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Boo

Spoiler Show * +2 Dexterity, +2 Charisma, -2 Strength

* Medium Humanoid (boo, half-undead). Boos do not age, but they still need to breathe and eat.

-1) Boos have a base speed of 20 feet. They are never slowed by armor or encumberance.

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

* Boos gain a +2 racial bonus on saving throws against disease and mind-affecting effects.

* Boos take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.

* Boos creatures are harmed by positive energy and healed by negative energy. A boo creature with the fast healing special quality still benefits from that quality.

* Float: Boos are immune to ground-based attacks like caltrops and are unaffected by difficult terrain. However they can still take falling damage and be tripped or knocked prone.

* Spell-like Ability: A boo with a Charisma score of 11 or higher can cast feather fall, mage hand, and dancing lights once per day as a sorcerer of his level.

* Boos always treat Intimidate and Stealth as class skills.

10 RP

Boos can take feats to gain the following:

* The ability to glide (self with light load only) as an extraordinary ability. Can glide 5' for every 1' fallen for a fly speed of 20' (perfect), but only downwards. Additionally, the boo gains a flight speed of 20' (perfect) when he has 5 ranks in Fly, plus an additional 5' per 2 ranks beyond that.

* The ability to become invisible (as the spell) until the start of the next round as a full-round action. When the boo gains 3 ranks in Stealth he can become invisible as a standard action. This improves to a move action at 7 ranks, a swift action at 11 ranks, and an immediate action at 15 ranks. Prerequisites: 1 rank in Stealth.

* Levitate a number of times per day equal to the boo's Charisma bonus. At 9th level the boo can cast telekinesis as many times per day. Prerequisite: 3rd level, Charisma 13.

(frightful presence?)

Deku

Spoiler Show * +2 Charisma, +2 Constitution, -2 Strength

* Small Humanoid (deku)

* Deku have a base speed of 30 feet.

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

* Natural Armor: Deku have a +1 natural armor bonus to AC.

* Deku Immunities: Deku are immune to paralysis, poison, and stunning.

* Camouflage: Deku receive a +4 racial bonus on Stealth checks while in forests or swamps.

-2) Fire Vulnerability: Deku take 50% more damage from fire.

* Deku have a +2 racial bonus to Swim checks.

10 RP

Dekus may take feats to gain the following:

* Fast healing equal to 1/5 the deku's level whenever he is in direct sunlight. Prerequisites: Great Fortitude.



Fairy

Spoiler Show -1) +2 Dexterity, +2 Charisma, -4 Strength

* Tiny Fey

* Fairies have a base speed of 30 feet.

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

* Spell-Like Ability: A fairy with a Charisma score of 11 or higher can cast charm person, cure light wounds, and feather fall once per day as a sorcerer of his level (the save DCs are Charisma-based).

* Glow: A fairy sheds light as a torch and gains a +2 circumstance bonus to Perception checks. ("Hey! Listen!") A fairy can suppress this ability as a swift action.

10 RP

Fairies may take feats to gain the following:

* One additional use of cure light wounds per day per level. The fairy can also expend 4 daily uses of this spell to cast lesser restoration, 6 daily uses to cast remove disease, 8 daily uses to cast neutralize poison, 10 daily uses to cast breath of life, and 12 daily uses to cast heal.

* The ability to glide (self with light load only) as an extraordinary ability. Can glide 5' for every 1' fallen for a fly speed of 20' (perfect), but only downwards. Additionally, the fairy gains a flight speed of 20' (perfect) when he has 5 ranks in Fly, plus an additional 5' per 2 ranks beyond that.

* As a swift action the fairy may amplify her daily glow ability to be as powerful as a daylight spell, and the Perception bonus improves to +4. Prerequisite: 3 ranks in Perception.



Gerudo

Spoiler Show Gerudos use the same racial traits as humans, but with the following modifications:

* Gerudos have Mounted Combat as a bonus feat, even if they don't meet the prerequisites. A gerudo may also use Mounted Combat to substitute her Ride check for her horse's Combat Maneuver Defense. This replaces the human's Bonus Feat.

Goomba

Spoiler Show * +2 Strength, +2 Wisdom, -2 Constitution: Goombas are tough cave-dwellers.

* Small Humanoid (mushroomfolk)

-1) Goombas have a base speed of 20 feet. They are never slowed by armor or encumberance.

* Terrain Stride: Goombas can move through natural difficult terrain at normal speed while underground.

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

* Bite: Goombas have a natural bite attack dealing 1d3 damage. This attack is treated as a two-handed weapon.

* Cornered Fury: Whenever a goomba is reduced to half his hit points or fewer and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to AC.

* Goombas have a +2 racial bonus to saving throws against fear effects and poison.

10 RP

Goombas may take feats to gain the following:

* When drinking a potion (or eating a mushroom), use the goomba's character level in place of the potion's caster level.





Goron

Spoiler Show * +2 Strength, +2 Intelligence, -2 Dexterity: Gorons are strong and renowned inventors.

* Medium Humanoid (goron)

-1) Gorons have a base speed of 20 feet. Gorons are never slowed by armor or encumberance.

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

* Roll: A goron has a natural slam attack dealing 1d6 damage which is treated as a two-handed weapon. This attack can only be used as part of a charge.

* Resistance: Gorons have fire resistance and acid resistance equal to their level.

* Natural Armor: Gorons have a +1 natural armor bonus to AC.

* Bond To The Land: Gorons have a +2 dodge bonus to AC when in mountains and hills.

* Stability: Gorons have a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

10 RP

Gorons may take feats to gain the following:

* Fire immunity at the cost of cold vulnerability.

* The ability to use the goron's natural slam attack at any time.

* DR /adamantine equal to 1/5 the goron's level (minimum 1). Prerequisite: Constitution 13.



Human

Spoiler Show * +2 to one ability score of the player's choice.

* Medium Humanoid (human).

* Humans have a base speed of 30 feet.

* Bonus Feat: Humans select one extra feat at first level.

* Skilled: Humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

* Skill Training: A first level human chooses one skill. That skill is always considered a class skill. A human who takes levels in a class that has the chosen skill as a class skill gains a +1 racial bonus to checks with it.

* Languages: Humans speak Common and may choose any languages as bonus languages.

10 RP

Humans may take feats to gain the following:

* Two additional skills for Skill Training.

* Gain the weapon familiarity ability of one race and you learn the race's main language (first level only).



Koopa

Spoiler Show * +2 Constitution, +2 Wisdom, -2 Dexterity: Koopas are slow but steady.

* Medium Humanoid (koopa)

-1) Koopas have a base speed of 20 feet. Koopas are never slowed by armor or encumberance.

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

* Natural Armor: Koopas have a +1 natural armor bonus to AC.

* Tuck: As long as a koopa is not flat-footed he receives a +2 cover bonus to AC and Reflex saves against ranged attacks and effects. This includes ranged touch attacks and rays.

* Reflective Shell: Once per day a koopa can deflect a single ray attack targeted at him as if using the Deflect Arrows feat.

* Shell Slam: A koopa has a natural slam attack dealing 1d4 damage. This attack is treated as a two-handed weapon.

* Energy Resistance: A first-level koopa chooses one of the following colors and gains the associated energy resistance:

* Blue: Cold resistance equal to the koopa's level.

* Green: Acid resistance equal to the koopa's level.

* Red: Fire resistance equal to the koopa's level.

* Yellow: Electricity resistance equal to the koopa's level.

10 RP

Koopas may take feats to gain the following:

* No AC penalty when charging with a shell attack. At 4th level the koopa gains a racial AC bonus equal to 1/4 his level until the start of his next round anytime he uses his shell attack.

* One additional energy resistance from the list above. Prerequisite: Constitution 13



Mushroomfolk

Spoiler Show * +2 Strength, +2 Wisdom, -2 Constitution

* Small Humanoid (mushroomfolk)

-1) Mushroomfolk have a base speed of 20 feet. They are never slowed by armor or encumberance.

* Eternal Hope: Mushroomfolk have a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, mushroomfolk may reroll and use the second result.

* Cornered Fury: Whenever a mushroomfolk is reduced to half his hit points or fewer and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to AC.

* Focused Study: At 1st, 8th, and 16th level, mushroomfolk gain Skill Focus in a skill of their choice as a bonus feat.

* Mushroomfolk have a +2 racial bonus to saving throws against poison.

10 RP

Mushroomfolk may take feats to gain the following:

* Eternal hope can be used on any rolled natural 1.

* When drinking a potion (or eating a mushroom), use the mushroomfolk's character level in place of the potion's caster level.

Nomadimouse

Spoiler Show * +2 Dexterity, +2 Intelligence, -2 Strength

* Small Humanoid (nomadimouse)

* Nomadimice have a base speed of 30 feet.

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

* Metal Scent: A nomadimouse can recognize familiar metals and even particular types of objects by scent (for example, a nomadimouse could tell the difference between a silver coin and a set of silverware without looking). This functions as the scent ability, but only for metals.

* Sprinter: Nomadimice gain a +10' racial bonus to their speed when using the charge, run, or withdraw actions.

* Skedaddle: Once per day a nomadimouse can move up to his movement speed plus 10 feet as an immediate action, fast enough to avoid a weapon attack or move out of a spell's area of effect. After using this ability the nomadimouse's speed is halved for one round. This movement provokes attacks of opportunity except from the square the nomadimouse leaves (like a withdraw action).

* Sand Veil: Whenever a nomadimouse has cover its bonus improves by +1. Whenever a nomadimouse has concealment its bonus improves by 5%.

* Swift As Shadows: Nomadimice reduce the penalty for using Stealth while moving at full speed by 5', and reduce the Stealth check penalty for sniping by 10.

10 RP

Nomadimice may take feats to gain the following:

* Scent, with three times the normal range of scent for metals.

* The ability to use Skedaddle a number of times per day equal to the nomadimouse's Dexterity bonus.



Penguinfolk

Spoiler Show * +2 Constitution, +2 Charisma, -2 Dexterity

* Small Humanoid (penguinfolk)

* Penguinfolk have a base speed of 20 feet and a swim speed of 30 feet. A penguinfolk's speed is never reduced by armor or encumberance. A penguinfolk gains a +8 racial bonus to skill checks while swimming and can always take 10 on Swim checks.

* Thick Fat: Penguinfolk have fire and cold resistance equal to their character level.

* Slide: A penguinfolk who is knocked prone can still perform move and withdraw actions at his base land speed, provided he does not go up any kind of incline.

* Spell-Like Ability: A penguinfolk with a Charisma score of 11 or higher can cast the following spells once per day: create water, ray of frost, chill touch.

* Penguinfolk have a +2 racial bonus to Acrobatics and Fly checks.

10 RP



Puni

Spoiler Show * +2 Constitution, +2 Wisdom, -2 Dexterity

* Tiny Vermin (puni). Unlike other vermin, punis are not mindless.

* Punis have a base speed of 30 feet.

* Darkvision: Punis can see in the dark out to 60 feet.

* Growth: As a swift action a puni can grow in size as the enlarge person spell, becoming a Medium-sized creature and gaining a +4 size bonus to Strength and an additional -4 size penalty to Dexterity. The puni can maintain this effect as a swift action each round for a total number of rounds equal to his level. When the effect ends the puni becomes fatigued for twice as many rounds as the effect lasted.

10 RP

Punis can take feats to gain the following:

* The ability to grow to Large size with Growth with +6 Strength and -6 Dexterity. At 10th level the puni can grow to Huge size with +8 Strength and -8 Dexterity. Prerequisite: Great Fortitude.

* Immunity to mind-affecting effects. Prerequisite: Iron Will.



Rito

Spoiler Show * +2 Dexterity, +2 Wisdom, -2 Strength: Rito are graceful creatures.

* Medium Humanoid (zora).

* Rito have a base speed of 30 feet.

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

* Gliding Wings: Rito take no damage from falling. A rito can safely fall while carrying up to his maximum load. While in midair a rito can move up to 5 feet in any horizontal direction for every 1 foot he falls, at a speed of 60 feet (clumsy) per round. A rito cannot gain height with these wings alone; he mrerely coasts in other directions as he falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, he can take advantage of the updraft to increase the distance he can glide.

* Jumper: Rito are always considered to have a running start when making Acrobatics checks to jump.

* Storm in the Blood: Rito gain fast healing 2 for 1 round anytime they take electricity damage. A rito can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

10 RP

Rito may take feats to gain the following:

* A flight speed of 35' (clumsy) plus 5' per rank in the Fly skill. Prerequisite: 5 ranks in Fly.



Subrosian

Spoiler Show * +2 Dexterity, +2 Intelligence, -2 Strength

* Small Humanoid (subrosian)

* Subrosians have a base speed of 30 feet.

* Darkvision: Subrosians can see in the dark out to 60 feet.

* Fire Immunity: Subrosians are immune to fire damage.

* Cold Vulnerability: Subrosians take 50% more damage from cold.

* Fire in the Blood: Subrosians gain fast healing 2 for 1 round anytime they take fire damage. Subrosians can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

10 RP

Tokay

Spoiler Show * +2 Constitution, +2 Wisdom, -2 Intelligence

* Medium Humanoid (reptilian)

* Tokay have a base land speed of 30 feet, a swim speed of 30 feet, and a climb speed of 20 feet. They gain a +8 racial bonus to Climb and Swim checks and can always take 10 on those checks.

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

* Camouflage: Tokay gain a +4 racial bonus to Stealth checks in water.

* Prehensile Tail: Tokay have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

* Scavenger: Tokay gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

10 RP

Yoshi

Spoiler Show * +2 Strength, +2 Intelligence, -2 Constitution

* Medium Humanoid (reptilian)

* Yoshis have a base land speed of 30 feet.

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

* Sticky Tongue: Yoshis can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack cannot move more than 10 feet away from the attacker and takes a 2 penalty to AC as long as the tongue is attached (this penalty does not stack if multiple tongues are attached). The tongue can be removed by the target or an adjacent ally by making an opposed Strength check against the attacking creature as a standard action or by dealing 2 points of damage to the tongue (AC 11, damage does not reduce the sticky-tongued creature's hit points). A yoshi cannot move more than 10 feet away from a creature stuck to its tongue, but it can release its tongue from the target as a free action. A yoshi can only have one creature attached to its tongue at a time. As a swift action a yoshi can pull a creature attached to its tongue 5 feet towards him.

* Energy Resistance: A first-level yoshi chooses one of the following colors and gains the associated energy resistance:

* Blue: Cold resistance equal to the yoshi's level.

* Green: Acid resistance equal to the yoshi's level.

* Red: Fire resistance equal to the yoshi's level.

* Yellow: Electricity resistance equal to the yoshi's level.

* Sprinter: Yoshis gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.

* Yoshis receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. Yoshis are also treated as quadrupeds for the purpose of carrying capacity.

* Yoshis always treat Acrobatics and Fly as class skills.

10 RP

Yoshis may take feats to gain the following:

* Darkvision 120' and superior low-light vision. When the yoshi gains 5 ranks in Perception he gains blindsense 5'. At 10 ranks this improves to blindsense 30'. At 15 ranks this improves to blindsight 30'. At 20 ranks this improves to blindsight 60'. Prerequisite: 1 rank in Perception.



Zora

Spoiler Show * +2 Dexterity, +2 Wisdom, -2 Strength: Zoras are graceful creatures.

* Medium Humanoid (zora).

* Zoras have a base speed of 30 feet and a swim speed of 30 feet. Zoras gain a +8 racial bonus to Swim checks and can always take 10 while swimming.

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

* Water Sense: Zoras can sense vibrations in water, granting them blindsense 30' against creatures that are touching the same body of water.

* Amphibious: Zoras are amphibious and can breathe both air and water.

* Hydrated Vitality: Zoras gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. A zora can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

10 RP

Boo Racial Traits:Deku Racial Traits:Fairy Racial Traits:Gerudo Racial Traits:Goomba Racial Traits:Goron Racial Traits:Human Racial Traits:Koopa Racial Traits:Mushroomfolk Racial Traits:Nomadimouse Racial Traits:Penguinfolk Racial Traits:Puni Racial Traits:Rito Racial Traits:Subrosian Racial Traits:Tokay Racial Traits:Yoshi Racial Traits:Zora Racial Traits: