Sometimes certain species grow accustomed to certain exotic environments - either through magic or natural means. This can alter how a species functions, and alters their abilities. This is especially prominent on planets with multiple biomes, yet is chiefly inhabited by a single species.
These species are especially helpful in games that would be set in one terrain (such as Aquatic Species in an aquatic game)
Aquatic
All aquatic species are able to survive and breathe on both land and sea. Aquatic creatures are immune to water damage, and have Ice Resistance 5.
Aquatic Dwarf
- +1 to Strength and Smarts
- 4 sq. Land (Unaffected by armor), 4 sq. Swim (Unaffected by armor)
- Size: 3
- Strong Swimmer: Do not apply Armor Penalty on Acrobatics made to Swim.
- Underwater Combatant: While swimming, Aquatic Dwarves gain a +1 to-hit/damage.
- Native Language and Dwarven
Aquatic Elf
- +1 to Magic and Agility
- 6 sq. Land, 6 sq. Swim
- Size: 4
- Water Mastery: Gain a +1 to attack and damage on water and ice based attacks.
- Water Touch: While in a body of water, Aquatic Elves can take two Step actions.
- Native Language and Elven
Aquatic Orc
- +1 to Strength and Endurance
- 6 sq. Land, 6 sq. Swim
- Size: 4
- Water Blast: Once per encounter the Aquatic Orc can spit a gout of water. This attack deals 1k1 damage, 6 square range, and adds Endurance to-hit and damage as if it’s a breath weapon.
- Thick Hide: Aquatic Orcs have a +2 to Bodily Defense.
- Native Language and Orcish
Aquatic Gnomes
- +1 to Agility and Resistance
- 4 sq. Land, 4 sq. Swim
- Size: 2
- Magic Ancestry: Aquatic Gnomes gain a +4 to MP (if they have any). If not, the Aquatic Gnome receives a +2 to all Defenses against spells.
- Aquatic Deftness: Aquatic Gnomes reroll 1s on Acrobatics checks.
- Native Language and Gnomish
Aquatic Goblins
- +1 to Endurance and Agility
- 4 sq. Land, 6 sq. Swim
- Size: 2
- Heir of the Sea: Aquatic Goblins do not provoke attacks of opportunity while swimming.
- Adept Thieves: Aquatic Goblins receive a +2 on Stealth checks, and on Stealth checks 10s explode. Skill Mastery instead upgrades this to 9s and 10s, but only for Stealth.
- Native Language and Goblin
Aquatic Halflings
- +2 to Luck
- 4 sq. Land, 4 sq. Swim
- Size: 2
- Chilling Presence: Persuasion checks explode on 10s. Skill Mastery instead upgrades this to 9s and 10s for Persuasion.
- Allied Dodge: When adjacent to an ally and your dodge check fails, once per encounter you can instead force the damage onto the ally.
- Native Language and Halfling
Arctic
All aquatic species are immune to ice damage, and are immune to extreme cold temperatures. In addition to this, snowy terrains is never difficult terrain.
Arctic Dwarf
- +1 to Strength and Endurance
- 4 sq. Land (Unaffected by armor)
- Size: 4
- Arctic Skill: Arctic Dwarves gain a +1k0 to all skill checks while it’s snowing.
- Hustler: Arctic Dwarves receive a +5 bonus on Fortitude checks, and gain a +2 bonus to their HP.
- Native Language and Dwarven
Arctic Elf
- +1 to Smarts and Agility
- 6 sq. Land
- Size: 4
- Blizzard Step: If the Arctic Elf moves at half their speed or more, they gain a +2 Defense and Avoid.
- Chill Touch: While wielding a metal weapon or using unarmed strikes, Arctic Elves can deal either the weapon’s damage or ice damage.
- Native Language and Elven
Arctic Orc
- +2 to Endurance
- 6 sq. Land
- Size: 4
- Frost Rage: When an Arctic Orc is below their maximum HP, they gain +2 to all Defenses, and +1 to attack and damage.
- Blubber: Arctic Orcs have a Natural Deflection of 2 to all body parts.
- Native Language and Orcish
Arctic Gnomes
- Size: 2
- Weapon Crafter: Arctic Gnomes gain a +4 to Artisan (Weapons) checks.
- Arctic Blending: Arctic Gnomes reroll 1s on Stealth checks.
- Native Language and Gnomish
Arctic Goblins
- +1 to Endurance and Smarts
- 6 sq. Land
- Size: 2
- Starlight Strike: Arctic Goblins count enemies as being flanked while in the dark.
- Deft Dodge: Arctic Goblins add +2 to Dodge and Parry attempts.
- Native Language and Goblin
Arctic Halflings
- +2 to Endurance
- 4 sq. Land
- Size: 3
- Small and Hardy: Arctic Halflings receive +5 HP at 1st level.
- Resistant: Arctic Halflings receive a +2 to Bodily Defense, and double this bonus against poisons and diseases.
- Native Language and Halfling
Desert
All desert species are immune to extreme hot temperatures. In addition to this, desert terrains are never difficult terrain.
Desert Dwarf
- +1 to Endurance and Agility
- 4 sq. Land (Unaffected by armor)
- Size: 3
- Dry Acclimation: Desert Dwarves can go 1 day + 3 days per Endurance without water.
- Dune Walker: Desert Dwarves count their speed as 2 higher in Desert environments.
- Native Language and Dwarven
Desert Elf
- Size: 3
- Whirling Dervish: Desert Elves treat Scimitars as Finesse weapons.
- Desert Acrobat: Desert Elves reroll 1s on all Acrobatics checks while in the desert.
- Native Language and Elven
Desert Orc
- +2 to Strength
- 6 sq. Land
- Size: 4
- Chosen of Doran: Desert Orcs treat their reach as 1 square longer.
- Big Grip: Desert Orcs can wield two-handed weapons in one hand with no penalty.
- Native Language and Orcish
Desert Gnomes
- Size: 2
- Well-Learned: Desert Gnomes add 1 to their class’ base Skill Ranks at first level.
- Swindler: Desert Gnomes reroll 1s on Deception and Persuasion checks.
- Native Language and Gnomish
Desert Goblins
- +1 to Endurance and Agility
- 6 sq. Land
- Size: 2
- Savage Strike: All attacks from Desert Goblins treat their PEN as 1 higher.
- Feral Bite: Desert Goblins possess a 3k2 bite attack that has 2 Penetration. This doesn’t include the bonus to PEN from Savage Strike.
- Native Language and Goblin
Desert Halflings
- +1 to Strength and Luck
- 4 sq. Land
- Size: 2
- Always Ready: Desert Halflings receive a +2 to Initiative checks.
- Snatchers: Desert Halflings receive Snatching Technique as a bonus feat without needing to meet the prerequisites.
- Native Language and Halfling
Jungle
All jungle species never treat jungle terrains as difficult terrain.
Jungle Dwarf
- +2 to Agility
- 4 sq. Land (Unaffected by armor), 4 sq. Climb (Unaffected by armor)
- Size: 4
- Jaunt Back: Once per encounter as an immediate action take two Step actions.
- Second Wind: Jungle Dwarves receive the Second Wind feat as a bonus feat.
- Native Language and Dwarven
Jungle Elf
- +1 to Agility and Luck
- 6 sq. Land
- Size: 4
- Bygone Student: Jungle Elves receive a +2 on all Knowledge checks.
- Altered Mind: Once per day the Jungle Elf can ignore up to 5 points of sanity damage from an attack that would hit them.
- Native Language and Elven
Jungle Orc
- Size: 5
- Bestial Arms: Jungle Orcs receive two 2k2 claw attacks.
- Barrel Chest: Jungle Orcs have 2 Natural Deflection to the body.
- Native Language and Orcish
Jungle Gnomes
- Size: 3
- Natural Power: Jungle Gnomes receive a single 1st level Nature spell. This spell can be cast once per day.
- Remove Blight: Jungle Gnomes can spend a full-round action to remove a poison or disease afflicting an ally once per day.
- Native Language and Gnomish
Jungle Goblins
- +1 to Magic and Agility
- 6 sq. Land, 8 sq. Climb
- Size: 2
- Savage Fire: Jungle Goblins deal +1k1 points of damage on fire attacks with non-technological weapons.
- Bouncy: Jungle Goblins do not take fall damage.
- Native Language and Goblin
Jungle Halflings
- Size: 2
- Poisonous Adept: Jungle Halflings receive a +2 on poison attack rolls.
- Poisonous Resistance: Jungle Halflings gain a +4 to Bodily Defense.
- Native Language and Halfling
Mountain
All mountain species never treat mountainous terrains as difficult terrain.
Mountain Dwarf (aka Deep Dwarves)
- +2 to Endurance
- 6 sq. Land (Unaffected by armor)
- Size: 5
- Smash Earth: When faced with a solid barrier, once per encounter destroy it.
- Overhand Heft: Mountain Dwarves gain a +0k1 on Strength-based attack rolls.
- Native Language and Dwarven
Mountain Elf
- +1 to Agility and Endurance
- 6 sq. Land, 4 sq. Climb
- Size: 4
- Deep Contemplation: Once per day meditate for 1 round and regain 8 MP.
- Sturdy: Mountain Elves receive a +2 to Defense.
- Native Language and Elven
Mountain Orc
- +1 to Strength and Endurance
- 4 sq. Land
- Size: 5
- Break Down: On sunder checks, Mountain Orcs add their level to damage.
- Shatter: Mountain Orcs receive Ground Shatter as a bonus feat.
- Native Language and Orcish
Mountain Gnomes
+1 to Magic and Resistance
4 sq. Land
Size: 2
Earth Affinity: Mountain Gnomes receive a +2 on Earth and Acid attack and damage rolls.
Earthen Blade: Once per encounter a Mountain Gnome can use the Energy Sword spell. This can only create a sword that deals either Earth or Acid damage.
Native Language and Gnomish
Mountain Goblins
+1 to Endurance and Agility
6 sq. Land
Size: 2
Earth Blending: Mountain Goblins receive a +10 on Stealth while in a mountain terrain.
Devour Minerals: Once per day a Mountain Goblin can eat a rock to heal 4 HP.
Native Language and Goblin
Mountain Halflings
- Size: 2
- Earthen Deflection: Mountain Halflings add 1/2 Endurance on Parry checks.
- Warrior’s Spirit: Mountain Halflings gain a +2 to Mental Defense.
- Native Language and Halfling
Swamp
All swamp species never treat swamp terrains as difficult terrain.
Swamp Dwarf
- +1 to Endurance and Resistance
- 4 sq. Land (Unaffected by armor)
- Size: 3
- Blending: Swamp Dwarves receive a +10 on Stealth while in swamps.
- Hold Under: On a grapple check while in a swamp, the target is immediately forced prone into the water and begins drowning.
- Native Language and Dwarven
Swamp Elf
- Size: 4
- Shamanism: Once per day cast a single 1st level Nature spell.
- Machete Training: Swamp Elves receive a +2 on slashing attacks.
- Native Language and Elven
Swamp Orc
- +2 to Endurance
- 6 sq. Land
- Size: 4
- Noxious Resistance: Swamp Orcs receive a +2 to Bodily Defense.
- Speak with Frogs: Swamp Orcs are able to talk with and understand frogs and turtles.
- Native Language and Orcish
Swamp Gnomes
- Size: 2
- Unbridled Vitality: Swamp Gnomes die at 4 + Endurance instead of 2 + Endurance.
- Bog Poison: Swamp Gnomes can once per day add a poison to their melee or ranged weapon. This poison deals 1d5 points of damage to Luck for 1 minute.
- Native Language and Gnomish
Swamp Goblins
- +2 to Agility
- 6 sq. Land
- Size: 2
- Noxious Magic: Swamp Goblins can once per day change a spell’s damage type to Acid.
- Swift Dodge: Swamp Goblins gain a +1 on Dodge checks (but not Parry).
- Native Language and Goblin
Swamp Halflings
- +2 to Endurance
- 4 sq. Land
- Size: 2
- Smoke Resistance: Swamp Halflings aren’t subject to choking from smoke, and can see clearly through smoke and fog.
- Land Bane: Swamp Halflings receive a +2 on to-hit and damage against non-swamp species.
- Native Language and Halfling