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Here is my work so far on taking Rogers 3E races from his Mystara 3E Conversion Project, from The Chronicles of Mystara and from my own campaign.

Two areas where I can use help in are verifying the language choices, and the Preferred Classes.

The first is to check I didn’t miss a valid language option. The second is to determine good Favored/Preferred class options (I have a seperate thread on this).

In addition to the races below, here are some other races that can be used as PC races with a little work Pathfinder Races:

Aasimar, Changeling, Dhampir, Drow, Duergar, Fetchling, Gillman, Goblin, Grippli, Hobgoblin,
Ifrit, Kobold, Merfolk, Orc, Oread, Strix, Svirfneblin, Sylph, Tengu, Tiefling, Undine

Where ever I made a change from the standard PF Race information or from Rogers Mystara 3E Conversion Project, I made a note in a “GM Notes” entry.

As I learn more about the races of Mystara I will include more options.

Pathfinder Mystara: Races

by Giorgio

HUMANS


Humans come in all shapes and sizes, without really any common theme to unite them. Historians claim that all the humans on MYSTARA are descendants from three ancient races of humans: the Neathar, the Oltec, and the Tangor. A fourth major race, the Alphatians, arrived on our world just over 2,000 years ago, and has also contributed to the various cultures now found today. With such a short life-span (compared to demihumans), humans have evolved rapidly and there are now more races of humans on MYSTARA than one can possibly keep track of.

Humans can be found on all the continents of MYSTARA, and seem to have adapted to almost any climate. As mentioned, there are too many races of humans to describe fully, but the two most common are the Thyatians with their olive complexion and dark hair as well as the Common Alphatians with coppery complexions and brown or red hair.

If there is anything that can be said to generalize humans is that they are all unique. Racial unity is rare, and only takes place when there is a non-human threat close by. Otherwise, they fight more often amongst themselves than with other races.

Regions: Humans can be found throughout all of Mystara, and there are countless human realms, below is a sampling of some of the most common human ethnic groups.

Racial Abilities: Human characters, regardless of region, have the following human racial traits:

Human Racial Traits
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have 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.
Preferred Classes: Any; humans are the most adaptable of all races and can be found in any class or profession.
Languages: Humans begin play speaking Trade common and local language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Human Ethnic Groups:

Alasiyans:
Dusky skin tone; hair usually black, ranging to dark brown; eyes usually dark brown, sometimes black or sometimes lighter brown; range from average height to slightly taller, and slight of build; sharp features are common. These people make up the majority of the population of the Emirates of Ylaruam.

Alphatians, Common:
Common Alphatians have a skin tone ranging from golden to coppery brown; hair ranging from gold to brown, with many redheads also represented; eyes may be brown, gold, green, hazel, or amber, and tend to be almond-shaped or slightly slanted; they tend to a tall, slender build; delicate bones and facial features are common. They are descended from both the pale-skinned Alphatians and their first imperial conquests, the copper-skinned, cheerful Cypri people. Found primarily in the Empire of Alphatia.

Alphatians, Pure:
Pure Alphatians have a very pale (nearly white) skin tone with bluish tints; black hair; eyes may be black, blue, or even purple, and are more round than the Common Alphatian's; they are also usually tall and slender. They are descended from Alphatian families who didn't intermarry with the Cypri and so kept many of the old Alphatian characteristics. Very rare outside mainland Alphatia.

Children of Atruaghin:
Average height, but of solid build with a reddish cast to their skin; hair is typically very dark brown to bluish-black, and eyes are brown to black; notable absence of facial hair. Concentrated on or around the Atruaghin Plateau.
Ethengarians:

They are stout, heavy-boned, yellow-skinned men and women with slight epicanthic folds to their eyes, which usually range from brown to black, and black hair. These are the steppe-dwelling people of the Ethengar Khanates.

Hattians:
Light olive skin tone; hair ranging from light to dark brown, frequently black; eyes usually blue or grey, brown not uncommon; tend to be average height and solid build; wide brow and heavy facial bone structure are common. Hattians make up a notable portion of the population of mainland Thyatis.

Hinterlanders:
Fair skin tone; hair light brown, blonde, or red; eyes blue, sometimes brown; average height to slightly under, men often stocky and muscular; square features, strong cheekbones, strong bone structures most common. Inhabitants of the Hinterlands, which is currently being conquered by Thyatis.

Jennites:
Jennites from Esterhold are usually descended of tribes which have been conquered by the Alphatians in the nations of Blackrock and Verdan. Typically, the only Jennites wandering the Empire are shamans (clerics) and druids. They have a deep red-brown complexion; brown or black hair and eyes; and tend to be of average height with lithe, strong builds. They paint themselves extravagantly, especially with blue paints, before entering battle. Imperial Alphatia is currently expanding and coming into conflict with Esterhold.

Kerendans:
See Thyatian, below.

Makai:
Prominent cheekbones and facial structure, softer on women, almond-shaped eyes, rounded noses. Skin tone ranging from tan to coppery-brown in coloration. Build is slightly smaller than average, but usually well-defined. Hair is typically black and straight, and eyes range from dark brown to black. These are the aboriginal people of Ierendi.

Nuari:
Black to deep brown skin tone; hair brown or black; eyes brown or black; built tall and lean; high cheekbones and fine bone structures are common. These people are native to the Pearl Islands, a Thyatian territory.

Ochaleans:
Coppery skin tone; hair ranging from golden brown to dark brown, seldom curly; eyes brown, amber, or gold; average height to tall, and built lean; fine facial features are common. These people dwell on the island nation of Ochalea, a Thyatian territory. It should be noted that Ochaleans are descended from Alphatian expatriates.

Thothians:
Thothians of Edairo and other places on the Isle of Dawn have a light brown complexion; brown or black hair; eyes are generally brown; they tend to be short but powerfully built.

Thyatians:
Light olive skin tone; hair ranging from light to dark brown; eyes usually brown, blue not uncommon; tend to be average height and solid build; wide brow and prominent nose are common. Found all over the Known World, but originally from the Empire of Thyatis.

Traladarans:
The Traladarans, descendants of the native Traldar tribe of legend, tend to be fairly small (men average 5 feet, 9 inches, women 5 feet, 3 inches) and light of build. Their complexions are pale, their eyes brown, and their hair dark (deep brown to black). They make up the majority of the population of the Grand Duchy of Karameikos.

DWARVES


The dwarves of MYSTARA all came from the same source: the mountains of Rockhome. They claim that Moradin—their patron Immortal—created them circa BC 1,800, and they have since spread throughout the continent of Brun. Some have even sailed across the sea and made their homes in the land of Alphatia in the nation of Stoutfellow. Whether or not dwarves have colonized other continents in the past is yet to be discovered.

Dwarves are lawful beings who only change their ways of life after a very, very long period of time. Every dwarven colony still speaks the exact same dialect of Dengar (the Dwarven language) that is still used in Rockhome. The same holds true for their physical characteristics: all dwarves on MYSTARA are still identical to their racial ancestors.

Dwarven Women & Beards
Popular myth says that all dwarves, even the womenfolk, sport magnificent beards. While it is true that dwarves pride themselves in their beards, and consider it a disgrace to wear a cut or unkempt beard, the women of the Dwarven people do not normally grow beards. They do have craggy facial features and a light down of hair on their chins, which can be mistaken for a short beard from a distance; they are not true beards—not in the dwarven sense.

Rockborn Dwarves
Rockborn, or Denwarf, dwarves are the prototypical dwarven race in MYSTARA. Rockborn dwarves are those who hail, or whose ancestors hailed from the dwarven region of Rockhome. Rockborn dwarves are stocky and muscular with a deep tan or light brown skin, often with ruddy cheeks. Their hair is often black, gray, or brown, with similar colors for their bright eyes. They vary in height between 4 and 4½ feet.

Regions: The dour and taciturn Rockborn dwarves can be found in most places throughout this region of MYSTARA, frequently acting in the roles of stonemason, weaponsmith or armorsmith. The largest concentration of Rockborn dwarves is found in the country of Rockhome, which is the ancestral home of their people. Other countries where Rockborn dwarves are likely to be found include: the Alphatian kingdom of Stoutfellow, the Northern Reaches, the town of Highforge in Karameikos, Fortress Island in Minrothad, and the Barony of Buhrohur in Thyatis.

One country you can almost be certain a Rockborn dwarf (or any dwarf, for that matter) is not from is Glantri, where dwarves have sometimes been treated as little more than lab specimens by wizards intent on learning the secrets behind this race's innate resistance to physical damage caused by spells and spell-like effects.

Racial Abilities: Rockborn dwarves characters have the following dwarven racial traits:

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 have 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. See Vision and Light.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Craftsmen: Dwarves receive a +2 racial bonus on Craft and Profession skill checks related to the working of stone or metal.
Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.
Preferred Classes: Barbarian, Cleric, Fighter, Oracle, Paladin, Ranger, Rogue
Languages: Dwarves begin play speaking Trade common and Dengar (Rockhome dialect), dwarves from other regions have different starting languages (see below).

Dwarves with high Intelligence scores can choose from the following: Giant, Gnomish, Goblin, Orcish, and Terran.

The Kingdom of Stoutfellow: This semi-autonomous nation exists within the Empire of Alphatia, and was colonized by dwarves from Rockhome around 950 AC. Halflings and gnomes also reside here.
Automatic Languages: Trade common, Dengar (Denwarf-Hurgon dialect) and Alphatian

The Northern Reaches: The Soderfjord Jarldoms and the kingdoms of Ostland and Vestland are home to many dwarves. Many have picked up a bit of the human culture in these lands.
Automatic Languages: Trade common, Dengar (Rockhome dialect) and Heldannic

GM Notes:
1-Replaced the Greed racial trait for the Craftsmen racial trait (APG).

Modrigswerg
Modrigswerg, also Moulder or Rot Dwarves, as they are commonly called, are a large clan of dwarves who inhabit underground dwellings in the Northern Reaches. While they are biologically identical to Rockborn dwarves, their extensive history of exile and isolationism have caused their culture to drift from their more well known brothers. They are reputed to be among the greatest artisans in all of MYSTARA. They would be sought out by all except for their worship of evil Immortals. This worship is what caused them to be exiled from Rockhome.

Regions: The Moulder dwarves can be found in the deepest caverns beneath Rockhome and the Northern Reaches.

Racial Abilities: Modriswerg dwarves characters have the following dwarven racial traits:

Modrigswerg Dwarf Racial Traits
+2 Constitution, +2 Wisdom, –2 Charisma: Modriswerg dwarves are both tough and wise, but also a bit gruff.
Medium: Modriswerg dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Modriswerg dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Improved Darkvision: Modriswerg dwarves can see in the dark up to 120 feet. See Vision and Light.
Light Sensitivity: Modriswerg dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
Defensive Training: Modriswerg dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
Avarice: Modriswerg dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of rare or exotic items.
Scholars: +2 racial bonus to Spellcraft, Knowledge (religion), Knowledge (the planes), Knowledge (arcana), Knowledge (history), Disable Device and all Craft skill checks related to metals and stones.
Isolationists: -2 racial penalty to Diplomacy and Perform skill checks. Modriswerg dwarves dwarves have withdrawn from the wider world and lack commonly accepted social skills.
Hatred: Modriswerg dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Modriswerg dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Modriswerg dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Modriswerg dwarves receive a +2 bonus on Perception checks to potentially 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.
Sleepless: [May Change] Modriswerg dwarves do not need to sleep but can rest by sitting quietly working for a few hours each day. This is enough to regain any spells.
Weapon Familiarity: Modriswerg dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Preferred Classes: Barbarian, Cleric, Fighter, Oracle, Paladin, Ranger, Rogue
Languages: Modriswerg dwarves begin play speaking Dengar and Heldannic. Dwarves with high Intelligence scores can choose from the following: Draconic, Elfin (Shadowelf dialect), Giant, Goblin, Orcish, Terran, and Thyatian.

ELVES


Mystaran elves mingle freely with the other races throughout the Known world. They are well known for their poetry, dance, song, lore, and, especially, their magical arts—in the Known World, everyone “knows” that even the lowliest elf is capable of arcane spellcasting. Most elves favor things of natural and simple beauty, although there are some Mystaran societies where elves have come to not only understand but respect and pursue the materialistic and complicated ways of humans, such as those found in Darokin. Whenever danger threatens them and theirs, whether they are in the woodland homes of their traditional lands or the towns and cities of their adopted homes, they quickly reveal a strong martial streak, demonstrating skill with sword, bow and battle strategy.

Elves are more often amused than excited, more likely to be curious than greedy. With such long lives, they tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance. When pursuing a goal, however, whether an adventurous mission or learning a new skill or art, they can be focused and relentless. They are slow to make friends and enemies, and even slower to forget them. They reply to petty insults with disdain and to serious insults with vengeance. The elven language is called Elfin, and most clans have their own particular dialect of Elfin. Areas where large groups of clans reside together, such as Alfhiem, Wendar, the Shadowelf caverns, or Shiye-Lawr, generally share a singular dialect. All elves can understand any dialect of the language, however.

In general, elves prefer simple, comfortable clothes, especially in pastel blues and greens, and they enjoy simple yet elegant jewelry. Elves possess unearthly grace and fine features. Many humans and members of other races find them hauntingly beautiful.

Elves live naturally to between 400 and 600 years old. A very few have reached over 800 years old; and more have died of disease or violent deaths before their 500th birthday. They take about 20 years to grow to full size, and then have a free-spirited “adolescence” of about 80 years. It is during this time that an elf chooses whether to remain in the forests of her birth or follow the wandering path of the adventurer.

Forest Elf
Forest elves are the descendants of the elves who followed Ilsundal from Evergrun to the Sylvan Realm and later made their way to the Known World. They are also called Ilsundal elves.

The forest elves are short and slim, standing about 4 1/2 to 5 1/2 feet tall and typically weighing 85 to 135 pounds, with elven men the same height as and only marginally heavier than elven women. Forest elves have delicate features and pointed ears and are generally fair-skinned and fair-haired; they tan lightly and never sunburn. Forest elves usually have fair or tan skin, blonde or golden hair and blue or green eyes

Regions: Forest elves are found in many parts of the Known World. The Forest elves’ major settlements are in the Canolbarth forest of Alfheim, the Principality of Erewan in Glantri (Ellerovyn) as well as the Radlebb Woods in Karameikos (Callarii). Many Forest elves are also found living alongside humans in other parts of the Known World.

Racial Abilities: Forest elf characters have the following racial traits:

Forest Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Forest Elves are nimble, both in body and mind, but their form is frail.
Medium: Forest Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Forest Elves have a base speed of 30 feet.
Low-Light Vision: Forest Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Elven Immunities: Forest Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Forest Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Forest Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Forest 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.
Preferred Classes: Barbarian, Cavalier, Fighter, Ranger, Sorcerer, Wizard
Languages: Forest Elves begin play speaking Trade common and Elfin. Forest Elves with high Intelligence scores can choose from the following: Draconic, Gnollish, Gnomish, Goblin, Orcish, and Sylvan.

Belcadiz Elf
The Belcadiz elves of Glantri have a distinctly different culture from most other surface elves. By many, they are considered arrogant and foppish. Their honor is not to be joked with, as they are a proud people, and many are master duelists, sporting the rapier as their weapon of choice. The Belcadiz elves have bronze skin and dark brown or black wavy hair and brown eyes.

Regions: Belcadiz elves live in the Principality of Belcadiz in Glantri.

Racial Abilities: Belcadiz elf characters have the following racial traits:

Belcadiz Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Belcadiz Elves are nimble, both in body and mind, but their form is frail.
Medium: Belcadiz Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Belcadiz Elves have a base speed of 30 feet.
Low-Light Vision: Belcadiz Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Elven Immunities: Belcadiz Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Belcadiz Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Urban Dwellers: Belcadiz Elves receive a +2 racial bonus on Bluff, Diplomacy and Sense Motive skill checks. Belcadiz elves are more refined in their interactions than other elves.
Weapon Familiarity: Belcadiz Elves are proficient with all types of crossbows, longswords, rapiers, and treat any weapon with the word “elven” in its name as a martial weapon.
Preferred Classes: Barbarian, Cavalier, Fighter, Ranger, Sorcerer, Wizard
Languages: Belcadiz Elves begin play speaking Thyatian (Glantrian accent) and Elfin (Belcadiz dialect). Belcadiz Elves with high Intelligence scores can choose from the following: Draconic, Gnollish, Gnomish, Goblin, Orcish, and Sylvan.

GM Notes:
1-Exchanged proficiencies with all bows for proficiency in all crossbows.

Wood Elf
Wood elves are those elves that have retained the original elven culture, once possessed by the elves of the legendary realm of Grunland. They have made their way to the Known World in different waves of migration, but have a common culture. Most wood elves have brown hair and blue or brown eyes, though the Vyalia Clans, have pale skin, and white or silvery hair, not unlike Water or Shadow elves.

Region: Wood Elves can be found in many parts of the Known World. Their major settlements are Wendar (Clan Geffronell), Minrothad (Clan Verdier), the Isle of Dawn (Clan Trueflower), Thyatis (Clan Vyalia), and Sind (Graakhalia).

Racial Abilities: Wood elves characters have the following racial traits:

Wood Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Wood Elves are nimble, both in body and mind, but their form is frail.
Medium: Wood Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Wood Elves have a base speed of 30 feet.
Low-Light Vision: Wood Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Elven Immunities: Wood Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Wood Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Wood Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Wood Elves are proficient with longbows (including composite longbows), hand axe, all spears, shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Preferred Classes: Barbarian, Cavalier, Fighter, Ranger, Sorcerer, Wizard
Languages: Wood Elves begin play speaking Trade common and Elfin. Wood Elves with high Intelligence scores can choose from the following: Draconic, Gnollish, Gnomish, Goblin, Orcish, and Sylvan.

GM Notes:
1- Exchanged proficiency in longswords and rapiers for proficiency in all spears, and hand axe.

Shadowelf
Shadowelves are a race of elves that have been forced to live underground for generations. Through that time they have adapted to their underground environments. They are distinguished from Forest elves by their pale white skin and white hair. They are not used to being exposed to direct sunlight and have a dislike for it.

Region: The shadowelves are confined to their own cavernous territories deep below the Known World. Occasionally a few shadowelves can be found infiltrating the communities of the Forest and Sylvan elves in Alfhiem.

Racial Abilities: Shadowelves elf characters have the following racial traits:

Shadowelves Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Shadowelves are nimble, both in body and mind, but their form is frail.
Medium: Shadowelves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Shadowelves have a base speed of 30 feet.
Improved Darkvision: Shadowelves can see in the dark up to 120 feet. See Vision and Light.
Light Sensitivity: Shadowelves are dazzled in bright sunlight or within the radius of a daylight spell.
Elven Immunities: Shadowelves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Stonecunning: Shadowelves receive a +2 bonus on Perception checks to potentially 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. Shadowelves are as familiar with stone constructions and caves as the dwarves. This replaces the Elven Magic racial trait.
Keen Senses: Shadowelves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Shadowelves are proficient with longbows (including composite longbows), scimitar and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Preferred Classes: Barbarian, Cavalier, Fighter, Ranger, Sorcerer, Wizard
Languages: Shadowelves begin play speaking Thyatian (Darokinian accent), Elfin (Shadowelf dialect). Shadowelves with high Intelligence scores can choose from the following: Dengar, Draconic, Gnollish, Gnomish, Goblin and Orcish.

GM Notes:
1- Replaced Elven Magic for Stonecunning racial trait.
2- Exchanged proficiency in longsword and rapier for scimitar.
3- Exchanged proficiency in all bows with all crossbows.

Water Elf
The water-going elves of Clan Meditor in Minrothad are excellent ship captains, combining their navigational talents with magic. Water elves are towed headed or have light blonde hair that bleaches almost white in the sun. Their eyes are blue-grey and their complexions are pale in spite of their constant exposure to the sun. Their appearance is thus not so different from Shadowelves something many find unsettling. A Water elf's first love is the sea. They have an innate wanderlust and have an avid interest in travelling the seas.

Region: Even though they hail from Minrothad, their love for travelling means that they can be found in most coastal areas of the Known World.

Racial Abilities: Water elves characters have the following racial traits:

Water Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Water Elves are nimble, both in body and mind, but their form is frail.
Medium: Water Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Water Elves have a base speed of 30 feet.
Low-Light Vision: Water Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Elven Immunities: Water Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Water Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Seamanship: Water Elves receive a +2 racial bonus on Swim, Profession (navigator) and Profession (sailor) skill checks.
Weapon Familiarity: Water Elves are proficient with the all types of crossbows, saber, cutlass, hand and throwing axe, and treat any weapon with the word “elven” in its name as a martial weapon.
Preferred Classes: Barbarian, Cavalier, Fighter, Ranger, Sorcerer, Wizard
Languages: Water Elves begin play speaking Trade common and Elfin (Meditor dialect). Water Elves with high Intelligence scores can choose from the following: Alphatian, Dengar, Lalor, Makai, Orcish, and Patois.

GM Notess:
1-Exchanged proficiency in all bows for all types of crossbows.
2-Exchanged proficiency in longsword and rapiers for saber, cutlass, hand and throwing axe.

Shiye-Lawr
The Shiye Elves were part of the elves Mealiden lead from Ilsundal's Sylvan Realm. However, the Shiye-Lawr Clans were lead away from the rest of the group by the Elven Immortal Eiryndul. Eiryndul has left his mark on his followers, as most Shiye elves are roguish tricksters. Shiye Elves have pale skin and dark brown or black hair and dark brown eyes.

Region: The Shiye-Lawr elves can be found in Alphatia.

Racial Abilities: Shiye elves characters have the following racial traits:

Shiye Elf Racial Traits
+2 Dexterity, +2 Intelligence, –2 Constitution: Shiye Elves are nimble, both in body and mind, but their form is frail.
Medium: Shiye Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Shiye Elves have a base speed of 30 feet.
Low-Light Vision: Shiye Elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Elven Immunities: Shiye Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Shiye Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Stealthy: Shiye Elves receive a +2 racial bonus on Escape Artist and Stealth checks.
Weapon Familiarity: Shiye 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.
Preferred Classes: Barbarian, Cavalier, Fighter, Ranger, Sorcerer, Wizard
Languages: Shiye Elves begin play speaking Alphatian and Elfin (Shiye dialect). Shiye Elves with high Intelligence scores can choose from the following: Draconic, Gnollish, Gnomish, Goblin, Orcish, and Sylvan.

Sea Elf
The Sea elves, called Aquarendi, are similar to other elves, but with light blue skin, dark blue or green hair and blue, violet or green eyes. They have gills on the sides of their neck and webbed hands and feet.

Region: The Aquarendi can be found in any underwater region, but are most commonly found in the great undersea empire located deep beneath the waves of the northern Sea of Dread.

Racial Abilities: Sea Elves characters have the following racial traits:

Sea Elf Racial Traits
+2 Wisdom, +2 Dexterity, –2 Intelligence: The Aquarendi are not as frail as their land-bound cousins, but neither are they as well-learned.
Medium: Sea Elves are Medium creatures and have no bonuses or penalties due to their size.
Aquatic: Sea Elves have the aquatic subtype.
Normal Speed: Sea Elves have a base speed of 30 feet, and a swim speed of 40 feet.
Gills: Sea elves can breathe normally under water and can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).
Superior Low-Light Vision: Sea Elves can see four times as far as humans in conditions of dim light. See Vision and Light.
Elven Immunities: Sea Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Sea Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Sea Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Sea Elves are proficient with trident, longspear, net, and treat any weapon with the word “elven” in its name as a martial weapon.
Preferred Classes:
Languages: Sea Elves begin play speaking Aquan and Elfin (Aquarendi dialect). Sea Elves with high Intelligence scores can choose from the following: Alphatian, Patois, and Thyatian

GM Notes:
1- Exchanged proficiency in longsword, rapier and all bows for trident, longspear and net.

Dark Elves
Dark elves are a mystery. No one knows who, or what, they are. Perhaps the Modriswerg legends that tell of dark elves simply mistranslated the name for Shadow elves. Some think that the dark elves are a “clan” of elves exiled from their society. Still others say that there is an enclave of yet another elven subrace, trapped in a massive dungeon of caves deep beneath the Adri Varma plateau. Those scholars, if they are correct, say that these “drow” come from another world, possibly even a different plane or dimension.

If the DM decides that the dark elves of legend are indeed the Drow Elves of other campaign worlds, they should worship the Immortal Arcane Prime instead of Lolth and use the following Drow racial traits. It should also be remembered that, aside from ancient legends of the Modriswerg, the Drow have had no contact with any sentient race of MYSTARA—within or without.

Region: As determined by the DM.

Racial Abilities: Drow characters have the following racial traits:

Drow Racial Traits
+2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and manipulative.
Medium: Drow are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Drow have a base speed of 30 feet.
Darkvision: Drow can see in the dark up to 120 feet.
Drow Immunities: Drow are immune to magic sleep effects and get a +2 racial bonus to saves against enchantment spells.
Keen Senses: Drow receive a +2 racial bonus on Perception checks.
Spell Resistance: Drow possess spell resistance equal to 6 plus their class levels.
Spell-Like Abilities: A drow can cast dancing lights, darkness, and faerie fire each once per day, using his total character level as his caster level.
Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Poison Use: See Special Abilities.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and short sword.
Preferred Classes: Barbarian, Cavalier, Fighter, Ranger, Sorcerer, Wizard
Languages: Drow begin play speaking Elfin. Drow with high Intelligence can choose bonus languages as determined by the DM.

SPECIAL ABILITIES
Poison Use (Ex)
Drow are skilled in the use of poison and never risk accidentally poisoning themselves. Drow favor an insidious toxin that causes its victims to lapse into unconsciousness—this poison allows drow to capture slaves with great ease.
Drow Poison—injury; save Fort DC 13; frequency 1/minute for 2 minutes; initial effect unconsciousness for 1 minute; secondary effect unconsciousness for 2d4 hours; cure 1 save.

GNOMES


Like dwarves, gnomes claim they were created by their patron Immortal—Garl Glitterlode—who also placed them among the dwarves and along buffer zones between humanity and the sterner races. Unlike the dwarves, however, gnomish colonization of the rest of the world wasn't so successful.

Only when they colonized areas with the dwarves such as Highforge in Karameikos or Stoutfellow in Alphatia did their colonies survive. Still, small scattered communities can still be found in the Known World and Norwold.

Gnomes stand about 3½ feet tall and have rather pronounced noses of which they are quite proud. They have either pale blond or red hair, which often turns white as they age. Their skin ranges from dark tan to woody brown, and they usually have bright blue eyes.

Earth Gnomes
Gnomes are welcomed everywhere for their skills in trade, artistry, and invention. In most cases this is a blessing and a curse—gnomes are willing to live where ever the money is good, but more often than not the gnomish goods tend to horribly misfire, blowing the poor gnome and his patron up in the process!

Region: Gnomes have no nation or developed land of their own. Most tend to dwell among the lands near the dwarves, content to have their burrows near the surface where the dwarves like to avoid. The largest concentrations of gnomes are in Rockhome, the Northern Reaches, the city of Highforge in Karameikos, the Barony of Buhrohur in Thyatis, and on the flying city of Serraine—a techno-magical marvel.

Racial Abilities: Earth gnomes characters have the following racial traits:

Earth Gnome Racial Traits
+2 Constitution, +2 Charisma, –2 Strength: Earth Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.
Small: Earth 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: Earth Gnomes have a base speed of 20 feet.
Low-Light Vision: Earth Gnomes can see twice as far as humans in conditions of dim light. See Vision and Light.
Defensive Training: Earth Gnomes get a +4 dodge bonus to AC against monsters of the giant subtype.
Gnome Magic: Earth Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Earth Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Hatred: Earth Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
Illusion Resistance: Earth Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
Keen Senses: Earth Gnomes receive a +2 racial bonus on Perception skill checks.
Obsessive: Earth Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
Weapon Familiarity: Earth Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Preferred Classes: Alchemist, Bard, Druid, Oracle, Ranger, Rogue, Summoner, Wizard
Languages: Earth Gnomes begin play speaking Trade common and Gnomish. Earth Gnomes with high Intelligence scores can choose from the following: Draconic, Dengar, Elfin, Giant, Goblin, and Orcish. In addition, an Earth gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the Speak with animals spell description.


Skygnomes
Strictly speaking, there is only one race of Gnomes present on MYSTARA. The second "race" of gnomes is the sky gnomes which inhabit the flying city of Serraine. Physically the two races of gnomes are identical (hence the reference to just one race of gnomes), although their attitude and culture are so different that many sages prefer to separate them into two races.

Approximately one thousand years ago, a group of Mystaran earth gnomes found and deciphered the mechanism of an ancient artifact. This artifact enabled them to create an incredible flying city called Serraine. Those gnomes that lived in this city developed different traits to their land-bound cousins and now form a gnome sub-race known as skygnomes.

Region: The skygnome subrace is almost exclusively confined to the floating city of Serraine in this region of MYSTARA, thus an adventuring skygnome will most likely be from that city.

Racial Abilities: Skygnomes characters have the following racial traits:

Skygnome Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Skygnomes are less hardy than earth gnomes but make up for this with increased agility.
Small: Skygnomes 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: Skygnomes have a base speed of 20 feet.
Low-Light Vision: Skygnomes can see twice as far as humans in conditions of dim light. See Vision and Light.
Skygnome Resistance: Skygnomes receive a +2 racial bonus on saving throws against air-based spells and attacks, including lightning and electrical attacks.
Flightcunning: With flightcunning, a skygnome can intuit height above ground and speed while flying as naturally as a human can sense which way is up. Additionally, a skygnome can also use a Perception check (DC 10) to determine if weather patterns are natural or in any way affected by magic.
Sure Footed: Skygnomes receive a +1 racial bonus on Acrobatics and Climb skill checks. Skygnomes are agile, sure-footed and fearless of heights.
Aerial Acrobats: Skygnomes receive a +2 luck bonus to reflex saves when attempting to prevent falling from any heights greater than 10 feet. This ability only works in a skygnome's natural habitat (the sky).
Invention: Skygnomes receive a +1 racial bonus on Craft checks that are related to machinery and works of Engineering, and a +2 racial bonus on Alchemy checks: earth gnomes love to tinker and create all kinds of wonderful inventions involving strange mechanism and frequently explosive chemical reactions.
Keen Senses: Skygnomes receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Skygnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Preferred Classes: Alchemist, Bard, Druid, Oracle, Ranger, Rogue, Summoner, Wizard
Languages: Skygnomes begin play speaking Trade common and Gnomish. Skygnomes with high Intelligence scores can choose from the following: Auran, Draconic, Dengar, Elfin, Giant, Goblin, and Orcish.

GM Notes:
1- Replaced the Gnome Magic, Illusion Resistance, Defensive Training, Hatred racial and Obsessive racial traits for Skygnome Resistance, Flightcunning, Sure Footed, Aerial Acrobatics and Invention racial traits.

HALF-ELVES


Half-Elves are a curiosity of MYSTARA. Normally, the offspring of a human and elf results in either a human or elf. True half-elves are so rare, in the Known World, they are thought to be legendary and do not exist. In the SAVAGE COAST, on the other hand, due to the deforming effects of the Red Curse, half-elves are quite common.

Region: Ordinarily, a character may not be a half-elf outside of the SAVAGE COAST. As an option, the DM may decide to allow a half-elf character. This should be the exception to the rule and not the norm.

Racial Abilities: If the DM chooses to allow half-elf characters they have the following racial traits:

Half-Elf Racial Traits
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light. See Vision and Light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Preferred Classes: Bard, Druid, Fighter, Ranger, Rogue, Summoner, Witch
Languages: Half-elves begin play speaking Trade common and Elfin. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

HALF-ORCS


Like half-elves, half-orcs are an oddity, believed not to exist by most scholars. However there have been reports of a human woman being violated by orcish raiders and bearing children. Often times, the surprise of such a union is too much to bear, and the woman would leave the newborn infant to die in the wilderness, where it is found and raised by orcs. Other times, the mother’s instincts kick in and they raise their children as a human.

Half-orcs raised in human society often suffer from prejudice or shame because of their orcish ancestry. Depending on the personality of the individual half-orc, they can find themselves prone to either pushing harder to become better and stronger heroes to prove their worth to the humans or powerful criminals that wish to get revenge on the entire human race that scorned them. Half-orcs in orc society often ultimately find themselves in positions of power due to their ability to out think their orcish relatives. However, half-orcs raised in this environment rarely see humans as potential friends or worthwhile creatures.

Region: Half-orc are not usually found outside of Darokin and the SAVAGE COAST region.

Racial Abilities: Half-orc characters have the following racial traits:

Half-Orc Racial Traits
+2 to One Ability Score: Half-orc characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet. See Vision and Light.
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Preferred Classes: Alchemist, Barbarian, Fighter, Inquisitor, Ranger, Sorcerer, Witch
Languages: Half-orcs begin play speaking Trade common and Orcish. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

HALFLINGS


The hin, often called halflings by other races, are a small folk who enjoy a good life. Hin have no knowledge of their creation or arrival, although historians trace them back to the original elven homeland, leading them to speculate they "appeared" (that is, were either created or arrived from another world) with the elves. Hin tend to blend in with the surrounding communities rather than create their own. Most Hin are therefore found in human nations. The Five Shires of the Known World and the city-state of Leeha far to the north of the Known World, in Norwold, are the only known true hin communities. On the Savage Coast, they have been completely absorbed into the local nations.

Hin rarely grow larger than 3 feet in height. They have ruddy complexions, sandy to dark-brown hair, and blue or hazel eyes. Their faces are small and childlike when compared to a human. Hin also have thick hair atop each foot.

Regions: Although the largest concentrations are, of course, found in the hin homeland of The Five Shires, pockets of hin can be found throughout this region of MYSTARA. The most common countries that an adventuring hin might be from include: Darokin, Five Shires, Karameikos, Minrothad (esp. Open Isle); Rockhome, and Thyatis.

Racial Traits: Halflings characters have the following racial traits:

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 Combat Maneuver Bonus and Combat Maneuver Defense, 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 skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Preferred Classes: Bard, Cleric, Fighter, Monk, Paladin, Ranger, Rogue, Summoner
Languages: Halflings begin play speaking Trade common and a local language. Halflings with high Intelligence scores can choose from the following: Dengar, Elfin, Gnomish, Goblin, Lalor and Orcish. The hin have no native tongue except for the ancient language of Lalor which is normally reserved for old sages and the Masters.

HUTAAKANS


The Hutaakans are jackal-headed humanoids. While bearing a superficial resemblance to gnolls, they are actually an older, far more sophisticated race.

Hutaakans were created by the Immortal Pflarr, one of the patron Immortals of the Nithian people, and as a race, have long served that Immortal. Individual Hutaakans can be messengers for the Immortal or just adventurers wandering and learning about the world.

Regions: Most Hutaakans live in the Lost Valley—a haven in the Black Peak mountains, unknown to most men, between Karameikos and Darokin, where they live to serve Pflarr. Some, however, reside in the Dwarfgate Mountains of Darokin and Rockhome and in the hills of Ostland where they are almost exclusively misidentified and treated as gnolls by humans.

Racial Traits: Hutaakans characters have the following racial traits:

Hutaakan Racial Traits
+2 Intelligence, +2 Wisdom, –2 Strength: Hutaaka are frail but very spiritual creatures, and have keen minds.
Medium: Hutaaka are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Hutaaka have a base speed of 30 feet.
Low-Light Vision: Hutaaka can see twice as far as humans in conditions of dim light. See Vision and Light.
Natural Armor: Hutaaka receive a +1 natural armor bonus.
Lightfoot: Stealth is always a class skill for hutaakans, and they gain a +2 racial bonus on all Stealth checks.
Gnoll Blood: Hutaaka count as a gnoll for any effect related to race.
Weapon Familiarity: Hutaaka treat any weapon with the word “hutaaka” in its name as a martial weapon.
Preferred Classes: Cleric, Druid, Inquisitor, Oracle, Wizard
Languages: Hutaaka begin play speaking Hutaakan. Hutaaka with high Intelligence scores can choose from the following: Trade common, Gnollish, Lupin, and Traladaran.

GM Notes:
1-This is a bare bones sketch of this race. Need to develop more information on Personality traits, Physical Descriptions, Relations with other races, Alignment, Lands, Religion, Language, Names ,Adventurers and Racial Weapons.
2-Increased base speed from 20 to 30 feet.

LUPINS


Lupins are race of dog-people that have spread over the world of MYSTARA. The origins of the lupins are unclear; some believe they are merely a type of more civilized gnolls, and if this were the case, then gnolls would be a race of lupins and not goblinoids. Others think that they are the descendants of the Hutaakans, a race created by the Immortal Pflarr during the height of the Nithian Empire. Because of this belief, some lupins have returned to worshiping Pflarr, and this has caused much trouble in the lupin nation of Renardy in the Savage Coast.

Over the centuries, lupins have scattered over most of Brun and the rest of MYSTARA, evolving into several different races. Like humans and other short-lived species, there are too many races of lupins to mention here, just as there are far too many breeds of dogs to describe in a couple of paragraphs.

Region: The Ogrish Chow-Chow was once a slave race to the ogre-magi of Ochalea but is now free. The Foxfolk is scattered throughout Brun, while the Glantrian Mountaineer is limited to the Glantrian Alps. The Heldann Shepherd is a goat and sheep raising race found in the Heldannic Freeholds and the Northern Reaches. Many, many more exist, especially cross-breeds and mongrels (as they are called). There is certainly at least one breed of Lupin somewhere in every region of the human lands. Described below is the Mongrel. Other breeds are possible at DM discretion.

Racial Traits: Lupin characters have the following racial traits:

Lupin Racial Traits
+2 Constitution, +2 Wisdom, -2 Intelligence: Lupins are sturdy and well attuned to their surroundings, but not so quick to pick up new ideas and formal learning.
Medium: Lupin are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Lupin have a base speed of 30 feet.
Low-Light Vision: Lupins can see twice as far as humans in conditions of dim light. See Vision and Light.
Keen Senses: Lupins receive a +2 racial bonus on Perception skill checks.
Invisibility Sense: Lupins receive a +2 racial bonus to Perception skill checks to find invisible creatures. This bonus stacks with the bonus granted by Keen Senses.
Heightened Senses: Lupins receive Blind-Fight as a bonus feat at 1st level. A lupin’s heightened senses allow him to fight, even when he can’t see his opponent.
Natural Trackers: Lupins receive a +2 racial bonus to find tracks with the Survival skill.
Racial Familiarity: A Lupin has a +4 racial bonus to Sense Motive skill checks to recognize a werewolf in any of its forms, as well as a +1 racial bonus to Sense Motive skill checks to recognize other lupins in unusual forms.
Familiar Smell: Lupins can recognize the smell of a person or creature they have encountered before. Recognition of a particular race is automatic, but the lupin must make an Intelligence check (DC 15) to recognize a particular individual by smell. Perfumes or strong odors in the area can give the lupin a –1 to –4 penalty to this ability, depending on the strength of the odors.
Natural Weapon: Lupins have a natural bite attack that deals 1d4 points of damage and has a critical threat range of x3.
Lupin Vulnerabilities: Lupins receive a –2 penalty on their saving throws against attacks based on odor (such as those made by ghasts or stinking cloud spells) or sound (such as a banshee's wail or a harpy's song).
Wolfsbane Vulnerability: Wolfsbane repels lupins. The substance is even more poisonous to them than it is to humans. Wolfsbane ingested by a lupin acts as sassone leaf residue. Fortunately, the keen senses of a lupin nearly always alert it in time to avoid ingesting the substance. If wolfsbane is somehow injected into a lupin's bloodstream, it acts as dark reaver powder.
Weapon Familiarity: Lupins treat any weapon with the word “lupin” in its name as a martial weapon.
Preferred Classes: Cleric, Druid, Inquisitor, Oracle, Ranger
Languages: Lupins begin play speaking Trade common and Lupin. Lupins with high Intelligence scores can choose from the following: Goblin, Gnollish, Hutaakan, and Orcish.

Lupins & Invisible Creatures
A lupin character automatically gets a Perception check (with the bonus) when an invisible creature approaches within 10 feet and during every round the invisible being remains that close. He does not automatically know where the invisible creature is, just that it is close by; locating it still requires other clues. They can also use this ability to detect the presence of ethereal creatures, such as ghosts, phase spiders, or someone wearing plate mail of etherealness. They recognize the difference between things ethereal and those simply invisible but gain no special attack or defense capabilities against ethereal beings.

RAKASTA


Rakastas are a race of feline humanoids who claim that a patron Immortal created them. This time, it is the Immortal Ka who transformed a cat into a human when she fell in love with her master. But when Ba-steh still behaved like a cat, Ka instead transformed her and her human lover into cat-people: the first Rakasta. When this happened is still unknown, but it is believed to have occurred prior to the Great Rain of Fire, explaining how they have since spread throughout most of the world. They have adapted to various climates and evolved into several sub-races.

Rakasta are mainly wild, and most have fled lands that were colonized by humans, and as such are quite rare in the Known World. Rakasta have one nation on the Savage Coast, but beyond that are mostly scattered tribes throughout the world. Like all short-lived races (that is, those of less than 100 years), rakasta have evolved rapidly and many races now apparently exist in the wild, so below we'll only describe those who often come in contact with the rest of the civilized world. In general, rakasta are man-sized, but weight easily two or three times as much. One noticeable difference in the fact that rakasta need 12 hours of sleep per day.

Their culture is generally split between settled town dwellers and nomads who carry on rakastan ancient traditions. Rakastan culture is unique, somewhat mystical, and concerned primarily with battle and honor.

Personality: Rakastas tend to be proud and emotional; the nomads, in particular, are quick to anger. All are convinced of rakastan superiority over other races. Still, most are extremely interested in the world at large. For the nomads, this translates into a wanderlust that demands they explore and experience all things for themselves, while for the town dwellers, it becomes an intense curiosity about visitors and a penchant for puzzles of any type.

Physical Description: A rakasta looks like a furry human with the head of a cat. Its short fur is usually soft and ranges in color from light tan to dark brown. Many rakastas have a darker hue on the ears and muzzle. Some specimens have white highlights at the ears and muzzle instead or even white or dark patches at the extremities (feet, hands, and tail). Older rakastas show a whitening around the face and ears.

Rakastas have a build similar to that of humans; nomad rakastas tend to be slender, while those who live more sedentary lives tend to weigh more, ranging from slightly chubby to downright obese. The creatures have cat eyes, with vertical pupils. The irises are usually green, but some are yellow or even blue or hazel; a few rare individuals have two colors, most commonly one blue and one green eye.

Rakastan hands and feet are like those of humans, except for the fur and retractable claws. Rakastas also have non-prehensile tails. Nomads usually have tails between two and four feet long, though a very few have none at all. The tails of town dwellers range from four to six feet in length; most are covered with short fur, though the hair on some rare ones is long and silky. Rakastas are very proud of their tails and spend a great deal of time each day grooming them.

Relations: Rakastas tend to think of themselves as superior to other races. However, that does not mean they are necessarily hostile to all non-rakastas. In fact, they can be quite curious of outsiders and their ways.

Alignment: Most rakastas are usually neutral, but good and evil individuals are more common than the rare lawful or chaotic rakasta, evil specimens being fully as common as good ones.
Rakasta Lands: Many rakastas live as nomads traveling across savannas and grassy plains, temperate regions, and even in jungles. Settled rakasta tend to prefer temperate climates similar to those preferred by most humans. Rakastas encountered in human lands might be traveling merchants, or young nomads stricken with wanderlust.

Religion: The rakastas worship Belbion (a.k.a. Vanya) as the patron of pride, honor, war and conquests and is generally held in the highest regard in the rakastas pantheon. They also worship Felidae (Calitha Starbrow), Kagyar, Pax Bellanica (Tarastia) and Tawnia (Ordana).

Language: The Rakastan language, which uses a writing system of around 3,000 ideograms, tends to be spoken in a purring voice with many rolled "R"s and hissed "S"s.

Names: Nomadic rakasta tend to have harsh-sounding names with one, two or three syllables. Due to influence from other cultures, settled rakasta have a wider variety of names.

Adventurers: It is not uncommon, especially among the nomadic tribes, for young rakasta to be stricken with wanderlust. Curiosity about the world beyond their lands leads these rakasta to travel the realms of elves, dwarves and humans alike. Some are traveling merchants or artisans seeking markets for their exotic wares.
Many breeds and races of rakasta exist, ranging from the common Alley Rakasta to Lynxman, Mountain Rakasta to the ancient Rakastadon. Their appearance and personalities vary just as widely as their regular feline cousins. Described below is the standard Rakasta. Other breeds are possible at DM discretion.

Region: Rakastas can live in any wilderness terrain, so long as it is not pock-marked by the cities of civilization. They are often found in steppes of Ethengar, the deserts of Sind, the wastelands of the Adri Varma plateau, and the deep jungles of the Serpent peninsula.

Racial Traits: Rakasta characters have the following racial traits:

Rakasta Racial Traits
+2 Dexterity, +2 Charisma, -2 Wisdom: Rakastas are very graceful and have a strong presence but their instinctual curiosity often gets the better of them.
Medium: Rakasta are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Rakasta have a base speed of 30 feet.
Low-Light Vision: Rakastan can see twice as far as humans in conditions of dim light. See Vision and Light.
Agile: Rakasta have a +2 racial bonus to Acrobatics and Climb skill checks. Rakastan have excellent reflexes as well as strong ears and eyes.
Keen Senses: Rakasta receive a +2 racial bonus on Perception skill checks.
Invisibility Sense: Rakasta receive a +2 racial bonus to Perception skill checks to find invisible creatures. This bonus stacks with the bonus granted by Keen Senses.
Heightened Senses: Rakasta receive Blind-Fight as a bonus feat at 1st level. A rakasta’s heightened senses allow him to fight, even when he can’t see his opponent.
Sonic Vulnerability: Rakasta receive a -2 racial penalty to saving throws vs. sonic attacks, spells, and abilities.
Natural Weapons: Rakastan have several natural attacks. They may bite or use one of their four claws in melee (see table below for details). When using these natural attacks, a Rakasta is considered armed.
Weapon Familiarity: Rakasta are proficient with the War Claw and treat any weapon with the word “Rakasta” in its name as a martial weapon.
Preferred Classes: Bard, Cavalier, Fighter, Monk, Ranger, Rogue, Sorcerer
Languages: Rakasta begin play speaking Trade common and Rakastan. Rakasta with high Intelligence scores can choose from the following: Dengar, Gnomish, Gnollish, Goblin, and Orcish

Rakasta Vital Statistics
Random Starting Ages
Adulthood Barbarian Rogue Sorceror Bard Fighter Paladin Ranger Cleric Druid Monk Wizard
14 years +1d4 +1d6 +2d6

Aging Effects
Middle Age Old Venerable Maximum Age
45 years 60 years 90 years +2d8 years

Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 10" +2d8 120 lb. x (2d4) lb.
Female 4' 8" +2d8 85 lb. x (2d4) lb.

War Claws
(Exotic, Double, Melee)
Size: Small
Damage: 1d4/1d4 (Slashing)
Cost: 6 gp per pair
War claws, or kasas, are special metal claws worn over a rakasta’s natural claws. Non-proficient use suffers the normal -4 penalties. Proficiency allows full use of the rakasta’s hand(s), and can allow attacks at the rakasta’s unarmed attack bonus. A buckler may be worn, but may not be used in the same round the rakasta attacks with the war claws

Rakastan Natural Weapons
Weapon | Cost |Dam| Crit | Wt | Type
Bite Attack | — | 1d4 | x2 | — | Piercing
Front Claws| — | 1d2 | 19-20/x2 | — | Slashing
Rear Claws | — | 1d3 | x3 | — | Slashing
War Claws | 3 gp | 1d4 | 19-20x2 | ½lb | Slashing

Rakastas & Invisible Creatures
A rakasta character automatically gets a Perception check (with the bonus) when an invisible creature approaches within 10 feet and during every round the invisible being remains that close. He does not automatically know where the invisible creature is, just that it is close by; locating it still requires other clues. They can also use this ability to detect the presence of ethereal creatures, such as ghosts, phase spiders, or someone wearing plate mail of etherealness. They recognize the difference between things ethereal and those simply invisible but gain no special attack or defense capabilities against ethereal beings.

SAURIAN


Saurians are an ancient, noble race. The Saurian civilization was old when the other races were born, having survived the catastrophes that periodically cleanse the world. Ancient saurian scrolls tell of a time when the world was covered in jungle and giant reptiles stomped across the continents. Perhaps because of this pedigree, modern saurians feel a bit out of place in the modern world. While a proud, civilized people, the saurians are slow to adapt and lost much of their civilization during the last great catastrophe. Now scattered across a colder, unforgiving world, saurians maintain as much of their ancient traditions as possible while acknowledging their status as a dying breed. The typical saurian is stubborn, stoic, and resolute. His pragmatic approach and willingness to accept the inevitable sometimes and unfairly labels him as defeatist.

Physical Description: Saurians are slightly taller and bulkier than humans. Saurian skin is leathery and ranges from chalk white to deep yellow. Most of their bodies are covered in fine scales that are usually metallic in color. Saurians don’t like to wear too much clothing and prefer breastplates and greaves to full suits of armor. In spite of their reptilian appearance, saurians are mammals and give birth to live young.

Society: Saurians have an almost tragic worldview, as they feel that the world has moved on without them. Most saurians are solitary creatures, although small bands occasionally gather in an isolated city-state, manor, or “saurian quarter.” The changing world has weeded out the weakest among them, leaving the solitary saurian to practice the martial or arcane discipline that helped his ancestors survive.

Relations: Saurians often take a paternalistic view towards other races, as they see themselves as the epitome of a particular discipline or lifestyle and they want to impart their wisdom on the younger races. Unfortunately, this is often misunderstood and is mistaken for arrogance or stubbornness (although it is true in some cases). Saurians don’t get along well with chaotic races, such as elves or half-orcs, as they tend to lack the comfortable predictability that saurians thrive on.

Alignment and Religion: Saurians have little use for religion; they feel that their gods either abandoned them or died out. Saurians instead pledge themselves to philosophies, and it is through these philosophies that some saurians manifest divine powers. Most saurians are lawful and feel that their civilization fell due to chaos.

Adventurers: Saurians adventure for a variety of reasons, usually related to their class. Saurian fighters, cavaliers, monks go to battle to hone their skills and defend the weak, while saurian clerics, sorcerers and summoners search ruins for lost knowledge. Saurians tend to have small skill sets tempered with a healthy dose of honor.

Saurian Racial Traits
+2 Constitution, +2 Charisma, -2 Intelligence. Saurians are hardy and personable creatures, but a bit dull when it comes to new ideas.
Medium: Saurians are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Saurians have a base speed of 30 feet.
Natural Armor: Saurians get a +2 natural armor bonus due to their tough, scaly skin.
Noble Bearing: Saurians get a +2 racial bonus on Diplomacy and Intimidate checks.
Fearless: Saurians get a +2 racial bonus on saves against fear.
Preferred Classes: Bard, Cavalier, Fighter, Oracle, Ranger, Sorcerer, Summoner
Languages: Saurians begin play speaking Trade common and Draconic (of which saurish is a dialect). Saurian with high Intelligence scores can choose any of the following: Dengar, Elfin, Giant, or Goblin.

Random Starting Age:
Base: 30 years
Bard, Rogue, Sorcerer +3d6
Barbarian, Fighter, Paladin, Ranger +5d6
Cleric, Druid, Monk, Wizard +6d6

Aging Effects:
Middle Age 75 Old 125 Venerable 175 Maximum 175+2d20

Height and Weight:
Male Height 5’0; Weight 140; Modifier 2d10; Weight Multiplier x6;
Female Height 4’8; Weight 100; Modifier 2d10; Weight Multiplier x6

GM Notes:
1-Need to re-write race introduction to reflect their origins in Davania.