Aasimar

Aasimars are descendants of celestial creatures and humans, or men and women who received a touch of divine power as a blessing for services rendered to good-aligned deities. Aasimar have flawless skin and nearly-perfect physical features, but otherwise appear human. Sometimes aasimar heritage can remain hidden for generations and resurface spontaneously or in response to great need.

+2) +2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.

+3) Medium Outsider (Native)

+0) Aasimars have a base speed of 30 feet.

^^) Darkvision: Aasimars can see in the dark up to 60 feet.

+3) Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar's class level).

+2) Celestial Resistance: At first level an aasimar picks two of the following energy types. He has energy resistance 5 against those two energy types. Once chosen this cannot be changed.

* Cold

* Acid

* Electricity

+0) Languages: Aasimars speak Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

10 RP

Aasimar may take feats to gain the following:

* A +2 bonus to Diplomacy and Perception checks and always treat those two skills as class skills.

* A third energy resistance from celestial resistance. The aasimar also gains DR /evil equal to 1/5 his level (minimum 1). Prerequisite: Constitution 13.

* The ability to slow falls (self with light load only) as an extraordinary ability. Can glide 5' for every 1' fallen for a fly speed of 40' (clumsy), but only downwards.

* Fly 40' (clumsy) at 7th level. Prerequisite: Glide.

* Fly 60' (average) at 11th level. Prerequisite: Flight.

Aberrant

Aberrants are cryptic creatures that can take human guises, read minds, and feed on human emotion. They are considered by most to be an urban legend, a story made by addled minds who know too little about the true horrors that dwell beneath the surface. According to these legends you can tell when an aberrant is tasting your emotions when you suddenly experience ringing in the ears. Most scholars attribute stories about the misdeeds of aberrants to the better-known doppelganger race.

-1) +2 Intelligence, -2 Charisma: Aberrants are logical and careful, but often seem distracted and sometimes downright alien.

+3) Medium Aberration [Shapechanger]. Aberrants need to eat, sleep, and breathe. They also need to feed using their emotion drain ability. An aberrant's true form is an alien mishmash of tentacles, eyes, and mouths. In its default form an aberrant cannot wear armor and it has no armor, body, chest, feet, hands, shield, and shoulders slots for magic items. Aberrants do not have the weapon and armor proficiencies of the Shapechanger subtype.

+0) Aberrants have a base speed of 30 feet.

^^) Darkvision: Aberrants can see in the dark up to 60 feet.

+6) Change Shape (Su): As a standard action an aberrant may assume the form of a Small or Medium humanoid. This ability is identical to the alter self spell, but the aberrant's ability scores remain the same and it gains no new abilities. The aberrant's gear melds into its new form if it does not fit. (Player Note: Most aberrants stick to the same form to avoid suspicion.)

+1) Emotion Drain (Sp): As a swift action an aberrant can feed on the emotional energy of a living and sentient creature within 100'. The effects of feeding are unnoticeable if done once per 24 hours, but more frequent feeding can be harmful. Each feeding after the first requires the target to make a Will save (DC 10 + 1/2 level + Intelligence modifier) or take 1 point of Charisma damage. Non-sentient creatures are immune. Creatures only recognize that they are being psychically attacked if they succeed on the saving throw, but they do not know the source of the attack. This is a mind-affecting effect that requires line of sight.

+1) Emotion Sense: An aberrant gains a +4 bonus to his next Sense Motive check against a creature that took Charisma damage from emotion drain in the last minute.

+1) Psychic Senses: An aberrant can sense whether another aberrant has recently fed on the target of emotion drain and choose not to feed. An aberrant using emotion drain always knows whether the target is sentient (whether its Intelligence score is 3 or higher). An aberrant can use emotion drain to recognize specific individuals that it has fed on before, potentially seeing through disguises under the right circumstances. An aberrant can also tell when emotion drain fails because of immunity or resistance to mind-affecting effects.

-1) Psychic Hunger: An aberrant must cause Charisma damage with emotion drain three times daily to keep fed (in addition to eating food). An aberrant may feed on surface emotions without causing Charisma damage, but he must feed from six separate individuals instead. A hungry aberrant suffers a cumulative -4 penalty to Charisma each day. This penalty is reduced by 1 every time the aberrant successfully causes Charisma damage with emotion drain. (Player Note: Tell your GM that you generally feed on surface emotions of everyone you meet. As long as you interact with six people per day you should remain fed without any problems.)

+0) Languages: Aberrants speak Common and Undercommon. Aberrants with high Intelligence scores can choose any of the following bonus languages: Dwarven, Elvish, Gnoll, Gnome, Goblin, Halfling, and Orc.

10 RP

Aberrants may take feats to gain the following:

* Use emotion drain as a standard action to deal 1d6 Charisma damage, even on a target who has not been fed upon yet. Prerequisite: 5th level.

* Acid and electricity resistance equal to the aberrant's level.

* A +3 racial bonus to saving throws against mind-affecting abilities.

Catwere

Catweres are a race of humanoids who can take the shapes of felines (though many insist that they are felines who merely assume humanoid form when it is convenient). Catweres are generally solitary creatures except when they mate and raise cubs. (This race also works for fox-like shapeshifters with hardly any modification.)

+0) +4 Dexterity, +2 Wisdom, -4 Strength: Catweres are agile and have good instincts, but physically weak.

+6) Tiny Magical Beast [Shapechanger]. Catweres cannot use weapons or tools in cat form. Catweres must wear Tiny barding armor in cat form. All of a catwere's armor and shield bonuses in cat form are halved (including any magical enhancement bonuses and bonuses from spells.) Catweres do not have the weapon and armor proficiencies of the Shapechanger subtype. Catweres do not have darkvision.

+0) Catweres have a base speed of 30 feet.

^^) Low-light vision

+3) Change Shape: A first-level catwere must choose an alternate form. This form must be that of a specific Small-sized humanoid, once chosen it cannot be changed. As a standard action the catwere may shift between his cat form and this humanoid form. Equipment that does not fit one form melds into the other. In humanoid form the catwere's racial Strength and Dexterity modifiers change to +2 Dex, -2 Str and he loses his camoflauge ability.

+1) Camoflauge: In cat form a catwere gains a +4 Stealth bonus in marshes and forested terrain.

-1) Water Hatred: A catwere who is in water or in danger of falling into water must make a DC 10 Will save each round or be staggered.

+1) Stealth and Survival are always class skills for Catweres.

+0) Languages: Catweres speak Common and Catwere (and can speak with small cats, though most creatures with an Intelligence score of 2 can't understand anything more complicated than basic emotions. And in the words of a great emperor, "giving orders to cats is a MORONIC idea!"). Catweres with high Intelligence scores can choose any of the following bonus languages: Elvish, Goblin, Gnome, Halfling, Sylvan, and Wolfwere.

10 RP

Catweres may take feats to gain the following:

* DR /silver equal to 1/5 the catwere's level (minimum 1) in either form.

* A +1 natural armor bonus to AC in cat form. Prerequisite: Constitution 13.

* Scent in either form. Prerequisite: Wisdom 13.

* A 30' climb speed in cat form. Prerquisite: 1 rank in Climb.

* The ability to change forms as a swift action.

* A natural claw/claw/bite routine dealing 1d2/1d2/1d3 damage. The bite is a secondary weapon.

* The ability to make a full attack while charging. Prerequisite: Natural Attacks.

* An additional hybrid form. In this form the catwere is Small sized, his racial Strength modifier is -2, his racial Dexterity modifier is -2, he can use his camouflage ability, and he can use any other abilities restricted to cat form. The catwere can also use weapons and armor in hybrid form, but armor must be fitted for a non-humanoid, doubling the base market price.

Dark Elf

Drow are hated by most races because most of their sects worship demons and practice slavery.

+0) +2 Dexterity, +2 Charisma, -2 Constitution: Drow are nimble and manipulative.

+0) Medium Humanoid (elf)

+0) Drow have a base speed of 30 feet.

+3) Darkvision: Drow can see in the dark up to 120 feet.

-2) Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; on subsequent rounds, they are dazzled (-1 to attack and Perception) as long as they remain in the affected area.

+4) Spell-Like Abilities: Once per day a drow with a Charisma score of 12 or higher may cast the following spells: dancing lights, darkness, faerie fire (caster level equals the drow's total Hit Dice).

+2) Drow have a +2 racial bonus to Will saves against spells and spell-like abilities.

+2) Keen Senses: Drow receive a +2 racial bonus on Perception skill checks.

+1) Languages: Drow speak Common, Elven, and Undercommon. Elves with high Intelligence scores can choose any of the following bonus languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin, Sylvan.

Drow may take feats to gain the following:

* Detect magic as a constant spell-like ability. Prerequisite: 1 rank in Knowledge (arcana).

* The following spell-like abilities once per day: feather fall, levitate. Darkness also improves to deeper darkness. Prerequisite: 5th level, the above detect magic feat, Charisma 13.

* The following spell-like abilities once per day: divine favor, dispel magic, suggestion. Prerequisite: 7th level, the above deeper darkness feat, Charisma 13.

Dragonkin

Dragonkin are sentient creatures born when a dragon plants one of his teeth in the ground and performs a ritual. A dragonkin is a humanoid with reptilian features and skin matching the color of its draconic creator. Most dragons create dragonkin to fulfil a particular purpose, but there are a few legends of kings who stole dragon teeth to raise armies of draconic warriors for their own purposes. Dragonkin share the same ideologies as their creators but they are still free-willed and fiercely independent. (Dragonkin are a good alternative to half-dragons.)

+0) +2 Strength, +2 Charisma, -2 Dexterity: Dragonkin are as mighty as dragons, but a bit awkward on their feet.

+0) Medium Humanoid (reptilian)

+0) Dragonkin have a base speed of 30 feet.

+1) Low-Light Vision: Dragonkin can see twice as far as humans in conditions of dim light (see low-light vision).

+2) Natural Armor: Dragonkin have a +1 natural armor bonus to AC.

+4) Elemental Affinity: A first-level dragonkin picks one of the following colors. He gains energy resistance 10 against the listed energy type and a +2 bonus to checks with the listed skill.

* Black: Acid, Swim.

* Blue: Electricity, Bluff.

* Brass: Fire, Diplomacy.

* Bronze: Electricity, Swim.

* Copper: Acid, Climb.

* Gold: Fire, Appraise.

* Green: Acid, Stealth.

* Red: Fire, Intimdate.

* Silver: Cold, Sense Motive.

* White: Cold, Acrobatics.

+3) Breath Weapon: Once per day, a dragonkin can breathe a 30' cone or 60' line (chosen at first level) which matches his energy type from Elemental Affinty. All creatures in the cone take 1d6 damage per 2 levels (minimum 1d6), and are allowed a Reflex save for half damage (DC 10 + 1/2 level + Con mod).

+0) Languages: Dragonkin speak Common and Draconic. Dragonkin with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Giant, Ignan, Terran.

Dragonkin may take feats to gain the following:

* Darkvision 120' and superior low-light vision.

* Use of the the breath weapon 1 + Constitution modifier times per day, but with a 1d4+1 round cooldown between uses.

* DR 1/magic. For every other racial dragonkin feat taken this improves by 1.

* The ability to slow falls (self with light load only) as an extraordinary ability. Can glide 5' for every 1' fallen for a fly speed of 40' (clumsy), but only downwards.

* Fly 40' (clumsy) at 7th level. Prerequisite: Glide.

* Fly 60' (average) at 11th level. Prerequisite: Flight.

* Immunity to the damage type from elemental affinity. If this is fire the dragonkin gains cold vulnerability. If this is cold the dragonkin gains fire vulnerability. Prerequisite: 5th level.

Fey Elf

This is an alternate version of elves, much closer to the traditional fey creatures of modern fantasy. It could also be used to represent a pixie or fairy race with a little modification.

+0) +2 Dexterity, +2 Intelligence, -2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

+2) Small Fey: Elves are Small-sized creatures. Elves do not have any of the fey weapon proficiencies.

+0) Fey elves have a base speed of 30 feet.

^^) Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).

+2) Damage Reduction: Elves have damage reduction 2/cold iron. An elf who holds or maintains contact with a cold iron object suffers a -4 penalty to attack rolls, skill checks, and saving throws, and must make a DC 20 + spell level concentration check when casting any spells or spell-like abilities. Damage from a cold iron weapon is doubled when determining any concentration check.

+2) Elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.

+3) Elf Magic: An elf with a Charisma score of 11 or higher chooses any three 1st-level spells. These spells must come from the cleric, druid, or wizard spell lists and they must be enchantment, illusion, or transmutation spells. He may cast each of these spells once per day as a spell-like ability (the save DC is Charisma-based and the caster level is equal to the elf's Hit Dice). These spell-like abilities suffer the failure chance from wearing armor, even if the chosen spells do not normally have somatic components.

-1) Seelie Law: An elf must maintain the rules of the Seelie courts or be outcast. Elves who lie, fail to uphold an agreement, or set foot a household without invitation permanently lose the use of their Elf Magic abilities. Outcast elves also suffer a -4 penalty to social checks with fey creatures and members of the Seelie courts. An elf who breaks these rules unknowingly or under compulsion still suffers the consequences. An atonement spell cast by a ruler of the Seelie court can restore an outcast elf.

+2) Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

+0) Languages: Elves speak Common and Elven. Elves with high Intelligence scores can choose any of the following bonus languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

10 RP

Fey elves may take feats to gain the following:

* Another 1st-level spell-like ability.

* DR 3/cold iron and magic. Prerequisite: 5th level.

* 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. Prerequisite: 1 rank in Fly.

* Fly 20' (perfect) Prerequisite: 7 ranks in Fly, Glide.

* Fly 40' (perfect). Prerequisite: 11 ranks in Fly, Flight.

Forest Centaur

Forest centaurs are lesser-known cousins to plains centaurs. Forest centaurs have elflike upper bodies and deerlike lower bodies. They are just as skilled with bows and light on their feet. (Note: If you take a few racial feats you can turn this race into something much closer to the half-horse centaurs.)

+0) +2 Dexterity, +2 Wisdom, -2 Intelligence: Centaurs have very delicate hands and keen eyes, but they are mistrustful of any kind of craft that requires more than one person.

+3) Medium Monstrous Humanoid. Armor must be specially fitted for centaurs, doubling the base market price. Centaurs do not have the normal monstrous humanoid proficiencies.

+0) Forest centaurs have a base speed of 30 feet.

^^) Darkvision: Centaurs can see in the dark up to 60 feet.

^^) Low-Light Vision: Centaurs can see twice as far as humans in conditions of dim light (see low-light vision).

+1) Sprinter: Centaurs gain a +10' racial bonus to their speed when using the charge, run, or withdraw actions.

+2) Natural Armor: Centaurs have a +1 natural armor bonus to AC.

+2) Quadruped: Centaurs have a +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground. Centaurs do not have a magic item slot for boots, but they can wear horseshoes.

+1) Centaurs are automatically proficient with longbows (including composite longbows), shortbows (including composite shortbows), spears, and longspears.

+1) Centaurs always treat Acrobatics and Survival as class skills.

+0) Languages: Centaurs speak Sylvan and Common. Centaurs with high Intelligence scores can choose any of the following bonus languages: Dwarven, Elven, Giant, Goblin, Gnoll, Halfling, and Terran.

10 RP

Centaurs may take feats to gain the following:

* +1d8 damage on melee attacks while charging.

* The ability to wield a lance one-handed.

* A +10' bonus to land speed. Prerequisite: 3 ranks in Acrobatics.

Forsaken

Forsaken are the result of an entire nation which was cursed by a powerful necromancer. Every living human was instantly cursed with ashen skin and black blood. Many intact corpses rose from the dead in the same condition they had been buried in. Most horrifically, and this is likely the true nature of the curse, every slain forsaken returns as a blind and mute shade to permanently haunt his corpse.

+0) +2 Constitution, +2 Wisdom, -2 Charisma: Forsaken feel no pain, and have a pressing awareness of anything with a heartbeat. Forsaken often seem introverted or distracted to others.

+5) Medium Humanoid (human, half-undead). Forsaken do not age, but they still need to breathe. A forsaken does not normally need to eat unless he is injured, in which case he does not heal unless he maintains a diet of meat or blood.

+0) Forsaken have a base speed of 30 feet.

^^) Darkvision: Forsaken can see in the dark up to 60 feet.

^^) Undead Healing: Forsaken are harmed by positive energy and healed by negative energy. Fast healing still works normally for forsaken. Forsaken take no penalties from energy drain effects, but they can still be killed if they have more negative levels than Hit Dice.

-1) Unliving: A forsaken is treated as an undead creature for the purpose of spells and effects. A forsaken has a +4 racial bonus to saving throws against all effects that specifically affect undead. A forsaken can be raised from the dead, but a scroll of create undead must be used as part of the ritual.

+1) A first-level forsaken gains one of the following:

* DR 1/bludgeoning.

* DR 1/piercing.

* DR 1/slashing.

+1) Forsaken have a +2 racial bonus to saves against disease and mind-affecting effects.

+1) Forsaken have a +2 racial bonus to saves against necromancy spells and effects.

^^) Forsaken are immune to magic sleep effects and do not need to sleep. Forsaken still need to rest to prepare spells and heal.

+2) Unnatural: Forsaken unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Forsaken take a -4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward forsaken is one step worse than normal.

+1) Languages: Forsaken speak Common and may choose any languages as bonus languages.

10 RP

Forsaken may take feats to gain the following:

* Damage reduction improves by 1 per forsaken racial feat (including this one) and is only penetrated by magic weapons of the forsaken's chosen type. Prerequisite: 5th level.

* Cold resistance 5 and electricity resistance 5.

* The forsaken gains a natural claw/claw attack routine dealing 1d4/1d4 damage.

* As a standard action the forsaken can make a melee touch attack dealing 1d6 damage per 3 levels. Half of the damage is cold damage and the other half is negative energy damage. This attack cannot heal the forsaken or other undead creatures. Prerequisite: 3rd level.

* The forsaken can use a swift action to blink (as the spell) for a number of rounds per day equal to his level. These rounds need not be consecutive. Prerequisite 5th level.

Golem

Although the most well-known constructs are armored and magic-resistant behemoths, sometimes mages want to make cheaper constructs capable of more mundane tasks. A modern design that is easy to mass-produce became popular because of its ability to perform complex tasks. Golems are human-sized constructs built from several different materials, most commonly iron, wood, and mineral oils (for lubricant), but more often than not golems are built from whatever happened to be lying around the lab at the time. A major flaw in the design is that these cheap golems, if left to their own devices for a few decades, will eventually develop sentience.

+0) +2 Constitution, +2 Intelligence, -2 Charisma: Golems are well-constructed and analytical, but tend to have dull personalities.

+7) Medium Humanoid (golem, half-construct). Half-golems do not need to eat, breathe, or sleep (and are not subject to fatigue from resting in armor). Golems can still use potions.

-1) Golems have a base speed of 20 feet. Golems are not slowed by armor or encumberance.

+2) Darkvision: Golems can see in the dark up to 60 feet.

-1) Repair: Golems cannot heal naturally, and only receive half healing from magical healing effects. A golem may be repaired by spending 8 hours and making a DC 15 Craft check, healing 1 point of damage per level and 1 point of ability score damage. This requires a golem repair kit (150 gp, 5 lbs) or access to a forge. A golem cannot be raised or resurrected.

+1) Slam: A golem's fists are always treated as gauntlets. A golem's fists may be enchanted as though they were masterwork weapons, applying their effects to unarmed strikes. Each fist must be enchanted seperately, a monk using flurry of blows must alternate between fists.

+2) Natural Armor: Golems have a +1 natural armor bonus to AC. Golems may wear armor but it must be custom-fitted for them and is difficult to don or remove without access to a forge. This does not cost any more than regular armor because golems do not require many of the layers and padding that humanoids require.

^^) +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue. Golems still have an internal physiology based on alchemical lubricants, steel tendons, and conductive nerves, making them susceptible to many of the same things that affect humanoids.

-1) Metal Frame: Golems are treated both as metal creatures and as creatures wearing metal armor for the purpose of spells and effects (like rusting grasp and shocking grasp).

+0) A golem is treated as both a humanoid and a construct for the purpose of spells and effects.

+1) Languages: Golems speak Common and may choose any languages as bonus languages.

10 RP

Golems may take feats to gain the following:

* Natural weapons and unarmed strikes gain a +1 damage bonus and are treated as mithral/silver weapons.

* Natural weapons and unarmed strikes gain a +1 damage bonus and are treated as cold iron weapons.

* Natural weapons and unarmed strikes gain a +1 damage bonus and are treated as adamantine weapons.

* DR /adamantine equal to 1/5th the golem's level (minimum 1).

Ifrit

Ifrits are descendants of slaves of the efreeti who revolted and built strongholds and fortresses on the Fields of Ash in (or near) the Elemental Plane of Fire. Ifrit society holds farmers and craftsmen in high regard, with merchants being a low class and warriors being the lowest class. Ifrit travelling warriors are common, wandering in search of work so that they can send money home to feed their families.

Ifrit Racial Traits:

+0) +2 Dexterity, +2 Charisma, -2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.

+3) Medium Outsider (native).

+0) Ifrits have a base speed of 30 feet.

^^) Darkvision: Ifrits can see in the dark up to 60 feet.

+1) Spell-Like Abilities: Once per day an ifrit may cast either enlarge person or reduce person as a spell-like ability (caster level equals the ifrit's total Hit Dice). The ifrit can only use this ability on himself.

+1) Ignite (Sp): An ifrit can start a fire as a standard action by touching a flammable object. The fire started is small, no better than a tindertwig. Attended and magical objects are allowed a Reflex save to negate the effect (DC 10 + 1/2 level + Charisma modifier).

+1) Resistances: fire resistance 5.

+3) Fire In The Blood: Whenever an ifrit is hit by a fire attack he heals 2 hit points (even if the damage was negated by his fire resistance). An ifrit can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

+1) Elemental Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

+0) Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

10 RP

Ifrits may take feats to gain the following:

* Burning hands as a sorcerer of your level a number of times per day equal to your Charisma modifier. Prerequisite: Charisma 11, 1 ranks in Knowledge (the planes).

* Fire immunity at the cost of cold vulnerability. Prerequisite: 5th level.

Minotaur

Minotaurs are a race of bull-men who feature prominently in many religious myths (often cursed by the gods for various reasons). Minotaurs have heads similar to shaggy cows and strong, muscular humanoid bodies. Minotaurs themselves are solitary creatures at home in small caves or ruined structures.

+0) +2 Strength, +2 Intelligence, -2 Charisma: Minotaurs are strong and love complex problems.

+3) Medium Monstrous Humanoid

+0) Minotaurs have a base speed of 30 feet.

^^) Darkvision: Minotaurs can see in the dark up to 60 feet.

+3) A minotaur has a natural gore attack dealing 1d6 piercing damage. This attack is treated as a two-handed weapon for all purposes.

+1) Cunning: Minotaurs are immune to maze spells. A minotaur in an enclosed space can always retrace his steps perfectly.

+3) Minotaurs have a +2 racial bonus to Perception and Knowledge (Architecture and Engineering) checks.

+0) Languages: Minotaurs speak Common and Giant. Minotaurs with high Intelligence scores can choose any of the following bonus languages: Dwarven, Gnome, Goblin, Halfling, Orc, and Terran.

10 RP

Minotaurs may take feats to gain the following:

* The ability to make both a gore attack and a weapon attack while charging, each at a -4 penalty (-2 with the charge bonus).

* Reduce the gore/weapon penalty to -2 (-0 with the charge bonus). Prerequisite: Charging Attack.

* Scent. Prerequisite: Wisdom 13.

Naga

Grey nagas are a race of serpent-men native to swamps and marshy areas. A naga has a snake-like body with humanoid arms and face.

+0) +2 Dexterity, +2 Charisma, -2 Strength: Nagas are known for their strong personalities, so much that there are rumors that they can enthrall people with their eyes.

+0) Medium Humanoid (reptilian).

+3) Nagas have a base speed of 20 feet, a climb speed of 20 feet, and a swim speed of 30 feet. Nagas have a +8 racial bonus to Climb and Swim checks and can always take 10 while climbing or swimming. Nagas are never slowed by armor or encumberance.

+2) Darkvision: Nagas can see in the dark up to 60 feet.

+1) Toxic: Nagas can produce a mildly toxic venom. A number of times per day equal to his Constitution modifier (minimum 1,) a naga may envenom a wielded weapon with toxic saliva as a swift action. Venom: Injury; save Fort DC 10 + 1/2 level + Con mod; frequency: 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

+0) Serpentine Body: Nagas have a +4 racial bonus to CMD when resisting a bull rush or trip attempt while standing on the ground. Armor must be specially fitted for Nagas, doubling the base market price. Nagas do not have a magic item slot for boots.

+1) Creatures trying to escape a Naga in a grapple suffer a -2 penalty to Combat Maneuver checks.

+2) Prehensile Tail: Nagas have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tail, but they can retrieve small stowed objects carried on their persons as a swift action.

+1) Camouflage: Nagas receive a +4 racial bonus to Hide checks while in marshes and forested areas.

+0) Languages: Nagas begin play speaking Common and Ophiduan. Nagas with high Intelligence scores can choose any of the following bonus languages: Aquan, Draconic, Dwarven, Elven, Goblin, Ignan, and Undercommon.

10 RP

Nagas may take feats to gain the following:

* Poison immunity.

* Poison cures with 3 saves instead of 1. Prerequisite 5th level.

* A natural constrict attack only usable in a grapple dealing 1d6 damage on a successful grapple check. Prerequisite: Improved Grapple.

* A +1 natural armor bonus to AC. Prerequisite: Constitution 13.

Oread

Oreads are an ancient civilization that predates humans. They were recently banished from the Elemental Plane of Earth, along with parts of their cities which became embedded deep under the surface. Their new lands are very mineral-poor compared to the Elemental Plane of Earth, and Oread customs (such as dowries) are quite costly. Many Oreads take up adventuring as a way to stay as rich as their parents were.

Oread Racial Traits:

+0) +2 Strength, +2 Wisdom, -2 Charisma: Oreads are solid and stoic.

+3) Medium Outsider (native).

+1) Oreads have a base speed of 20 feet and a climb speed of 20'. Oreads are never slowed by armor or encumberance.

+1) Darkvision: Oreads can see in the dark up to 120 feet.

+2) Natural Armor: Oreads have a +1 natural armor bonus to AC.

+1) Spell-Like Abilities: magic stone 1/day (caster level equals the oread's total Hit Dice).

+1) Resistances: acid resistance 5.

+1) Elemental Affinity: Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain cast their domain powers and spells at +1 caster level.

+0) Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Giant, Gnome, Halfling, Ignan, and Undercommon.

10 RP

Oreads may take feats to gain the following:

* Tremorsense 10'. Prerequisite: 1 rank in Perception.

* Stoneskin (self only) once per day. Prerequisite: Constitution 13, 7 ranks in Knowledge (the planes).

* The ability to move through stone and earth at 30' speed for one round per day per level. These rounds need not be consecutive. Prerequisite: 5th level.

Sylph

Sylphs are direct descendants of djinni, humans with bluish skin and golden hair. It is notable that there is absolutely no sylph society because most sylphs cannot stand one another's company.

Sylph Racial Traits:

+0) +2 Dexterity, +2 Intelligence, -2 Constitution: Sylphs are quick and insightful.

+3) Medium Outsider (native).

+0) Sylphs have a base speed of 30 feet.

^^) Darkvision: Sylphs can see in the dark up to 60 feet.

+1) Spell-Like Abilities: feather fall 1/day (caster level equals the sylph's Hit Dice).

+1) Minor Wish: Once per day as a full-round action a sylph may cast any cantrip of his choice from the wizard spell list (caster level equals 1/2 the sylph's Hit Dice, minimum 1). At the end of the casting he becomes fatigued.

+1) Resistance(s): electricity resistance 5.

+1) Elemental Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.

+3) Breathless: Sylphs do not need to breathe, and can hold their breath indefinitely without suffocating or drowning. A sylph is completely immune to inhaled poisons and any other effect which affects breathing creatures.

+0) Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose any of the following bonus languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

10 RP

Sylphs may take feats to gain the following:

* Shocking grasp as a sorcerer of your level a number of times per day equal to your Charisma modifier. Prerequisite: Charisma 11, 1 rank in Knowledge (the planes).

* Lightning bolt and gaseous form once per day. Prerequisites: Charisma 13, 7 ranks in Knowledge (the planes).

* 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. Prerequisite: 1 rank in Fly.

* Fly 20' (perfect) Prerequisite: 7 ranks in Fly, Glide.

* Fly 40' (perfect). Prerequisite: 11 ranks in Fly, Flight.

Tiefling

Tieflings are humanoids with demonic or fiendish heritage. They are often shunned by society because of their evil origins, and most tieflings take some effort to disguise themselves.

+0) +2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are quick but unnerving.

+3) Medium Outsider (native).

^^) Darkvision: Tieflings can see in the dark up to 60 feet.

+0) Tieflings have a base speed of 30 feet.

+3) Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

+2) Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

+1) Tieflings always treat Bluff and Stealth as class skills.

+1) Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.

+0) Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following bonus languages: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

10 RP

Tieflings may take feats to gain the following:

* Telepathy out to 100 feet. The tiefling gains spell resistance equal to 6 plus his level against mind-affecting effects. Prerequisite: A +3 class bonus to Will saves (2nd level for a good Will progression, 9th level for a bad Will progression).

* The ability to see perfectly in any kind of darkness out to any distance. Prerequisite: 3 ranks in Perception.

* DR /cold iron or DR /silver (choose one) equal to 1/5 the tiefling's level.

* Darkness improves to deeper darkness. Once per day the tiefling can teleport 30 feet to a point within his line of sight as a move action. Prerequisite: 1 rank in Knowledge (the planes). (BAMF!)

* Dimension door once per day. Prerequisite: Deeper Darkness.

* Teleport once per day. Prerequisite: Dimension Door.

Undine

Undines are water spirits who descended from marids. Undines form underwater societies and trade fish, shells, coral, and other goods with the mainlands.

Undine Racial Traits:

+0) +2 Dexterity, +2 Wisdom, -2 Strength: Undines are both perceptive and agile, but tend to adapt rather than match force with force.

+3) Medium Outsider (native).

+2) Undines have a base speed of 30 feet and a swim speed of 30 feet. Undines have a +8 racial bonus to Swim checks and can always take 10 while swimming.

+2) Amphibious: Undines are amphibious and can breathe both air and water.

^^) Darkvision: Undine can see in the dark up to 60 feet.

+1) Spell-Like Abilities: obscuring mist 1/day (caster level equals the undine's total Hit Dice.)

+1) Resistances: cold resistance 5.

+1) Elemental Affinity: Undine sorcerers with the Elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.

+0) Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose any of the following bonus languages: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

10 RP

Undines may take feats to gain the following:

* The ability skate on a thin sheet of ice as a swift action, granting the undine a +5' bonus to speed on flat surfaces and a +10' bonus to speed when moving down an incline. An undine can use this ability to cross water by making an Acrobatics check for every 30' travelled (DC 20 for still water, DC 30 for flowing water, DC 40 for rapids). Prerequisite: 1 rank in Acrobatics.

* Wall of ice once per day as a spell-like ability. Prerequisite: Skate, 7 ranks in Acrobatics.

* Cold immunity at the cost of fire vulnerability. Prerequisite: 5th level.

Wolfwere

Wolfweres are similar to catweres, in that they are wolves with the ability to take a humanoid form. Wolfweres are more aggressive and territorial than catweres, and they work in packs of ten to thirty. Lone wolfweres are much less territorial and have been known to favor human settlements because of how easy it is to obtain food near civilization.

+0) +2 Dexterity, +2 Wisdom, -2 Charisma: Wolfweres are lithe and wild.

+2) Medium Magical Beast [Shapechanger]. Wolfweres cannot use weapons or tools in wolf form. Wolfweres must wear barding armor in wolf form, which doubles the base market price. Wolfweres do not have the weapon and armor proficiencies of the Shapechanger subtype. Wolfweres do not have darkvision.

+0) Wolfweres have a base speed of 30 feet.

^^) Low-light vision

+3) Bite: A wolfwere has a primary natural attack dealing 1d6 damage. This attack is treated as a two-handed weapon.

+1) Sprinter: A wolfwere gains a +10 racial bonus to its speed when using the run, charge, or withdraw actions.

+3) Change Shape: A first-level wolfwere must choose an alternate form. This form must be that of a Medium-sized humanoid, once chosen it cannot be changed. As a standard action the wolfwere may shift between his wolf form and this humanoid form. Equipment that does not fit one form melds into the other. In humanoid form the wolfwere loses his bite and sprinter abilities.

+1) Intimidate and Survival are always class skills for wolfweres.

+0) Languages: Wolfweres speak Common and Wolfwere. A wolfwere with a high Intelligence score may learn any of the following bonus languages: Catwere, Elvish, Giant, Goblin, Gnome, Orcish, and Sylvan.

10 RP

Wolfweres may take feats to gain the following:

* DR /silver equal to 1/5 the wolfwere's level (minimum 1) in either form.

* A +1 natural armor bonus to AC in wolf form. Prerequisite: Constitution 13.

* Scent in either form. Prerequisite: Wisdom 13.

* The ability to change forms as a swift action.

* An additional hybrid form. In this form the wolfwere is Medium-sized, can use the bite and sprinter abiliies, and can use any other abilities restricted to wolf form. The wolfwere can also use weapons and armor in hybrid form, but armor must be fitted for a non-humanoid, doubling the base market price.