| 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.
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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.
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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.
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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.
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| 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.
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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.
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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.
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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.
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| 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.
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| 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.
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| 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.
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| 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.
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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.
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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.
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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.
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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.
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| 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.
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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.
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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.
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| 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.
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| 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.
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| 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.
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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.
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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.
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