Android 2 2 -2 4 Humanoid Android M X X Sense Motive (-2 and increase DC by 2) Has a single armor upgrade slot which can be upgraded with an armor upgrade that could be installed into light armor +2 against disease, mind-affecting effects, poison, sleep effects



For effects targeting creatures by type, counts as both humanoids and constructs (whichever effect is worse) Does not breath or suffer the normal environmental effects of being in a vacuum CRB p.42

Human 4 Humanoid Human M Bonus Feat X +2 to any 1 ability CRB p.44

Kasatha 2 -2 2 4 Humanoid Kasatha M 4 Culture, Acrobatics, Athletics Can move through nonmagical difficult terrain in deserts, hills, and mountains at normal speed CRB p.46

Lashunta (Korasha) 2 -2 2 4 Humanoid Lashunta M X Any Two At will: daze, psychokinetic hand



1/day: detect thoughts CRB p.48

Lashunta (Damaya) -2 2 2 4 Humanoid Lashunta M X Any Two At will: daze, psychokinetic hand



1/day: detect thoughts CRB p.48

Shirren 2 2 -2 6 Humanoid Shirren M X Vibration Culture, Diplomacy 1/day: as long as an ally is within 10 feet, can roll a single attack roll or skill check twice and take the higher result CRB p.50

Vesk 2 2 -2 6 Humanoid Vesk M X X +2 against fear effects +1 racial bonus to AC when wearing armor



When wearing heavy armor, Armor Check penalty is 1 less severe. CRB p.52

Ysoki -2 2 2 2 Humanoid Ysoki S X Engineering, Stealth, Survival Can store up to 1 cubic foot of items weighing up to 1 bulk in cheek pouches and can transfer a single object between hand and cheek as a swift action and can disgorge the entire contents of the pouch on the ground in his square as a move action that does not provoke an attack of opportunity +5 to Acrobatics checks when tumbling through the space of an opponent one size category larger



Can stand from prone as a swift action



Does not gain penalties to attacks or become flat-footed when off-kilter CRB p.54

Dwarf 2 2 -2 6 Humanoid Dwarf M 20 X Perception (to stonework) Land speed is never modified when encumbered or wearing heavy armor



Receives a perception check on unusual stonework within 10 feet whether or not actively looking



Proficient with basic and advanced melee weapons and gains weapon specialization for those weapons at 3rd level +2 against poisons, spells, spell-like abilities +1 bonus to attack rolls against creatures with the goblinoid or orc subtype



+4 bonus to AC against an attack from a creature with the giant subtype



+4 to KAC against bull rush and trip maneuvers CRB p.506

Elf 2 -2 2 4 Humanoid Elf M X Perception, Mysticism Immune to magical sleep effects



+2 against enchantment spells and effects CRB p.507

Gnome (Feychild) -2 2 2 4 Humanoid Gnome S X Culture 1/day: dancing lights, ghost sound, token spell 1/day: after rolling a 1 on a d20, can reroll and use the second result +2 against fear and despair effects, illusion spells and effects CRB p.508

Gnome (Bleachling) -2 2 2 4 Humanoid Gnome S X Culture 1/day: dancing lights, ghost sound, token spell 1/day: after rolling a 1 on a d20, can reroll and use the second result +2 against fear and despair effects, illusion spells and effects CRB p.508

Half-Elf 4 Humanoid Elf, Human M X Perception Skill Focus +2 to any 1 ability Immune to magical sleep effects



+2 against enchantment spells and effects CRB p.509

Half-Orc 6 Humanoid Orc, Human M X Intimidate, Survival +2 to any 1 ability



1/day: when brought to 0HP but not killed, can fight on for 1 more round CRB p.510

Halfling -2 2 2 2 Humanoid Halfling S Perception, Stealth, Acrobatics, Athletics +1 to all saving throws



+3 against fear effects Reduce the penalty for using Stealth while moving by 5 and reduce the Stealth check penalty for sniping by 10 CRB p.511

Astrazoan 2 -2 2 4 Aberration Shapechanger M X Diguise (+10 to appear as changed creature) As a standard actions, can physically alter form to look like any familiar Medium creature indefinitely



Can move through an area as small as 1/4 their space or squeeze through an area 1/8 their space



1/day: when taking a 10 minute rest, can additionally recover HP as though a full rest was taken For effects targeting creatures by type, counts as both humanoids and aberrations PW p.209

Bantrid 2 2 -2 4 Aberration S 40 X Acrobatics Immune to sense-dependent effects that rely on smell +2 to AC against trip maneuvers



Can stand from prone as a swift action PW p.210

Borai 2 -2 2 6 Undead M X At character creation, a borai selects a race as his original living form and gains an indicated racial trait. See p.211 of Pact Worlds or use GM discretion



When attempting to disguise as a member of the original race, the DC of the Disguise check is not modified Immune to negative energy damage



+1 against disease, exhaustion, fatigue, mind-affecting effects, paralysis, poison, sleep effects, stunning



Takes no penalties from energy drain effects and after 24 hours, any negative levels are removed. Can still be destroyed if accrues more negative levels than class levels



For effects targeting creatures by type, counts as both humanoids and undead (whichever effect is worse) PW p.211

Khizar -2 2 2 6 Humanoid Khizar, Plantlike M X Vibration, Blindsight (Life) Life Science, Survival Can't speak and can only communicate via telepathy



Can use limited telepathy on non-mindless creatures with the plant type without sharing a common language +2 against mind-affecting effects, paralysis, poison, sleep effects, and stunning unless the effect works against plants



For effects targeting creatures by type, counts as both humanoids and plants Breathes in carbon dioxide and exhales oxygen



In situations of slow suffocation, reduce the effective number of creatures consuming air by two unless no oxygen-breathing creatures are present



Can go without food for three times longer than other humanoids as long as long as exposed to natural sunlight for at least 4 hours per day PW p.212

SRO (Medium) 2 2 Construct Technological M X Has an integrated standard datajack and comm unit which can be upgraded for the normal price of the equipment



Has a built-in cybernetic component with an item level no greater than half the character level (minimum 1) which can be swapped out at no additional cost every level Immune to bleed, disease, death effects, poison, nonlethal damage, sleep effects unless these effects works against constructs



+4 against effects that normally target only humanoids



A character must use the Engineering skill to perform tasks of the Medcine skill on SROs



Counts as living creatures for the purpose of magic healing effects though the number of HP restored is halved Does not breath or suffer the normal environmental effects of being in a vacuum PW p.213

SRO (Small) 2 2 Construct Technological S X Has an integrated standard datajack and comm unit which can be upgraded for the normal price of the equipment



Has a built-in cybernetic component with an item level no greater than half the character level (minimum 1) which can be swapped out at no additional cost every level Immune to bleed, disease, death effects, poison, nonlethal damage, sleep effects unless these effects works against constructs



+4 against effects that normally target only humanoids



A character must use the Engineering skill to perform tasks of the Medcine skill on SROs



Counts as living creatures for the purpose of magic healing effects though the number of HP restored is halved Does not breath or suffer the normal environmental effects of being in a vacuum PW p.213

Strix 2 2 -2 6 Humanoid Strix M 20 30 X Perception, Stealth (in dim-light and darkness) Has a base craft time of 2 hours for technological items +2 against illusion spells and effects PW p.214

Early Stage Barathu -2 2 2 6 Aberration M 0 30 X X Once every 1d4 rounds as a swift action, can reshape its body for a specific adaptation that lasts until the beginning of their next turn: Add additional amount of damage to melee attacks equal to STR modifer

+1 bonus to AC

Gain a base land speed of 15ft

Gain Resistance 2 against a single type of energy (acid, cold, electricity, fire, sonic)

Extend reach by 10 feet +1 to Fortitude AA p.21

Contemplative -2 -2 4 2 2 Monstrous Humanoid M 5 30 X X Thought While wielding a two-handed weapon, cannot fly or use spell-like abilities and takes a -4 penalty to attack rolls



1/day: before attempting a skill check or saving throw against a creature, can use its bonus for skill associated with that creatures type in place of its normal bonus AA p.29

Draelik 2 2 -2 4 Humanoid Draelik M X Stealth (+4 in dim-light and darkness) At will: fatigue, ghost sound



1/day: wisp ally +2 against necromancy effects AA p.37

Dragonkin 4 -2 6 Dragon L 10 30 X X As a standard action, can breath a 30ft cone of flame that deals 1d6 fire damage. At 3rd level, add 1-1/2 * character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + 1/2 level + CON modifier). Cannot use this ability again until a 10-minute rest is taken



Can form a permanent bond with a single, willing non-dragonkin creature that lasts until the partner dies. The dragonkin and its partner can communicate as if they had telepathy with a range of 100ft and when within 30ft of its partner, both creature roll initiative checks and share the higher result Immune to sleep effects



+2 against paralysis Until 5th level, must end movement on the ground at the end of each turn or fall AA p.41

Drow 2 -2 2 4 Humanoid Elf M X Perception At will: dancing lights, detect magic Counts as having the Minor Physic Power feat for the purpose of meeting prerequisites and if Psychic Power feat is taken, can add the drow noble's Limning Light to their list of spell-like abilities Immune to magical sleep effects



+2 against enchantment spells and effects When exposed to bright light, is blinded for 1 round and is dazzled as long as it remains in areas of bright light AA p.43

Formian 2 2 -2 4 Monstrous Humanoid M X X X Scent Sonic AA p.51

Space Goblin 4 -2 2 Humanoid Goblinoid S 35 X Engineering, Stealth, Survival As a move action, can remove penalties associated with the broken condition from a single piece of equipment until the start of the next turn. The item then becomes unusable for 10 minutes and retains the broken condition AA p.55

Gray -2 4 2 Humanoid Gray S X X At will: daze, telepathic message



1/day: mind thrust (1st level) A number of times per day equal to its CON modifier, can phase out as a reaction to gain a 20% miss chance against one attack AA p.57

Haan 2 2 -2 4 Monstrous Humanoid L 10 X As a standard action, can create a 30ft cone of flame that deals 1d6 fire damage. At 3rd level, add 1-1/2 * character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + 1/2 level + CON modifier). Cannot use this ability again until a 10-minute rest is taken When in an atmosphere, as a reaction can inflate a web balloon to slow their fall which functions as the flight spell at 1st level AA p.59

Ikeshti 2 2 -2 4 Humanoid Ikeshti S 15 1/day plus one additional time per every 5 character levels: make a ranged attack against target's KAC which grants the next ally who hits that foe the benefit of harrying fire against it +4 to Acrobatics checks to escape grapples, pins, and restraints Can go without water for 3 days plus a number of hours equal to the CON score before needing to attempt checks to avoid nonlethal damage AA p.65

Kalo 2 -2 2 2 Monstrous Humanoid Aquatic M 20 50 X Blindsight 60ft (Sound) Stealth (+4 in water) Cold Can only breath water AA p.69

Maraquoi -2 2 2 5 Humanoid Maraquoi M 3 20 X Sound Survival AA p.75

Nuar 2 -2 2 6 Monstrous Humanoid M X 40 X Piloting, Survival (requires at least 1 rank) Can attempt a level-based Wisdom check (1d20 + level + WIS modifier) instead of using the bonus from the Piloting skill to navigate or instead of the bonus to the Survival skill for orienteering Can charge without taking penalties to attack roll or AC and if already has this ability, gains the ability to charge through difficult terrain AA p.87

Reptoid 2 -2 2 5 Humanoid Reptoid, Shapechanger M X X Diguise (+10 to appear as changed creature) 1/day: can assume the appearance of a specific Medium humanoid and always takes this form when using this ability. The ability functions as the disguise self spell and lasts for 10 minutes * character level. A new form can be selected by spending 1 week preparing for the change but can then no longer assume the previous form +2 against mind-affecting effects, poison AA p.93

Ryphorian (Summerborn) -2 2 2 4 Humanoid Ryphorian M X Perception Bonus Feat Fire (stacks) AA p.97

Ryphorian (Winterborn) -2 2 2 4 Humanoid Ryphorian M X Perception Bonus Feat Cold (stacks) AA p.97

Ryphorian (Transitional) -2 2 2 4 Humanoid Ryphorian M X Perception Bonus Feat Fire (2), Cold (2) (stacks) AA p.97

Sarcesian -2 2 2 4 Humanoid Sarcesian L 10 X X Can go 1 hour without breathing and can exist in a vacuum without suffering the associated environmental effects and when in a vacuum, automatically grows wings made of pure energy that grant a Fly speed of 60ft AA p.99

Shobhad 4 -2 6 Monstrous Humanoid L 10 4 40 X 1/day: when brought to 0HP but not killed, can fight on for 1 more round Cold (stacks) AA p.105

Skittermander 2 -2 2 2 Humanoid Skittermander S 6 X 1/day: can take an extra move action +2 to grapple combat maneuvers AA p.107

Urog 2 2 -2 6 Magical Beast L 20 X X X Electrolocation 60ft (Vision) Bluff (-2), Diplomacy (-2) X Electricity (stacks) AA p.117

Verthani -2 2 2 4 Humanoid Verthani M X Skill Focus Can install an additional cybernetic augmentation into a system that already has an augmentation When stationary for 1 round, gains a +10 bonus to Stealth checks but loses the bonus if any action is taken and cannot use the ability if wearing clothing or armor that covers more than 1/4 of the body AA p.119

Witchwyrd -2 2 2 4 Monstrous Humanoid M 4 X Bluff, Diplomacy 1/day plus one additional time per every caught magic missile: magic missile As a reaction, if not flat-footed and aware, can use any number of free hands to catch magic missiles fired at it. The hand is no longer free and the energy lasts for 6 rounds or until it is used to create a magic missile AA p.123

Wrikreechee -2 2 2 4 Monstrous Humanoid Aquatic M 20 30 X Aid Another (and +2 when being aided) +4 to attack rolls when attempting to grapple a smaller creature and can make two grapple attempts with a -4 to the rolls as a full action



When benefiting from partial cover, cover, or improved cover, the granted bonus to AC and Reflex saves increases by 1 Can breath both water and air normally AA p.125

Ferran -2 2 2 4 Humanoid Ferran S X +4 against radiation effects +2 to KAC against bull rush or being repositioned



Deals an additional amount of damage equal to its character level with its first melee attack after it moves at least 10 feet in the same round DS2 p.55

Woioko (Floatborn) 2 -2 2 4 Humanoid Woioko M 30 X Culture, Diplomacy Can hold breath for 10 minutes before risking drowning DS2 p.60

Woioko (Deepborn) 2 -2 2 4 Humanoid Woioko, Aquatic M 30 X Can breath both water and air normally DS2 p.60

Elebrian 2 2 -2 2 Humanoid Elebrian M X As a full action, can make a single melee or ranged attack and if it hits, add 1/2 level to the damage dealt (minimum 1). The targeted creature is immune to this ability for 24 hours



Can attempt a skill check to recall knowledge untrained regardless of the DC and can always take 20 to do so even without access to an information network or data set DS3 p.53

Morlamaw 2 -2 2 4 Monstrous Humanoid Aquatic L 10 X 20 40 X Cold Can breath both water and air normally SFS 1-08 p.21