ivalice races pathfinder

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C hapter t wo : r aCes

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  • Chapter two:raCes

  • 14 15

    People of IvaliceThe people of Ivalice are diverse, though humes (humans) are far and away the dominant race. Though it is a fantasy worldthe game is called Final Fantasy, after allIvalice has no elves, dwarves, or gnomes. Instead, in addition to humans, presented here are nine races unique to Ivalice, but suitable for any fantasy world:

    Bangaa

    Long of face and ear, with skin of scales, a bangaa is lithe and strong. Bangaa have little culture of their own, having integrated closely into hume society, though theyre fiercely competitive and easily offended.

    Baknamy

    The Baknamy are ruthless, goblin-like creature, fiercely territorial and possessive. They tend to travel in groups or pairs to better watch each others backs.

    garif

    Garif despise the use of metal, their culture instead makes use of wood and stone. Every Garif receives a mask on the day they are born and they wear it until the day they die.

    gria

    Despite their stature, the dragon-blooded

    gria possess both strength of arm and conviction. With strong ties to the Green Word, many gria consider themselves fey.

    Humes

    Their penchant for expansion, empire, and glory makes human-kind the most populous and wide-spread of the civilized races of Ivalice.

    moogles

    Endowed with a mystical energy, moogles are the children of forgotten fey-gods. Friendly and outgoing, few have cause to dislike moogles.

    nu-mou

    Even-tempered and thoughtful, the perpetually old nu-mou are attuned to magic and Mist. With a lifespan longer than any other race, nu-mou are sought as sages and advisors.

    seeq

    Considered somewhat duller and cruder than humes, Seeq are ponderous large, with a strength to match. Seeq are fond of gemstones, gold, and other shiny objects, with which they richly adorn their bulky forms.

    urutan-yensa

    The Urutan-Yensa live exclusively on the

    seeq Gria Garif nu-mou Baknamy

    Sandsea. Extremely proud of their culture, Urutan-Yensa will cull weakness and suppress attempts at change.

    Viera

    Most viera live their long lives in seclusion, apart from other races, deep within the forests of Kerwon. Still, from time to time, conflict or tragedy will cause a viera to question her way of life, breaking from the path of the Green Word and entering the world at large.

    BangaaIn an ancient age long past, the entire bangaa race was enslaved. Over time the bangaa assimilated in to the society of their masters, the humes. Today most bangaa are free, but without a culture to call their own they exist mostly in hume cities, assuming physical roles like solider or laborer, though a handful of bangaa-dominated villages have begun to appear throughout Ivalice. However, many bangaa survive in the wild as brigands and raiders, preying upon humes and city-bangaa equally.

    Bangaa are often perceived as overly competitive. Its more accurate to say that bangaa are eager to prove their usefulness. Hume society is ever evolving: social niceties change with the seasons, goods and products rise and fall with demand, and bangaa are perpetually a step behind. As

    a result, bangaa fight against the perception that their slow or dull with an eager, willful attitude. Despite their ever-cooperative nature, bangaa are easily insultedespecially at lizardman jibesand often carry a gruff demeanor to dissuade friendly banter that might lead to wounded pride.

    Physical Description: The bangaa are a reptilian race, though they disdain being compared to lizardmen. Bangaa have a four, long floppy, almost dog-like ears, skin of fine, colorful scales, and a tail. Outwardly, male and female bangaa are nearly indistinguishable, giving rise to the notion that there are no female bangaa. Bangaa speak in a distinct, guttural voice.

    Society: Bangaa culture was wiped out long ago when their race was enslaved by humes. In the intervening ages, bangaa have risen from slavery and most have integrated into hume society. Still, some bangaa act out against this assimilation, despising humes and their bangaa alike. Others strive for rebirth of their races own identity in the world, forming guilds, factions, and even founding bangaa villages. Regardless of where they live, bangaa are a fracture, fragmented race, without a unifying racial identity of their own.

    Relations: Most bangaa are amiable with the other civilized races, or not depending upon allegiances. Bangaa avoid associated with the

    dim-witted seeq, to better avoid garnering

    Viera moogle Bangaa Humeurutan-yensa

  • 16 17

    such a label for themselves. Likewise with the savage baknamy. Though generally cooperative and friendly, bangaa are quick to anger if insulted, and secretly jealous of the other races storied histories.

    Bangaa racial traits

    +2 Dexterity, +2 Wisdom, -2 Charisma: Bangaa are lithe of body and cooperative in spirit, but slow to adapt and have a surly demeanor.

    Medium: Bangaa are Medium creatures and have no special bonuses or penalties due to their size.

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

    Ardent: A bangaa receives a +2 to all attack rolls and skill checks for independent, non-cooperative tasks. A bangaa cannot receive a bonus to any roll from Aid Another, teamwork feats, flanking, or similar cooperative abilities and bonuses in conjunction with the bonus from ardent.

    Agile: Bangaa receive a +2 bonus on Acrobatics checks. Additionally, Bangaa receive the Dodge feat as a bonus feat.

    Deft Pugilist: Bangaa learn from an early age their agility is their greatest asset, train their bodies to capitalize. Bangaa are always considered armed and do not provoke an attack of opportunity for making an unarmed attack.

    Languages: Bangaa begin play speaking Common. The ancient bangaa language is now all but forgotten to most bangaa, though words and phrases survive. Bangaa with high Intelligence scores can choose any languages they want (except secret languages, such as Kupo or Druidic).

    alternate racial traits

    Blinded: Normal bangaa have poor eyesight, made up for by exceptional smell. Some bangaa purposefully wear blindfolds or other eye coverings beginning at an early

    age to better develop their olfactory sense. Bangaa with this racial trait are blind but receive the scent special ability. Furthermore, bangaa with this racial trait receive no penalties for being blind as long as the bangaa is able to use scent instead. This racial trait replaces the ardent racial trait.

    Questioning: Certain bangaa ponder their races history and place in the world. Bangaa with this racial trait treat all Knowledge skills as class skills,

    and gain a +2 racial bonus to the

    Knowledge skill of their choice. This racial trait

    replaces the ardent racial trait.

    Weapon Familiarity: All

    bangaa train for combat while young. Those bangaa who show

    aptitude for a particular weapon pursue study of that weapon feverishly. Bangaa with this racial trait gain proficiency with any one weapon. This racial trait replaces the deft pugilist racial trait.

    BaknamyTo the civilized races, baknamy are regarded as thieves and cowards, trusted only at sword point. Baknamy regard the civilized races as foolhardy, haughty, prideless, weaklings. Though less savage than their goblin cousins, baknamy non-the-less

    embrace avarice as a way of life. Existing on the edges of settled lands, baknamy thrive in

    otherwise uninhabitable locations: bogs, wastelands, and the deep earth. Baknamy

    new feat: Deft Pugilist Your unarmed training goes beyond that of other Bangaa.

    Prerequisites: Bangaa, deft pugilist racial trait.

    Benefit: Instead of the benefits of the deft pugilist racial trait, you gain the Improved Unarmed Strike feat. In addition, when making an unarmed attack, you may apply your Dexterity modifier to attacks and damage, instead of your Strength modifier.

    often cultivate these lands as a method of expansion.

    Physical Description: Instantly recognizable for their curving horns, stark skin tone, and distinctive bakmasks, baknamy are an offshoot of the goblinoid race with skin colors ranging from pale green to puce. Baknamy are strong without being bulky and lanky without being lithe. When outside their preferred domain, Baknamy wear air-filtering masks; whether this practice is a requirement in oxygen-rich environments or merely a superstition is not known.

    Society: Baknamy society favors the bold, those baknamythrough trickery or braverywho are the most daring and clever. Baknamy often gain prestige and standing in pairs: siblings or trusted friends. The nature of these pairings is seldom unique, but neither is it predictable: one may be the brains the other the brawn; or one the decoy, one the hunter. Baknamy who achieve success individually are valued and lauded, but are seldom trusted with leadership roles. Likewise, partnerships that dissolve ruin both parties.

    Relations: Baknamy will deal and trade with anyone with an eye toward material wealth or some other advantage in all dealings, whether with other baknamy or not. The civilized races who do not value cleverness are easy prey for ambushes or pilfering, whereas those who display savvy and awareness are better dealt with through bargain. Viera and baknamy are usually devoted enemies, though most any baknamy will overlook the vieras haughty, misguided notions if there is profit in it.

    Baknamy racial traits

    +2 Dexterity, +2 Intelligence, -2 Wisdom: Baknamy are hardy and clever, but easily distracted.

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

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

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

    Clever: Baknamy gain a +2 racial bonus to Appraise, Bluff, and Sense

    Motive checks.

    Cooperative: Baknamy receive any teamwork feat as a bonus feat. In addition, baknamy gain an additional +2 bonus on flanking, aid another, and similar cooperative checks when performing these actions with another baknamy with the cooperative racial trait.

    Stealthy: Baknamy recieve Stealthy as a bonus feat.

    Languages: Baknamy begin play speaking Common and Goblin. Baknamy with high Intelligence scores can choose from the following: Arcadian, Dalmascan, and Seeqin.

    alternate racial traits

    Alchemist: Though newfound amongst the baknamy, some have shown a penchant for alchemical experiment. Baknamy with this racial trait gain +2 to Craft (alchemy), Knowledge (arcana), and Spellcraft checks. This racial trait replaces the clever racial trait.

    Gore-Trained: Though baknamy horns are largely decorative, there was a time when their race used them for protection. With training, baknamy horns can still serve as functional, and dangerous, weapons. Baknamy with this racial trait gain a gore natural attack that deals 1d4 damage on a successful hit. This racial trait replaces the clever or stealthy racial trait

    (players choice)..

    Wilderist: Certain baknamy cultivate the wastelands their race

    calls home, molding and expanding the terrain and protecting it from intruders.

    Baknamy with this racial trait gain +4 to Stealth and Survival checks in such terrain

    (bogs, fens, deserts, underground). This racial trait replaces the stealthy racial

    trait.

    GarifThe garif are a peace-loving and

    pastoral people. With a storied history of heroism, betrayal, and ultimate disgrace, the garif long ago left

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    behind the world of soldiery and commerce. Though garif enjoy peaceful relations with most neighboring cultures, they can and will take up arms to protect themselves, recalling the ancient warrior garif of old.

    Once, the garif embodied a great warrior dynasty. An empire that controlled the known world. The garif were the chosen of the Occuria, god-like beings bent on shaping Ivalice to their will. The Occuria gifted the garif with great power, a rare metal known as Nethicite. The garif, though prosperous and powerful, were unable to master the element. In retribution, the Occuria removed their gift, and laid low the garif race, destroying their great cities and technology. This tale all young garif learn in their youth, and teach to their young.

    Physical Appearance: Garif have an intimidating appearance that belies their peaceful mannerisms: hulking shoulders, fierce masks, strong limbs. The all-male race adorns themselves with simple bone, wood, and ceramic accoutrement, long ago having garnered a loathing of all things metal. On the day he is born, a garif receives a mask, a custom that reminds all of their once-greatness and the garifs vows of peace.

    Society: Garif life is one of tradition. Ancient vows of peace, a choice that laid their race low long ago, drive garif society. Farmers, shepherds, craftsmen, traders, and philosophers are the most common of garif professions. Still, ancient garif traditions of training for combat, both the body and the mind, remain strong. When conflict and war does come to garif communities, it does not find them unprepared.

    Relations: Garif are indifferent to the prejudices of humes, the boisterousness of the moogles, the greed of the baknamy, and the savagery of the seeq. The live and let live attitude of most garif is only ignored where the gria are involved, the one thing that truly ignites the lost

    passions of the garif.

    garif racial traits

    +2 Constitution, +2 Wisdom, -2 Intelligence: Garif are hardy, philosophical folk, but slow to adapt, sometimes willfully so.

    Medium: As Medium creatures, garif have no special bonuses or penalties due to size.

    Normal Speed: Garif land speed is 30 feet.

    Masked: Garif wear masks in remembrance of their vows, of the commitment to peace that ended their warrior empire. A masked garif gains a +2 bonus to all saving throws.

    Pastoralist: Garif spend their lives at common tasks. A garif receives one skill

    rank each level to place into one of the following

    skills: Craft (any), Knowledge (nature),

    Profession (any pastoral, e.g. farmer, herbalist, midwife, shepherd, etc.), or Survival. The chosen skill is a class skill.

    Weapon Familiarity: Garif are proficient with

    the longspear, shortspear, javelin, and boar spear and treat any weapon with the word garif in the name as a martial weapon.

    Languages: Garif begin play speaking Common. Garif with high Intelligence scores can choose from the following: Bhujerba, Dalmascan, Draconic, Raithin, Kildeen, and Vieran

    alternate racial traits

    Historian: True to their traditional ways, select garif become fonts of knowledge regarding their races history, to ensure the continuance of their traditions. A garif with this racial trait receives one skill rank each level in Knowledge (history), and Knowledge

    (history) is a class skill. This racial trait replaces the pastoralist racial trait.

    Soldier: Though all garif tribes have been

    garif enjoying a game of Bones.

    peaceful for eons, the role of warrior is in their blood. A garif with this racial trait receives on skill rank each level in Knowledge (warfare) or Profession (soldier) (players choice), and the chosen skill is a class skill. This racial trait replaces the pastoralist racial trait.

    Unmasked: Few garif ever voluntarily part with their mask, removing it only in private, and only for brief periods. However, a garif whose mask is stolen or destroyed, becomes an unmasked. Without their symbol of peace, an unmasked garif embraces their ancient warrior selves. Garif with this racial trait gain Diehard as a bonus feat. This racial trait replaces the masked racial trait.

    GriaThe gria are a civilized warrior race. With a storied history of heroism, betrayal, and ultimate disgrace, the gria long ago left behind the glory of empire and expansion, instead selling their swords and magicks to the highest bidder. Though gria enjoy peaceful relations with nearly all nations, their alliances are no more than skin deep, doing the job theyre paid for, and little else. Still, other races speak of the mysterious and noble gria of old, of powerful magicks and great wisdom, and those who can count a gria as a friend catch glimpses of what once was.

    Once, the gria were great earth mages, the rulers of an empire that controlled the known world. The gria were the chosen of the Occuria, god-like beings bent on shaping Ivalice to their will. The Occuria gifted

    the gria with great power,

    a rare metal known as Nethicite. The gria, though prosperous and powerful, were unable to master the element. In retribution, the Occuria removed their gift, and laid low the gria race, destroying their great cities and technology. This tale all young gria learn in their youth, and teach to their young.

    Physical Appearance: Gria are lithe, winged humanoids distinguished by draconic features and prominent horns. Their frail, dainty appearance belies their aggressive nature. The all-female race dresses is garishly bright colors and loose fabrics that allow ample movement.

    Society: Gria civilized in that they honor pacts and seek peace with their neighbors and allies, but aggression and competition run deep in a grias blood. Most, if not all, of the race live by the sword, trading on their warrior-like ways to provide for their communities.

    Relations: Gria friendships run deep, but few ever form true bonds beyond that of mere acquaintance. While gria hold grudges and develop hatreds like anyone else, as a whole the race only holds allegiance to two people: contractees, and the garif. It remains to be seen which holds the greater value.

    gria racial traits

    +2 Strength, +2 Charisma, -2 Wisdom: Gria are deceptively strong and personable, but impatient and competitive.

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    Medium: As Medium creatures, gria have no special bonuses or penalties due to size.

    Normal Speed: Gria land speed is 30 feet.

    Arcane Adept: Gria possess an innate understanding of magic, though few find it of any real use. Gria gain a +2 bonus to Spellcraft checks.

    Competitive: Gria gain a +2 racial bonus on opposed skill checks of any kind. Additionally, when a gria fails a d20 roll, she gains a +2 bonus when attempting the same action that failed.

    Draconic Flight: While gria wings are too small to provide true flight, the same magic that empowers dragons allows gria to achieve limited flight for short periods of time while wearing light or no armor and carrying no more than a light load. A gria can fly with clumsy maneuverability a number of rounds at a time equal to her Constitution bonus. A gria can attempt to fly for longer durations by making Constitution check each additional round of flight (DC 12 +2 per extra round). A grias natural fly speed is equal to her base land speed. After flying, a gria must rest a number of rounds equal to twice the number of rounds spent flying before flying again.

    Fearless: Gria receive a +2 racial saving throw bonus against fear spells and effects.

    Weapon Training: Gria are trained from birth in the art of combat, and as a result are automatically proficient with any one weapon group.

    Languages: Gria begin play speaking Common. Gria with high Intelligence scores can choose from the following: Bhujerba, Dalmascan, Draconic, Raithin, Kildeen, and Vieran.

    alternate racial traits

    Bestial: Some gria give themselves over completely to their races aggressive tendencies, channeling their competitive spirit into a bloodlust. Once per day, when brought below 0 hit points but not killed, a gria can fight on for 1 more round as if disabled. At the end of her next turn, unless brought to above 0 hit points, she immediately falls unconscious and begins dying. This racial trait replaces the arcane adept racial trait.

    Erdane Guardian: Bending the earth to their will was the calling of the ancient gria earth mages. A gria who follows the calling of her ancestors gains a +2 bonus to Knowledge (nature), Knowledge (geography), and Survival checks. This racial trait

    replaces the weapon training racial trait.

    Skymaster: Some gria defy their conflicted nature and take to the skies, avoiding war,

    The Gria and the Garif

    Though few outside these races know it, and fewer still know it well enough to speak on it, the gria and the garif are of one race, separated by gender in the ancient past.

    The race, whose name is lost to history, was punished by the Occuria for failing to wield a gift of power known as Nethicite. The race was cursed. Males and females were changed outwardly, appearing now dissimilar and unattractive to the other. But the curse was deeper than skin.

    The males, knights, noble and strong, were cursed with pacifist ideals. Though their bodies were thick and hard, the strength of their arms was stolen.

    The females, geomancers, noble and powerful, were cursed with a fiery spirit, too impatient to master the elements. Though beautiful and frail, their bodies were imbued with the strength stolen from the males.

    But even the Occuria cannot overcome the powers of creation. The urge to mate will possess a garif and gria couple who have never met. Both will travel a great distance, feeling drawn to the other. When they meet, a bond is formed. Over the next year, the two will live in isolation, often in the wilderness. The gria will create a dwelling from the earth itself. The garif will hunt and provide protection.

    When the child is born, the couples resurrected powers will soon fade, as will the supernatural bond that drew the couple together. If the child is born a garif, he will return with his father; if the child is born a gria, she will return with her mother.

    peace, and civilization all together. A gria with this racial trait gains a +2 bonus to Fly and Pilot skill checks. This racial trait replaces the fearless racial trait.

    HumesHumes are the most numerous and politically dominant race throughout Ivalice. Humes possess exceptional drive and a great capacity to endure and expand. Their empires and nations are vast. Humanity is best characterized by its diversity: humes can be savage, honorable, decadent, simple, or powerful. But more than any other race, humes dedicate themselves to a cause. While individual humes are no more driven to find a cause than any other race, collectively, communities, cities, nations, and empires find identity in a common cause, whether it is religious, political, or otherwise.

    Physical Description: Humes are as varied as the worlds climes. From dark-skinned desert dwellers to pale barbaric mountain men, humes possess a wide variety of colorings and body types, though humes of a specific region generally look similar.

    Society: Hume societies are numerous and varied. From grand empires ever looking to

    expand to rural, insular villages, humes are adaptive, polite, protective, standoffish, and aggressive. Sometimes all at once.

    Relations: Humes form allegiances with all nations, races, and creeds, depending on their own allegiances, prejudices, and creeds. Individual humes will generally treat others as they themselves are treated, though abusing that disposition is just as common amongst humes.

    Hume racial traits

    +2 to One Ability Score: Hume characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

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

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

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

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

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

    nation or region may begin play speaking the language of their origin, at the GMs discretion.

    MooglesThe shy, diminutive moogles are distant relatives of feykind. Their legends tell of a fascination with gears and metal, a curiosity that grew into an obsession that severed their link to the fey realm. Some say the fey

    blood still runs through moogle veins, for they are inquisitive, capricious, and seemingly indomitably cheerful. Amongst the civilized races, moogles are known for being master engineers and are credited with inventing the first airships.

    Though reasoned and sensible, moogles are a superstitious lot. Foul weather, full moons,

    broken mirrors; rain, tides, ripples, leaks,

    Commoner & NobleFor all their differences, the humes (humans) of Ivalices nations have one thing in common: nobles have power. Even through the strife of war, the fall of great houses and religions, the rise of new families and factions, nobles rule over commoners.

    For the commoner seeking to throw off the burdens of servitude and command his own destiny, there are few possibilities. Knighthood, politics, or commerce are all avenues to wealth. Likewise a strategic marriage can result in the birth of a new house, or the resurgence of an old, nigh-forgotten line. But wealth alone does not create nobility.

    Though the concept of nobility is tied to the belief that the gods grant the right to rule to their chosen, not even the church can truly create a noble house. Only the King or Queen holds that power.

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    and all things water: all these and more factor into a moogles decision making. Portents and predictions by no means control mooglekind, but most moogles believe such things reveal the greater machinations of the universe, offering a reminder of past trials and allowing one a glimpse of fate. It is this connection with an ever-changing world that drives their curiosity and spirit of hope.

    Physical Description: A moogles appearance matches their friendly countenance: covered head-to-toe with soft, often white, fur; dainty, leathery wings; long, pointed ears; small, bright eyes; and a delightful tuft of hair known as a pom-pom. Without their distinctive pom-pom atop their heads, moogles would not stand above 3 feet tall. Moogles take pride in their appearance, and are not above regal attire and embellishments, though most tend to dress practically for their trade.

    Society: Moogles thrive amongst the cultures of the other races, but have few communities of their own. In the largest of hume cities, it is not uncommon for there to be a moogle district, or similar part of town known for a high concentration of moogle citizens. And in remote forest reaches one can find small moogle villages, welcoming travelers with appropriately-sized accommodations. But the vast majority of mooglekind encounter other moogles only in passing.

    Particularly in hume lands, moogles assume roles of service or servitude. Their ever-helpful, ever-cheerful countenance makes them excellent butlers, messengers, and assistants, or tradesmen, craftsmen, and merchants.

    Despite their lack of unifying homeland, moogles none-the-less display thier own unique cultural quirks, even as they live amongst other races. All moogles speak their own unique language, known as kupo. The lexicon of kupo consists of just one word with many, many inflextions; though other races can come to understand the language, none besides the moogle can speak it with any accuracy. When holiday or tradition causes moogles to gather together, whether for celebration or a

    more somber observance, the assembled moogles will eventually converse, using kupo, at great length, each interrupting and seeking to one-up the other, on who has been the most helpful or convivial to others of late. Oddly, an individual moogle isnt arguing for him or herself, but rather pointing out these qualities in the other moogles around them.

    Relations: Moogles tend to treat those they encounter as friends, until necessity dictates otherwise. Thus moogles have a reputation for friendship and loyalty, despite the rare dishonest moogle taking advantage of that reputation.

    moogle racial traits

    +2 Dexterity, +2 Intelligence, -2 Strength: Moogles are small of stature, but deft and lithe, both of body

    and mind.

    Small: Moogles 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: Moogles have a land speed of 20 feet.

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

    Crafty: Moogles gain a +2 racial bonus on Appraise checks made to determine the price of crafted goods, and a +2 circumstance bonus on Diplomacy checks made to barter for crafted goods.

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

    Eternal Hope: Moogles rarely lose hope and are always confident that even hopeless situations will work out. Moogles with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Additionally, once per day, after rolling a 1 on a d20, the moogle may reroll and use the second result.

    Moogle Flight: While moogle wings are too small to provide true flight, lingering remnants

    of their fey heritage allow moogles to

    achieve limited flight for short periods of time while wearing light or no armor and carrying no more than a light load. A moogle can fly with clumsy maneuverability a number of rounds at a time equal to her Constitution bonus. A moogle can attempt to fly for longer durations by making Constitution check each additional round of flight (DC 12 +2 per extra round). A moogles natural fly speed is equal to her base land speed. After flying, a moogle must rest a number of rounds equal to twice the number of rounds spent flying before flying again. Additionally, a moogle gains +4 on Acrobatics checks as long as she is able to fly.

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

    alternate racial traits

    Academician: Some moogles are more academically inclined than their kin. Moogles with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the Handy racial trait.

    Master Tinker: Moogles experiment with all manner of mechanical devices. Moogles 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 the Crafty racial trait.

    Moogle Magic: Rarely, fey ancestry will manifest in moogles attuned to their heritage. Moogles with Charisma scores of 11 or higher gain the following spell-like abilities 1/day: dancing lights, detect magic, identify, and prestidigitation. The caster level for these effects is equal to the moogles level. The DC for these spells is equal to 10 + the spells level + the moogles Charisma modifier. This racial trait replaces the Crafty and Handy racial traits.

    Nu-MouMuch of known history is passed down from the nu-mou. A people of legend, tradition, and magic, the nu-mou are regarded by the other races as wise, scholarly, and perpetually old. Rarer than an infant nu-mou, is a phrase humes use to describe something unique.

    With a lifespan several times that of the average hume, nu-mou measure time in decades, rather than seasons. Having long mastered magics in many forms, the nu-mou see themselves as preservationists, gathering and cataloguing the worlds vast knowledge.

    Physical Description: Despite their long lives, nu-mou age as rapidly as humes, and even young nu-mou appear aged to other races. Nu-mou have soft canine features, loping ears often adorned with jewelry, and a long, thick tail. Short and hunched, nu-mou dress in long, hooded robes, both for comfort and to enhance their sagacious aire.

    Society: Many modern hume cities grew around nu-mou towers. A nu-mou tower is a vast structure, reaching the clouds above and expanding for miles beneath. A tower is part city, part commune, part library, and part marketplace. Though most nu-mou seldom, if ever, leave their tower, many young nu-mou travel between the towers, sharing missives and new lore. To their surrounding communities nu-mou towers serve as centers for learning and instruction. Foolish is the hume king who fails to heed the master of the tower.

    Relations: Humes, viera, and the other city-dwelling races regard nu-mou as little more than elderly fonts of history. Those individuals who come to know nu-mou personally find their usefulness much more extensive. In general, nu-mou accept that the younger races wont fully appreciate nu-mou philosophies, but will extend patience to any individuals who express interest in learning.

    nu-mou racial traits

    +2 Constitution, +2 Wisdom, -2 Strength: Though small and weak, nu-mou are patient, perceptive, and long-lived folk.

    Small: Nu-mou 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: Nu-mou have a land speed of 20 feet.

    Low-Light Vision: Nu-mou can see twice as far as humes in conditions of dim light.

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    Adept: Nu-mou gain a +1 bonus to caster level when determining spell effects. Nu-mou with Intelligence scores of 11 or higher can cast three 0-level spells as a 1st-level wizard. Nu-mou must prepare these spells each day, as a wizard does, but they do not require a spellbook and can do so from memory.

    Hardy: Nu-mou gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

    Sagacious: Nu-mou receive a +2 racial bonus on any two Knowledge skills.

    Languages: Nu-mou begin play speaking Common and one other language of their choice. Nu-mou with high Intelligence scores can choose any language they want (except secret languages, such as Kupo or Druidic).

    alternate racial traits

    Lorespeaker: Most nu-mou are knowledgeable on a wide variety of topics, but a lorespeaker recalls knowledge forgotten by others. A nu-mou with this racial trait half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. This racial trait replaces the sagacious racial trait.

    Studious: Truly adventurous nu-mou leave the study of books and scrolls to others. A nu-mou with this racial trait can choose one class. Levels in that class count as levels (called virtual levels) in any other class for the purposes of prerequisites for feats, prestige classes, and calculations that depend on level. If the nu-mou also takes levels in the class in which he has virtual levels, the two are added together to determine class level. (Note: the nu-mou does not gain abilities or bonuses from virtual levels.) This racial trait replaces the adept racial trait.

    Threats Known: Rather than study history or magic, some nu-mou learn all they can of various creatures and races. A nu-mou with this racial trait can make an appropriate Knowledge check when first encountering a foe. A successful check grants the nu-mou the normal benefits of such a check, plus one of the following benefits for 1 minute: +4 initiative, +1 dodge to AC, +2 to one saving throw versus a known attack or ability. Making this check is a free action. If a nu-mou spends a move

    action when making this check, he can impart the benefit to an ally instead of himself. This racial trait replaces the adept racial trait.

    SeeqIn the ancient past, seeq tribes dominated vast forests that have long since disappeared. While a handful of tribes still exist in remote places, the seeq people are now just another of the many races enveloped by hume society. Most humes would define the seeq as mercenaries, pirates, or enforcers, but those same

    seeq would call themselves soldiers, merchants, and bodyguards. Regarded as brutes and simpletons by the

    other civilized races, the seeq are a proud, if somewhat combative,

    people. Seeq encountered outside their tribal homes often take up professions that

    make use of their great size and strength, but these seeq mask their true role

    behind hume prejudices.

    The patient and perceptive seeq foster the illusion that theyre short-tempered and brutish. In the halls of barons and princes, the loyal, ignorant guard is ignored. The seeq seldom make use of their gathered information themselves, preferring instead to barter that information, either for gil or favor. Few people are as well-informed as a well-connected seeq.

    Physical Description: Certainly the widestif not the largestof the common races, the seeq cultivate their brutish appearance to better fool the other races. Their short, up-turned snout, prominent tusks, exposed barrel chests, and guttural speech all lend to the illusion that the seeq is a primitive simpleton. Likewise, seeq adorn themselves with tattoos and jewelry that embellish upon this deception. Unknown to the other races, however, is that these adornments act as secret communication tools for seeq looking to pass information. Tattoos often relate what profession the seeq often carries information about, whether he serves a ruler, politician, merchant, or tradesman. Jewelry strategically placed about the body can communicate many things, from the nature of the

    information to who might find the information useful. Jewelry prominently placed on their

    distinctive horn is important information that all seeq should know.

    Society: Traditional seeq tribes still adhere to their spiritual tenets of Listen, Seek, and Learn. Tribal seeq believe that mastery over the physical world is gained through patience, through complimenting the natural order, rather than disturbing it. These ancient teachings are mirrored in how modern seeq have adapted to live in a hume-dominated world.

    In the largest of hume cities, the seeq information network has begun to exert its own kind of mastery over the hume world in the form of organized crime. While most non-seeq disregard rumors of the Seeq Mafia as preposterous, those politicians and guild masters that have felt the seeq influence can avow its existence.

    Relations: While most seeq are seen as brutes, those in-the-know view seeq as a rare and valuable source of insight. Seeq tend to withhold this truth to all but the most trusted of allies, occasionally even keeping up the ruse in front of other, unknown seeq. Likewise, seeq rarely divulge their secrets directly, preferring instead to use intermediaries or rumor, but savvy seeq are not above using their information for gain.

    seeq racial traits

    +2 Strength, +2 Wisdom, -2 Dexterity: Seeq are strong and perceptive, but

    ponderous.

    Medium: As Medium creatures, seeq have no special bonuses or penalties due to size.

    Normal Speed: Seeq land speed is 30 feet.

    Low-Light Vision: Seeq can see twice as far as humes conditions of dim light.

    Deceptive: Seeq learn at an early age it is beneficial for others to perceive them as dull and slow. Seeq gain a +2 racial bonus on Bluff checks that play upon this perception.

    Hale: Seeq gain a +2 racial bonus on Fortitude saving throws.

    Perceptive: In addition to trusting their senses, Seeq studiously watch those around them, picking up signals others wouldnt. Seeq gain a +2 racial bonus on Perception and Sense Motive checks.

    Stable: Seeq receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

    Languages: Seeq begin play speaking Common or

    Seeqin.

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    Seeq with high Intelligence scores can choose from the following: Arcadian, Common, Dalmascan, Goblin, or Seeqin.

    alternate racial traits

    Gift of Gab: While most seeq that take on roles of service adopt stoic personas, some seeq, especially those seeq who are independent, gather information by out-talking those around them, listening all the while to words muttered into mugs and whispered around corners. A seeq with this racial trait gains a +4 racial bonus to Diplomacy checks made when gathering information. This racial trait replaces the perceptive racial trait.

    Greed: Some seeq merely allow their chosen mercantile trade to earn them profit, casting aside the dim and dull illusion. Seeq with this racial trat gain a +2 racial bonus on Appraise checks made to determine the price of nonmagical goods. This racial trait replaces the deceptive racial trait.

    Nimble: Occasionally there are seeq who move with a grace not possessed by the rest of their race. Seeq with this racial trait gain a +2 bonus on Reflex saves and a +1 dodge bonus to AC when unencumbered and wearing no more than light armor. This racial trait replaces the hale and stable racial traits.

    Urutan-YensaConsidered alien by the standards of the other civilized races, the urutan-yensa are a people as severe as their environment. Insular and territorial, urutan-yensa cull weakness within their own tribe, purge weakness in other tribes, and punish weakness in outsiders. Urutan-yensa view the desert as the ultimate test: survive or die. Sympathy, kindness, generosity: these are weaknesses in the desert.

    Few urutan-yensa survive away from the tribe. Those that exist as friends of other cultures are viewed as exiles, too weak to survive. Those that survive the sandseas in isolation are regarded with great awe and suspicion. The urutan-yensa tribes rarely unite for any reason, though a conquered tribe that proves its strength might retain enough individuality to appear as though the two tribes had united. When a warring tribe suddenly doubles in size, nearby cultures are often destroyed.

    Physical Description: The chitinous body; lithe, double-jointed limbs; and lipless mouths give the urutan-yensa a truly insectoid appearance. Though theyre largely immune to the effects of heat, the urutan-yensa still cover their bodies in desert garb to protect themselves from the invasive sand. Often it is only the soft glow of their yellow, blue, or green eyes behind layers of cloth that reveal their race. Without their standard coverings, urutan-yensas chitin ranges in color from tan to grey to the occasional white.

    Society: Urutan-yensa tribes are lead by a Queen (rarely a King). Though urutan-yensa reproduce as other humanoid races do (via coupling), their young are all given to the Queen to raise. The Queen appoints Keepers over each years clutch, who teach the young, culling weakness where it is found, until age three, when the young are left exposed in the desert for three days and nights. Those children that survive and return to the tribe on the fourth day may choose their role within the tribe, following that path the remainder of their lives.

    Roles within the tribe all surround the tribes survival on the sandseas: soldier, hunter, harvester, or leader. Those young urutan-yensa who choose to lead have declared that they will one day lead soldiers in battle to purge weaker tribes from the sandsea, or take leadership of this tribe from the Queen, or leave this tribe to start their own. Regardless, the Queen will teach these young herself, challenging them at every opportunity, not only to preserve her own dominance, but to create strong leaders.

    Relations: Urutan-yensa are distrustful of outsiders, actively looking for a reason to remove them from their lands. Those urutan-yensa who leave their tribes carry their races prejudices, but work to overcome them in an effort to survive.

    urutan-yensa racial traits

    +2 Constitution, +2 Wisdom, -2 Charisma: Urutan-yensa are survivalists, training their bodies and minds from birth to overcome the harsh sandseas. Their rigorous culture makes them insular and untrusting.

    Medium: As Medium creatures, urutan-yensa have no special bonuses or penalties due to size.

    Normal Speed: Urutan-yensa land speed is

    30 feet.

    Born of the Sandsea: Urutan-yensa automatically succeed Fortitude saves made to overcome dangers of heat exposure in environments of very hot or severe heat, and gain a +2 racial bonus on Fortitude saves in conditions of extreme heat.

    Chitinous Armor: Urutan-yensa have hard, chitinous plates covering their bodies, granting a +2 natural armor bonus to AC.

    Sheen of the Sand: The urutan-yensa gain a +2 racial bonus to Stealth and Survival while in desert terrain.

    Weapon Familiarity: Urutan-yensa are proficient with the scimitar, katana, light and heavy crossbows, and short bows and treat any weapon with the word urutan in its name as a martial weapon.

    Languages: Urutan-yensa begin play speaking Common or Urut. Urutan-yensa with high Intelligence scores can choose from the following: Common, Dalmascan, Goblin, Seeqin, Urut.

    alternate racial traits

    Sandweaver: Some urutan-yensa gain a mastery of the sandflow, granting mystical abilities. Urutan-yensa with this racial trait and a Charisma score of 11+ can cast the following spell-like abilities once per day: alter winds, endure elements, and message. This racial trait replaces the Sheen of the Sand racial trait.

    Yensa Tamer: The urutan-yensa use the ichtihian yensa as mounts when traveling long distances in the sandsea. Urutan-yensa with this trait gain a +4 racial bonus to Handle Animal checks when training or commanding yensa, and can command their yensa as a swift action. This racial trait replaces Sheen of the Sand.

    Exile: Those urutan-yensa that leave their tribe, either for solitude or to lead a more

    civilized life, learn to better deal with other races. Urutan-yensa with this racial trait gain a +2 trait bonus to all Charisma-based skill checks, but take a -2 penalty to Charisma-based skill checks when dealing with other urutan-yensa. This racial trait replaces Sheen of the Sand.

    VieraCalled People of the Wood, by other races the viera shroud their culture in ritual and communal law. Known as the Green Word, these practices serve to both preserve their past and protect their future. Hundreds of years ago, their ancient forest homelands were destoryed by war, a war historians say the viera

    started in an effort to regain their dwindling fey heritage. Today, the viera are few in number when compared to the other

    civilized races, making them a reclusive and mystic race.

    Viera possess a sense for Mist, or rather, the viera can use Mist

    to predict changes in weather, sense the approach of strangers,

    communicate with loved ones over long distances, and navigate

    concentrations of Mist more easily than other races. Unlike other races,

    however, when a viera is exposed to raw concentrations of Mist she becomes overhwelmed, entering a frenzied state that can only end in bloodshed.

    An offshoot of the vieran race, known as the feol, are considered exiles amongst their own kind, having long

    ago given up the Green Word. Though exiled, the feol are pitied by the viera, rather than

    persecuted.

    Physical Description: The vieras distinctive rabbit-like ears set them apart from humes. Viera are tall and lithe, almost frail to look upon, but capable of great strength. Exotic and beautiful by hume standards, their hair ranges in color from light blonde to soft grey.

    Viera tend to dress provacatively, accentuating their beauty.

    Society: Its a common misconception

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    that the viera are a female-only race; vieran men do exist, though they are but a fraction of their races population. Curiously, vieran males are only born as the result of a vieran couple; females are born as the result of a vieran and human coupling. Regardless, vieran men are few and far between, holding a place of distinction and honor in vieran society. The few vieran settlements in the known worldEruyt Village, Golmore, and Muscadet each have only one male vieran. Though held in high regard, the lone male of each settlement is not a leader or object of worship. Instead, his sole jobdespite his own wishesis to mate with those female viera who desire a child. While most vieran newborns are female, it is only through the natural coupling of a male and female viera that male vieras are born.

    Relations: By hume standards, the viera are aloof and haughty. By viera standards, humes are careless and impetuous. Though a mortal race, the viera retain their connection to the Green World.

    Viera racial traits

    +2 Dexterity, +2 Charisma, -2 Constitution: Viera are lithe, quick, beautiful and friendly, but their form is frail.

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

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

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

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

    Mistweaver: Viera have a natural penchant for navigating Mist, even using it to their advantage. Viera can use the following spell-like abilities once per day: daze, message, and mist walk.

    Despite their affinity for Mist, viera are susceptible to concentrations of Mist beyond that of other races. When a viera becomes lost in Mist, she enters in a rage- and fear-filled state, as though under the effects of a confusion spell. Once per minute the viera can attempt a Will saving through (DC 10 + character level) to overcome this effect for one hour.

    Nimble: Viera receive Nimble Moves as a bonus feat.

    People of the Wood: Viera cling to their fey past, learning all they can of the forest and its ways. Viera gain a +2 racial bonus on Knowledge (nature) and Survival checks made in a forest environment.

    Languages: Viera begin play speaking Common and Vieran. Viera with high Intelligence scores can select from the following: Arcadian, Dalmascan, Seeqin, Raithan, and Kildeen.

    alternate racial traits

    Feol: Those viera who are descendants of Feolthanos left behind the quest for the Green Word to join the modernizing world. Viera with this racial trait gain a +2 racial bonus on Knowledge (local) and Knowledge (engineering). This trait replaces the People of the Wood racial trait.

    Inner Strength: While most viera a agile and lithe, a handful of viera display a strength that belies their frail form. Viera with this racial trait gain a +2 bonus on Strength-based skill checks and combat maneuvers. This trait replaces the Nimble racial trait.

    Weapon Familiarity: Certain viera, especially feol, have lost their innate connection to Mist, and instead learning to defend themselves through martial means. Viera with this racial trait are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word vieran in its name as a martial weapon This racial trait replaces the Mistweaver racial trait.