Detailed Racial Traits

The Imperial Race

Human, the Heroes of Destiny

The Sorcerous Human Empire has grown over the last two centuries under the leadership of the Imperial Bloodline. The human kingdoms that have come under its influence are both numerous and diverse.

Human Racial Traits

  • +2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
  • Medium: Humans are Medium creatures and 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.
  • 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).
  • Heroic: Some humans are born heroes. In campaigns that use the optional hero point system, each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2.
  • Diverse Heritage: Choose one Heart of the … trait.
    • Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.
    • Heart of the Mountains: Humans born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude. This racial trait replaces skilled.
    • Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
    • Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
    • Heart of the Snows: Humans born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.
    • Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
    • Heart of the Sun: Humans born in tropical climates treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. This racial trait replaces skilled.
    • Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.

Alternate Racial Traits

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait or heroic trait.
Mixed Heritage: Often human civilization is defined by more than one characteristic. A human with this trait may select a second "Heart of the" racial trait. This replaces the bonus feat or heroic racial trait.
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled or diverse heritage.

Favored Class Options

  • Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.
  • Bard: Add 1/5 of a spell list.
  • Brawler: Gain a +1 bonus to the brawler's CMD when resisting two combat maneuvers of the brawler's choice.
  • Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
  • Magus: Add +1/4 point to the magus' arcane pool.
  • Monk: Add +1/4 point to the monk's ki pool.
  • Ranger: Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
  • Rogue: The rogue gains +1/6 of a new rogue talent.
  • Slayer: Gain 1/6 of a new slayer talent.
  • Sorcerer: Add 1/5 of a spell list.
  • Summoner: Add +1 hit point or +1 skill rank to the summoner's eidolon.
  • Witch: Add 1/4 of a spell list to the witch's familiar. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
  • Wizard: Add 1/5 of a spell list to the wizard's spellbook.

The Elemental Races

Over the last two centuries, the elemental races have been subsumed into the Empire(whether by military, economic, or diplomatic force) by the powerful Sorcerous Families. They each have sorcerous families who have risen to prominence within the boundaries of their own lands who support the empire as a whole. The internal cultural support these families have varies greatly from Race to Race.

Dwarves, the People of Metal

Most people do not realize that the sorcerous Families of the Dwarves do not rule within the mountain kingdoms of the Empire. They merely act as ambassadors to the Empire at large. The most common sorcerous bloodline among the Dwarves is the Deep Earth bloodline.
Kingdoms: Southern Mountain Kingdom, Northern Mountain Kingdom, and Deep Mountain Kingdom (not part of Empire)

Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.
Ancient Enmity: Dwarves have long been in conflict with elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial bonus on attack rolls against humanoid creatures of the elf subtype.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
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.
Stubborn: Dwarves are renowned for their stubbornness. Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) schools. In addition, if they fail such a save, they receive another save 1 round later to prematurely end the effect (assuming it has a duration greater than 1 round). This second save is made at the same DC as the first. If the dwarf has a similar ability from another source (such as a rogue’s slippery mind), he can only use one of these abilities per round, but he can try the other on the second round if the first re-roll ability fails.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Ignam, Orc, and Terran.

Alternate Racial Traits

none

Favored Class Options

  • Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
  • Bard: Reduce arcane spell failure chance for casting bard spells when wearing medium armor by +1%. Once the total reaches 10%, the bard also receives Medium Armor Proficiency, if he does not already possess it.
  • Brawler: Reduce the hardness of any object made from clay, stone, or metal by 1 whenever the object is struck by the brawler’s unarmed strike (minimum 0).
  • Fighter: Add +1 to the fighter's CMD when resisting a bull rush or trip.
  • Magus: Select one known magus arcana usable only once per day. The magus adds +1/6 to the number of times it can be used per day. Once that magus arcana is usable twice per day, the magus must select a different magus arcana
  • Monk: Reduce the Hardness of any object made of clay, stone, or metal by 1 whenever the object is struck by the monk's unarmed strike (minimum of 0).
  • Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
  • Rogue: Add a +1/2 bonus on Disable Device checks regarding stone traps and a +1/2 bonus to trap sense regarding stone traps.
  • Slayer: Gain a +1/3 bonus on Knowledge (dungeoneering) checks and on Survival checks when underground. If the slayer has a +1 bonus on Knowledge (dungeoneering) checks from this ability, he is also considered trained in that skill.
  • Sorcerer: Add +1/2 to Metal Spell List spell damage.
  • Summoner: Add a +1/4 natural armor bonus to the AC of the summoner's eidolon.
  • Witch: Add +1/4 natural armor bonus to the AC of the witch's familiar.
  • Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.

Elves, the People of the Forest

The Elves are one with the forest in a way that no other race can understand.
Kingdoms: Grand Forest Kingdom, Eastern Forest Kingdom, and Southern Jungle Kingdom(not part of Empire).

Elf Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
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.
Eternal Grudge: Some elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves with this racial trait receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Aquan, Auran, Celestial, Draconic, Gnome, Goblin, Ignan, Orc, Sylvan, and Terran.

Alternate Racial Traits

Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
Ageless Patience: Some families of elves have been strongly influenced by rigidly honorable non-elven cultures. This attitude, combined with elven longevity, produces elves of extraordinary patience, who can produce better results when taking their time than they could under time constraints. These elves gain a +2 racial bonus when taking 20 on skill checks. This racial trait replaces elven magic and keen senses.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.

Favored Class Options

Barbarian: Add +1 to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
Bard: Add +1 to the bard's CMD when resisting a disarm or sunder attempt.
Brawler: Add 1 foot to the brawler’s base speed. In combat, this has an effect only for every five increases in the brawler’s base speed.
Fighter: Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
Magus: The magus gains 1/6 of a new magus arcana.
Monk: Add +1 to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
Ranger: Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
Slayer: Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.
Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Sorcerer: Choose a terrain type from the ranger’s favored terrain list. When casting sorcerer spells in the chosen terrain, add 1/3 to the effective caster level of the spell, for the purpose of determining the spells’ duration.
Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Witch: Add a +1/2 bonus on Spellcraft checks to identify cursed items and on Sense Motive checks to notice enchantment or possession.
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Ifrit, the People of Fire

Ifrit kingdoms tend to be organized and militant with a relatively rigid social structure.
Kingdoms: Volcano kingdom, desert kingdom, wasteland kingdom.
The Volcano Kingdom was the first non-human kingdom to join the Empire. Many elementally aligned Ifrit sorcerers and magi of this kingdom have served on the front lines of conquest over the last two centuries.
Tattooing is common among Ifrit of the Desert Kingdom, however, the inks that they use are very hazardous to creatures without fire resistance.

Ifrit Racial Traits

+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but impetuous and destructive.
Native Outsider: Ifrits are outsiders with the native subtype.
Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Ifrits have a base speed of 30 feet.
Darkvision: Ifrits can see in the dark up to 60 feet.
Spell-Like Ability: Cast Evoke Fire with an MP max equal to character level as a signature spell once per day.
Energy Resistance: Ifrits have fire resistance 5 which also covers Lava and Lightning.(as per EOM)
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.
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.
Wildfire Heart: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks.

Alternate Racial Traits

Fire in the Blood: Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces fire affinity.
Fire Insight: Ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon spells that the ifrit casts last 50% longer than normal when used to summon creatures with the fire subtype. This racial trait replaces fire affinity.
Hardened: Not all ifrits are descended from efreet—some instead descend from azers or even salamanders. Such ifrits gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion. This racial trait replaces the spell-like ability racial trait.

Favored Class Options

Bard: Add +1/6 to the number of people the bard can affect with the fascinate bardic performance.
Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
Sorcerer: Choose a bloodline power from the elemental (fire) bloodline or the efreeti bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.

Oread, the People of Stone

The Oreads are stable and dependable. Their kingdoms are very loyal to the emperor and the Empire as a whole. Most of their people have a strong appreciation for the stability that the Empire brings.
Kingdoms: High Mountain(West), Low Mountain(East), Stony Flats, Grand Chasm

Oread Racial Traits

+2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.
Native Outsider: Oreads are outsiders with the native subtype.
Medium: Oreads are Medium creatures and have no bonuses or penalties due to their size.
Slow Speed: Oreads have a base speed of 20 feet.
Darkvision: Oreads can see in the dark up to 60 feet.
Spell-Like Ability: Cast Create Earth with an MP max equal to character level as a signature spell once per day. This doesn't actual create earth out of nothing but rather pulls it from the ground, so this spell can only be cast when touching the ground. Range modifiers can be used to effect earth that is somewhat distant.
Energy Resistance: Oreads have Earth resistance 5. This covers Lava and Ooze effects.
Earth Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.
Granite Skin: Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Ignan.

Alternate Racial Traits

Earth Insight: Oread spellcasters sometimes find that their elemental heritage makes creatures of earth more willing to serve them. Summon spells that such oreads cast last 50% longer than normal when used to summon creatures with the earth subtype. This racial trait replaces earth affinity.
Fertile Soil: Oread sorcerers with the Verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces earth affinity.
Stone in the Blood: Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to lava or ooze damage (the damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces earth affinity.

Favored Class Options

Bard: Add +5 feet to the range of one of the bard’s bardic performances (max +30 feet to any one performance).
Fighter: Add +1 to the fighter’s CMD when resisting a bull rush or drag attempt.
Monk: Add +1/3 on critical hit confirmation rolls made with unarmed strikes (maximum bonus of +5). This bonus does not stack with Critical Focus.
Ranger: Add +1/4 to the natural armor bonus of the ranger’s animal companion. If the ranger ever replaces his animal companion, the new animal companion gains this bonus.
Summoner: Add a +1/4 natural armor bonus to the AC of the summoner’s eidolon.

Sylph, the People of the Wind

There are several small sylph kingdoms in different corners of the Empire. They tend to prefer wind swept cliffs and mountains although this has put them into conflict for territory with the Oread many times in history. One kingdom is made up of semi-nomadic peoples that travel the Southeastern plains.
Kingdoms: Cliff-face, Grand Chasm, Mountaintop(East), Plains

Sylph Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
Native Outsider: Sylphs are outsiders with the native subtype.
Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sylphs have a base speed of 30 feet.
Darkvision: Sylphs can see in the dark up to 60 feet.
Spell-Like Ability: Cast Move Air with an MP max equal to character level as a signature spell once per day.
Energy Resistance: Sylphs have Air resistance 5. This covers Lightning, Mist, and Sound as well as Air.
Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.
Like the Wind: A sylph with this racial trait gains a +5 foot bonus to her base speed or a +10 ft bonus to her flight speeds only. This racial trait replaces energy resistance.
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.

Alternate Racial Traits

Whispering Wind: Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait cast Infuse Air with an MP max equal to character level as a signature spell once per day. This racial trait replaces the sylph’s spell-like ability racial trait.
Air Insight: Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon spells that the sylph casts last 50% longer than normal when used to summon creatures with the air subtype. This racial trait replaces air affinity.
Breeze-Kissed: Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability. This racial trait replaces air affinity.
Storm in the Blood: A sylph with this racial trait gains fast healing 2 for 1 round anytime she takes air, lightning, mist, or sound damage (whether or not this damage gets through her resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces air affinity.

Favored Class Options

Rogue: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
Sorcerer: Choose a bloodline power from the djinni or elemental (air) bloodline that the sorcerer can use. The sorcerer treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.
Witch: Add a +1/2 bonus on Stealth checks and Perception checks made by the witch’s familiar. If the sylph ever replaces her familiar, the new familiar gains these bonus skill ranks.
Wizard: Select one arcane school power from the air or wood elemental schools that the wizard can currently use. The wizard treats her class level as though it were +1/6 higher (to a maximum of +2) when determining the effects of that power.

Undine, the People of Water

There are several Undine Kingdoms that have joined the Empire. The largest is spread out along the Western coast.
Kingdoms: Western Ocean, Inland Sea, Great Lakes, Arctic Seas, and Hidden Grotto.

Undine Racial Traits

+2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.
Native Outsider: Undines are outsiders with the native subtype.
Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.
Normal 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.
Darkvision: Undines can see in the dark up to 60 feet.
Spell-Like Ability: Cast Evoke Water with an MP max equal to character level as a signature spell once per day. This ability does not create water, it requires the presence of water.
Energy Resistance: Undines have Water resistance 5. This covers Acid, Mist, and Ooze as well as Water.
Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities.
Terrain Chameleon: Some undines can change their coloration to blend in with underwater terrain, mixing browns, grays, and greens to resemble kelp or other natural water plants. As a standard action, an undine with this racial trait can change her coloration, gaining a +4 bonus on Stealth checks in underwater environments, or +2 in air. She can return to normal as a free action.
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.

Alternate Racial Traits

Hydrated Vitality: An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function. This racial trait replaces water affinity.

Favored Class Options

Bard: Add a +1 bonus on Perform checks to use the countersong bardic performance against creatures with the aquatic or water subtypes.
Monk: Add +1 to the monk’s CMD when resisting a grapple and +1/3 to the number of stunning attacks he can attempt per day.
Sorcerer: Add a +1 bonus on caster level checks to cast spells underwater.
Summoner: If the summoner’s eidolon has an aquatic base form , add +5 feet to the range of the summoner’s life link ability.
Wizard: Add 1/5 of a Water spell list to the wizard’s spellbook.

Suli, the Sixfold People

The Kingdom of Sulis was completely destroyed. The survivors are now wanderers and refugees in other kingdoms. The Empire used terrible sorcerous weapons to destroy their kingdom completely; where the great castle that trained their knights stood, now there is only a crater. The beautiful cities it defended have fallen to ruin and are plagued by strange supernatural forces. The mountains where the kingdom lay are haunted by dangerous magical beasts and monsters. The Knights of Sulis swore to serve the Imperial Line on the condition that such weapons never be used again.

Suli Racial Traits

+2 Strength, +2 Charisma, –2 Intelligence: Sulis are brawny and charming, but slow-witted.
Native Outsider: Sulis are outsiders with the native subtype.
Medium: Sulis are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sulis have a base speed of 30 feet.
Low-Light Vision: Sulis can see twice as far as humans in dim light.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in Air, Water, Fire, Earth(Bludgeoning), or Metal(Slashing). This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
Energy Resistance 5: Sulis have resistance to Force(all elements).
Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Dwarven, Elven, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Dwarven, Elven, Ignan, and Terran.

Suli Favored Class Options

Magus: Add +1/4 point to the magus’s arcane pool.
Monk: Add +1/2 point of damage to elemental assault.
Ranger: Add +1 to acid resistance, cold resistance, electricity resistance, or fire resistance.

The Shadowed Races

The Shadowed Races are groups that exist in the Empire but do not have any Kingdom or Territory. Many serve quietly in Greater Houses and the rare individual may hold an estate of their own.

Aasimar, The Lost Sorcerers

The aasimar Sorcerer family was wiped out for seditious behavior and attempting to start a rebellion.

Aasimar Racial Traits

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
Native Outsider: Aasimars are outsiders with the native subtype. May learn Spell Lists of the Good descriptor.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can cast Create Light with an MP max equal to character level as a signature spell once per day.
Celestial Resistance: Aasimars have Light resistance 5(which covers Sound and Void, as well as Light) and Lightning resistance 5(which covers Air, Fire, and Light, as well as Lightning).
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Alternate Racial Traits

Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They 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. This racial trait replaces celestial resistance.
Exalted Resistance: An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders. This racial trait replaces celestial resistance.
Scion of Humanity: Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.

Aasimar Favored Class Options

Bard: Choose one bardic performance; treat the bard as +1/6 level higher when determining the effects of that performance.
Sorcerer: Add +1/4 to the sorcerer’s caster level when casting spells with the good descriptor.
Summoner: Add DR 1/evil to the summoner’s eidolon. Each additional time the summoner selects this benefit, the DR/evil increases by +1/2 (maximum DR 10/evil).

Changeling, the Accursed People

Changeling are the children of Hag and as such are viewed to be bad luck

Changeling Racial Traits

–2 Constitution, +2 Wisdom, +2 Charisma: Changelings are frail, but possess a sharp wit and unnatural beauty.
Hag Trait: A changeling possesses one of the following traits, depending on the type of hag her mother is.
Hulking Changeling: A changeling who was born of an annis hag is much more physically formidable than other changelings. You receive a +1 trait bonus on any damage you inflict with a melee attack.
Green Widow: A changeling of green hag descent is naturally able to lure in potential mates and effectively trick them into pursuing her. You gain a +2 trait bonus on Bluff checks made against characters that might be sexually attracted to you.
Sea Lungs: A changeling with a sea hag mother can survive underwater for longer than usual. You gain the ability to hold your breath for a number of rounds equal to three times your Constitution score instead of two.
Claws: A changeling’s hands and fingernails tend to harden and become sharp as she reaches adolescence. This gives her the claw (1d4) natural attack.
Natural Armor: Hags and their offspring have uncommonly tough skin. A changeling begins play with a natural armor bonus of +1.
Darkvision: Changelings can see in the dark up to 60 feet.
Languages: Changelings begin play speaking the primary language of their host society and Common. Changelings who have high Intelligence scores can choose from among the following bonus languages: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

Alternate Racial Traits

Witchborn: Most changelings are talented witches. They gain a +2 bonus to Intelligence and Charisma instead of a +2 bonus to Wisdom and Charisma. This racial trait alters the changeling’s racial ability score modifiers.
Hag Magic: Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.

Changeling Favored Class Options

Rogue: The rogue gains 1/6 of a new rogue talent.
Witch: Add 1/4 of a spell list to the witch's familiar. If the witch ever replaces her familiar, the new familiar knows these bonus spell lists.

Dhampir, The Tainted People

Dhampirs are the children of vampires and other powerful undead. They are viewed with great suspicion

Dhampir Racial Traits

+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but their racial bond to the undead impedes their mortal vigor.
Dhampir: Dhampirs are humanoids with the dhampir subtype.
Medium: Dhampirs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Dhampirs have a base speed of 30 feet.
Senses: Low-light vision and darkvision 60 feet.
Manipulative: +2 racial bonus on Bluff and Perception.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within the radius of a strong Light spell.
Negative Energy Affinity: 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.
Spell-Like Ability: 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.
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.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any language it wants (except secret languages, such as Druidic).

Dhampir Favored Class Options

Fighter: Add a +2 bonus on rolls to stabilize when dying.
Rogue: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
Wizard: Add +1/4 to the wizard's caster level when casting spells of the necromancy school.

Fetchlings, The People of Shadow

The most common of the shadow races, Fetchling neighborhoods can be found in almost every major settlement. They tend to be the ones that you go to when you need something less savory done. The poor and unmagical hold jobs like street cleaner, garbage collector, or mortuary aides.

Fetchling Racial Traits

+2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.
Native Outsider: Fetchlings are outsiders with the native subtype.
Medium: Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Fetchlings have a base speed of 30 feet.
Darkvision: Fetchlings can see in the dark up to 60 feet.
Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
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.
Shadowy Resistance: Fetchlings have Shadow resistance 5 (which includes Acid and Void).
Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A fetchling's caster level is equal to his total Hit Dice.
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.

Fetchling Favored Class Options

Barbarian: Add +1 to Shadow resistance while raging (maximum resistance 15).
Bard: Add a +1 bonus on Disguise checks when using disguise self.
Fighter: Choose a slashing melee weapon. Add +1/2 to critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Magus: Add 1/4 point to the magus’s arcane pool.
Monk: Add a +1/2 bonus on Escape Artist and Stealth checks attempted while in dim light or darkness.
Ranger: Add a +1/2 bonus on Perception and Survival checks made on the Plane of Shadow.
Rogue: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
Slayer: Add a +1/4 dodge bonus to Armor Class against the slayer’s studied target.
Sorcerer: Add +1/2 to Shadow resistance (maximum resistance 10 for either type).
Summoner: The summoner’s eidolon gains resistance 1 against Shadow. Each time the summoner selects this reward, he increases his eidolon’s resistance to one of those energy types by 1 (maximum 10 for any one energy type).
Wizard: Add 1/5 of a spell list to wizard’s spellbook. The spell list must be either shadow or illusion.

Tiefling, The Dark Servants

Tiefling Racial Traits

+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange and unnerving.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can cast Create Shadow with an MP max equal to character level as a signature spell once per day.
Fiendish Resistance: Tieflings have Fire resistance 5(which includes Lava and Lightning) and Ice resistance 5(which includes Mist and Shadow).
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
Fiendish Inheritance: All Tieflings receive a Bonus Racial Feat.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Tiefling Favored Class Options

  • Magus: Add +1/4 point to the magus’s arcane pool.
  • Rogue: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
  • Sorcerer: Add +1/2 to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses.
  • Summoner: Add +1 hit point or +1 skill rank to the summoner’s eidolon.
  • Witch: The witch’s familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.
  • Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Wayang, The Twisted Shadows

Wayang Racial Traits

+2 Dexterity, +2 Intelligence, –2 Wisdom: Wayang are nimble and cagey, but their perception of the world is clouded by shadows.
Wayang: Wayangs are humanoids with the wayang subtype.
Small: Wayangs are Small creatures and 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.
Slow Speed: Wayangs have a base speed of 20 feet.
Darkvision: Wayangs can see in the dark up to 60 feet.
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.
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: Illusion Shadow 1/day, Illusion Sound 1/day, and Pass without Trace. The caster level for these effects is equal to the wayang's level.
Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow sub-school.
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, Halfling, and Infernal.

Wayang Favored Class Options

  • Barbarian: Add a +1/4 bonus to weapon damage rolls that the barbarian makes against opponents that are within dim light or darkness.
  • Bard: Add 1/5 of a spell list from the illusion school.
  • Fighter: Add a +1/4 bonus on Stealth checks and on weapon damage rolls against flat-footed opponents.
  • Monk: Add 1/6 to the monk’s AC bonus.
  • Ranger: Gain 1/6 of an additional favored terrain. Gaining a favored terrain in this manner does not increase the bonuses provided by his other favored terrains.
  • Rogue: The rogue gains 1/6 of a new rogue talent.
  • Slayer: Add 1/4 to the studied target bonus on Bluff and Perception checks. When the slayer gains the stalker class feature, he also adds this amount to the studied target bonus on Stealth checks.
  • Sorcerer: Add +1/2 point of damage to any illusion spells cast by the sorcerer.
  • Summoner: Add +1 skill rank to the summoner’s eidolon.
  • Witch: Add 1/4 of a spell list to the list of spells the witch knows. This spell must be an illusion or shadow list.
  • Wizard: Add 1/4 of a spell list to the wizard’s spellbook. The spell must be an illusion or shadow list.

The Little Folk

The little folk of the empire have always lived within it's boundaries. Since they do not have noble families to defend them, they are often very cautious. But they also don't have noble families to exploit them.

Gnomes, The Playful Folk

Gnome Racial Traits

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Eternal Hope: Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may re-roll and use the second result. This racial trait replaces defensive training and hatred.
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: Illusion Light 1/day, Illusion Sound 1/day, and speak with animals(small burrowing only) at will. The caster level for these effects is equal to the gnome's level.
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.
Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
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.

Alternate Racial Traits

Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Bond to the Land: Some gnomes have strong ties to specific kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed. This racial trait replaces defensive training and hatred.
Fell Magic: Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: Evoke Death(status effects only) 1/day, and detect poison at will. The caster level for these effects is equal to the gnome's level. This racial trait replaces gnome magic.
Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces defensive training and hatred.
Knack with Poison: Some gnomes have an instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make poison. The bonus on Fortitude saving throws against poisons increases to +4 if the gnome accidentally poisons himself when applying or readying the substance. This racial trait replaces illusion resistance and obsessive.
Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces gnome magic and illusion resistance.
Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces eternal hope.
Pyromaniac: Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor or using the bloodline powers of the fire elemental bloodline(this ability does not give gnomes early access to level-based powers; it only affects the powers they could use without this ability). Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: Create Fire 1/day, Evoke Fire 1/day, and Illusion Fire 1/day. The caster level for these effects is equal to the gnome's level. This racial trait replaces gnome magic and illusion resistance.
Warden of Nature: Gnomes must often protect their homes against unnatural or pestilential infestations. Gnomes with this racial trait gain a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on attack rolls against them because of their special training. This racial trait replaces eternal hope.

Favored Class Options

  • Barbarian: Add a +1/2 bonus to the barbarian's trap sense.
  • Bard: Add +1 to the bard's total number of bardic performance rounds per day.
  • Brawler: Increase the number of times per day the brawler can use martial flexibility by 1/4.
  • Fighter: Add +1 to the fighter's CMD when resisting a dirty trick or steal attempt.
  • Magus: Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious; allying, conductive, corrosive, corrosive burst, menacing. Once an ability has been selected with this reward, it cannot be changed.
  • Monk: Add +1 to the monk's Acrobatics check bonus gained by spending a point from his ki pool. A monk must be at least 5th level to select this benefit.
  • Ranger: Add DR 1/magic to the ranger's animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
  • Rogue: The rogue gains a +1/2 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
  • Slayer: The slayer gains 1/6 of a new slayer talent.
  • Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
  • Summoner: Add +1 hit point to the summoner's eidolon.
  • Witch: The witch gains 1/6 of a new witch hex.
  • Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Halflings, The Good Neighbors

Halfling Racial Traits

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
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 +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Alternate Racial Traits

Fleet of Foot: Some halflings are quicker than their kin but less cautious. Halflings with this racial trait move at normal speed and have a base speed of 30 feet. This racial trait replaces slow speed and sure-footed.
Low Blow: Some halflings train extensively in the art of attacking larger creatures. Halflings with this racial trait gain a +1 bonus on critical confirmation rolls against opponents larger than themselves. This racial trait replaces keen senses.
Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.
Polyglot: Some halflings, especially those who spend a lot of time traveling, develop a talent for learning new languages. These halflings gain a +2 racial bonus on Linguistics checks, and it is always a class skill for them. Halflings with this racial trait also begin play with the ability to speak Common, Halfling, and any one other language of their choice (except for secret languages, such as Druidic) in addition to bonus languages due to high Intelligence. They still gain the normal list of halfling bonus languages. This racial trait replaces keen senses and alters the halfling language racial trait.
Practicality: Halflings value hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions. This racial trait replaces fearless and sure-footed.
Swift as Shadows: Halflings possess incredible stealth even while moving through obstructed areas. Halflings with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces sure-footed.
Underfoot: Halflings must train hard to effectively fight bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces halfling luck.

Favored Class Options

  • Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the surprise accuracy rage power.
  • Bard: Add +1/2 on Bluff checks to pass secret messages, +1/2 on Diplomacy checks to gather information, and +1/2 on Disguise checks to appear as an elven, half-elven, or human child.
  • Brawler: Gain a +1 bonus to the brawler's CMD when resisting a grapple or overrun combat maneuver.
  • Fighter: Add +1 to the fighter's CMD when resisting a trip or grapple attempt.
  • Magus: The magus gains 1/6 of a new magus arcana.
  • Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
  • Ranger: Add a +1/4 dodge bonus to Armor Class against the ranger's favored enemies.
  • Rogue: Choose a weapon from the following list: sling, dagger, or any weapon with "halfling" in its name. Add a +1/2 bonus on critical hit confirmation rolls with that weapon (maximum bonus +4). This bonus does not stack with Critical Focus.
  • Slayer: Add +1/4 dodge bonus to AC against the slayer's studied target.
  • Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
  • Summoner: Add +1 skill rank to the summoner's eidolon.
  • Witch: Add +1/4 to the witch's caster level when determining the effects of the spells granted to her by her patron.
  • Wizard: Add +1/2 to the wizard's effective class level for the purposes of determining his familiar's natural armor adjustment, Intelligence, and special abilities.

Half-Breeds

The elemental races are all capable of interbreeding with each other or humans. Although couples of opposed elements have extremely low fertility. Of the shadowed races, aasimar and tieflings can interbreed with elemental races and humans, as well as each other. Changelings and Fetchlings can interbreed with humans as can Dhampir since they are already technically human. Halflings, Gnomes, and Wayang can all interbreed.
When creating a half-breed, choose the dominant race and gain these stats. Then one trait of your species will be modified to represent your mixed heritage.

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