pattern of reversing or opposing what the affected creature or character would normally do. Importantly, no matter how outlandish the creature's actions may be, they always seem to be perfectly logical and necessary to the affected creature itself, and even after exiting the field, the actions the creature took while affected are remembered as proper and correct. Nothing can overcome this reversion of will and desire except, perhaps, a very carefully worded Wish or Miracle spell.
        The field affects any creature which comes within 20 feet of a Nilbog; every such creature that enters a Nilbog's field must make a Will save (DC 10 plus the Nilbog's CHA modifier plus the Nilbog's character level) or be affected by the field. The save must be rolled every time the creature comes within 20 feet of a Nilbog, even if it leaves the field and reenters it later- unlike most similar field effects produced by other creatures, a successful save against a Nilbog's Reversion Field does not grant any sort of immunity to later exposure. If the save succeeds, then the creature is able to act normally within the field, though sometimes objects carried or used by an unaffected creature are themselves affected and behave oddly. If the save fails, then the creature is affected as described above.
        It must be noted that while Nilbogs are always immune to the Reversion Fields of other Nilbogs, they are not apparently immune to their own fields- because the Reversion Field produces several strange effects on Nilbogs themselves. First, the voices of Orange Goblins are very deep, loud, and resonating, despite clearly not having the size and vocal equipment to produce such noises naturally. Second, Nilbogs speak backwards, reversing syllables and words alike, and even a translation spell such as Comprehend Languages does not let a recipient understand Nilbog speech as normal speech (should the Nilbog be speaking an unknown language). Instead, a non-Nilbog character hoping to understand what a Nilbog is saying must make a Knowledge (Puzzles) check (DC 10) in order to figure it out; if the check fails, the words sound like gibberish no matter how powerful the translation effect is or whether the Night Person is actually speaking the creature's native language. Finally, the field produces more odd effects which, although directly produced by the field itself, are so consistent and significant that they are given their own ability descriptions below.
  • Hiding Reversal (Psi): Perhaps the oddest side effect of the Reversion Field is that the Nilbog's image only appears normally within the field itself; that is, only within 20 feet of the Nilbog will a creature be able to notice and interact with the character normally. Beyond that range, the Reversion Field's distortion of reality causes any creature which is actually looking for the Nilbog character to miss him or her rather than find. That is, in game terms, a creature must fail a Spot check opposed by the Nilbog's Hide check in order to see the Nilbog, rather than succeed. Within 20 feet, this effect disappears, and the Nilbog's Hide roll works normally vs. opposing Spot rolls. A sense which does not rely on a roll to determine the locations of creatures, such as Scent or Blindsense, is unaffected by this ability; only ordinary Spotting and Hiding are limited by this power.
  • Damage Reversal (Psi): Arguably the most useful side effect of the Reversion Field is this, the ability to literally reverse the effects of damage that the Nilbog should otherwise take. Whenever a Night Person character takes damage from any weapon or physical attack, other than something overwhelming like being crushed by an object of at least three size categories larger than the character, the Nilbog takes no damage- and instead gains the amount of damage dealt as temporary hit points which last a maximum of one hour. A Nilbog can never gain or have more temporary hit points than his or her normal maximum total in this way, and any effects which deal energy damage (other than negative energy such as Inflict spells, which heals them just as weapon strikes do) or do not deal hit point damage (such as ability damage from poisons and diseases, or death effects such as Slay Living) affect the Nilbog normally. For example, if a Night Person were hit by a massive swing from a Minotaur's greatsword that dealt 35 points of damage, then the character would gain 35 temporary hit points instead of taking damage, but if the same character were later subjected to a Feeblemind spell, then his or her INT would be dropped as normal- and if the character were caught in a Fireball then he or she would take damage from it normally.
        As an unpleasant corollary of this ability, Nilbogs are dealt damage by healing spells and effects, instead of being healed by them as normal living creatures are. For instance, a Nilbog would take normal damage from hits by Lifestone weapons, or other weapons with similar healing effects, and would take 1d8+1 point of damage per caster level from a Cure Light Wounds spell. Because of this last effect of the Damage Reversal ability, and the Nilbog ability to be healed by Inflict spells, some characters from regions where Nilbogs are rare or unknown assume that Nilbogs are a strange/rare form of undead, but this impression is false- and clearly demonstrated as such the first time such a character attempts to (for instance) Turn Undead on a Nilbog or few.
  • Psionic Status: The Reversion Field (and all of the linked abilities it grants) is actually a psi-like ability native to the Night People, though no non-Nilbog has ever been observed manifesting it. Night People are, therefore, psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them.
  • Heat Dwellers (Ex): Night People receive a +2 racial bonus to saving throws against Fire attacks, and suffer a -2 penalty against Cold attacks.
  • Level Adjustment: +1. For experience purposes, Nilbogs are treated as being 2nd-level characters when at 1st level. Thus, a Night Person character starts with 1000 XP, and requires 3000 to go to 2nd level.


Cerulean/
Blue Goblin
  • Ability Score Modifiers: STR -2, DEX +4, CON -2, INT +2, WIS +2
  • Small: +1 size bonus to AC and attack rolls, and +4 size bonus to Hide checks.
  • Base Speed: 20 feet.
  • Automatic Language: Common (Arite), Illithid.
  • Bonus Languages: Cerulean, Dark Elvish, Dark Dwarvish, Dark Orcish, Draconic, Gnomish, High Elvish (Arite), Minotaur, Lumin, Pterran, Undercommon.
  • Favored Class: Psion- Ceruleans have gradually had psionic power bred into them, and those who prosper learn to harness and train it early on.
  • Darkvision (Ex): Ceruleans can see up to 60 feet in darkness.
  • Psi-Like Abilities: Ceruleans have developed several inborn psionic powers over the long centuries of their captivity, which they can manifest for no power point cost. These powers are Charm Person, Ego Whip, Empty Mind, Energy Ray (Fire only), Far Hand, Logic Lockpick, and Maze of Reflection. All of these abilities are treated as if manifested by a Psion of level equal to the Cerulean's character level, though none of them may be augmented unless the character spends actual power points to do so.
  • Psionic Status: Ceruleans are psionic creatures, and can gain psionic Feats as long as they meet the other prerequisites for them.
  • Level Adjustment: +1. For experience purposes, Ceruleans are treated as being 2nd-level characters when at 1st level. Thus, a Cerulean character starts with 1000 XP, and requires 3000 to go to 2nd level.


Ogre/
Giant Orc
  • Ability Score Modifiers: STR +6, DEX -2, CON +4, INT -2, CHA -2
  • Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
  • Base Speed: 40 feet.
  • Automatic Language: Orcish.
  • Bonus Languages: Any non-secret.
  • Favored Class: None- Ogres are generally dimwits, imitating other cultures rather than coming up with one of their own. As a result, they rarely multiclass, suffering full experience penalties when they do.
  • Darkvision (Ex): Ogres can see up to 60 feet in darkness.
  • Spell Resistance (Su): 5 + highest class level.
  • Berserker Rage (Ex): All Ogres can enter a state of Rage once per day, identical to the class ability of Barbarians. Ogres with class levels in Barbarian gain an extra daily use of the Rage ability.
  • Stubborn Life (Ex): Some warriors of other races who have fought Ogres say they're "too stupid to know when they're dead." While fanciful and insulting, this comment is based partially on fact- Ogres are not as easy to knock unconscious through damage as other races are. An Ogre stays conscious with subdual damage until the subdual damage is 10 points greater than the Ogre character's hit point total. Also, an Ogre receives the Diehard feat for free as a bonus feat. This does not also grant the character the Endurance feat (which is the normal prerequisite for Diehard).


Merrow/
River Ogre
  • Ability Score Modifiers: STR +4, DEX -2, CON +4, INT -2, CHA -2
  • Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks.
  • Base Speed: 40 feet, Swim 40 feet.
  • Automatic Language: Orcish.
  • Bonus Languages: Any non-secret.
  • Favored Class: Ranger- Merrow live by hunting in and around the rivers and lakes they live in.
  • Darkvision (Ex): Merrow can see up to 60 feet in darkness.
  • Berserker Rage (Ex): All Merrow can enter a state of Rage once per day, identical to the class ability of Barbarians. Merrow with class levels in Barbarian gain an extra daily use of the Rage ability.
  • Amphibious (Ex): Merrow have gills, and can breathe water, but they can also breathe air with equal ease and survive on land indefinitely.
  • +8 racial bonus to all Swim checks, and can take 10 on Swim checks even under duress. Furthermore, they never suffer penalties to their Swim checks for being underwater- their normal habitat, in fact, is underwater. These bonuses derive from the Merrow having a Swim speed, and are not racial bonuses in the strictest sense.


Lizardfolk

Lizardfolk
  • Ability Score Modifiers: STR +4, DEX +2, WIS +2, CHA -4
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Languages: Common (Anyrk, Yoor, Arcia, or Zephra), Lizardfolk.
  • Bonus Languages: Any non-secret, plus Druidic (Taera).
  • Favored Class: Ranger- Lizardfolk live very close to nature.
  • Natural Weapons: Lizardfolk can bite opponents with their powerful jaws for 1d4 normal damage, bash with their bulky tails for 1d6 subdual damage, and slash with their clawed hands for 1d2 normal damage. The Bite receives the character's full STR bonus to damage, while the Claws each receive half the STR bonus. The Tail receives 1½ × the STR bonus, but the damage remains subdual only (unless the character has the Improved Unarmed Strike feat).
  • Natural Armor: Lizardfolk are covered with thick scales, granting them a +2 natural bonus to AC.
  • Superlative Swimming (Ex): +8 racial bonus to all Swim checks. Lizardfolk are generally considered the best swimmers among land-dwelling races. Furthermore, they suffer swim penalties at only one-third the normal rate- for instance, they get a -1 penalty on every third round they spend underwater, instead of every round.
  • Superior Lungs (Ex): Lizardfolk can take in more air, and use it longer, than other land-dwelling races. They can hold breath for 10 rounds (1 minute) per point of Constitution, and only need to save every fifth round once air runs out, instead of every round.
  • Spell-Like Ability: Lizardfolk gain the ability to Speak With Reptiles once per day when they reach the 9th character level. This ability is exactly like the spell Speak With Animals cast by a Druid of equal level, except that it only works on reptilian creatures such as crocodiles, lizards, and snakes.


Lizard King
  • Ability Score Modifiers: STR +4, DEX +2, CON +2, INT +2, WIS +2, CHA +2
  • Large: -1 size penalty to AC and attack rolls, and -4 size penalty to Hide checks. Lizard Kings are larger and bulkier than the lesser type of Lizardfolk.
  • Base Speed: 40 feet.
  • Automatic Languages: Common (Anyrk, Yoor, Arcia, or Zephra), Lizardfolk.
  • Bonus Languages: Any non-secret, plus Druidic (Taera).
  • Favored Class: Druid or Sorcerer- Lizard Kings have great magical potential, which they usually exploit by becoming Druids (and thus the natural leaders of the nature-loving communities of Lizardfolk) or Sorcerers. The higher-level of either of these two classes, if the Lizard King character has either or both, does not count when determining experience penalties for multiclassing.
  • Natural Weapons: Lizard Kings can bite opponents with their powerful jaws for 1d6 normal damage, bash with their bulky tails for 2d4 subdual damage, and slash with their clawed hands for 1d3 normal damage. The Bite receives the character's full STR bonus to damage, while the Claws each receive half the STR bonus. The Tail receives 1½ × the STR bonus, but the damage remains subdual only (unless the character has the Improved Unarmed Strike feat).
  • Natural Armor: Lizard Kings are covered with thick scales, granting them a +4 natural bonus to AC.
  • Superlative Swimming (Ex): +8 racial bonus to all Swim checks. Lizardfolk are generally considered the best swimmers among land-dwelling races, and their Kings are no exception. Furthermore, they suffer swim penalties at only one-third the normal rate- for instance, they get a -1 penalty on every third round they spend underwater, instead of every round.
  • Superior Lungs (Ex): Lizard Kings can take in more air, and use it longer, than other land-dwelling races. They can hold breath for 10 rounds (1 minute) per point of Constitution, and only need to save every fifth round once air runs out, instead of every round.
  • Spell-Like Ability: Lizard Kings can Speak With Reptiles twice per day. This ability is exactly like the spell Speak With Animals cast by a Druid of equal level, except that it only works on reptilian creatures such as crocodiles, lizards, and snakes.
  • Natural Leaders (Ex): Lizard Kings receive Leadership as a bonus feat, upon reaching 6th level. This bonus feat only allows Lizardfolk followers and cohorts, but a Lizard King character may choose to spend a normal feat slot to gain Leadership, and have it work on any race as normal. Likewise, upon reaching 21st level, the character receives Epic Leadership for free as a bonus feat, but spend an actual feat slot on Epic Leadership at some point if he or she wants to gain non-Lizardfolk followers and cohorts.
  • Impressive Presence (Ex): Lizard Kings receive a +4 racial bonus to all Diplomacy, Gather Information, and Intimidate checks. This bonus works even on non-Lizardfolk.
  • Natural Courage (Ex): Lizard Kings receive a +4 racial bonus against all Fear effects.
  • Level Adjustment: +2. For experience purposes, Lizard Kings are treated as being 3rd-level characters when at 1st level. Thus, a Lizard King character starts with 3000 XP, and requires 6000 to go to 2nd level.


Firenewt
  • Ability Score Modifiers: DEX +2, CON +4, WIS -2, CHA -2
  • Medium-size: No size modifiers.
  • Base Speed: 30 feet.
  • Automatic Languages: Common (Anyrk, Arcia, Zephra, or Nakhu), Lizardfolk.
  • Bonus Languages: Any non-secret.
  • Favored Class: Ranger or Scout- Firenewts live in harsh lands, and those who survive learn to live off of them. The higher-level of these two classes does not count when determining experience penalties for multiclassing, if the Firenewt character has either or both.
  • Natural Weapons: Firenewts can bite opponents with their powerful jaws for 1d4 normal damage, bash with their bulky tails for 1d4 subdual damage, and slash with their clawed hands for 1d2 normal damage. The Bite receives the character's full STR bonus to damage, while the Claws each receive half the STR bonus. The Tail receives 1½ × the STR bonus, but the damage remains subdual only (unless the character has th