The most common race found on Xelanus. There are heavy cultural differences depending on where they have grown up. Humans are a fast adapting species and quickly find a niche to fill. With the opening of the planes they have found more places than ever to expand into. The quickest of any of the races to learn to communicate and assimilate into foreign cultures.
Description: Standard Human Variations
Traits
Attributes: +1 to two stats of your choice
Size: Medium
Type: Humanoid (Human)
Features
Bonus Feat: At 1st level, you gain an additional feat.
Skilled: At 1st level, and each level after, you gain 1 additional skill point.
Middle Ground: you can communicate simple concepts with any race that has a language; as a full-round action at a DC 15 Linguistics you can translate larger ideas.
Cultural
Adaptable Culture: When other races check to use cultural abilities, you count for their purposes.
This race is the closest to the original humans that lived on Ovanus before the apocalypse. They are taller than standard humans, and are more focused when it comes to tasks and work. Having spent years fighting wars against the Khen-Zai, they finally joined the world when the plane was restored during the start of the Dargeth Empire. As a people, they are steeped in a military culture. Everyone is trained, to some extent, in how to fight and defend themselves, though with fewer immediate threats in the world they have become competitive in finding other ways to stand out from the other races. Despite this competitive spirit, at their core they live and work for the community, putting other Corlians and their friends above themselves more often than not.
Description - 5’8-6’4 average, olive to dark skin complexion, black hair features, tending to look more symmetrical than a standard human
Traits
Attributes: +2 to 1 stat of your choice
Size: Medium
Type: Humanoid (Corlian)
Features
Mandatory Military: Your non-proficiency penalty for manufactured weapons and armor is reduced by 2.
Equipment Trained: Gain one exotic armor or weapon proficiency.
Tactical Combat: +2 to saves when fighting defensively or using Combat Expertise.
Cultural
Competitive Culture: You gain a +1 to skill checks when another player is rolling the same skill; you gain an additional +1 for each other Corlian in your party.
Small, blue, proud, rude, gnomish beings, the Lychals share a lot of history with the Corlians, both races having fought and lived thru the Khen Zai wars. Lychals were a slave culture for the Khen Zai, and had been forced to be helpers and assistants to the controlling race. Once their freedom was established, they quickly found their own way to work with the other races as scientists, technicians and engineers, using the knowledge that kept them useful and alive to their former masters. They have a strong love of hats or other items that clearly show status.
Description: 3’5ft-4’0ft - light to dark blue complexion, white, gray, or black hair.
Traits
Attributes:+1 Constitution and +2 Intelligence
Size: Small
Type: Humanoid (Lychal)
Speed: 20 feet.
Features
Studied: +2 to Spellcraft and Psicraft.
Technical: +2 to Craft (choose one) and Knowledge (choose one).
Natural Talents: +1 to the DC and Caster level of spells from the Conjuration school.
Easily Intimidated: -2 to saves versus fear effects.
Arrogance: You can use your Intelligence instead of Charisma on all Bluff checks.
Cultural
Proud Culture: +1 to saving throws versus fear or compulsion effects, this increases by +1 for each hat wearing Lychal in the group
The original Illikin were made by the Illithids. By altering the dark elves to create a race that had the ability to survive the apocalypse by being able to store information and gain nutrients from anything. Originally they lived in the underdark, surviving by eating dirt, though as time moved on they adapted to the surface. A generally friendly and happy race, they have a natural curiosity and imagination about them; most have found that they enjoy finding a craft that they can do, not always for profit, but just to be able to show others things they have made
Description: 4’3-5’4, complexion matches where they live: browns for Godsface, green for more forested areas, lighter grays for cities. Almost all have large yellow eyes, and an odd number of tentacles on the top of their heads.
Traits
Attributes:+2 Dexterity and +1 Intelligence
Size: Medium
Type: Aberration
Features
Survivor: An illikin can gain sustenance as long as consume at least 2lbs of non-manufactured material in a 24 hour period.
Keen sight: As a standard action you gain or remove darkvision 30ft and gain light sensitivity.
Mindsense: You do not lose your dex to AC against creatures that you cannot see if they have an INT higher than 3.
Mental Resonance: When you cast a spell with a duration on a target, or while a duration spell is cast on you. You and the target can communicate telepathically up to 100ft.
Cultural
Cooperative Culture: You give an additional +1 when performing the aid another action; you give an additional +1 for each other Illikin in your group.
Cousins to the Illikin, they were separated hundreds of years ago by a God of Fear. Taken to a demiplane, they advanced quickly with the technology they had, having captured their god to power their cities and reactors. Strong willed, they helped a lot during the Harmonic Wars; their knowledge of weapons and ways to fight deities were invaluable. Nowadays they enjoy the quieter and simpler life afforded to them by living on Xelanus.
Description: 5’2 to 6’0, hairless with various patterns or marks on the skin; though they may have tentacles on their head, most of them do not.
Traits
Attributes: +1 Strength and +2 Charisma
Size: Medium
Type: Aberration
Features
Strong Willed: Once per day you can ignore an effect or stat penalty for 1 round.
Void Metabolism: Poison or Disease effects only need half as many successful saves to overcome.
Resolve: You treat all fear effects as one step less; if you would be panicked you instead are frightened, if you would be frightened you instead are shaken, and if you would be shaken there is no effect.
Cultural
Defiant Culture: You get +1 to all saves versus divine spells and spell-like abilities of immortal beings; you gain an additional +1 for each Void in your group.
A constructed race made by three companies, Balance, Golden, and Ammon. They have been successful members of society since before the Mechanus Binding of the plane. Hardier than most other races, they have a hard time connecting with non-Android races due to their emotions and expressiveness. When their consciousness is created each one is given a choice of form that they would like to function as during their time on the plane.
Description: 4’4-6’2 - though they can be created to be almost any size or shape, the most common fit between human ranges; though they can be designed to look in any certain way, most choose to have some humanoid resemblance. All Androids can be immediately recognized for what they are by the glowing that comes from under their skin following circuitry and veins.
Traits
Attributes: +1 Dexterity and +1 Intelligence
Size: Medium
Type: Humanoid Construct (Counts as both for all effects dependent on creature type)
Features
Conscious Choice: Gain Skill Focus with the skill of your choice.
Inorganic Expressiveness: -3 to Bluff and Sense Motive when interacting with non-Android races.
Exceptional Senses: Darkvision 30 feet and Low-Light Vision
Constructed Mind: +2 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects.
Mechanical Endurance: Immune to fatigue, exhaustion, disease, sleep, fear, and all emotion-based effects.
Cultural
Constructed: 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 can never gain morale bonuses.
Choose one at time of character creation -
Reinforced Chassis: +1 Strength and carrying load doubles.
Mithral Core: +1 Dexterity and +2 to CMD.
Adamantium Cage: +1 Constitution and DR 2/Ocanthian.
Astral Cortex: +1 Intelligence and +2 vs Illusions.
Detection Module: +1 Wisdom and increase Darkvision by 30ft.
Interaction Protocol: +1 Charisma and you lose the penalty to Bluff and Sense Motive with non-Android races.
Balanced Engineering: Instead of the normal “choose one” options for standard Androids, choose one of the following at character creation:
Ocanthium Alloy: Lose the +2 racial bonus to paralysis and stun effects. Reduce base speed by 5. Increase base weight by 25%. When making a sunder attempt via an unarmed strike, ignore the first 5 points of hardness of the item being sundered. Treat your unarmed strikes as Ocanthian for the purposes of overcoming damage reduction. Gain a +2 racial bonus to CMD when resisting disarm, bull rush, overrun, and reposition attempts.
Hardlight Skin: Gain a -5 racial penalty to Stealth when in conditions other than bright light. Lose Darkvision. Gain a +2 Shield bonus to AC which extends to incorporeal and ethereal sources, and improve your non-lethal damage conversion by +1 (if you have none, gain non-lethal damage conversion 1). Gain immunity to bleed effects.
Hedron Infusion: +10 to movement speed. Instead of Skill Focus, gain a +2 racial bonus to Acrobatics and Climb. Instead of the normal +2 racial bonus to saves, gain a +2 racial bonus to all saves versus effects with the energy descriptor (fire, cold, electricity, acid).
Having only returned from their planar sojourn, the Halfling people have returned with a new connection to the cosmos beyond the material realm. For the most part they choose to stay away from the adventuring life, pursuing careers and starting families, as opposed to exploring. Though the younger generations are starting to get more wanderlust as Xelanus expands in power and reach.
Description: 2’10-3’6, like humans a variety of complexions, often with light to dark brown hair, agile builds with hairy feet.
Traits
Attributes: +2 Dexterity and +1 Charisma
Size: Small
Type: Humanoid (Halfling)
Speed: 20 feet.
Features
Agile Build: You gain +2 to CMB on Dexterity-based maneuvers.
Wanderlust: You get +2 to Acrobatics, Climb, Knowledge (Planes), and Swim, and you can choose one additional language known at level 1.
Fortune's Favorite: +1 Luck bonus to all saving throws.
Hardy: +2 to all saves versus Dominate and Possession effects.
Cultural
Lucky Culture: When you roll a natural “1” you can re-roll; you can use this an amount of times per day equal to the amount of Halflings in your group.
Though for a long time considered a slower race, they have adapted quickly to the technological changes and new peoples. Talkative and friendly, they are often excited to try new foods, new customs, and find new items. Accomplished traders they can be found in most of the larger cities as merchants or craftsmen.
Description: 5'9 - 6'6, though most of them have various patterns of greens and browns, most have some sort of bright coloration on frills or on the lower neck.
Traits
Attributes: +1 Strength and +1 Constitution
Size: Medium
Type: Humanoid (Scaled)
Speed: 30 feet.
Features
Scaled Hide: You have a natural damage conversion of 3 non-lethal
Strong Build: You count as one size category larger when it would be beneficial to you.
Hold Breath: 4 Rounds per 1 point of constitution.
Adaptable: Choose either fire or cold resistance 1 - you have endure elements to that energy.
Cultural
Trade Culture: You gain a +1 to diplomacy for each folk that shares a language with you in your group.
When Tonkheir approached it started a transformation that affected all races and peoples, changing their form and shape to become servants of the Angelic titan. Though they still retained the height of their original race, their skin had become smooth and golden, their eyes spheres of jade, and once the transformation was completed they grew silver wings and lost all memory of who they once were. When Tonkheir was defeated though, many that did not complete the metamorphosis were stuck between what they were and what they are now pulled back only by a distant song that resonates within their soul.
Description: Size and height based on original race. Golden skin, jade eyes, with silver feathers.
Traits:
Atrributes: +2 constitution and +1 charisma
Size of the original race
Type: Humanoid (Native Outsider)
Speed of the original race + 5ft
Feat and Skill:
You gain the endurance feat
Senses:
Outsider Vision: Darkvision 30ft
Defense:
Celestial hide: You have damage reduction 2/law
Cultural:
Choral Culture - morale bonuses in the group are increased by 1 for each 2 Calypsi. (Min 1)
Metamorphosis:
At creation roll a d10 - you start with the added bonus and penalty
1 - Almost home - You retain you original race and cultural bonuses, you lose darkvision and reduce the damage reduction to 1
2 - Resilience - When you are struck by a critical hit you can apply your endurance bonus to AC against the confirmation roll - if it is a law weapon max their base weapon damage.
3 - Bladed skin - When a maneuver is used against you the attacker takes 4 points of bleed damage, armor converts 1 less non-lethal than normal for you.
4 - Unnatural Movement - Your speed is reduced by 10 but when you are moving you increase your miss chance by 20%
5 - Feral violence - You can add 1d10 to your next damage roll and you also take the same amount of damage.
6 - Celestial body - You gain fast healing 3 for non-lethal damage, you are shaken for the first 2 rounds in combat after healing begins.
7 - Escape Velocity - You gain the run feat, you can make one attack during a run if you do you are fatigued for 2 rounds, if you use this while fatigued you are exhausted instead.
8 - Prescient - You can forgo your damage reduction for the combat to instead gain it as an insight bonus to your Initiative and your choice of AC or Saves for the combat.
9 - Cry of the heavens - You can as a standard action in a 20ft cone deal 1d8 per 2 HD of sonic damage to all creatures in the area - (DC 10+HD+CON mod) You can do this 2/day when you have no uses left you cannot speak until you recover.
10 - Almost complete - You gain a fly speed equal to your ground speed and have a -4 to constitution.
The newest race to walk on Xelanus. Created when the crystal sea, home of the Elans, spilled into the Artori wilds. The psionic energy and magical properties created the Ar’Tephik, a shadow people with a strong connection to natural powers. As the race grew, the ones that chose to enter into another stage - the Artorian - became more plant-like, taking on the forms of tree-like people. Though somewhat alien, they have proven to be overall a kind race, fond of meeting new people and songs.
Description: Ar’Tephik - 4’8-5’4 creatures that look as though made of either light or shadow with green emerald eyes.
Description: Artorian - 5’0 to 6’2 - covered in bark from head to toe, though gaps in the bark show either light or shadow, depending on their youth. No mouth can be seen, and they have crystalline leaves replacing where in other races would be hair.
Artori language is sung not spoken, non-Artori can use Perform (Oratory or Singing) to interpret/communicate basic concepts.
Traits
Attributes: +2 Constitution
Size: Medium
Type: Plant Humanoid (Counts as both for all effects dependent on creature type)
Features
Natural Talent: +2 to two skills of your choice.
Part Shadow: Low-light vision
Part Light: You need only 1/4th the amount of food as a normal humanoid needed per day as long as the Artorian is in contact with natural ground most of the day. Do not need to sleep.
Plant Physiology: +1 versus all mind-affecting effects, and +2 vs paralysis, poison, polymorph, sleep, and stunning effects.
Verdant Growth: Non-lethal fast healing 1.
Cultural
Guarded Culture: You can act in the surprise round as long as an Artorian in your group can act. You are not considered flat-footed unless all Artorians in your group are flat-footed.
Attributes:+1 Constitution and +1 Wisdom
Size: Medium
Type: Plant Humanoid (Counts as both for all effects dependent on creature type)
Features
Light and Dark:+2 to Perception and Stealth .
Part Shadow: Low-light vision
Part Light: You need only 1/4th the amount of food as a normal humanoid needed per day as long as the Artorian is in contact with natural ground most of the day. Do not need to sleep.
Blessed Resilience: +2 versus all mind-affecting effects.
One with the Elements: +2 Caster/manifester level to effects with one elemental type chosen at 1st level
Senses: Telepathy 20 feet.
Cultural
Guarded Culture: You can act in the surprise round as long as an Artorian in your group can act. You are not considered flat-footed unless all Artorians in your group are flat-footed.
One of the more rare races to come across anymore, most have left to follow their god and Messiah, Pruxiligne. A golem-like race made of metals and imbued with souls that were once long trapped in the plane, they are patient and observant; most people consider it a blessing to run into one these days. About 6 feet tall, made entirely of metal and wood, they prefer to stick to their own affairs though they will always help someone in need if they see someone in trouble.
Gnomish in size, these creatures look they are made out of mud; they have coal black eyes and don’t seem to have teeth. Mostly found in the mountain range tops, they rarely come down to trade or interact with other species. They follow the nature god N’Enoth, and have very unique tribes based around various totems or fetishes that they have found, most of which are usually discarded items from travellers.
Immortal crystalline human-like beings. They - like the Silvermen- were once more common; during the Harmonic Wars their birthing pool was bombed and destroyed beyond repair. The Crystal Sea spilled into the Artori wilds. The few Elan that are left try to remain hidden, not wanting to be subject to inquiry or experiments from some of the larger companies. Since their forms are made of thought, they can change their visual characteristics rather easily, letting them blend into large crowds with ease.