The white styled Fae of the Fruit groves, they specialize in taming the living plants of the world like the Cait sith do with beasts, however they also specialize in the use of Yang magic.
Light Mastery:
Meliad can learn Chakra control: Yang light spells 1 rank higher then their character level eg: a level one Meliad can learn rank 2 spells instead of just rank 1. And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.
Order Mastery:
Meliad can learn Chakra control: Yang order spells 1 rank higher then their character level eg: a level one Meliad can learn rank 2 spells instead of just rank 1. And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.
Bonus Feat: Moujuu Aishou
Special: Meliad characters do not count towards Moujuu Aishou limit
(See Moujuu Aishou Feat for details) It must be a Plant type Creature.
Lightbringer
Meliads are immune to light-based blindness and dazzle effects,and are treated as one level higher when determining the effects of any light-based spells or effects they cast. If a Meliad has an Intelligence of 14 or higher, it gains the following spell-like ability: At Will—light
DM-RP: 12
Light Mastery: 3 RP
Order Mastery: +3 RP
Moujuu Aishou 4 RP
Lightbringer 2 RP
Cait Siths are skilled beast tamers with the best eyesight and high speed. They are recognizable through their cat ears and tails.
Lightning Mastery:
Cait Sith can learn Lighting Ninjutsu spells 1 rank higher then their character level eg: a level one Cait Sith can learn rank 2 spells instead of just rank 1. And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.
Bonus Feat: Moujuu Aishou
Special: Cait Sith characters do not count towards Moujuu Aishou limit
(See Moujuu Aishou Feat for details) It must be a Non Evil, Non Aberration Creature.
Enhanced Eyesight
Cait Siths have the best eyesight of all the Minshara Fae.
Archers use this eyesight to help them shoot farther than other races.
Benefit: Range Increment on ranged weapons is improved by 50%.
Enhanced Dexterity: +2 Dexterity
DM-RP: 12
Lightning Mastery +3 RP
Enhanced Dexerity +4 RP
Enhanced Eyesight +1 RP
Moujuu Aishou +4 RP
The purple-styled Imps are the masters of night and are blessed with great night vision, they also specialize in Yin Magic.
Yin Mastery:
Imps can learn Chakra control: Yin spells 1 rank higher then their character level eg: a level one Imp can learn rank 2 spells instead of just rank 1.
And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.
Underground Flight:
Unlike the other races, Imps are known to be able to maintain flight power without exposure to sun or moonlight. This makes it possible for them to fly short distances underground, making them an indispensable party member while in caves and dungeons.
Darkvision: 60 Feet
Bonus Feat: Yin: Shadow
DM-RP: 12
Yin Mastery: 3 RP
Bonus Feat: Yin: Shadow 4 RP
Darkvision: 2 RP
Underground Flight 3 RP
Leprechauns are the blacksmith race and are blessed with mechanical wings they also specialize in Earth Magic.
Earth Mastery:
Leprechaun can learn Earth Ninjutsu spells 1 rank higher then their character level eg: a level one Leprechaun can learn rank 2 spells instead of just rank 1.
And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.
Blacksmith:
Leprechauns are known as the blacksmith race. They are capable of creating high quality Items. Gain a +2 racial bonus on all Craft or Profession checks to create objects from metal, stone and crystal, this bonus extends to mining these materials as well.
Enhanced Intelligence: +2 Intelligence
Hard to Hit: Members of this race gain a +2 Defense
DM-RP: 12
Earth Mastery + 3 RP
Enhanced Intelligence +4 RP
Leprechaun Blacksmith: +1 RP
Hard to Hit:+4 RP
The Pookas specialize in using music in combat to confuse and attack opponents and support allies.
Symphonic Mastery:
Pooka can learn Symphonic Ninjutsu spells 1 rank higher then their character level eg: a level one Pooka can learn rank 2 spells instead of just rank 1. And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.
Symphonic Specialist:
Pooka gain Access to the Symphonic domain even if they do not possess the bard class, Pooka can take the bard class at level 1 if they so choose, if they do they can learn Symphonic Ninjutsu spells 1 rank higher then their character level, this stacks with Symphonic Mastery
Enhanced Charisma: +2 Charisma
+2 to Perform Skills
Symphonic Mastery +3 RP
Symphonic Specialist +4 RP
Enhanced Charisma + 4 RP
Perform Skill Bonus +1 RP
The red-styled Salamanders are considered the strongest race in terms of attack power and are masters of Fire Magic.
Fire Mastery:
Salamander can learn Fire Ninjutsu spells 1 rank higher then their character level eg: a level one Salamander can learn rank 2 spells instead of just rank 1.
And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.
Enhanced Strength: +2 Strength
Fire in the Blood
Members of this race gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance, if any).
Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
Desert Runner
Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
DM-RP: 12
Fire Mastery: +3 RP
Advanced Strength: +4 RP
Fire in the Blood +3 RP
Desert Runner 2 RP
The black-styled Spriggans are masters of Illusion Magic and excel in treasure seeking
Lightning Mastery:
Spriggan can learn Lighting Ninjutsu spells 1 rank higher then their character level eg: a level one Spriggan can learn rank 2 spells instead of just rank 1.
And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.
Genjutsu Mastery:
Spriggan can learn Genjutsu spells 1 rank higher then their character level eg: a level one Spriggan can learn rank 2 spells instead of just rank 1.
And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.
Treasure Hunting Sense
+2 racial bonus on Perception checks. A Spriggan who merely passes within 30 feet of a Container that contains loot is entitled to a Search check to notice it as if she were actively looking for it, and can tell the difference between a loot container and a mimic.
Nei Power: Mass Dark-vision
Chakra Cost: 8
Components: V, S,
Casting Time: 1 standard action
Range: 45 Feet
Target: Self & Multiple, Hours divided among them.
Duration: 1 hour/level
The subject(s) gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
DM-RP: 12
Lightning Mastery: +3 RP
Genjutsu Mastery: +3 RP
Treasure Hunting Sense: +2 RP
Nei Power Slot & Mass Dark-vision: +4 RP
The green-styled Sylphs are considered to be the fastest race and are masters of Wind Magic.
Wind Mastery:
Sylph can learn Wind Ninjutsu spells 1 rank higher then their character level eg: a level one Sylph can learn rank 2 spells instead of just rank 1.
And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.
Enhanced Dexterity: +2 Dexterity
Sylph Blending
Sylph gain a +3 racial bonus on Stealth checks +6 while within Forests (unless they arn't green{alien trees}) they also reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Wind Mastery: 3 RP
Enhanced Dexterity: 4 RP
Sylph Blending (5 RP)
The blue-styled Naiads and Nereids are masters of Healing and Water Magic respectively.
Water Mastery(Nereid):
Nereids can learn Water Ninjutsu spells 1 rank higher then their character level eg: a level one Nereid can learn rank 2 spells instead of just rank 1.
And gain an additional +1 to Hit and Damage or +2 to their DC or +1 to their Duration.
Enhanced Intelligence: +2 Intelligence
Hydrated Vitality
Benefit: Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function
Swim
Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
DM-RP: 12
Water or Healing Mastery: +3 RP
Advanced Intelligence or Wisdom: +4 RP
Hydrated Vitality +3 RP
Swim +2 RP
The blue-styled Naiads and Nereids are masters of Healing and Water Magic respectively.
Medical Mastery(Naiad):
Naiads can learn Medical Chakra Control spells 1 rank higher then their character level eg: a level one Naiad can learn rank 2 spells instead of just rank 1.
And gain an additional +1 dice for healing spell effects, for spells that cure statuses instead of wounds they gain +1 hit-points for every 2 levels of the spell, so a rank 10 medical spell (non HP healing) would heal 5 hit-points on the side as well as treating the status effect.
Enhanced Wisdom: +2 Wisdom
Hydrated Vitality
Benefit: Members of this race gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function
Swim
Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
DM-RP: 12
Water or Healing Mastery: +3 RP
Advanced Intelligence or Wisdom: +4 RP
Hydrated Vitality +3 RP
Swim +2 RP
DM-RP: 31 (19) + Clan (12)
Flight: (7 RP)
Fae Blooded +1 RP -Linked- Universal Appeal +2 RP
Attributes: Normal +0 RP
Advanced Auto-Climb: or Bonus Feat: 4 RP
Powerful Build or Slight Build: 4 RP
Ability Scores: Minor Flexibility 1 RP
Size: Small +0 RP