Fukurō are avian humanoids that resemble a variety of predatory birds. The most common appearances are similar to that of an owl or falcon. They have sharp beaks and both their arms and their legs end in powerful talons. Fukurō are unable to fly, however their bodies are covered in feathers. Fukurō are about the same height as humans, with a slighter build. Their eyes sit slightly back and to the sides of their head, giving them binocular vision with a slightly more panoramic field of view than other humanoids. Like many avian creatures, Fukurō have hollow bones and reproduce by laying eggs.
Many Fukurō live in close-knit communities but it is not unusual for individuals to strike out on their own for large portions of their lives. The Fukurō are secretive about their culture, and the location of their communities. They are often hard to befriend and are naturally warry of the intentions of other races. Most Fukurō communities follow a fierce and hierarchical structure with the expectation that their rules are strictly observed. Most members settle conflicts through public arbitration and not uncommonly ritualistic combat. Outsiders are granted little to no leeway in regard to respecting their culture and rituals.
Ability Score Modifiers: Fukurō are both swift and wise, but a bit fragile. They gain +2 Dexterity, +2 Wisdom, and –2 Constitution.
Size: Fukurō are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Fukurō have a base speed of 30 feet.
Languages: Fukurō begin play speaking Common, and a dialect of Fukurō specific to their own community.
Low-Light Vision: Fukurō can see twice as far as humans in conditions of dim light.
Natural Weapons: A Fukurō has a bite attack that deals 1d4 points of damage.
Keen Senses: Fukurō receive a +2 racial bonus on Perception checks.
Glide: Fukurō who are wearing light or no armor can use their feathered arms and legs to glide. Fukurō can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a Fukurō may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.
Bonus Feat: Fukurō select one extra feat at 1st level.
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
Long Feathered: Fukurō with this racial trait can glide for 20 feet laterally for every 20 feet they fall instead of the normal 5 ft. the normal fly checks are still required. This racial trait replaces Bonus Feat.
Sharp Beak: Some Fukurō have fierce beaks, and the damage from their natural bite attack is increased to 1d8. This racial trait replaces Bonus Feat.
Polearm Trained: Some Fukurō are trained from birth in polearms and are proficient with all types of polearms. This racial trait replaces Bonus Feat.
The unusual combination of an orc and an elf.
Ability Score Modifiers: Half-orc/elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Type: Half-orc/elves are Humanoid creatures with both elf and orc subtypes.
Size: Half-orcs/elves are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Half-orcs/elves have a base speed of 30 feet.
Languages: Half-orc/elves begin play speaking Elven and Orc. Half-orc/elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Pick One:
Intimidating: Half-orc/elves receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Elven Immunities: Half-orc/elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Pick One:
Orc Ferocity: Once per day, when a half-orc/elf is brought below 0 hit points but not killed, he can fight on for 1 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.
Adaptability: Half-orc/elves receive Skill Focus as a bonus feat at 1st level.
Pick One:
Weapon Familiarity: Half-orc/elves are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Multitalented: Half-orc/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.
Pick One:
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Half-orc/elves can see twice as far as humans in conditions of dim light.
Darkvision: Half-orc/elves can see in the dark up to 60 feet.
Orc/Elf Blood: Half-orc/elves count as both elves and orcs for any effect related to race.
Hogfolk appear to be large humanoid pigs, with hair and skin tending towards darker shades of brown to shades of black and pink. Most have big bellies with swarthy, stout bodies and posses long stout arms, ending in hands with three cloven fingers and a thumb while standing on short but powerful legs. Hogfolk range from about 4 to to just under 6 feet tall. They have large, squat faces, small beady eyes, floppy ears, with pronounced snouts. The men tend to have larger tusks, which they ornately decorate or trim, while the women tend to have smaller, more petite snouts, and rounder bodies. Hogfolk often have a favorite piece of clothing or jewelry that they wear that defines who they are. More often than not, many piercings dangle from their ears and snout. Hogfolk mature a little faster than humans, reaching adulthood around age 15. They age noticeably faster and rarely live longer than 50 years.
Hogfolk prefer to be called Suspiens or the Sus and they tend to claim the vales and foothills of areas on the fringes of larger nations for their communities. Sus communities are often made up of several large families, each family sometimes consisting of almost half a hundred individuals. Each community is lead by a small council of elders or experienced leaders, deciding everything from community defenses to where the herdsmen will send their flocks, or even when and where to farm. A quiet and often reserved people, the Sus are renowned farmers, breeders, and mercenaries. The Sus are surprisingly adept hunters, mastering the use of crossbows like no other race. The life of an adventurer appeals to many young Sus and has something been actively encouraged by their elder, many of whom believe a few years spent on the road will do the young blood well, burning the curiosity and restlessness out of their systems. Many eventually return home for good, while others settle down and establish businesses, or even communities in different parts of the world.
Ability Score Modifiers: Hogfolk are both hearty and strong, but also a bit gruff. They gain +2 Strength, +2 Constitution, and –2 Charisma.
Size: Hogfolk are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Hogfolk are Humanoids with the Hogfolk subtype.
Base Speed: Hogfolk have a base speed of 30 feet.
Languages: Hogfolk begin play speaking Common, and Sylvan. Hogfolk with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Gnoll.
Muck-wader: In mud or knee deep water based difficult terrain, you move at regular speed.
Hardy: Hogfolk gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Low-Light Vision: Hogfolk can see twice as far as humans in conditions of dim light.
Weapon Talent: Hogfolk are proficient with Light and Heavy Crossbows and Bardiches, and gain a bonus feat Weapon Focus with one of these weapons at first level.
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
Boarish: Your tusks are larger and more pronounced than normal and you are are able to make attacks with your tusks as a natural primary attack, or as a natural secondary attack if you are armed with manufactured weapons. Your tusk attacks deal a base 1d6 piercing damage. You suffer a –1 penalty to AC on any round you make an attack with your tusks. This racial trait replaces Weapon Talent.
Iron Stomach: You are able to choke down all manner of things that would make other races sick. You gain a +5 racial bonus on Fortitude saves to avoid nausea and sickness conditions, and ongoing poison effects. This racial trait replaces Hardy.
Strong Nose: Your sense of smell is well tuned, you gain the scent special ability. This racial trait replaces Low-Light Vision.
Cloven-Hooved: Your feet are more akin to that of pigs, you gain a 10-foot racial bonus to your base speed when using the charge, run, or withdraw actions. This racial trait replaces Muck-wader.
Kamefolk tend to be bulky and slow in both movement and speech. They are incredibly long-lived, reaching adulthood at age 60 and living on average to be around 600 years of age. They are about the same height as humans, but weigh significantly more, due to their heavy shells. The Average Kamefolk weighs over 400 lbs. Their large hard shells give them good protection from attacks which can make up for their slow speed.
Kamefolk are a peacefully race who live in small communities. Their settlements are commonly located near coasts, and rivers. They tend to be very religious and their community leaders are often their shamans and other religious figures. All Kamefolk are generally very hardworking and motivated. Some believe that if they do not do their job, they won’t survive in the world. So, they must be very productive. Due to their diligent nature they are viewed by most other species are responsible and trustworthy.
Ability Score Modifiers: Kamefolk are both durable and wise but physically a bit slow. They gain +2 Constitution, +2 Wisdom, and –2 Dexterity.
Size: Kamefolk are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: (Slow and Steady) Kamefolk have a base speed of 20 feet, but their speed is never modified by armor or encumbrance, nor can their base speed be increased by anything other than magical means.
Languages: Kamefolk begin play speaking Common and Sylvan. Kamefolk with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Shell: Kamefolk have a natural armor bonus of +4. The shell of a Kamefolk prevents it from taking the Run action, however they do not take a -2 penalty to AC on a Charge.
Low-Light Vision: Kamefolk can see twice as far as humans in conditions of dim light.
Religious Affinity: Kamefolk who are divine casters gain one additional spell slot per day for every level of spells they can cast.
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
Snapper Beak: Some Kamefolk have a natural bite attack which deals 1d6 points of damage. This racial trait replaces Religious Affinity.
War Shell: Some Kamefolk have a larger thicker shell. This shell adds 50 lbs. to their base weight and provides a Natural armor bonus of +8. This bulky shell does not allow them to wear other types of armor. This racial trait replaces Religious Affinity, and Shell.
Luporans are humanoid canines standing between 5 and 6 feet tall, with sturdy builds. Their fur comes in various colors and patterns, often reflecting the environments they inhabit. They have keen eyes and strong jaws, with ears and tails that often reveal their emotions. Luporans are known for their athletic builds and graceful movements, reminiscent of their wolf heritage.
Luporan society is deeply rooted in the values of loyalty, community, and respect for nature. They live in tightly-knit packs, often led by an elder council known as the Lupora. These councils make decisions based on the well-being of the entire pack, and their wisdom is revered among the Luporans. They are typically found in dense forests, expansive plains, and mountainous regions where they can maintain a close connection to nature. Their settlements are designed to blend seamlessly with the environment, often featuring structures made from natural materials and integrated into the landscape.
Luporans get along well with most other races, particularly humans, halflings, and gnomes. They are wary of races with a reputation for deceit or treachery, such as drow and goblins. They value harmony and cooperation, often forming alliances with those who share their respect for nature and community.
Luporans tend toward lawful alignments, valuing community and tradition. They often worship deities associated with nature, protection, and community, such as Eraman and Elowen. Rituals and festivals are common in their culture, often revolving around the cycles of the moon and seasonal changes.
Luporan adventurers are often driven by a sense of duty to protect their communities or to seek out new experiences and knowledge. They make excellent rangers, druids, and clerics, drawing on their natural instincts and strong sense of loyalty.
Ability Score Modifiers: +4 Constitution, -2 Intelligence, -2 Wisdom, +2 Charisma. Luporans possess great physical endurance and charm, yet their naivety and lack of mental acuity set them apart from other races.
Size: Luporans are Medium creatures and have no bonuses or penalties due to their size.
Type: Luporans are humanoids with the canine subtype.
Base Speed: Luporans have a base speed of 30 feet.
Languages: Luporans begin play speaking Common. Luporans with high Intelligence scores can choose from the following languages: Dwarven, Elven, Gnome, Halfling, and Sylvan.
Low-Light Vision: Luporans can see twice as far as humans in conditions of dim light.
Scent: Luporans have a keen sense of smell and gain the scent ability.
Pack Hunter: Luporans gain a +1 racial bonus on attack rolls against flanked targets.
Keen Senses: Some Luporans have exceptionally sharp senses. These Luporans gain a +2 racial bonus on Perception checks.
Skill Training: Perception and Survival are always class skills for Luporans.
Territorial Defender: Once per day, as a swift action, a Luporan can mark their territory. For a number of rounds equal to 1 per 2 Hit Dice the Luporan possesses, all enemies within 10 feet take a -1 penalty on attack rolls.
Natural Armor: Some Luporans have tough hides, granting them a +1 natural armor bonus. This trait replaces Keen Senses.
Tracker: Luporans with this trait are natural hunters and trackers. They gain a +2 racial bonus on Survival and Knowledge (nature) checks. This trait replaces Pack Hunter.
Enduring Spirit: Some Luporans possess remarkable resilience. These Luporans gain a +2 racial bonus on saving throws against fatigue and exhaustion effects. This trait replaces Scent.
Alpha’s Command: Once per day, a Luporan can issue a commanding bark. As a swift action, they can grant one ally within 30 feet a +1 morale bonus to attack rolls or saving throws for 1 round per 2 Hit Dice the Luporan possesses. This trait replaces Territorial Defender.
Relentless Pursuit: Once per day, as a swift action, a Luporan can choose one creature within 30 feet. For a number of rounds equal to 1 per 2 Hit Dice the Luporan possesses, the Luporan gains a +2 bonus on attack rolls against that target. This trait replaces Territorial Defender.
Pack Tactics: Once per day, a Luporan can coordinate with an ally. As a swift action, they can grant one ally within 30 feet the ability to roll twice on their next attack roll or skill check and take the better result. This trait replaces Territorial Defender.
Lunar Blessing: Once per day, as a swift action, a Luporan can call upon the power of the moon. They or one ally within 30 feet are healed as the spell cure light using the Loporan's current level as their caster level. This trait replaces Territorial Defender.
Murrina are mechanical constructs standing approximately 5 to 7 feet tall and weighing around 150 to 250 pounds. Their exterior shell is made from high-impact, heat-resistant ceramics that are commonly glossy white with intricate decorative patterns painted in the style of Qinghua Porcelain. They lack traditional eyes, instead utilizing advanced sensors to perceive the environment, allowing them to see equally well in light and dark conditions. Murrina do not require food, sleep, or air, but must spend an hour daily in a state of rest to recharge their power from quantum fields.
Murrina are found predominantly along the Eastern Coast of the continent Kredes, close to their place of creation by the ancient construct known as The Mother. Many Murrina choose to stay near their homeland for ease of repair, though some have ventured further afield to explore. They are generally good-natured and somewhat naive, particularly in matters of trust. Their communities are tight-knit, with a strong focus on maintenance and technological innovation, reflecting their construct nature and the teachings of The Mother. While many Murrina possess the capability to wield magic, they generally prefer to employ technology to achieve their goals.
Death and Rebuilding: Murrina do not 'die' in a traditional sense. When damaged beyond operational capacity or reduced to 0 HP, they enter a state of deactivation. However, they can be rebuilt if substantial parts of their ceramic and mechanical structure remain intact. Their consciousness and memories are decentralized and stored redundantly throughout their body, allowing them to retain their identity and experiences post-reconstruction. There is a risk involved in this process; each time a Murrina is rebuilt, there is a 5% chance that the reconstruction leads to anomalies in their cognitive functions, resulting in behaviors or traits akin to insanity. This risk reflects the delicate balance of their intricate design and the challenges inherent in replicating the ancient technologies used by The Mother.
Repairs and Healing: Murrina do not heal from damage through conventional means such as resting or spells that channel positive energy. Instead, their sophisticated mechanical bodies require physical repairs or spells like make whole for restoration. Due to their complex nature, simpler spells such as mend are inadequate to address the intricacies of their construction.
Ability Score Modifiers: Murrina are dexterous, intelligent, and physically strong due to their construct design. They gain +2 Strength, +2 Dexterity, +2 Intelligence, and -2 Wisdom.
Size: Murrina are Medium creatures and have no bonuses or penalties due to their size.
Type: Murrina are constructs with the Murrina subtype.
Base Speed: Murrina have a base land speed of 30 ft.
Languages: Murrina begin play speaking Common. Those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Sensor Vision: Murrina possess advanced sensory capabilities that allow them to see in total darkness, granting them Darkvision up to 60 feet. Their specialized vision is not only unimpaired by lighting conditions but is also unaffected by magical darkness, smoke, or fog. This enhanced perception is due to their sophisticated sensor arrays, designed to navigate and interpret a variety of environmental stimuli without hindrance.
Energy Recharge: Murrina must rest for 1 hour each day to recharge their energy systems; this rest is similar to sleep but does not leave them unconscious.
Constructed Resilience: Murrina are immune to disease, sleep effects, paralysis, and poison. They do not need to eat, sleep, or breathe.
Ceramic Skin: The Murrina's exterior is composed of specialized high-impact, heat-resistant ceramics, crafted to withstand severe conditions. This ceramic skin not only grants them Fire Resistance 10 and Electric Resistance 10, protecting them from thermal and electrical hazards, but also provides a +2 natural armor bonus due to its tough and durable nature.
Quantum Coherence: Murrina can tap into quantum fields to enhance their operational efficiency. Once per day, they can enter a state of quantum coherence for 1 minute, during which they gain a +2 dodge bonus to AC and on all saving throws, reflecting their heightened state of reactive and predictive abilities.
Self-Repair Protocol: Murrina possess built-in mechanisms for minor self-repair. Once per day, they can activate this protocol to regain hit points equal to 1d8 + their Hit Die and restore 2 points of ability damage from a single ability. Murrina do not regain any lost hit points from normal rest.
Quantum Mind: Some Murrina are built with an enhanced cognitive array, giving them superior problem-solving skills and memory recall. This trait grants a +2 racial bonus on all Knowledge checks, replacing the typical sensor array which grants Darkvision.
Ablative Plating: Designed for defense, some Murrina have reinforced ceramic plates, increasing their natural armor by +2 but reducing their speed by 5 feet due to the added weight. This racial trait replaces the standard base speed.
Additional Appendages: Some Murrina are constructed with an extra set of arms, enhancing their ability to multitask and perform multiple actions simultaneously. This trait grants them a +2 racial bonus on Climb checks and grants the ability to perform additional simple actions (such as holding an item, opening a door, or making an additional non-attack maneuver) each round. This racial trait replaces Quantum Coherence.
Retractable Forearm Blades: Engineered for offense, these Murrina have built-in retractable blades in their forearms. These blades can be extended or retracted as a swift action. When extended, the Murrina gains a +2 racial bonus on Intimidate checks and can use their blades to make a natural attack that deals 1d6 slashing damage. This racial trait replaces Quantum Coherence.
Energy Discharge: Murrina can channel excess energy stored in their power cores into a defensive mechanism. As a standard action, a Murrina can release a burst of electrical energy that deals 1d6 electricity damage + 1 point per two Hit Die to all adjacent creatures. A successful Reflex Save DC 10 + Hit Die halves the damge. This ability has a cooldown of 1d4 rounds and every use of this ability adds 1 hour to the time they must spend recharging that day. This racial trait replaces Quantum Coherence.
Magnetic Manipulation: Murrina have the ability to manipulate magnetic fields around them. This grants them a +4 racial bonus on Disable Device checks involving metal objects and Combat Manuevers to disarm metal weapons. It also allows them to push or pull metal objects weighing up to 5 pounds per hit die from a distance of up to 30 feet as a move action. This racial trait replaces Quantum Coherence.
Mouselings stand only 3 to 4 inches tall and weigh only about 1 to 2 ounces. They have fine fur that covers their entire bodies, with thicker tufts around their necks. Their fur coloration usually ranges from white to dark brown and black Their eyes are usually a bright hazel, though their eye color can vary widely. A mouseling’s limbs are limber, with clawed hands and feet. They also sport a prehensile tail, as well as large ears that aid them in avoiding predators. They usually adorn themselves with hempen cloth and grass garments, along with any trinkets they find along their travels. Mouselings reach maturity in about one year and are a relatively short lived race with each year of their lives being equivalent to about 5 human years.
Mouselings are extremely social, and live in tightly knit, and usually secretive communities. They form intense bonds with their families and kin networks, living in harmony with one another. Should a social dispute arise among them, or with an outsider, they prefer to work out differences and settle disputes with mutually beneficial trades. Most mouselings will only fight if running is no longer an option, or their family is in danger, otherwise they are quick to hide. Although a few occasionally break from the norm and actively seek out danger and adventure.
Ability Score Modifiers: Mouselings are both fast and smart, but lack the wisdom of longer lived races. They gain +2 Dexterity, +2 Intelligence, and –2 Wisdom.
Size: Mouselings are Fine in size and gain a +8 to AR, AC, and Fly checks and -8 to CMB & CMD and +16 to Stealth checks.
Type: Mouselings are Humanoids with the Mouseling subtype.
Base Speed: Mouselings have a base land speed of 20 ft. while bipedal, 40 ft. while on all fours and wearing light armor or unarmored.
Languages: Mouselings begin play speaking Common and Sylvan. Mouselings with high Intelligence scores can learn any language they want, (except Druidic and other secret languages).
Prehensile Tail: Mouselings 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 person as a swift action
Keen Senses: Mouselings receive a +2 racial bonus on Perception checks.
Low-Light Vision: Mouselings can see twice as far as humans in conditions of dim light.
Quiet as a... Mouselings move at full speed using the Stealth skill without penalty.
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
Climber: Mouselings have a climb speed of 15 feet and thus gain a +8 racial bonus on climb checks. This ability cannot be used to scale perfectly smooth surfaces or to climb on the underside of horizontal surfaces. This racial trait replaces Prehensile Tail.
Long Whiskers Some mouselings have extremely long whiskers which grant them blindsense in the square they occupy. This racial trait replaces Keen Senses.
Scent: Some mouselings favor a keen sense of smell over sensitive sight. Mouselings with this racial trait gain the scent ability. This racial trait replaces Low-Light Vision.
Jumper: The hind legs of some mouselings are more developed for jumping which makes them at little nosier when moving. Mouselings with this trait get a +5 racial bonus on all acrobatics checks to jump and are always considered to have a running start. This racial trait replaces Quiet as a...
In the realm of Edrilia, vampires are a distinct and complex race, differing significantly from the traditional undead creatures of myth and lore. This race is divided into three broad categories: True Vampires, Lesser Vampires, and Bestial Vampires, each possessing unique traits and societal roles within their culture. The first vampires appeared in Edrilia during the middle of the Third Age, though the details surrounding their origins remain shrouded in mystery.
True Vampires are not dependent on blood for survival; instead, blood consumption serves only to induce euphoria, akin to the effects of alcohol or drugs in humans. While blood can temporarily enhance their physical and magical abilities, it is not a necessity for sustenance. However, Lesser and Bestial Vampires, created by True Vampires, do require blood to sustain themselves and to prevent debilitating withdrawal-like symptoms. For these lesser versions, blood also becomes a source of addiction, leading them to seek out more blood for power, often descending into monstrous forms as a result of their craving.
Despite their varied natures, all vampires are vulnerable to positive energy. True Vampires, as outsiders, are partially resistant to it, while Lesser and Bestial Vampires, as both undead and outsiders, are fully vulnerable to its effects. Positive energy can harm them and weaken their powers, with the effectiveness varying depending on the nature of the vampire.