Races
Drae'a-vaeni
+2 Wisdom, +2 Charisma, -2 Constitution
Drae'a-vaeni are nimble in mind and possess a preternatural charm that some find alluring and others disturbing. Their form however is frail.
Medium
Drae'a-vani are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed
Drae'a-vani have a base speed of 30 feet.
Darkvision
Drae'a-vani can see in the dark up to 120 feet
Light Blindness
Abrupt exposure to bright light blinds Drae'a-vani for 1 round; on subsequent rounds, they are Dazzled as long as they remain in the affected area.
Adaptability
Drae'a-vani can mask their appearance as per the spell Alter Self with the following limitation; they may take on the appearance of a less obvious version of themselves. They may alter their skin tone, ear length and/or shape, eye color and their size by no more than 4 feet. Their horns and other aspects of their fey nature also remain hidden, at their discretion, when this ability is activated.
Fey Blood
Drae'a-vani count as both Fey and Elf for any effects related to race. They also take 2 additional points of damage when struck by Cold Iron weapons.
Fey Nature
The presence of the Drae'a-vani is disconcerting to most all but Fey. When dealing with Fey, Elves or Gnomes, Drae'a-vani gain a +4 bonus to Charisma based skill checks but suffer a -4 penalty on the same checks when dealing with other races.
Fey Resilience
Drae'a-vani are extremely resistant to magical effects and gain a +2 racial saving throw bonus against enchantment spells and effects. They also gain a +4 racial saving throw bonus to resist the spells and effects of other Fey.
Lithe
Drae'a-vani take a -1 penalty to their CMB and CMD due to their small frame but they recieve a +4 bonus on Stealth checks. They are also encumbered as if they were a small creature.
Keen Senses
Drae'a-vani receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity
Drae'a-vani are proficient with Chakrams, Kukris, Longbows (including Composite Longbows), Scimitars and Shortbows (including Composite Shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages
Drae'a-vani begin play speaking Common, Elven and Sylvan. Drae'a-vani with high Intelligence scores can choose from the following: Abyssal, Celestial, Draconic, Gnome, Goblin, Halfling and Orc.
Drae'a-vaeni are nimble in mind and possess a preternatural charm that some find alluring and others disturbing. Their form however is frail.
Medium
Drae'a-vani are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed
Drae'a-vani have a base speed of 30 feet.
Darkvision
Drae'a-vani can see in the dark up to 120 feet
Light Blindness
Abrupt exposure to bright light blinds Drae'a-vani for 1 round; on subsequent rounds, they are Dazzled as long as they remain in the affected area.
Adaptability
Drae'a-vani can mask their appearance as per the spell Alter Self with the following limitation; they may take on the appearance of a less obvious version of themselves. They may alter their skin tone, ear length and/or shape, eye color and their size by no more than 4 feet. Their horns and other aspects of their fey nature also remain hidden, at their discretion, when this ability is activated.
Fey Blood
Drae'a-vani count as both Fey and Elf for any effects related to race. They also take 2 additional points of damage when struck by Cold Iron weapons.
Fey Nature
The presence of the Drae'a-vani is disconcerting to most all but Fey. When dealing with Fey, Elves or Gnomes, Drae'a-vani gain a +4 bonus to Charisma based skill checks but suffer a -4 penalty on the same checks when dealing with other races.
Fey Resilience
Drae'a-vani are extremely resistant to magical effects and gain a +2 racial saving throw bonus against enchantment spells and effects. They also gain a +4 racial saving throw bonus to resist the spells and effects of other Fey.
Lithe
Drae'a-vani take a -1 penalty to their CMB and CMD due to their small frame but they recieve a +4 bonus on Stealth checks. They are also encumbered as if they were a small creature.
Keen Senses
Drae'a-vani receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity
Drae'a-vani are proficient with Chakrams, Kukris, Longbows (including Composite Longbows), Scimitars and Shortbows (including Composite Shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages
Drae'a-vani begin play speaking Common, Elven and Sylvan. Drae'a-vani with high Intelligence scores can choose from the following: Abyssal, Celestial, Draconic, Gnome, Goblin, Halfling and Orc.
Elf (Minoan)
+2 Dexterity, +2 Intelligence, -2 Constitution
Elves are nimble, both in body and mind, but their form is frail.
Medium
Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed
Elves have a base speed of 30 feet.
Low-Light Vision
Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities
Elves are Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Jade Precision
Elves receive a +1 bonus on attack rolls when attacking with a jade weapon.
Keen Senses
Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity
Elves are proficient with katanas, longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages
Elves being play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elves are nimble, both in body and mind, but their form is frail.
Medium
Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed
Elves have a base speed of 30 feet.
Low-Light Vision
Elves can see twice as far as humans in conditions of dim light. See Chapter 7.
Elven Immunities
Elves are Immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic
Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Jade Precision
Elves receive a +1 bonus on attack rolls when attacking with a jade weapon.
Keen Senses
Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity
Elves are proficient with katanas, longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
Languages
Elves being play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Gnome (Geldish)
+2 Constitution, +2 Charisma, -2 Strength
Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small
Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed
Gnomes have a base speed of 20 ft.
Low-Light Vision
Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
Defensive Training
Gnomes get a +4 Dodge bonus to AC against monsters of the extraplanar subtype.
Gnome Teknology
Gnomes add +1 to the DC of any saving throws against illusion spells that they can cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day - dancing lights, ghost sound, mending and prestidigitation. The caster level for these effects is equal to the gnome's character level. The DC for these spells is equal to 10 + 1/2 caster level + the gnome's Charisma modifier.
Hatred
Gnomes receive a +1 bonus on attack rolls against monsters of the undead subtype due to special training against these hated foes.
Illusion Resistance
Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses
Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive
Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity
Gnomes are proficient with Pistols, Muskets and treat any weapon with the word "gnome" in its name as a martial weapon.
Languages
Gnomes begin play speaking Common, Gnome and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small
Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed
Gnomes have a base speed of 20 ft.
Low-Light Vision
Gnomes can see twice as far as humans in conditions of dim light. See Chapter 7.
Defensive Training
Gnomes get a +4 Dodge bonus to AC against monsters of the extraplanar subtype.
Gnome Teknology
Gnomes add +1 to the DC of any saving throws against illusion spells that they can cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day - dancing lights, ghost sound, mending and prestidigitation. The caster level for these effects is equal to the gnome's character level. The DC for these spells is equal to 10 + 1/2 caster level + the gnome's Charisma modifier.
Hatred
Gnomes receive a +1 bonus on attack rolls against monsters of the undead subtype due to special training against these hated foes.
Illusion Resistance
Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses
Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive
Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity
Gnomes are proficient with Pistols, Muskets and treat any weapon with the word "gnome" in its name as a martial weapon.
Languages
Gnomes begin play speaking Common, Gnome and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
Halfling (Pejorian)
+2 Dexterity, +2 Charisma, -2 Strength
Halflings are nimble and strong-willed, but their small stature makes them weaker than most.
Small
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed
Halflings have a base speed of 20 ft.
Fearless
Halflings receive a +2 racial bnous on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck
Halflings receive a +1 racial bonus on all saving throws.
Keen Senses
Halflings receive a +2 racial bonus on Perception skill checks.
Naturally Psionic
Halflings gain the Wild Talent feat as a bonus feat at 1st level. If a halfling takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude
When a Halfling takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point.
Sure-Footed
Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity
Halflings are proficient with kukris, slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages
Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
Halflings are nimble and strong-willed, but their small stature makes them weaker than most.
Small
Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed
Halflings have a base speed of 20 ft.
Fearless
Halflings receive a +2 racial bnous on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck
Halflings receive a +1 racial bonus on all saving throws.
Keen Senses
Halflings receive a +2 racial bonus on Perception skill checks.
Naturally Psionic
Halflings gain the Wild Talent feat as a bonus feat at 1st level. If a halfling takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude
When a Halfling takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point.
Sure-Footed
Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity
Halflings are proficient with kukris, slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages
Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.