Playable Races

Playable Races

(for ages see the d20pfsrd article on ages for each race)

 

Aasimar Racial Traits (Advanced Race Guide)

Ability Scores:  +2 Intelligence, +2 Wisdom and +2 Charisma:  Most aasimar are smart, insightful, and personable, but their heritage can vary which determines two of their ability modifiers (never exceeding a +2), both of their skill modifiers, and if they have Daylight as a spell-like ability.  See the chart below for heritage options.

Size:  Aasimar are Medium creatures and thus receive no bonuses or penalties due to their size.

Type:  Aasimar are outsiders with the native subtype.

Base Speed:  Aasimar have a base speed of 30 feet.

Darkvision (Ex.):  Aasimar can see perfectly in the dark up to 60 feet.

Low-Light Vision (Ex.):  Aasimar can see twice as far as humans in conditions of dim light.

Celestial Resistance (Su.):  Aasimar have acid resistance 5, cold resistance 5, and electricity resistance 5.

Skilled (Ex.):  Aasimar have a +2 racial bonus on Diplomacy and Perception checks, but their heritage may vary.

Spell-Like Ability (Sp):  Most aasimar can use Daylight once per day as a spell-like ability (caster level equal to the Aasimar's class level), but they get another spell-like ability depending on their heritage.  They may use these spell-like abilities if the have a Constitution of at least 13 and when reaching 4th level.  They get one use of each of their spell-like abilities up to twice per day and the saving roll is Charisma based.

Languages: Aasimar begin play speaking Common and Celestial.  Aasimar with high Intelligence scores can choose from the following languages:  Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

 

  

Android Racial Traits (Source Bestiary 5)

Ability Scores:  Androids have swift reflexes and are very intelligent, but have difficulty relating to others.  As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.

Size:  Androids are Medium creatures, and they have no bonuses or penalties due to their size.

Base Speed:  Androids have a base speed of 30 feet.

Languages:  Androids begin play speaking Common.  Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic).  See the Linguistics skill page for more information about these languages.

Alert:  Androids gain a +2 racial bonus on Perception checks.

Electro-surge:  1/day an Android can add +1d6 electricity damage to a touch melee attack or an unarmed melee attack.

Emotionless:  Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks  (Note: this trait is called Logical in the Book of Heroic Races: Advanced Androids.)

Exceptional Senses (Ex.):  Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.

Constructed (Ex.):  For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs.  Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.  Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.   As constructs Androids may only be healed of the damage, they endure, by their Repairing Nanites, or the spells make whole and mending.  When an android’s hit points fall below 0, but remain above their Constitution score in negative hit points they are broken and are unable to take any action.  They may only be repaired.  If they fall below their Constitution score in negative points, then they are destroyed and their parts may only be scavenged.  A raise dead will not work on the body, even if it is mostly intact.  Instead a resurrection or true resurrection is needed because the android has only a tenuous soul.

Nanite Surge (Ex.):  An android’s body is infused with nanites.  Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made.  When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round .

Repairing Nanites (Ex.):  androids can stitch their wounds together.  The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action.  Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice.  This is the alternate trait and since all androids now get this trait, they cannot trade a character trait or take a feat for a second use of repairing nanites.

Senses; Low-Light Vision:  Androids can see twice as far as a human in dim light.

Senses; Darkvison:  Androids have Darkvision 60’

Skilled:  Knowledge (Engineering) and Perception are always class skills.  If they are already class skills then the Android gains a +2 racial bonus to that skill.

Sprinter (Ex.):  +10’ move in charge, withdraw, or run actions, this lasts for 1 round.


Aphorite Racial Traits:  (Source Planar Adventures)

Ability Score Racial Traits:  +2 Strength, +2 Intelligence, -2 Dexterity.  Aphorites are strong and intelligent, but move and react rather stiffly.

Descriptions:  A Medium sized humanoid race with gold skin that flashes with points of light.  They were first created, in the city of Axis, to act as intermediaries between the neutral aligned natives of Axis and other creatures not similarly aligned, because the aximites are unsuited to dealing with other races and alignments.  The Aximites find it difficult to understand anyone who would disobey the laws or have the willingness to defy their destiny.  Aphorites come in both sexes and have free will.  Originally, they all resembled each other, but genetic drift has caused changes in the race from individual to individual.  They appear to be humanoids with gold skin that has flashes of light and occasional sparkles.  Their eyes and hair color tend toward metallic (with copper, gold and silver being the most common).  A few are starting to spread among the other worlds and planes of existence.  They were originally created to act as envoys, diplomats and translators.

Size:  Medium, they receive no bonuses or penalties due to their size, but there are some exceptions who slightly resemble dwarves, gnomes, or elves.  They do not gain the dwarven stability and only gain the size modifiers for small that would be a result of their natural size (as if done with the spell reduce person).

Type:  Humanoids native to Axis, Outsider (Native).  They can be killed, reincarnated, and brought back from the dead with raise dead or reincarnate spells.  When Aphorites mate their young are either Aphorites or that of the other parent race, there are never crossbreed Aphorites.

Base Speed:  Aphorites normally have a base speed of 30.

Languages:  Aphorites begin play speaking Common and either Celestial or Infernal.  Those with high Intelligence scores can chose between Abyssal, Auran, Celestial, Igan, Infernal, or Terrain.

Curious:  Due to their accepted role as interpreters and translators they have a +4 Diplomacy to gather information and Knowledge (History) and Knowledge (Local) become class skills for them.  If they normally have one or both of those skills as class skills then they gain a racial +2 modifier with that skill.

Natural Armor:  Aphroites stiffness is also due to their Natural Armor bonus of +1 AC.

Resistances:  Aphorites have electric resistance +5 and gain a natural +2 bonus vs. poison and mind affecting effects.

Spell-Like Abilities:  Aphroites have the ability to cast protection vs. chaos once per day as a spell-like ability with their caster level determined by the sum of their character levels.

Senses:  Aphroites have Darkvison 60’.

Skilled:  Aphroites gain a +2 racial bonus on any single Craft skill of their choice.

Stubborn Nature:  Aphroties have an inborn resistance to enchantment spells (charm/compulsion) granting them a +2 bonus to their saving rolls meaning they have a +4 to save vs. enchantment (charm/compulsion) spells thanks to their natural resistances.


Aquatic Elves Racial Traits (Source Inner Sea World Guide)

Ability Scores:  Aquatic elves are nimble, both in body and mind, but their form is frail.  They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size: Aquatic elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Aquatic elves are Humanoids with the elf and aquatic subtypes.  Creatures with the aquatic subtype can move in water without making Swim checks. Aquatic creatures always treat Swim as a class skill.

Base Speed:  Aquatic elves have a base speed of 30 feet and a swim speed of 30 feet.

Languages:  Aquatic elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.  See the Linguistics skill page for more information about these languages.

Amphibious:  Aquatic elves can breathe both water and air.  Aquatic Elves like frequent exposure to water, but take no ill effects if they go for a while without emersion in water.

Elven Immunities:  Aquatic elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Keen Senses:  Aquatic elves receive a +2 racial bonus on Perception checks.

Elven Magic:  Aquatic elves receive a +2 racial bonus on caster level checks made to overcome spell resistance.  In addition, Aquatic elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Senses; Darkvision:  Aquatic Elves have 60’ Darkvision.

Senses; Low-Light Vision:  Aquatic elves can see twice as far as humans in conditions of dim light.

Skilled:   Acrobatics and Knowledge (Dungeoneering) are always class skills.  If they are already class skills then Aquatic elves gain a +2 racial bonus to these skills.  Despite Knowledge (Dungeoneering) being a class skill aquatic elves cannot make skill checks untrained.

Weapon Familiarity:  Aquatic elves are proficient with rapiers, short swords, tridents, and treat any weapon with the word “elven” in its name as a martial weapon.


Caligni Racial Traits (Source Bestiary 5)

Ability Scores:  Caligni are quick and resilient, but generations of isolation and oppression have made them slow to accept new ideas.  They gain +2 Dexterity and +2 Constitution but suffer –2 Intelligence.

Speed: Caligni have a base speed of 30 feet.

Type:  Caligni are Humanoids (with the Dark Folk subtype)

Bond to the Land:  Caligni gain a +2 racial bonus to Dodge, to their armor class, while underground.

Death Throes:  When a caligni is slain, its body combusts in a flash of searing light.  All creatures within a 5-foot burst must succeed at a Fortitude save (DC = 10 + 1/2 the caligni’s Hit Dice + the caligni’s Constitution bonus) or be dazzled for 1d4 rounds.  The corpse left behind is a third of the caligni’s size, withered and unrecognizable as the individual. Raise dead and similar spells cast upon these remains restore a caligni as normal.

Gifted Linguists:  Caligni are gifted with language and gain a +4 racial bonus to Linguistics.  For each pick they take in Linguistics they learn 2 languages (instead of the normal 1).

Light Sensitivity:  Caligni are dazzled in areas of bright light.

See in Darkness:  Caligni have the see in darkness special ability allowing them to see perfectly in darkness of any kind, including that created by deeper darkness.

Shadow Magic:   +1 DC to spells of the shadow sub-school.  If a caligni has a Charisma score of 11+ they gain the following spell-like abilities 1/day-ghost sound, pass without trace and ventriloquism

Silent Hunter:  Caligni reduce the penalty for using Stealth by 5 when moving and can make Stealth checks while running at -20.

Skill Bonus:  Caligni have a +2 racial bonus to their Stealth score.

Skilled:  Stealth and Disguise are always class skills for caligni, if they are already class skills then caligni gain a +2 racial bonus to those skills.

Spell-Like Ability:  Upon reaching 3rd level a caligni gains the spell-like ability blur once per day.


Catfolk Racial Traits (Source Advanced Race Guide)

Ability Scores:  +2 Dexterity, +2 Charisma , and -2 Wisdom :  Catfolk are sociable and agile, but often lack common sense.

Size:  Catfolk are Medium creatures and thus receive no bonuses or penalties due to their size.

Type:  Catfolk are humanoids (with the Catfolk subtype).

Base Speed:  Catfolk have a base speed of 30 feet.

Languages:  Catfolk begin play speaking Common and Catfolk.  Catfolk with high Intelligence scores can choose from the following languages: Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Cat's Claws (Ex.):  Catfolk receive two claw attacks.  These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)

Cat's Luck (Ex):  Once per day when a Catfolk makes a Reflex saving throw, she can roll the saving throw twice and take the better result.  Shsse must decide to use this ability, and announce that she is doing so, before the saving throw is attempted.

Curiosity (Ex.):  Catfolk are naturally inquisitive about the world around them.  As such they gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) are always class skills for them.  If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Natural Hunter (Ex.):  Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.

Nimble Faller (Ex.):  Catfolk have an amazing sense of balance and keen knowledge of their own center of gravity.  Catfolk land on their feet even when they take lethal damage from a fall.  Furthermore, Catfolk with this trait gain a +1 bonus to their CMD against trip maneuvers.

Senses; Scent (Ex):  This special quality allows a Catfolk to detect approaching enemies, sniff out hidden foes, and track by sense of smell.  Creatures with the scent ability can identify familiar odors just as humans do familiar sights. (Bestiary page 302)

Senses; Low-Light Vision (Ex.):   Catfolk can see twice as far as humans in conditions of dim light.

Sprinter (Ex.): Catfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

 

Changeling Racial Traits (Source Advanced Race Guide)

Ability Scores:   Changelings are frail, but are clever and comely. their ability score modifiers depends on their subrace.

Size: Changelings are Medium creatures and have no bonuses or penalties due to their size.

Ability Scores:  Standard +2 to 2 stats and -2 to one stat as determined by their mother.

Type:  Changelings are humanoids (with the changeling subtype).

Base Speed:  Changelings have a base speed of 30 feet.

Languages:  Changelings begin play speaking Common and the primary language of their host society.  Changelings with high Intelligence scores can choose from the following:  Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Natural Armor (Ex.):  Changelings have a +1 natural armor bonus.

Claws (Ex.):  Changelings’ fingernails are hard and sharp, granting them two claw attacks, as primary attacks (1d4 points of damage each).

Darkvision (Ex.):  Changelings see perfectly in the dark up to 60 feet.

Sex:  All changelings are born female and are destined to transform into a subspecies of hag, when the hag intervenes.  This won’t happen if the Changeling escapes detection by the hag who was her mother or their coven.

Optional Feat:  Changelings can take the Awakened Hag Heritage Feat, which varies by their mother’s lineage.   This is a normal feat that can be taken, for that breed of changeling, at any time in the changeling's career.  The changeling may only take the Awakened Hag Heritage Feat for their species of changeling.


Various Breeds of Changeling:

Dreamthief Changelings:  Unique to Golarion they are hags who work their magic over other hags, when they are pregnant and asleep, changing their child to become a Dreamthief.  These changelings gain a +2 racial bonus on saving rolls vs. mind affecting effects.

Ability Scores:  Dreamthief Changelings are some of the strongest changelings, and social, but they do not seem to learn from their experience or be able to form long lasting relationships, gaining +2 Strength, +2 Charisma, -2 Wisdom .

Bite:  Dreamthief Changelings have a bite that is a primary attack that deals 1d3 damage .

Cornered Fury:  When reduced to ½ HP or less (Bloodied) dreamthief changelings gain a +2 bonus to AC and melee attacks  to hit.

Defensive Training, Greater:  Dreamthieves gain a +2 Dodge to AC

DR Fey:  Dreamthieves have DR 5/Cold Iron        

Dreamspeaker:   Dreamthieves gain a +1 to the DCs of any spells of the Divination school and sleep spells that they cast.  If a dreamthief changeling has a Charisma score of 15+, when they reach 9th level, they gain 1/day dream as a spell-like ability.

Awakened Hag Heritage Feat:  You no longer need to sleep and cannot become fatigued due to lack of sleep.  You still can be fatigued by other effects and must rest for 8 hours as normal to regain spells and the use of class abilities.

 

Gaze Blindness changelings are born to Mute Hags and they gain a +2 racial bonus on saving throws against gaze effects.  Despite the name they are neither blind or mute.

Ability Scores:  +2 Intelligence, +2 Wisdom, -2 Constitution

Frightful Gaze (Su.): Gaze Blindness changelings have a 30’ gaze avoided with a Will save DC 10+1/2 their total character level +Charisma modifier.  If the subject(s) fail the Saving roll they are Paralyzed in fear for 1 round, this is a mind affecting Fear effect, targets who save cannot be affected again for 24 hours.

DR Fey (Su.): Gaze Blindness changelings have DR 5/Cold Iron.

Lucky, Greater (Ex.): Gaze Blindness changelings gain a +2 racial bonus to all their saving rolls. 

Awakened Hag Heritage Feat:  When you confirm a critical hit with a claw attack, blind your foe for 1d6 rounds.  The target gets a Fort save to avoid this DC  = 10+ ½ character level + Cha modifier, if save then dazzled or 1 round.

 

Green Widow changelings are born to Green Hag mothers, they specialize in dealing with others and are highly sociable seducers; they gain a +2 racial bonus on Bluff checks against creatures sexually attracted to her.

Ability Scores:  They gain +2 Wisdom, +2 Charisma, –2 Constitution.

Arcane Focus (Su.):  Green Widow changelings gain a +2 racial bonus to Concentration when casting spells defensively.

Emissary (Ex.):  1/day a Green Widow changeling may roll twice on either a Bluff or Diplomacy check, taking the best of the two rolls.  They must announce that they are using this ability prior to making the rolls.

Hypnotic (Su.):  Green Widows gain a +1 DC to save vs. spells and spell-like abilities or effects that cause the Fascinate condition.   1/day when a creature rolls a save vs. a Fascinate effect, the Green Widow can force a reroll, they must announce they are doing this after the dice is rolled and prior to the result of that roll being determined.  This can be done with any d20 roll related to the Fascinate condition generated by the Green Widow.

Object of Desire (Su.):  Green Widows add +1 to caster level when casting charm person or charm monster.

Seducer (Sp.): Green Widows add +1 DCs of spell-like abilities of the enchant school that they cast (for a total of +2 for the spells charm person or charm monster).  If they have a Wisdom score of 14+ they gain the following spell-like ability 1/day charm person, their caster level equals their total character level.

Silver Tongued; (Ex.):  Green Widows gain a +2 racial bonus to Diplomacy and Bluff skills.  When using Diplomacy to shift a creature’s attitude they are able to shift it by 3 steps, instead of the normal 2 steps.

Sociable (Ex.):  when Green Widows are attempting to changing a creature’s attitude with Diplomacy and fail by 5+ can try a 2nd time once per day (normally when failing by 5+ they may not try again for 24 hours).

Spell-Like Ability (Sp.):  1/day Green Widows can cast charm person (1st level) as a spell-like ability, this is in addition to the charm person that especially Wise Green Widows get.

Awakened Hag Heritage Feat:  1/day; disguise self as spell-like ability with caster level equal to total character level.  The bonus to Bluff checks applies to your disguise check vs. those who find you sexually attractive.

 

Heartstone Heritor changelings are born from Night Hags and gain a +2 racial bonus to their Save vs. diseases.

Ability Scores:  +2 Wisdom , +2 Charisma, -2 Dexterity 

Climb (Ex.):  +20’ Climb speed and +8 Climb checks

DR Magic (Su):  Heartstone Heritors gain DR 5/Magic

Free Feat (Ex.):  Heartstone Heirtors gain the feat Alertness which gives them a +2 bonus to their Perception and +2 bonus to Sense Motive skills.

Spell-Like Ability (Sp.):  Heartstone Heritors gain invisibility as a spell-like ability 1/day at 3rd level.  At 5th level they gain the spell-like ability 1/day of deep slumber, all with a casting level equal to their total character level and a DC calculated from their primary casting stat or their Charisma modifier (whichever is higher).

Awakened Hag Heritage Feat:  Lesser Heartstone; by performing 8 hour ritual over a gem worth at least 500 gp.  While carrying it gain +2 Fort saves vs. disease.  Lesser Heartstone can be used as a focus to replace any material component worth 50 gp or less.  The Lesser Heartstone is considered to have a caster level equal to your character level at the time of creation.

 

Ice Climber changelings (Ex.):  Are born from Winter Hags and gain a +5 racial bonus on Climb checks while on icy or slippery surfaces.

Ability Scores:  +2 Intelligence , +2 Charisma , -2 Constitution.

DR Magic (Su.):  Ice Climber changelings have DR 5/magic.

Expert Climber (Ex.):  Ice Climber changelings can climb with handholds and footholds as per spider climb, and gain a +8 racial bonus to their Climb skill (for a total of +13 on icy surfaces).  They may also cross icy surfaces without the need to make Acrobatics checks and can run or charge on ice.

Spell-Like Abilities (Sp.):  Ice Climbers gain the following spell-like abilities that they can cast 1/day; detect magic, and detect good, at 3rd level.  They gain the spell-like abilities alter self and invisibility, their caster level equals their total character level.

Awakened Hag Heritage Feat:  Gain Cold resistance equal to your character level and are no longer affected by severe Cold or Extreme Cold.

 

Hulking Changeling;  daughter of Annis Hag; these changelings are adept fighters.

Ability Scores:  They gain +2 Wisdom, +2 Constitution, -2 Charisma.

Gains (Ex.) +1 racial bonus on all melee damage.

Bite (Ex.):  Hulking Changelings have a Bite as a primary attack for 1d6 damage (+1 racial bonus).

Claws (Ex.)  Hulking Changelings have two improved claw attacks, that are primary attacks, for 1d6 damage (+1 racial bonus).

Defensive Training (Ex.):  Hulking Changelings gain a +2 racial bonus to Dodge.

Natural Armor (Ex.):  Hulking Changelings gain a +1 racial bonus to Natural Armor (for a total of +2 Natural Armor).

Quick Reactions (Ex.):  Hulking Changelings gain Improved Initiative as a bonus feat.

Damage Resistance (Su.):  Hulking Changelings have DR 5/Bludgeoning.

Awakened Hag Heritage Feat:  deal +1 bleed on a successful critical hit.

 

Inscrutable Changelings: Are born to Blood Hags and gain a +5 racial bonus to their Sense Motive skill to gain a hunch.

Ability Scores:  +2 Wisdom , +2 Charisma , -2 Intelligence 

Defensive Training, Minor (Ex.):  Inscrutable Changelings gain a +1 Dodge bonus as a racial bonus.           

DR Fey (Su.):  Inscrutables have DR 5/Cold Iron.

Emissary (Ex.):  1/day an Inscrutable can roll one Bluff or Diplomacy check and roll twice, taking the best roll.  They must announce they are using this ability prior to making the roll.

Nimble Attacks (Ex.):  Inscrutables gain Weapon Finesse as a bonus feat

Skill Training (Ex.):  Inscrutables have Bluff and Sense Motive as class skills, if they already are class skills then they gain a +2 racial bonus to those skills.

Skill Training (Ex.):  Inscrutables have Acrobatics and Perception as class skills, if they are already class skills then they gain a +2 racial bonus to those skills.

Spell-Like Ability (Sp.):  1/day Inscrutables, after reaching 3rd level, can cast spider climb as a spell-like ability with their total character level equal to their caster level.

Awakened Hag Heritage Feat:  Gain a +2 bonus on Bluff, Diplomacy, Perception, and Sense Motive checks.

 

Moon Shy Changelings:  Are born to Moon Hags and have a natural resistance to the lycanthropy curse gaining a +4 to all saves vs. the curse, when first infected the may roll with twice for infection and take the best of the two saving rolls made.

Ability Scores:  +2 Dexterity , +2 Wisdom , -2 Strength

Bonus Feat:  Moon Shy Changelings gain either Combat Casting or Improved Initiative as a bonus feat.

Defensive Training, Minor:  Moon Shy Changelings gain a +1 Dodge bonus to AC. 

DR Moon Resistance:  Moon Shy Changelings have DR 5/Silver.

Fleet-Footed:  Moon Shy Changlings gain Run as a bonus feat and a +2 to Initiative.

Innate Spell Resistance, Minor:  Moon Shy Changelings have SR = 6+Level (total of character class levels).

Awakened Hag Heritage Feat:  Mage Hunter; +2 to any Knowledge used to Identify a spell and a +1 on any attack rolls made against spell casters (not those who have spell like-abilities).


Pyrophile Changelings are born to Ash Hag mothers.  They gain a +1 racial bonus on damage rolls when using spells with the Fire descriptor.  This bonus increases by +1/4 levels past first.

Ability Scores:  They gain +2 Wisdom, +2 Charisma, –2 Constitution.

Elemental Assault (Su.):  1/day Pyrophile Changeling may add +1d6 Fire damage to any melee attack.

Pyromanic (Su.):  Pyrophiles gain ; +1 level when casting Fire spells, spells of the Fire Domain, spells of the Fire elemental bloodline, the Oracle’s Flame mystery and the damage of alchemist bombs that deal Fire damage, but they do not early access to their powers,  If the Pyrophile’s  Charisma score is 11+ they gain the spell-like ability to cast the following spells 1/day; dancing lights, flare, prestidigitation produce flame; with their caster level equal to their total character level.

Spell-Like Abilities (SU):  1/day Pyrophies gain the following spell-like abilities; spark, ray of frost (as ray of fire), and burning hands.  At 5th level they gain fireball as a spell-like ability 1/day.

Awakened Hag Heritage Feat:  Immune to extreme heat as per permanent endure elements that cannot be dispelled.

 

Sea Lung changelings can (Ex.):  Hold their Breath for 4x Constitution score (normal 2x Constitution score) in rounds.

Amphibious (Ex.):  Sea Lung Changelings are naturally Amphibious and can breathe air and as well as water.

Hydrated Vitality (Su.):  Sea Lungs gain fast-healing 2 for 1 round when submerged completely in water, they can heal up to twice their Hit Die in hit points each day through this fast healing.   A create water spell only submerges the caster for 1 second not an entire round.  This ability works in sea water, fresh water, or brackish water, but not in poisoned water.

Spell-Like Ability (Sp.):  1/day Sea Lungs gain the following spell-like abilities; create water, detect poison, hydraulic push and at 5th level they gain water breathing (which they typically cast upon their allies).

Swim (Ex.):  Sea Lungs gain a swim speed of 30’ and they gain +8 racial bonus on Swim checks.

Water Child (Ex.):  Sea Lungs gain +4 racial bonus to Swim checks and can take 10 while swimming (for a total +12 bonus).  They may also choose Aquan as one of their bonus languages earned through a high Intelligence score, or they may choose to learn it later with a linguistics pick.

Awakened Hag Heritage Feat:  Gain +30’ to your swim speed and Swim is a class skill.

 

Wind Breaker changelings are born from Storm Hags and are treated as 2 size categories larger for purposes of wind effects.

Ability Scores:  +2 Wisdom . +2 Charisma , -2 Constitution 

Concentration (Ex.):  Wind Breakers gain Combat Casting as a bonus feat.

Fearless (Ex.): Wind Breakers gain a +2 racial bonus on Saves vs. Fear.

Lucky, Greater (Ex.):  Wind Breakers gain a +2 Luck bonus to all Saves, this stacks with their Save vs. Fear (for a total bonus of +4 vs. Fear).

Scent (Ex.):  Wind Breakers share the scent ability of their mothers, but only with respect to humanoid children and immature animals.

Skill Training (Ex.):  Bluff and Stealth are always class skills for Wind Breakers.  If they are already class skills then the Wind Breaker gains a +2 racial bonus to those skills.

Awakened Hag Heritage Feat:  1/day can cast alter winds, create water, and obscuring mist as spell-like abilities; with a caster level equal to your total character level.  The DC for these spells is 10+the spell’s level + your Charisma modifier.


Deep Ones Hybrids Racial Traits (Source Bestiary 5)

Deep One Hybrids are a playable race, although this race is not recommended due to their Sea Longing.

Ability Score Racial Traits:  Deep one hybrids are hearty and devout, but tend to be somewhat slow and awkward in their movements.  They gain +2 Constitution and +2 Wisdom but suffer –2 Dexterity.

Type:  Deep One Hybrids are Humanoids (with the Aquatic, Human and Deep One subtypes).

Size:  Deep One Hybrids are Medium creatures and thus receive no bonuses or penalties due to their size.

Speed:  A deep one hybrid’s base speed is 20 feet, as it walks with a shuffling gait.  A deep one hybrid has a swim speed of 40 feet, and gains a +8 racial bonus on all Swim checks.

Languages:  Deep one hybrids begin play speaking Aklo and Common.  Hybrids with high Intelligence scores can choose from the following languages: Abyssal, Aquan, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Orc, and Undercommon.  See the Linguistics skill page for more information about these languages.

Amphibious:  Deep One Hybrids can breathe air and water, getting along equally well in either medium

Bond to the Sea:  Deep One Hybrids gain a racial bonus +2 Dodge while in water.

Fearless (Su.):  Deep One Hybrids have a supernatural resistance to fear gaining a +2 to saves against any Fear effect.

Final Change (Su):  A deep one hybrid ages at the same rate as a half-orc.  A mere 1d12 months after a deep one hybrid reaches venerable age (at 60 years old), it dies a painful, agonizing death, only to have its body transform into that of a mature deep one.  This transformation functions as the reincarnate spell, with the newly formed deep one gaining the following modifications to its physical ability scores: +6 Strength, –2 Dexterity, and +6 Constitution.  Once the Deep One Hybrid makes the change into a Deep One they become an NPC under the control of the DM.

Fish Empathy (Ex.):  Deep One Hybrids gain a racial bonus of +4 on Handle Animal made to influence waterborne creatures.

Hardy (Ex.):  Deep One Hybrids gain a +2 racial bonus to their Save vs. poison, spells, and spell-like abilities.          

Hydrated Vitality:  Deep One Hybrids gain fast healing 2 for 1 round when completely submerged in water, they can gain up to 2 hp/HD/day (create water immerses a Deep One Hybrid for 1 second not one complete round).

Natural Armor (Ex.):  A deep one hybrid’s thick skin and dense fatty tissues grant it a +1 natural armor bonus to AC.

Quick Reactions (Ex.):  Deep One Hybrids gain Improved Initiative as a bonus feat.

Sea Longing (Ex):  Every 24 hours a deep one hybrid spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.

Senses; Darkvision:  Deep One Hybrids have 60’ Darkvision on land and 120’ Darkvision while under water.

Senses; Low-Light Vision:  A deep one hybrid can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light.

Skilled:  Acrobatics and Swim are always class skills for Deep One Hybrids.  If they are already class skills then the Deep One Hybrid gains a +2 racial bonus to the skills.

Spell-Like Ability:  1/day a Deep One Hybrid can cast the orisons create water and virtue, with their caster level equal to their total character level.

Take to the Water (Ex):  A deep one hybrid can hold its breath 10 times longer than a human can, and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming.

 

Dhampir Racial Traits (Source Advanced Race Guide)

Ability Score Racial Traits: Dhampirs are fast and seductive, but their racial bond to their undead impedes their mortal vigor. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.

Type:  Dhampirs are humanoids (with the dhampir subtype).

Size:  Dhampirs are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed:  Dhampirs have a base speed of 30 feet.

Languages:  Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).  See the Linguistics skill page for more information about these languages.

Ancient Foe (Ex.):  Being born of vampire blood Dhampir know about fighting their ancient foe; they gain a +2 Dodge bonus to AC against vampires and a +2 CMD to prevent being grappled by vampires.

Bite (Ex.):  Dhampir get a bite attack as a primary attack, a secondary attack if using a manufactured weapon.  Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d4 points of damage as if using a natural bite attack.  As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, grappled, or similarly unable to defend itself.  If the Dhampir takes the Alternate trait fangs to replace their spell-like ability detect undead then the damage of their bite attack increases to 1d6.   Although many Dhampir feel the urge to bite someone, they neither drain Constitution points nor do they gain any nourishment or healing from biting someone like a vampire would.

Carrion Sense (Ex.):  In addition to their ability to detect undead Dhampir’s noses are especially attuned to the stench put off by the undead and they may perceive such creatures as if they had Scent with a successful Perception check.  They may also smell the blood of gravely wounded creatures (below 25% of their original hit points).  They can tell the difference between the two scents, but they are not able to identify the type of undead they are smelling.

Claws (Ex.):  Dhampir fingernails harden into sharp claws able to inflict 1d4 points of damage.  These claws are a primary attack if attacking unarmed, but only the hand not carrying a weapon can make a claw attack.

Dual Minded (Su.):  As part of the undead ancestry and their wish to be among the living Dhampir gain a +2 to Will saves.

Eternal Hope (Su.):  As products of such despair it is not unusual that hope springs eternal in the hearts of Dhampirs, such optimism in the face of a cruel world Dhampirs gain +2 save vs. fear and despair and once per day, after rolling a natural 1 on 1d20 they may reroll again, they must take the result of the second roll, even if it is another natural 1.

Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a daylight spell.

Manipulative (Ex.):  Dhampir gain a +2 racial bonus on Bluff and Perception checks.

Negative Energy Affinity (Su): Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.

Resist Level Drain (Ex):  A dhampir takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels then he has Hit Dice.  After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

Senses; Low-light vision: Dhampir have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Senses; Darkvision:  Dhampir have the ability to see perfectly in the dark up to 60’.

Spell-Like Abilities (Sp):  A dhampir can use detect undead three times per day as a spell-like ability.  The caster level for this ability equals the dhampir’s class level.

Undead Resistance (Ex.): Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

Dhampir Heritages

Heritage                                              Ability Mod.                                                                              Alternate Skill Mod.                               Alternate Spell-Like Ability    

Jiang-Shir-Born (Ru-Shi)          +2 Strength, +2  Intelligence, -2 Dexterity             Acrobatics, Know. (Eng.)                        erase                                                    

Moroi-Born (Svetoch               +2 Strength, +2 Charisma , -2 Constitution           Diplomacy, Know. (Nobility)                obscuring mist                                  

Vetela-Born (Ajibachana)       +2 Dexterity , +2 Intelligence , -2 Wisdom           Escape Artist, Use Magic Device   comprehend languages                     

Nosferatu-Born (Ancient-Born) +2 Str, +2 Wis, -2 Con                                                  Climb, Survival                                            doom                                                       

 Dhampir Heritages Continued            Alternate Weakness

Jiang-Shir-Born (Ru-Shi)                           -1 penalty on saves against sonic effects and spells.

Moroi-Born (Svetocher)                           -1 penalty on saves against effects that deal positive energy damage.

Vetela-Born (Ajibachana)                        -1 penalty to their caster level whenever they are in an area affected by  consecrate, hallow, or a similar spell that makes an area holy.

Nosferatu-Born (Ancient-Born)           -1 penalty on saving throws against effects that damage, drain, or reduce physical  ability scores.

Dhampir Heritages Continued

Heritage                                                                  Description

Jiang-Shir-Born (Ru-Shi)                                Ru-shis possess an unsettling, graceless bearing, as well as a fierce determination to accomplish their mysterious goals.

Moroi-Born (Svetocher)                                 Brought forth by the haughty and brutal moroir, sevetocher are renowed and feared for their silver tongues and deadly strength.

Vetela-Born (Ajibachana)                              With skin like faded brass, ajibachanas reveal their unnatural agility and childlike trains of thought.

Nosferatu-Born (Ancient-Born)               Cursed from birth with a remnant of their forebears wasting illness, the ancient-born instinctively know both hate and fear in ample quantities.

 

Drow, Common, Racial Traits  Source Bestiary and Advanced Race Guide

Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.

Type: Drow are humanoids (with the elf subtype).

Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Drow have a base speed of 30 feet.

Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.

Arcane Focus (Ex.):  As part of their combat training Drow gain +2 on Concentration checks to cast arcane spells and spell-like abilities defensively.

Beguiling Liar (Ex.):  Coming from a civilization where the ability to lie can save your life Drow gain a +4 Racial Bonus to their use of the Bluff skill.

Bond to the Land:  Drow gain a +2 racial bonus to Dodge while underground.

Cat’s Luck (Ex.):  Once each day a Drow can make a second Reflex save when rolling a natural one.  They must take the results of the 2nd roll no matter what it is.

Cave Dweller (Ex.):  Drow gain a +1 on Knowledge (Dungeoneering) and Survival checks made underground.

Immunities (Su.): Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.

Keen Senses (Ex.): Drow gain a +2 racial bonus on Perception checks.

Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Poison Use (Ex.): Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.  They train from an early age at what torment feels like, be it the cut of the blade, the kiss of the lash, or the burn of a toxic draught of poison.

Senses; Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

Spell-Like Abilities (Sp): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

Spell Resistance (Su.): Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.

Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.

 

Duergar Racial Traits (Advanced Race Guide)

Ability Score Racial Traits: Duergar are hearty and observant, but also belligerent. They gain +2 Constitution, +2 Wisdom, and –4 Charisma.

Type: Duergar are humanoids (with the dwarf subtype).

Size: Duergar are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Slow and Steady– Duergar have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Languages: Duergar begin play speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and Terran. See the Linguistics skill page for more information about these languages.

Bond to the Land (Ex.):  Duergar gain a +2 racial bonus to Dodge while underground.

Camouflage (Ex.):  Duergar gain a +4 racial bonus to Stealth while underground.

Duergar Immunities (Su.): Duergar are immune to paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells and spell-like abilities.

Enlarge Person Spell-Like Ability (Sp): A duergar can use enlarge person once per day, using its character level as its caster level and affecting itself only.

Invisibility Spell-Like Ability (Sp): A duergar can use invisibility once per day, using its character level as its caster level and affecting itself only.

Greed (Ex.):  Duergar share the dwarven fascination with gems and valuable metals gaining a +2 to racial bonus to Appraise checks made on such materials.

Light Sensitivity: Duergar are dazzled in areas of bright light like full sunlight or a daylight spell.

Stonecunning (Ex.):  Duergar gain a +2 racial bonus on Perception checks to notice unusual stonework, such as traps and hidden door located in stone walls or floors.  The receive a check to notice such features whenever they pass within 10’ of them, whether or not they are actively looking.

Stability (Ex.): Duergar receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground.

Superior Darkvision: Duergar have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

 

Dwarves Racial Traits

Ability Scores:  +2 Constitution, +2 Wisdom , and –2 Charisma : Dwarves are both tough and wise, but also a bit gruff.

Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Dwarves are humanoids with the dwarf subtype.

Slow Speed: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Darkvision: Dwarves can see perfectly in the dark up to 60 feet.

Armor Familiarity: Dwarves receive Endurance as a bonus feat at 1st level.

Cave Dweller: Dwarves gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.

Defensive Training, Greater: Dwarves gain a +2 dodge bonus to Armor Class.

Duergar Immunities: Dwarves are immune to paralysis, phantasms, and poison. They also gain a +2 racial bonus on saving throws against spells and spell-like abilities.

Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones.

Natural Armor: Dwarves gain a +1 natural armor bonus to their Armor Class

Stability: Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following:  Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

 

Elf Racial Traits

Ability Scores:  +2 Dexterity , +2 Intelligence , and –2 ConstitutionElves are nimble, both in body and mind, but their form is frail.

Size:  Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type:  Elves are Humanoids with the elf subtype.

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.

Arcane Focus:  Elves gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

Deathless Spirit:  Elves gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

Elven Immunities:  Elves are immune to magic sleep effects and gain 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 the proper Knowledge skill checks made to identify the properties of magic items.

Fleet-Footed:  Elves receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Keen Senses:  Elves receive a +2 racial bonus on Perception checks.

Swift Handed:  Elves receive Weapon Finesse as a bonus feat.

Tactical Superiority:  Elves gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

Weapon Familiarity:  Elves are proficient with 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 begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following:  Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

 

Fetchling Racial Traits (Source Advanced Race Guide)

Ability Score Racial Traits:  Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.  They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.

Size:  Fetchlings are Medium creatures and thus receive no bonuses or penalties due to their size.

Type:  Fetchlings are outsiders (with the native subtype).

Base Speed:  Fetchlings have a base speed of 30 feet.

Languages:  Fetchlings begin play speaking Common.  Fetchlings with a high Intelligence scores can choose from the following:  Aklo, Aquan, Auran, Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue. See the Linguistics skill page for more information about these languages.

Cat’s Luck (Ex.):  1/day if a Fetchling fails a Reflex save they may roll again, but must take the 2nd roll no matter what the result.

Quick Reactions (Ex.):  Fetchlings gain Improved Initiative as a bonus feat

Senses; Darkvision:  Fetchlings can see perfectly in the dark up to 60 feet.

Senses; Low-Light Vision:  Fetchlings have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Shadow Blending (Su):  Attacks against a Fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadow Travel (Sp):  1/day Fetchlings can use shadow walk as a spell-like ability, once they reach 13th level they can use plane shift as a spell-like ability to travel to the Plane of Shadow or to the Material Plane.

Shadowy Resistance (Su.):  Fetchlings have cold resistance 5 and electricity resistance 5.

Skilled (Ex.):  Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.

 

Ganzi Racial Traits (Source Distance Shores)

Ability Score Racial Traits:  Ganzi are expressive and strangely resilient, but have difficulty focusing.  They gain +2 Constitution, +2 Charisma, but suffer –2 Intelligence.

Type:  Ganzi are outsiders with the native subtype.

Size:  Ganzi are Medium creatures and thus receive no bonuses or penalties due to their size.

Language:  Ganzi start by speaking their own language and may learn 1 language per point of Intelligence modifier, they may choose from any language except for secret languages like Druidic.

Base Speed:  Ganzi have a base speed of 30 feet.

Lucky, Lesser (Ex.):  Ganzi’s exposure to the strange wastes have left them with a natural lucky nature giving them a +1 racial bonus to all saving rolls.

Maelstrom Resistance:  Ganzi have acid resistance 5, electricity resistance 5, and sonic resistance 5, and gain a +3 racial bonus on saving throws against spells of the polymorph subschool (this includes their Natural Lucky trait).

Quibble:  Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single creature within 30 feet, forcing it to reroll a single d20 on a roll it has just made.  The target must take the second result, even if it is worse.  A Ganzi may use this ability after the target has rolled, but must use it before the GM declares if the roll was a success or failure. Unwilling creatures may resist a Ganzi’s influence with a successful Will save (DC = 10 + 1/2 the Ganzi’s level + the Gganzi’s Charisma modifier). This is a curse effect.

Senses; Darkvision: Ganzi have darkvision 60′. They can see in the dark up to 60 feet.

Skilled: Ganzi have a +2 racial bonus on Sense Motive and Survival checks.

 

Gnoll Racial Traits (Source Advanced Race Guide)

Ability Score Racial Traits: Flexible;+2 Strength. +2 Constitution 

Type:  Gnolls are Humanoids (with the gnoll subtype).

Size:  Gnolls are Medium size.

Base Speed:  Gnolls have a Normal base speed of 30’.

Languages:  Xenophobic, Gnolls start knowing their racial language only.  Those with a high Intelligence score can gain one extra language per point of Intelligence modifier, they can chose from Common, Goblin, Orc, Undercommon, Gnome, Dwarvish, Elvish, Halfling, or Drow.

Fearless (Ex.):   Gnolls in a pack know little fear and gain a Racial Bonus of +2 to save vs. Fear.   A pack is any close group of individuals, of 4 or more, who have traveled and fought together for at least one month.  Gnoll adventures often transfer this pack loyalty to their adventuring companions.   Without a pack the Gnoll suffers a -2 to their Will saves when saving vs. Fear.

Ferocity (Ex.):  Gnolls can continue to act even if their hit points fall below 0, but have not reached their a negative value equal to their Constitution score or lower.  However, doing so causes them to bleed at -1 hp/rnd. and they still die if the total negative hit points equals or exceeds their Constitution score.

Natural Armor: Gnoll hides are remarkably tough, granting them a +2 natural armor bonus.

Scavenger (Ex.):  Gnolls gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), to determine if food is spoiled or to identify a potion by taste.

Scent (Ex.):  Gnolls, like their cousins the hyena, have Scent and can track by sense of smell.

Senses; Darkvision: Gnolls have darkvision and so can see perfectly in the dark up to 60 feet.

Terrain Sense (Ex.):  Gnolls are creatures of the savannahs and wild grasslands; they gain a +1 to Knowledge (Dungeoneering) to identify animals or monsters of the plains and they gain a +2 to any Survival checks including their tracking chances while in the plains.

 

Gnome Racial Traits

Ability Scores:  +2 Constitution, +2 Charisma, and –2 Strength:   Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Type: Gnomes are Humanoid creatures with the gnome subtype.

Size: Gnomes are Small creatures and thus 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.

Base Speed:  (Slow Speed) Gnomes have a base speed of 20 feet.

Low-Light Vision:  Gnomes can see twice as far as humans in conditions of dim light.

Curiosity:  Gnomes are naturally inquisitive about the world around them.  They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them.  If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Defensive Training, Greater:  Gnomes gain a +2 dodge bonus to Armor Class.

Illusion Resistance:  Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

Keen Senses:  Gnomes receive a +2 racial bonus on Perception checks.

Master Tinker:  Gnomes gain a +1 bonus on Disable Device and Knowledge (engineering) checks.  Members of this race are also treated as proficient with any weapon they have personally crafted.

Obsessive:  Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Gifted Linguist:  Gnomes gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Gnome Magic:  Gnomes add +1 to the DC of any saving throws against illusion spells that they cast.  Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities:  1/day—dancing lights, ghost sound, prestidigitation, and speak with animals.  The caster level for these effects is equal to the gnome's level.  The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.

Weapon Familiarity:  Gnomes 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.

 

Goblin Racial Traits (Source Advanced Race Guide)

Ability Score, Greater Paragon:  2 Strength, +4 Dexterity, -2 Charisma;  goblins are weak and do not deal well with others, but they are Dexterous.

Type:  Goblins are Humanoid (with the Goblinoid subtype).

Size:  Goblins are size Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Base Speed:  Goblins are fast and have Normal movement rates.

Languages:  Goblins start with Common and Goblin, those with a High Intelligence score can learn Goblinoid (Bugbear or Orchis) languages and any other languages (except for secret languages like Druidic).

Curiosity (Ex.):  Goblins are not pretty, but they are intensely curious and gain +4 Diplomacy checks to gather information.  Knowledge (History) and Knowledge (Local) are class skills.  If they already have these as class skills they gain a +2 bonus to use of those skills.

Empathy (Ex.):  Goblins have +1 to Handle Animal with worgs, goblin dogs and other canine creatures.

Fearless (Ex.):  Goblins tend to have less sense than bravery and gain a +2 save vs. Fear.

Kneecapper (Ex.):  Goblins gain a +4 CMB to Trip an opponent

Pyromaniac (Sp):  Goblins love fire they gain a +1 level bonus when casting Fire spells, or spells from the Fire domain, spells from the Fire elemental bloodline, spells from the Oracle’s flame mystery and the damage of alchemist bombs that deal Fire damage.  However, this does not grant early access to powers.   In addition, goblins with a Charisma score of 11+ can cast the following spells once per day; dancing lights, flare, prestidigitation, and produce flame.  Their caster level equals their total character level.

Senses; Darkvision:  Goblins have Darkvision and can see in darkness up to 60’.

Skills (Ex.):  Goblins are used to riding worgs and goblin dogs and gain a +4 with Ride and Stealth checks, while riding their dogs.

 

Grippli Racial Traits (Source Advanced Race Guide)

Ability Scores:  +2 Dexterity  +2 Wisdom, and -2 Strength: Grippli are nimble and alert, but spindly.

Size: Grippli are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Type: Grippli are humanoids (with the Grippli subtype).

Base Speed: Grippli have a base speed of 30 feet and a climb speed of 20 feet.

Languages: Grippli begin play speaking Common and Grippli.  Grippli with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.

Camouflage (Ex.): Grippli receive a +4 racial bonus on Stealth checks in marshes and forested areas.

Darkvision: Grippli can see perfectly in the dark up to 60 feet.

Glider (Ex.): A Grippli's aerodynamic bodies and thick webbing between the toes enable a falling Grippli to treat the distance fallen as half the actual distance. The Grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen.  The Grippli cannot use this trait if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless).

Jumper (Ex.):  Grippli are always considered to have a running start when making Acrobatics checks to jump.

Princely (Ex.):  Grippli are proficient with rapiers and receive a +2 racial bonus on Diplomacy and Intimidate checks.

Swamp Stride (Ex):  Grippli can move through difficult terrain at its normal speed while within a swamp. Magically altered terrain affects a Grippli normally.

Toxic Skin (Ex):  Once per day as a swift action, Grippli can create a poison that can be applied to a weapon or delivered as a touch attack.  Alternatively, Grippli can smear the poison on their own bodies as a standard action, affecting the first creature to hit it with an unarmed strike or a natural weapon. The poison loses its potency after 1 hour.  Grippli are immune to its own poison. (Grippli Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the Grippli’s Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.)

Weapon Familiarity (Ex.): Grippli are proficient with nets.

 

Half-Elf Racial Traits

Ability Scores:  +2 bonus to one ability score (chosen at character creation):  Half-elves are varied in nature.

Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.

Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed:  Half-elves have a base speed of 30 feet.

Low-Light Vision:  Half-elves can see twice as far as humans in conditions of dim light.

Adaptable Mind: cAt 1st, 8th, and 16th level, Half-elves gain Skill Focus in a skill of their choice as a bonus feat.

Curiosity: Half-elves are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them.  If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Elf Blood:  Half-elves are counted as both elves and humans for any effect related to race.

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Integrated: Half-elves gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Multitalented:  Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

Silver Tongued:  Half-elves gain a +2 bonus on Diplomacy and Bluff checks.  In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.

Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

 

Halfling Racial Traits

Ability Scores:  +2 Dexterity, +2 Charisma, and –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Size: 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 CMB and CMD, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Deathless Spirit: Halflings gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.

Defensive Training, Greater: Halflings gain a +2 dodge bonus to Armor Class.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Halfling Luck.

Halfling Luck: Halflings receive a +2 racial bonus on all saving throws.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.

Swift Handed: Halflings receive Weapon Finesse as a bonus feat.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.

Keen Senses: Halflings receive a +2 racial bonus on Perception checks.

Languages: Halflings begin play speaking Common and Halfling.  Halflings with high Intelligence scores can choose from the following:  Dwarven, Elven, Gnome, and Goblin.

 

Half-Orc Racial Traits

Ability Scores:  +2 bonus to one ability score (chosen at character creation): Half-orcs are varied in nature.

Type: Half-orcs are Humanoid creatures with both the human and orc subtypes.

Size: Half-orcs are Medium creatures and thus have no bonuses or penalties due to their size.

Normal Speed: Half-orcs have a base speed of 30 feet.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Battle Hardened: Half-orcs gain a +1 bonus to CMD.

Integrated: Half-orcs gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Natural Armor: Half-orcs gain a +1 natural armor bonus to their Armor Class.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Relentless: Half-orcs gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Scent (Ex): This special quality allows a Half-orc to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. (Bestiary page 302)

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

 

Hobgoblin Racial Traits (Source Advanced Race Guide and Bestiary)

Ability Score Racial Traits: Hobgoblins are fast and hardy. They gain +2 Dexterity, and +2 Constitution.

Type: Hobgoblins are humanoids with the goblinoid subtype.

Size: Hobgoblins are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Hobgoblins have a base speed of 30 feet.

Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins with high Intelligence scores can choose from the following: Draconic, Dwarven, Infernal, Giant, and Orc. See the Linguistics skill page for more information about these languages.

Defensive Training (Ex.):  Hobgoblins train especially hard against two of their toughest foes; elves and dwarves.  They are slavers and these two races make the worst slaves.

Fearless (Ex.):  Hobgoblin training improves their chance to save vs. Fear by +2.

Magehunter (Ex.): Hobgoblins hate arcane magic users and gain a +2 to Identify spells cast by them, and +1 on attack rolls made against arcane spell casters (not against those who only use spell-like abilities).

Poison Use (Ex.):  Hobgoblins are trained in the use of poison, mostly drow sleep poison.

Quick Reactions (Ex.):  Hobgoblin training gain Improved Initiative as a bonus feat.

Senses; Darkvision: Hobgoblins can see perfectly in the dark up to 60 feet.

Skill Training (Ex.):  Spellcraft or Knowledge (Arcane) chose one, and Stealth are always class skills for Hobgoblins.

Sneaky (Ex.): Hobgoblins receive a +4 racial bonus on Stealth checks.

 

Human Racial Traits

Ability Scores+2 to one physical, and +2 to one mental ability score (chosen at character creation): Humans are extremely versatile in nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Bonus Feat: Humans select one extra feat at 1st level.

Curiosity:  Humans are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them.  If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.

Emissary: Once per day, Humans can roll twice when making a Bluff or Diplomacy check and take the better roll.

Lucky: Humans receive a +1 racial bonus on all saving throws.

Silver Tongued:  Humans gain a +2 bonus on Diplomacy and Bluff checks.  In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

 

Ifrit Racial Traits (Source Advanced Race Guide)

Ability Score Racial Traits: Ifrits are passionate and quick, but impetuous and destructive. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.

Type: Ifrits are outsiders with the native subtype.

Size: Ifrits are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed:  Ifrits have a base speed of 30 feet.

Languages: Ifrits begin play speaking Common and Ignan.  Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran. See the Linguistics skill page for more information about these languages.

Darkvision: Ifrits can see perfectly in the dark up to 60 feet.

Elemental Assault:  Ifrits may have a fire flare once per day, this fire flare can be dismissed as a free action and lasts for one round per character level.  While under the effects of their fire flare they add +1d6 fire damage to any melee attack, including touch attacks, weapon attacks, and unarmed attacks.  While under the effects of fire flare the Ifrits hands glow with the light of a torch as fire dances across them and their weapon, this power deals no damage to the weapon, even a wooden weapon.

Energy Resistance (Su.): Ifrits have fire resistance 10.

Fast Movement (Ex.:  Ifrits move quickly at a speed of 40’ per round.

Fire Affinity (Su.): Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.  Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

Fire Stride (Su.):  1/day can teleport as per dimension door.  The Ifrit must move from fire to fire, and they leave burning footsteps behind them when they use this power.  The only game effect this has is that a Knowledge (Planes) check could determine that a fire elemental or an Ifrit came this way and used some of their powers on this spot.

Nimble Faller (Ex):  Whenever a Ifrit falls, and takes lethal damage, they may land on their feet.  They also gain +1 to CMD  vs. Trip.

Spell-Like Ability (Sp): Ifrits can use burning hands 1/day as a spell-like ability (caster level equals the ifrit’s level; DC 11 + Charisma modifier).

 

Kasatha Racial Traits (Source Advanced Race Guide)

Ability Scores:  +2 Dexterity and +2 Wisdom: Kasatha are nimble and perceptive.

Size: Kasatha are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Kasatha are humanoids (with the Kasatha subtype).

Base Speed:  Kasatha have a base speed of 30 feet.

Languages (Ex.):  Kasatha speak Common and Kasatha. A Kasatha with a high Intelligence score can choose from the following: Dwarven, Draconic, Gnoll, Goblin, and Orc.

Desert Stride (Ex.): Kasatha move through non-magical difficult terrain in desert environments at normal speed.

Defensive Training, Greater: Kasatha have a +2 dodge bonus to Armor Class.

Jumper (Ex.): Kasatha are always considered to have a running start when attempting Acrobatics checks to jump.

Multi-Armed (Ex.):  A Kasatha has four arms.  One hand is considered its primary hand; all others are considered off-hands.  It can use any of its hands for other purposes that require free hands (like holding a shield or casting  a spell).

Stalker (Ex.): Perception and Stealth are class skills for Kasatha.  If they are already class skills then the Kasatha gains a +2 racial bonus to that skill.

Spinal Sword Proficiency (Ex.):  Kasatha treat Kasatha Spinal Swords as martial weapons (treat as a spiral rapier).

Tundra Runner (Ex.):  Kasatha have a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, and other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

 

Kitsune Racial Traits (Source Advanced Race Guide)

Ability Scores:  +2 Dexterity , +2 Charisma, and -2 Strength: Kitsune are agile and companionable, but tend to be physically weak.

Size: Kitsune are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Kitsune are humanoids (with the Kitsune and Shapechanger subtypes).

Base Speed: Kitsune have a base speed of 30 feet.

Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

Agile (Ex):  Kitsune receive a +2 racial bonus on Acrobatics checks.

Bonus Feat: Kitsune select one extra feat at 1st level, that they could qualify for.

Change Shape (Su):  A Kitsune can assume the appearance of a specific single human form of the same sex.  The Kitsune always takes this specific form when she uses this ability.  A Kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a move action. This ability otherwise functions as alter self, except that the Kitsune does not adjust her ability scores.  The kitsune can change back and forth as a standard action as many times as they desire.  Many kitsune try to pass as humanoids so they only assume their natural form in private, among friends, or in areas with a lot of kitsune.  Kitsune in their normal forms can cast spells as easily as they can in their humanoid form.  When they change forms their equipment does not change with them, but it things like armor can adapt to their new form; (modifying gear to allow for this cost 50% of the base cost of the item) they are close enough to each form that the changes are minor.  A druid is an example of a shapechanger that has all their equipment change into the new form they assume; that is standard in Pathfinder, and the difference with Kitsune is fairly unique.

Gregarious (Ex):  Kitsune have a gift for making friends.  Whenever a Kitsune successfully uses Diplomacy to win over an individual, that creature takes a –2 penalty to resist any of their Charisma-based skill checks for the next 24 hours.

Kitsune Magic (Ex/Sp): Kitsune add +1 to the DC of any saving throws against enchantment spells that they cast.  Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights.

Lucky (Ex.):  Kitsune receive a +1 racial bonus on all saving throws.

Natural Weapons (Ex):   In her natural form, a Kitsune has a bite attack that deals 1d4 points of damage.

Senses; Low-Light Vision:  Kitsune can see twice as far as humans in conditions of dim light.

 

Kobold Racial Traits (Source Advanced Race Guide and Bestiary)

Ability Score Racial Traits: Kobolds are fast but weak. They gain +2 Dexterity, –4 Strength, and –2 Constitution.

Type: Kobolds are humanoids with the reptilian subtype.

Size: Kobolds are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their Combat Maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Base Speed: Kobolds have a base speed of 30 feet.

Languages:  Kobolds begin play speaking only Draconic. Kobolds with high Intelligence scores can choose from the following:  Common, Dwarven, Gnome, and Undercommon. See the Linguistics skill page for more information about these languages.

Bond to the Land (Ex.):  Kobolds receive a +2 racial bonus to Dodge to their AC while Underground.

Cave Dweller (Ex.);  Kobolds underground skills give them a +1 to Knowledge (Dungeoneering) and Survival checks made while underground.

Crafty (Ex.):  For kobolds Craft (trapmaking) and Stealth are always class skills.

Fleet-Footed (Ex.):  Kobolds gain Run as a bonus feat and a +2 racial bonus to Initiative.

Light Sensitivity: Kobolds lives in darkness have caused them to suffer from light sensitivity.

Natural Armor, Improved (Ex.):  +1 natural armor bonus

Senses; Darkvision:  Kobolds can see perfectly in the dark up to 60 feet.

Skill Bonus:  Kobolds gain a +2 to Craft (Trapmaking) and Profession (Miner)

Stonecunning (Ex.):  Kobolds gain a +2 to Perception to notice unusual stonework such as traps or hidden doors in stone and they receive a check even if only within 10’ and not actively searching.

 

Kuru Racial Traits

Ability Score Racial Traits: Kuru are abnormally fast and hardy, but bloodlust clouds their thinking. Kura gain +2 Dexterity, +2 Constitution, and –2 Intelligence.

Size:  Kuru are Medium size with no modifiers due to size.

Speed:  Kuru move at normal speed 30’.

Type:  Kuru are Humanoids (with the Kuru subtype)

Languages: Kuru begin play speaking Kuru.  Kuru with high Intelligence scores can choose bonus languages from the following: Abyssal, Common, Polyglot, Undercommon. See the Linguistics skill page for more information about these languages.

Bite Attack (Ex): Kuru possess a natural bite attack that deals 1d6 points of damage.

Blood Courage (Ex) Once per day when a kuru makes a saving throw against a Fear effect, he can roll the saving throw twice and take the better result. He must decide to use this ability before the saving throw is attempted.

Bond to the Land (Ex.):  Kuru gain a +2 racial bonus to their Dodge AC while in the jungle, forest, or wooded terrain.

Camouflage (Ex.): Kuru gain a +4 racial bonus to Stealth in wood/forest/jungle.

Cannibalistic Vitality (Ex) When a kuru hits a living creature with its bite attack, he gains 1 temporary hit point by ingesting the target’s blood. The temporary hit points last for 1 hour, or until used.  This ability does not work on creatures that do not have blood.

Fearless (Ex.):  Kurus gain a +2 racial bonus to Saves vs. Fear.

Fleet-Footed (Ex.):  Kurus gain Run as a bonus feat and have a +2 racial bonus to Initiative.

Light Sensitivity: Kuru are especially sensitive to bright light (kuru have light sensitivity).

Senses; Darkvision:  Kurus have Darkvision 60’

Senses; Low-Light Vision: Kuru can see twice as far as humans in conditions of dim light.

Senses; Scent (Ex.):  Kurus have scent and can use it to track their prey, especially wounded prey.

 

Lashunta Racial Traits (Source Inner Sea Bestiary and Distant World Supplement)

Ability Score Racial Traits: Lashunta are almost universally intelligent and eager to learn. As a result, lashunta gain a +2 bonus to Intelligence.

Sexual Dimorphism: Male and female lashunta have very different body and personality types, more so than most humanoid species. Male lashunta are muscular (+2 Strength) and often brash and unobservant (–2 Wisdom). Female lashunta, though beautiful and commanding (+2 Charisma), lack the males’ rugged builds (–2 Constitution).

Females gain Enclave Protector (Sp.):  +1 caster level to abjuration spells, and they gain a constant nondetection, but this only affects themselves.

1/day they may cast fairer fire, obscure object, or sanctuary with their caster level equal to their total character levels.

Males gain Quick Reactions (Ex.):  Improved Initiative as a bonus feat.

Size: Lashunta are Medium creatures and have no bonuses or penalties due to their size.

Speed: Lashunta have a base speed of 30 feet.

Type:  Lashunta are Humanoids (with the Lashunta subtype)

Languages: Lashunta begin play speaking Elven and Lashunta. Lashunta with high Intelligence scores can choose any languages they want (except Druidic and other secret languages). See the Linguistics skill page for more information about these languages.

Divination-Constant (Sp.):  females get detect magic as a constant ability.  Males may choose between detect poison and detect undead as constant powers.  That choice is made at character creation and once made must be kept.

Eternal Hope (Su.):  All lashunta gain a +2 to their Saving rolls vs. Fear and Despair spells, spell-like abilities or effects, and once per day they may roll again after rolling a natural 1.

Knowledgeable (Ex.): A lashunta gains a +2 racial bonus to any one Knowledge skill.  They can’t use that Knowledge skill untrained.

Gift of Tongues (Ex.):  +1 racial bonus on Bluff and Diplomacy and each time they take a pick in linguistics they gain two languages.

Limited Telepathy (Sp.):  A lashunta is able to mentally communicate with any creature within 30 feet with whom she shares a language.  Otherwise this ability is identical to the telepathy ability.

Lashunta Magic (Sp.): A lashunta possessing an Intelligence score of 11 or higher gains the following spell-like abilitiesAt willdaze, mage hand; 1/daydetect thoughts. The caster level for these effects is equal to the lashunta’s total class levels.

 

Lizardfolk Racial Traits (Source Advanced Race Guide and Bestiary)

Ability Scores:  +2 Strength and +2 Constitution: Lizardfolk are strong and hardy.

Size: Lizardfolk are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Lizardfolk are humanoids with the Reptilian subtype.

Base Speed: Lizardfolk have a base speed of 30 feet and a swim speed of 40 feet.

Languages: Lizardfolk begin play speaking Common and Lizardfolk only.

Bite (Ex.): Lizardfolk receive a bite attack. This is a primary natural attack. The damage is based on the creature’s size (1d6 for Medium creatures.)

Claws (Ex.): Lizardfolk receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size (1d4 for Medium creatures.)

Fleet-Footed (Ex.): Lizardfolk receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Natural Armor (Ex.): Lizardfolk have tough scaly skin, granting them a +2 natural armor bonus.

Natural Magic (Sp.): Lizardfolk add +1 to the caster level of any abjuration spells they cast. Members of this race also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the Lizardfolk’s character level.

Sprint (Ex.)r: Lizardfolk gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.

 

Merfolk Racial Traits (Source Advanced Race Guide and Bestiary)

Ability Scores:  +2 Strength, +2 Dexterity, +2 Constitution, +4 Charisma: Merfolk are strong and hardy.

Size: Merfolk are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Merfolk are humanoids with the Reptilian subtype.

Base Speed: Merfolk have a base speed of 10 feet, but their speed is never modified by armor or encumbrance.  Merfolk also possess a swim speed of 40 feet.

Languages: Merfolk begin play speaking Common and Aquan.  Merfolk with high intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven and Sylvan.

Amphibious (Ex.): Merfolk can breathe both air and water.

Legless (Ex.): Merfolk have no legs and cannot be tripped.

Low-Light Vision: Merfolk can see twice as far as humans in conditions of dim light.

Natural Armor (Ex.): Merfolk have tough scaly skin, granting them a +2 natural armor bonus.

Water-bonded (Ex.): Merfolk gain a +2 racial bonus to Dodge bonus to their armor class when in water.

Weapon Familiarity (Ex.): Merfolk are proficient with tridents and nets and treat any weapon with the word “merfolk” in its name as a martial weapon.

 

Monkey Goblin Racial Traits (Inner Sea Bestiary)

Ability Scores:  +4 bonus to Dexterity, but suffer a –2 penalty to Wisdom and -2 Charisma.  Monkey goblins are fast, but foolishly impulsive and disagreeable. 

Size: Monkey goblins are Small creatures and thus gain a +1 size bonus to their AC and attack rolls, but suffer a –1 penalty to their CMD and on combat maneuver checks, and a +4 size bonus on Stealth checks.

Speed (Slow Speed) (Ex.): Monkey goblins have a base climb speed of 20 feet.

Languages: Monkey goblins begin play speaking Goblin. Monkey goblins with high Intelligence scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, Halfling, Orc. See the Linguistics skill page for more information about these languages.

Acrobatic (Ex.): Monkey goblins gain a +2 racial bonus on Acrobatics and Stealth checks.

Fearless (Ex.): Monkey goblins gain a +2 racial bonus on all saving throws against fear.

Low-Light Vision: Monkey goblins can see twice as far as humans in conditions of dim light.

Natural Climber (Ex.): Monkey goblins have a climb speed of 30 feet.

Prehensile Tail (Ex.): Monkey goblins have long, flexible tails that they can use to carry objects. They cannot wield weapons with their tails, but the tails do allow them to retrieve small objects stowed on their persons as a swift action.


Orc Racial Traits (Source Advanced Race Guide and Bestiary)

+4 Strength and +2 Constitution: Half-orcs are strong and hardy.

Type: Orcs are Humanoid creatures with orc subtypes.

Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.

Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Normal Speed: Orcs have a base speed of 30 feet.

Intimidating (Ex.): Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.

Natural Armor (Ex.): Orcs gain a +1 natural armor bonus to their Armor Class.

Orc Ferocity (Ex.): When an Orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Relentless (Ex.): Orcs gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

Scent (Ex): This special quality allows an Orc to detect approaching enemies, sniff out hidden foes, and track by sense of smell.  Creatures with the scent ability can identify familiar odors just as humans do familiar sights. (Bestiary page 302)

Senses; Darkvision: Orcs can see in the dark up to 60 feet.

Weapon Familiarity (Ex.): Orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

 

Nagaji Racial Traits (Source Advanced Race Guide)

Ability Scores: Nagaji are strong and have forceful personalities, but tend to ignore logic and mock scholastic pursuits. They gain +2 Strength, +2 Charisma, and –2 Intelligence.

Size: Nagaji are Medium creatures and thus have no bonuses or penalties due to their size.

Type: Nagaji are humanoids (with the reptilian subtype).

Base Speed: Nagaji have a base speed of 30 feet.

Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human tongue, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.

Hypotonic (Sp.):  Nagaji have a +1 to DC of spells or effects that inflict the Fascinated condition, 1/day can force a reroll against their saving roll when they try to inflict those conditions on others.

Resistant (Ex) Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.

Senses; Low-Light Vision: Nagaji have low-light vision allowing them to see twice as far as humans in conditions of dim light.

Serpent’s Sense (Ex) Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.

Snake Empathy (Ex.):  Nagaji have a natural empathy with snakes giving them a +6 on Handle Animal checks made against them (counting their Serpent’s Sense).

Sprinter (Ex.):  Nagaji are sprinters and can move +10’ on a charge, withdraw, or when using the run action.

Stalker (Ex.):  Perception and Stealth are always class skills for Nagaji.

Urbanite (Ex.):  Nagaji training gives them a +2 racial bonus to Diplomacy in order to gather information and to Sense Motive to get a hunch about a situation.

 

Orang-Pendak Racial Traits (Source Bestiary 5)

Ability Scores: Orang-pendaks are strong and intuitive, but not particularly clever. They gain +2 Strength and +2 Wisdom but suffer –2 Intelligence.

Size: Orang-pendaks are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on Combat Maneuver checks and to CMD, and a +4 size bonus on Stealth checks.

Type:  Orang-pendaks are Humanoids (with the Orang-pendak subtype).

Base Speed: Orang-pendaks have a base speed of 30 feet.

Base Speed; Climb:  Orang-pendaks have a 30’ climb speed and have a +8 racial bonus to Climb checks.

Languages, Standard: Orang-pendaks begin play speaking Sasquatch. Orang-pendaks who have high Intelligence scores can choose from the following: Aklo, Common, Draconic, Goblin, Grippli, Sylvan, Vanaran, and Vishkanya. See the Linguistics skill page for more information about these languages.

Bond to the Land (Ex.):  Orang-pendaks have a racial bonus of +2 Dodge to their AC in the woods.

Forest Dweller:  Orang-pendaks gain a +1 Knowledge (Dungeoneering) and Survival checks made while in the woods.

Forest Walker (Ex) Orang-pendaks gain a +4 bonus on Climb and Stealth checks in the woods.

Own Two Feet (Ex) Orang-pendaks are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

Resistant (Ex.): Orang-pendak gain a +2 racial bonus to Saves vs. mind-affecting effects and poisons.

Senses:  Darkvision:  60’

Senses:  Low-Light Vision: Orang-pendaks can see twice as far as humans in conditions of dim light.

Simian Empathy (Ex) Orang-pendaks gain a +4 racial bonus on Handle Animal and wild empathy checks with apes and monkeys.

Skill Training (Ex.):  Acrobatics, Climb, Perception, and Stealth are always class skills for Orang-pendaks.

Sprinter (Ex.):  Orang-pendaks gain +10’ move when running, charging or using the withdraw action for one round.

Tear Apart (Ex) Orang-pendaks have powerful upper bodies and gain a +2 racial bonus on Strength checks to break or burst an object. This bonus also applies on Combat Maneuver checks to Sunder with their unarmed attacks.

 

Oread Racial Traits (Source Advanced Race Guide)

Ability Scores: Oreads are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.

Type: Oreads are outsiders (with the native subtype).

Size: Oreads are Medium creatures and thus have no bonuses or penalties due to their size.

Speed (Slow): Oreads have a base speed of 20 feet.

Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon. See the Linguistics skill page for more information about these languages.

Burrow:  Oreads have a burrow speed of 20’.  When they burrow an Oread does not leave a tunnel behind.

Earth Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level.

Elemental Weapons:  When an Oread makes a natural attack or makes an unarmed attack they can add +1d6 acid damage to each attack.

Energy Resistance: Oreads have acid resistance 5.

Ferrous Growth:  1/day an Oread can touch a piece of iron/steel to grow into object up to 10 lbs for 10 min.

Greed (Ex.):  Oread’s share the Dwarven senses that allow them to make Appraise checks to determine the price of Non-magical goods that have precious metals or gemstones with a +2 racial bonus to those checks.

Illusion Resistance (Su.):  Oread’s natural stable nature makes them skeptical and grants them a +2 to any Saving rolls vs. Illusions.

Natural Armor:  Oreads have +1 Natural AC.

Senses; Darkvision: Oreads can see perfectly in the dark up to 60 feet.

Spell-Like Ability:  If they have a Charisma of 11+ then Oreads can use magic stone 1/day with their caster level equal to the oread‘s total character levels.

 

Ratfolk Racial Traits (Source Advanced Race Guide)

Ability Scores:  +2 Dexterity , +2 Intelligence  , and -2 Strength: Ratfolk are agile and clever, yet physically weak.

Size: Ratfolk are Small and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.

Type: Ratfolk are humanoids (with the Ratfolk subtype).

Slow Speed: Ratfolk have a base speed of 20 feet.

Languages: Ratfolk begin play speaking Common. Ratfolk with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc, and Undercommon. See the Linguistics skill page for more information about these languages.

Cornered Fury (Ex.): Ratfolk can fight viciously when cut off from friends and allies. Whenever a Ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.

Opportunistic Tail (Ex.): Ratfolk have a tail they can use to make attacks of opportunity with a reach of 5 feet. This tail is a natural attack that deals 1d6 points of damage plus the user’s Strength modifier.  This tail attack can only be used for attacks of opportunity.  When successfully striking with their tail, Ratfolk can make a trip attack as a free action that does not provoke attacks of opportunity.

Rodent Empathy (Ex.): Ratfolk gain a +4 racial bonus on Handle Animal checks made to influence rodents.

Scent (Ex): This special quality allows a Ratfolk to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. (Bestiary page 302)

Senses; Darkvision: Ratfolk can see perfectly in the dark up to 60 feet.

Swarming (Ex.): Ratfolk are used to living and fighting communally, and are adept at swarming foes for their own gain and their foes' detriment. Up to two Ratfolk can share the same square at the same time.  If two Ratfolk in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.

Tinker (Ex.): Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, and Use Magic Device checks.

 

Reptoid Racial Traits (Source Bestiary 5)

Ability Scores: Reptoids are both manipulative and strong, but they’re deliberate in their movements. They gain +2 Strength and +2 Charisma but suffer –2 Dexterity.

Type:  Reptoids are Humanoids (with the reptilian subtype).

Size: Reptoids are Medium creatures and have no bonuses or penalties due to their size.

Speed: Reptoids have a base speed of 30 feet.

Languages: All reptoids begin play speaking Common and Reptoid. Reptoids with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Change Shape (Su) A reptoid can assume the appearance of a specific single Medium humanoid. The reptoid always takes this specific form when it uses this ability.  The reptoid gains a +10 racial bonus on Disguise checks to appear as that type of humanoid.  This ability otherwise functions as alter self, except the reptoid does not adjust its ability scores.  A reptoid can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form.

Cold-Blooded (Ex): Reptoids receive a +2 racial saving throw bonus against mind-affecting effects and poisons.

Dual Minded:  Reptoids are especially trained to resist spells and spell-like effects that tamper with the mind, they receive a +2 racial bonus to their Will saves.

Mental Potency (Ex) A reptoid’s mental effects can affect more powerful creatures or a greater number of creatures than normal. Both the Hit Die limit and the total number of Hit Dice affected by each enchantment or illusion spell it casts increase by 1.  For enchantment and illusion spells it casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be).  This ability stacks with the mesmerist’s ability of the same name.

Natural Weapons (Ex): When in its natural form, a reptoid has a bite attack and two claw attacks that deal 1d3 points of damage each.

Scales: When in its natural form, a reptoid has a +1 natural armor bonus.

Scent:  Reptoids have scent and may track prey with a Survival Skill check.  They also use their scent to identify other Reptoids who are hidden in a humanoid form.  The fact that they do have the Scent ability is a secret most Reptoids work hard to maintain.  The fact that the scent of a reptoid is slightly different than that of other humanoids is also a secret that they keep hidden and fear if it gets out.  They will KILL to maintain this secret.

Senses; Low-Light Vision: Reptoids can see twice as far as humans in dim light.

Skilled:  Disguise and Stealth are always class skills for reptoids.

 

Samsaran Racial Traits (Source Advanced Race Guide)

Ability Scores:  +2 Intelligence, +2 Wisdom, and -2 Constitution: Samsaran are insightful and strong-minded, but their bodies tend to be frail.

Size: Samsaran are Medium creatures and thus have no bonuses or penalties due to their size.

Type: Samsaran are humanoids (with the Samsaran subtype).

Base Speed: Samsaran have a base speed of 30 feet.

Languages: Samsaran begin play speaking Common and Samsaran. Samsaran with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, Nagaji, Tengu, and Terran. See the Linguistics skill page for more information about these languages.

Eternal Hope (Ex.): Samsaran gain a +2 racial bonus on saving throws against fear and despair effects.  Also, once per day, after a natural roll of 1 on a d20 roll, a Samsaran may reroll and use the second result, they must do this prior to the results of the roll being announced.

Integrated (Ex.): Samsaran gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

Lifebound (Ex): Samsaran gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Mountaineer (Ex.): Samsaran are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.

Multitalented (Ex.): Samsaran choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.

Mystic Past Life (Su): A Samsaran can add spells from another spellcasting class to the spell list of their current spellcasting class.  They add a number of spells equal to 1 + their spellcasting class’s key ability score bonus (Wisdom for clerics, and so on).  The spells must be the same type (arcane or divine) as the spellcasting class they’re adding them to.  For example, a samsaran could add divine power to their druid class spell list, but not to their wizard class spell list because divine power is a divine spell. These spells do not have to be spells they can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to their ability score do not change the number of spells gained.

Samsaran Magic (Sp): Samsaran with a Charisma score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. The caster level for these effects is equal to the samsaran’s character level.

Senses; Low-Light Vision: Samsaran can see twice as far as humans in conditions of dim light.

Shards of the Past (Ex): A Samsaran’s past lives grant her bonuses on two particular skills. A Samsaran chooses two skills—she gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class she actually takes.

 

Shabti Racial Traits (Source Bestiary 5 and AP #84 Pyramid of the Sky Pharaoh)

Ability Scores: Shabti have powerful bodies and presences to match. They gain +2 Constitution and +2 Charisma.

Type: Shabti are outsiders (with the native subtype).

Size: Shabti are Medium creatures and receive no bonuses or penalties due to their size.

Speed: Shabti have a base speed of 30 feet.

Languages: Shabti begin play speaking Common. Those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Darkvision: Shabti can see perfectly in the dark up to 60 feet.

Flexible (Ex.):  Shabti gian a free feat, that they could qualify for at first level.

Healthy (Ex.):  Shabti are unusually healthy and gain a +4 racial bonus to their Fort Saves vs. poison and disease including magical ones.

Immortal (1 RP) (Ex.):  Shabti do not age naturally and cannot die of old age.  While some might come into being at age categories other than adulthood, they never leave their original age category.  Spells and effects that cause aging affect a shabti as normal.

Immune to Undeath (1 RP) (Ex.): Shabti can’t become undead. Spells and abilities that would transform a shabti into an undead creature have no effect.

Integrated (Ex.):  Shabti gain a +1 racial bonus to Bluff, Disguise, and Knowledge (Local)

Past Life Knowledge (2 RP) (Ex.): Shabti remember bits of their past lives. As a result, they treat all Knowledge skills as class skills.

Resist Level Drain (1 RP) (Ex.): A Shabti takes no penalties from energy drain effects, though he can still be killed if he accrues more negative levels than he has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for an additional saving throw.

Shattered Soul (–1 RP) (Su.):  Shabti who are killed are exceptionally difficult to return to life.  Those who attempt to return a shabti to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the Shati’s Hit Dice. If this check fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).

Spell-Like Ability (3 RP) (Sp.): Shabti can use suggestion once per day as a spell-like ability, with the caster level equal to the shabti’s class level.

 

Skinwalker Racial Traits (Source Bestiary 5, Heroic Races Advanced Favored Class Options)   

Ability Scores: Skinwalkers are well attuned to the natural order of things and value passion above reason. They gain +2 Wisdom, –2 Intelligence, and +2 to one physical ability score while shapechanged (1 RP). While in their bestial form, they gain a +4 racial bonus to either Strength, Dexterity, or Constitution (see Change Shape). Skinwalkers of specific heritages (see below) gain different ability score modifiers, as indicated.

Size: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.         

Type: Skinwalkers are humanoids (with the skinwalker and shapechanger subtypes).

Base Speed: Skinwalkers have a base speed of 30 feet.

Languages: Skinwalkers speak Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Animal-Minded (Ex.): Skinwalkers have a +2 racial bonus on Handle Animal and wild empathy checks. Skinwalkers of specific heritages gain a +2 bonus to different checks as indicated.

Beguiling Liar (Ex.):  Skinwalkers gain a +4 racial bonus to their Bluff skill.

Change Shape (Su.): A skinwalker can change shape to and from a bestial form as a standard action. In bestial form, a skinwalker gains a +4 racial bonus to either Strength, Dexterity, or Constitution (varies as per the subspecies of Skinwalker).  While in this form, a skinwalker also takes on an animalistic feature that provides special effects. Each time a skinwalker assumes bestial form, they can choose to gain two of the following features:  +1 racial bonus to natural armor, Claws x2 as primary attack for 1d4 (Fanglord and Witchwolve have their claws damage increased to 1d6), Darkvision 60’, DR 5/Silver.  A skinwalked can shapechange into bestial form 3 times per day + ½ their character level.  They can remain in animal shape for as long as they want, and they can revert to their humanoid form at any time.  When assuming bestial form they can chose among any of the powers granted to them and change that selection each time they transform.  To change powers a skinwalker must change into their humanoid form and back into their bestial form.  Skinwalkers also get specific extra powers, that occur only when in their Bestial Form as per the subspecies.  Change Shape can be affected by taking the racial feats Extra Feature or Fast Change (Extra Feature allows 1 more feature to be taken while in bestial form, it stacks with itself and Fast Change allows the skinwalker to change forms as a move action, it does not stack).  While in bestial form, a skinwalker takes a -4 penalty on Charisma and Charisma---based checks when interacting with humanoids that lack the shapechanger subtype.

Non-Human Skinwalkers:  Skinwalkers are found mostly in human populations. However, because of the nature of lycanthropy, skinwalkers can feasibly be of any intelligent humanoid race.  So while uncommon, a lycanthropic bloodline can descend through non-humans like halflings, dwarves, orcs, or elves.  Non-human skinwalkers perhaps more closely resemble their non-lycanthropic parent race, but possess the same statistics as human-descended skinwalkers with the exception of size and effects dependent on size, such as the damage die of natural attacks. For example, a gnome skinwalker is Small, but otherwise is statistically identical to the base skinwalker race presented here  (unless, of course, the character is descended from an alternate skinwalker heritage, in which case she has the statistics of that heritage).  Regardless, skinwalkers of non-human descent are typically raised in the same culture as their parent race, and thus usually have the same cultural understanding and education that anyone in their community possesses.  So, while a half-orc skinwalker raised in an orc tribe might not gain automatic proficiency with the orc double-axe, that doesn’t necessarily preclude him from honing his aggressive battle tactics and learning how to fight like an orc. (Halfling and gnome skinwalkers are size small and so transform into size small beasts with a reduction in their bite damage to 1d2 and a reduction in their claw damage to 1d4, they gain the normal attack and AC bonuses and CMD penalties for being size Small).

Senses; Low-Light Vision (Ex): Skinwalkers can see twice as far as humans in conditions of dim light.

Skills (Ex.):  Disguise and Stealth are always class skills for Skinwalkers.  If these are already class skills then the Skinwalker gains a +2 racial bonus to that skill.

Spell-Like Ability (Sp.): Skinwalkers with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability. The caster level for this ability is equal to the skinwalker’s character level. Skinwalkers of specific heritages gain other spell-like abilities.

 

Skinwalker Heritaage           Typ. Align.     Ability Mod. [changed]    Alternate Skill Modifier                   Alternate Spell-Like                                                    Extra Bestial Form Abilities

Bloodmarked (Werebat)                  NE         +2 Int, -2 Wis, [+4 Dex]      Fly, Perception at night                      obscuring mist 1/day                                                     Bite 1d6, Scent 30’, Treat falling damage as -20’

Coldborn (Werebear)                       LG           +2 Con, -2 Cha, [+4 Wis]   Climb, Wild Empathy                         calm animals 1/day                                                          Bite 1d6, Scent 30’, Climb 20’ 

Rageborn (Wereboar)                     CN           +2 Str, -2 Cha, [+4 Con]     Handle Animal, Perception             speak with animals (pigs and boars only)  3/day   +10 Move, Gore 1d6, Scent 30’

Scaleheart (Werecrocodile)           NE         +2 Con, -2 Wis, [+2 Str]     Stealth, Wild Empathy                        scare 1/day                                                                           Bite 1d6, Darkvision 60’, Swim 30’, Ferocity

Nightskulk (Wererat)                     LE             +2 Int, -2 Str, [+4 Dex]         Handle Animal, Stealth in Urban   speak with animals  (rodents only) 3/day            Bite 1d6, Climb 30’, Distraction w/1 attack sickens instead of nauseated, Scent 30’

Seacarred (Wereshark)                  N            +2 Wis, -2 Int, [+4 Dex]        Perception, Swim                                   charm animal (aquatic animals only) 3/day       Amphibious, Bite 1d6, Ferocity, Swim 30’

Fanglord (Weretiger)                     NE        +2 Dex, -2 Wis, [+4 Cha]       Acrobatics, Perception                        jump 1/day                                                                           Bite 1d6, 2x Claws 1d6, +10’ speed, see in any darkness

Witchwolf (Werewolf)                   CE      +2 Con, -2 Int, [+4 Wis]           Perception, Wild Empathy                magic fang 1/day                                                                Bite 1d6, 2x Claws 1d6, Darkvison 60’ +2 Saves

Aeriebon (Wereraptor)                  LN     +2 Wis, -2 Cha, [+4 Dex]         Perception, Sense Motive                 feather fall 1/day                                                               Bite 1d6, 2x talons 1d6, +4 Perception, +10 Fly from other sources

Player character skinwalkers are not confined to any type of alignment.

 

Strix Racial Traits (Source Advanced Race Guide)

Ability Scores: Strix are swift and elusive, but tend to be stubborn and swift to anger. They gain +2 Dexterity, and -2 Charisma.

Type: Strix are humanoids (with the strix subtype).

Size: Strix are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Strix have a base speed of 30 feet on land. They also have a fly speed of 60 feet (average).

Languages: Strix begin play speaking Strix. Those with high Intelligence scores can choose from the following: Auran, Common, Draconic, Giant, Gnome, Goblin, Infernal. See the Linguistics skill page for more information about these languages.

Acrobatic:  Strix do not lose their Dexterity bonus to AC when performing aerial acrobatics.

Bond to the Land:  +2 racial bonus to Dodge AC in Mountains and while Airborne

Hatred: Strix receive a +1 racial bonus on attack rolls against humanoid creatures with the human subtype because of their special training against these hated foes.

Mountaineer:  Strix are native to the mountains of Chelax and are immune to altitude sickness and do not lose the Dexterity bonus to AC when using Climb or Acrobatics to cross narrow or slippery surfaces.

Nocturnal: Strix gain a +2 racial bonus on Perception and Stealth checks in dim light or darkness.

Senses; Darkvision: Strix see perfectly in the dark up to 60 feet.

Senses; Low-Light Vision: Strix have low-light vision, allowing them to see twice as far as humans in conditions of dim light.

Skill Training;  Because Strix spend a large portion of their lives hiding from Chelaxian humans trying to hunt them down Knowledge (Local) and Stealth are always class skill for them, so that they know about them and can hide from them.

Suspicious: Strix receive a +2 racial bonus on saving throws against illusion spells and effects.

 

Suli Racial Traits (Source Advanced Race Guide)

Ability Scores: Sulis are brawny and charming, but slow-witted. They gain +2 Strength, +2 Charisma, and –2 Intelligence.

Type: Sulis are outsiders (with the native subtype).

Size: Sulis are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Sulis have a base speed of 30 feet.

Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran. See the Linguistics skill page for more information about these languages.

Elemental Affinity (Su.):  Suli gain a +1 level to any spells they cast with the Acid, Cold, Earth, or Fire descriptor.

Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with their arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.  Once chosen this type of energy can’t be changed that day.

Energy Resistance 5 (Su.): Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.

Negotiator (Ex.): Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Senses; Low-Light Vision: Sulis can see twice as far as humans in dim light.


Sylph Racial Traits (Source Advanced Race Guide)

Ability Scores: Sylphs are quick and insightful, but slight and delicate. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Type: Sylphs are outsiders (with the native subtype).

Size: Sylphs are Medium creatures and thus have no bonuses or penalties due to their size.

Speed: Sylphs have a base speed of 30 feet.

Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran. See the Linguistics skill page for more information about these languages.

Acrobatic (Ex.):  Sylph do not lose their bonus to Dexterity when flying.

Air Affinity (Sp.): Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.  This does not grant early access to any abilities from those classes.

Elemental Assault (Su.):  Once per day a Sylph can cover their arms and hands or any weapon held by them with cold energy for 1 round per level dealing +1d6 cold damage with their attacks.

Energy Resistance (Su.): Sylphs have electricity resistance 5.

Sylphs can use feather fall 1/day (caster level equals the Sylph’s total level).

Flight (Sp.):  Sylphs have a spell-like ability that allows them to fly, unlimitedly, at a speed of 50’ (Average).

Senses; Darkvision: Sylphs can see perfectly in the dark up to 60 feet.

Skilled (Ex.):  Acrobatics and Fly are always class skills for Sylphs.

Spell-Like Ability (Sp.):  Slyphs can cast feather fall once per day as a spell-like ability with their caster level equal to their total character level.

 

Tengu Racial Traits (Source Advanced Race Guide)

Ability Scores:  +2 Dexterity, +2 Wisdom =, and -2 Constitution: Tengu are fast and observant, but relatively fragile and delicate.

Size: Tengu are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Tengu are humanoids (with the Tengu subtype).

Base Speed: Tengu have a base speed of 30 feet.

Languages: Tengu begin play speaking Common and Tengu. Tengu with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Bite: Tengu gain a natural bite attack, dealing damage equivalent to that of a creature two size categories lower than normal for their size (1d3 for Medium creatures).  This is a primary natural attack.

Carrion Sense (Ex): Tengu have a natural ability to sniff out carrion. While their sense of smell isn't as keen as that of other species, it is particularly attuned to the scent of injuries or death. Tengu with this racial trait have a limited scent ability, which only functions for corpses and badly wounded creatures (25% or fewer hit points).

Claws (Ex.): Tengu receive two claw attacks, dealing damage equivalent to that of a creature one size category lower than normal for their size (1d3 for Medium creatures). These are primary natural attacks.

Gifted Linguist (Ex.): Tengu gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.

Gliding Wings (Ex.): Tengu take no damage from falling (as if subject to a constant non-magical feather fall spell).  While in midair, Tengu can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round.  A Tengu cannot gain height with these wings alone; it merely coasts in other directions as it falls.  If subjected to a strong wind or any other effect that causes the Tengu to rise, it can take advantage of the updraft to increase the distance it can glide.

Senses; Low-Light Vision:  Tengu can see twice as far as humans in conditions of dim light.

Sneaky (Ex.):  Tengu gain a +2 racial bonus on Perception and Stealth checks.

Swordtrained (Ex.):  Tengu are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords).

 

Tiefling Racial Traits (Source Advanced Race Guide Player Companion Blood of Fiends)

Ability Scores +2 Dexterity, +2 Intelligence:  Most tiefling are quick in body and mind, but their heritage can vary which determines their ability modifiers, skill modifiers, automatic class skills, and if they have darkness as a spell-like ability.  See the chart below for heritage options.

Size: Tiefling are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Tiefling are outsiders with the native subtype.

Base Speed: Tiefling have a base speed of 30 feet.

Darkvision: Tiefling can see perfectly in the dark up to 60 feet.

See in Darkness (Su): Tiefling can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Fiendish Resistance: Tiefling have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled: Most tiefling gain a +2 racial bonus on Bluff and Stealth checks and these skills are always considered class skills, but their heritage can vary.

Spell-like abilities: Most tiefling can use darkness once per day as a spell-like ability, but their heritage may vary.  All tieflings can use deathwatch at will as spell-like ability. The caster level for these abilities are equal to the tiefling’s class level.

Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

Languages: Tiefling begin play speaking Common and either Abyssal or Infernal. Tiefling with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc. See the Linguistics skill page for more information about these languages.

 Heritage Ability Modifier Alternate Skill Modifiers Alternate Spell-Like

Asura Spawn (Faultspawn +2 Dex, +2 Wis Appraise, Knowledge (local) Hideous Laughter

Daemon-Spawn (Grimspawn) +2 Dex, +2 Int Disable Device, Sleight of Hand Death Knell

Demondand-Spawn +2 Con, +2 Wis Intimidate, Knowledge (Religion) Bear's Endurance

Demon-Spawn +2 Str, +2 Cha Disable Device, Perception Shatter

Devil-Spawn +2 Con, +2 Wis Diplomacy, Sense Motive Pyrotechnics

Kyton Spawn +2 Con, +2 Cha Escape Artist, Intimidate Web

Oni-Spawn +2 Str, +2 Wis Disguise, Intimidate Alter Self

Qlipptoth +2 Str, +2 Wis Escape Artist, Survival Blur

Rakashasa +2 Dex, +2 Cha Disquise, Sense Motive Detect Thoughts

Triaxian Racial Traits (Source AP#70 The Frozen Stars and Distant Worlds)

The Triaxian homeworld swings in wide orbits taking centuries to complete.  As a result of the eccentric orbit there are summer-breed and winter-breed Triaxians; those born in that season.

Ability Scores:  +2 Constitution, +2 Wisdom, and -2 Strength:  Triaxians are a hardy and wily race, as befits their constantly changing environment, but their lean forms have trouble maintaining large amounts of muscle mass.

Size: Triaxians are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Triaxians are humanoids (with the Triaxian subtype).

Base Speed: Triaxians have a base speed of 30 feet.

Languages: Triaxians begin play speaking Common and Triaxian. Triaxians with high Intelligence scores can choose any languages (except secret languages, such as Druidic).

Bonus Feat: Triaxians select one extra feat at 1st level.

Desert Savy (Ex.):  Triaxians can exist comfortably in conditions between 80 and 120 degrees Fahrenheit without having to attempt Fortitude saves.  When in conditions of severe heat, Triaxians have to attempt Fortitude saves only once per hour instead of once every 10 minutes.  Triaxians can choose this trait or Winter Seasoned at character creation and once chosen they must keep it and cannot retrain for it.  Triaxians with this feat are summer-breed, currently the Triaxian home planet is in its summer phase.

Hardy (Ex.):  Triaxians gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Healthy (Ex.):  Triaxians gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.

Keen Senses (Ex.):  Triaxians' unique ear construction grants them a +2 bonus on Perception checks.

Senses; Low-Light Vision:  Triaxians can see twice as far as humans in conditions of dim light.

Shards of the Past (Ex.):  Triaxians have past lives that grant them two particular Knowledge skills.  Each Triaxian picks two Knowledge skills. The Triaxian gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the Triaxian actually takes.  However, this past life knowledge still does not let them use those skills untrained.

Winter Seasoned (Ex): Triaxians can exist comfortably in conditions between 40 and 0 degrees Fahrenheit without having to attempt Fortitude saves. When in conditions of severe cold or heat, Triaxians have to attempt Fortitude saves only once per hour instead of once every 10 minutes.  Triaxians can choose this trait or Winter Seasoned at character creation and once chosen they must keep it and cannot retrain for it.  Triaxians with this feat are winter-breed, currently the Triaxian home planet is in its summer phase.  Triaxians with this trait were born elsewhere than their home planet.

Weather Savvy (Ex.):  Triaxians are so in tune with the air and sky they can sense the slightest change in atmospheric conditions.  They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

 

Undine Racial Traits (Source Advanced Race Guide)

Ability Scores: Undines are both perceptive and agile, but tend to adapt rather than match force with force. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.

Type:  Undines are outsiders (with the native subtype).

Size:  Undines are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed:  Undines have a base speed of 30 feet on land. They also have a swim speed of 30 feet, can move in water without making Swim checks, and always treat Swim as a class skill.

Languages:  Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following:  Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.  See the Linguistics skill page for more information about these languages.

Amphibious (ex.):  Undine can breathe in air or underwater with equal ease and do not require immersion in water in order to survive.

Energy Resistance (Su.):  Undines have cold resistance 5.

Lucky, Lesser (Ex.):  Undines gain a +1 to all Saving rolls.

Quick Reactions (Ex.):  Undine are naturally swift and gain Improved Initiative as a bonus feat.

Senses; Darkvision:  Undines can see perfectly in the dark up to 60 feet, however Undines can see 120’ when underwater.

Silver Tongued (Ex.):   Undine are natural diplomats and gain a +2 to their Diplomacy and Bluff skills.  When using Diplomacy to shift a creature’s attitude they may shift it 3 levels instead of the normal 2

Spell-Like Ability (Sp):  Undines can use hydraulic push 1/day (caster level equals the undine’s total character levels).

Water Affinity (Sp.): undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.

Water Sense (Ex,):  While underwater, Undine can sense other creatures with vibrations as if with Blindsense 30’.

 

Vanara Racial Traits (Source Advanced Race Guide)

Ability Scores:  +2 Dexterity, +2 Wisdom, and -2 Charisma: Vanaras are agile and insightful, but are also rather mischievous.

Size: Vanaras are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Vanaras are humanoids (with the Vanara subtype).

Base Speed:  Vanaras have a base speed of 30 feet and a Climb speed of 30 feet.

Languages:  Vanaras begin play speaking Common and Vanaran.  Vanaras with high Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, and Sylvan. See the Linguistics skill page for more information about these languages.

Focused Study (Ex.):  At 1st, 8th, and 16th level, Vanaras gain Skill Focus in a skill of their choice as a bonus feat.

Jumper (Ex.):  Vanaras are always considered to have a running start when attempting Acrobatics checks to jump.

Nimble (Ex.):  Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.

Opportunistic Tail (Ex.):  Vanaras have a tail they can use to make attacks of opportunity with a reach of 5 feet.  This tail is a natural attack that deals 1d6 points of damage plus the user’s Strength modifier.  This tail attack can only be used for attacks of opportunity.   When successfully striking with their tail, Vanaras can make a trip attack as a free action that does not provoke attacks of opportunity.

Prehensile Tail (Ex.):  A Vanara has a long, flexible tail that she can use to carry objects.  She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.

Senses; Low-Light Vision:  Vanaras can see twice as far as humans in conditions of dim light.

 

Vishkanya Racial Traits (Source Advanced Race Guide)

Ability Scores: Vishkanyas are graceful and elegant, but they are often irrational. They gain +2 Dexterity, +2 Charisma, and –2 Wisdom.

Type: Vishkanyas are humanoids )with the vishkanya subtype).

Size: Vishkanyas are Medium creatures and thus have no bonuses or penalties due to their size.

Base Speed: Vishkanyas have a base speed of 30 feet.

Languages: Vishkanyas begin play speaking Common and Vishkanya.  Vishkanyas with high Intelligence scores can choose from the following: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon.  See the Linguistics skill page for more information about these languages.

Bite (Ex.):  Vishkanya have fangs and a natural bite attack, that acts as a primary attack, which can inflict 1d3 points of damage on a grappled, helpless or held creature once per round.  When using weapons this attack becomes a secondary attack.  The Vishkanya may chose if it wants to use its Toxic ability with its bite attack or not.

Envoy (Sp.):  If a Vishkanya has an Intelligence score of 11+ they gain, as spell-like abilities the following spells, that may be used each once per day; comprehend languages, detect magic, detect poison and read magic.

Keen Senses (Ex.):  Vishkanyas receive a +2 racial bonus on Perception checks.

Limber (Ex.):  Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.

Poison Resistance (Ex.):  A vishkanya has a racial bonus on saving throws against poison equal to its Hit Dice.

Poison Use (Ex.):  Vishkanyas are skilled in the use of poison and never accidentally poison themselves when using or applying poison.

Quick Reactions (Ex.):  Vishkanyas receive Improved Initiative as a bonus feat.

Senses; Low-Light Vision:  Vishkanyas can see twice as far as humans in conditions of dim light.

Skilled (Ex.):  Escape Artist and Stealth are always class skills for Vishkanya, if they are already class skills then the Vishkanya receives +2 to that skill.

Toxic (Ex.):  A number of times per day equal to his Constitution modifier +3 (minimum 4/day), a vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood requires the vishkanya to be injured when he uses this ability).  Applying venom in this way is a swift action.

Vishkanya Venom (Ex.): Injury; save Fort DC 10 + 1/2 the Vishkanya’s Hit Dice + the Vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Weapon Familiarity (Ex.): Vishkanyas are always proficient with blowguns, kukri, and shuriken.


Wayang Racial Traits (Source Advanced Race Guide)

Ability Scores: Wayang are nimble and cagey, but their perception of the world is clouded by shadows. They gain +2 Dexterity, +2 Intelligence, and –2 Wisdom.

Type: Wayangs are humanoids (with the wayang subtype).

Size:  Wayangs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.

Base Speed:  Wayangs have a base speed of 20 feet.

Languages: Wayangs begin play speaking Common and Wayang.  Wayangs with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu.  See the Linguistics skill page for more information about these languages.

Light and Dark (Su):  Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Lurker:  Wayangs gain a +2 racial bonus on Perception and Stealth checks.

Senses; Darkvision:  Wayangs can see in the dark up to 60 feet.

Senses; Low-Light Vision:  Can see twice as far as a human in dim light.

Senses; See in all Forms of Darkness:  Can see in any form of darkness including that of Deeper Darkness.

Shadow Blending:  50% miss chance in Dim light instead of 20%, however this ability does not grant concealment where none exists.

Shadow Magic:  Wayangs add +1 to the DC of any saving throws against spells of the shadow subschool that they cast.  Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang’s total character levels.  The DC for these spells is equal to 10 + the spell’s level + the wayang’s Charisma modifier.

Shadow Resistance:  Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.

Skilled (Ex.):  Perception and Stealth are always class skills for Wayang.  If the Wayang already has these one or both of these skills then she gains a +2 racial bonus to that skill.

 

Wyrwood Racial Traits (Source Advanced Race Guide)

Ability Scores  Wyrwood are agile and very smart, but they don’t have much experience dealing with others (+2 Dexterity, +2 Intelligence, –2 Charisma).

Type:  Wyrwoods are Constructs

Size:  Wyrwoods are are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.

Base Speed:  Wyrwoods have Normal Speed of 30’

Languages: Start play knowing their own language and Common.  Intelligent Wyrwood may choose from Draconic, Dwarven, Elvish, Gnome, Halfling, Nercil, Orchish, or Undercommon.  Learning the standard 1 language per point of Intelligence Modifier.

Senses; Darkvision:  Wyrwoods have darkvision and so can see perfectly in the dark up to 60 feet.

Senses; Low-Light Vision:  Wyrwood can see twice as far as humans in dim light (they have low-light vision).  


Wyvaran Raical Traits (Source Advanced Race Guide)

Ability Scores:  Wyvarans are a crossbreed between kobolds and wyverns created by forces unknown.  They are dexterous like kobolds, fairly wise, but not very smart. (+2 Dexterity, –2 Intelligence , +2 Wisdom). 

Type: Dragon (with Reptile subtype)

Size: Medium with no modifiers to attack or movement due to size.

Base Speed: Normal 30’

Languages:  Wyvarans start play speaking Draconic.  Intelligent Wyvarans may choose from Common, Dwarvish, Elven, Goblin, Gnome, Halfling, and Orchish learning one language per point of Intelligence modifier.

Breath Weapon (Su.):   Once per day a Wyvaran may use its breath weapon dealing elemental damage.   The Wyvaran character must pick their breath weapon at character creation and may not change it thereafter.  The can chose to breathe either acid, cold, electricity or fire and it may be in either a 20’ line or a 15’ cone.  The particulars of the breath weapon are chosen at character creation and remain with that character.

Fly (Ex.):   Wyvaran have a fly speed of 30 ft. (clumsy maneuverability)

Immunities (Su.):   Wyvaran are immune to magical sleep and paralysis due to their Dragon racial heritage.

Natural Claw Attacks (Ex.):   Wyvarans have two claws that, can attack as primary attacks, dealing 14 damage.  If the Wyvaran uses a manufactured weapon in one hand then it may make a claw attack with the other hand as a secondary attack at the usual -5 to the BAB.

Natural Tail Attacks (Ex.):   Wyvarns have a slapping tail, that always attacks as a primary attack, for 1d8 points of damage.  The tail can also make as Trip attack with a range of 5’.

Senses; Darkvision:  Wyvarans have darkvision and so can see perfectly in the dark up to 60 feet, due to their dragon blood.

Senses; Low-Light Vision:  Wyvaran can see twice as far as humans in dim light (they have low-light vision), due to their dragon blood.