Races (Ilarion Supplement)
The races presented below are each worth 8-10 RP according to the Paizo’s Advanced Race Guide and are meant to be approximately equal to the core races as written. That said they are also designed to be races free of culture. Below each race is a short list of ethnicities. These have an additional 4-6 points worth of traits that represent their culture. If you wish to model core equivalent races simply use these as Alternate Racial Traits.
Dwarves[edit]
Whether in the mines deep within the mountains or settlements are perched on the highest peaks, Dwarves of Ilarion call the mountains home. Moreover, they call it mother, as they are descended from Earth Elementals. They do not worship the gods; the gods have no time for them and they've no time for the gods.
Dwarven Racial Traits
Dwarven Ethnicities[edit]
Ethnicity | Gender | Base Height | Height Modifier | Base Weight | Weight Modifier | Height Range | Weight Range |
---|---|---|---|---|---|---|---|
Zwerg | Male | 3 ft. 9 in. | +2d4 in. | 150 lbs. | +2d4×7 lbs. | 3'11–4'5 | 164–206 lbs. |
Zwerg | Female | 3 ft. 7 in. | +2d4 in. | 120 lbs. | +2d4×7 lbs. | 3'9–4'3 | 134–176 lbs. |
Deep Mine | Male | 3 ft. 6 in. | +2d4 in. | 150 lbs. | +2d4×7 lbs. | 3'8–4'2 | 164–206 lbs. |
Deep Mine | Female | 3 ft. 5 in. | +2d4 in. | 145 lbs. | +2d4×7 lbs. | 3'7–4'1 | 159–201 lbs. |
Kalt | Male | 3 ft. 5 in. | +2d4 in. | 120 lbs. | +2d4×7 lbs. | 3'7–4'1 | 164–206 lbs. |
Kalt | Female | 3 ft. 3 in. | +2d4 in. | 90 lbs. | +2d4×7 lbs. | 3'5–4'1 | 104–146 lbs. |
Wüste | Male | 3 ft. 11 in. | +2d4 in. | 165 lbs. | +2d4×7 lbs. | 4'1–4'7 | 179–221 lbs. |
Wüste | Female | 3 ft. 9 in. | +2d4 in. | 135 lbs. | +2d4×7 lbs. | 3'11–4'5 | 149–191 lbs. |
Fahrer | Male | 3 ft. 10 in. | +2d4 in. | 150 lbs. | +2d4×7 lbs. | 4'–4'6 | 164–206 lbs. |
Fahrer | Female | 3 ft. 9 in. | +2d4 in. | 120 lbs. | +2d4×7 lbs. | 3'11–4'5 | 134–176 lbs. |
Zwerg Zwerg (tsveh r̃g) Dwarves are the most common and the closest to iconic dwarves.
- Female Names: Beatrix, Brünhild, Dagmar, Elisabeth, Helga, Katarina, Leonore, Melanie, Swanhilda, Ursula
- Male Names: Berthold, Boris, Günter, Gustav, Hienrich, Jörg, Klaus, Olaf, Rienhold, Siegfried
- Clan Name Parts: Berger (mountain), Brandt (fire), Braun (brown-haired), Busch (shrub), Fuchs (fox-like), Grimm (fierce or mask), Haas (hare), Horn (horn), Jung (young), Klein (small), Krause (curly-haired), Kühn (brave), Lange (big), Roth (red-haired), Schwarz (black-haired), Sommer (summer), Stein (rock), Vogel (bird), Walk (falcon), Weiß (white-haired), Winter (winter), Wolf (wolf-like)
- Titles: Bauer (farmer), Becker (baker), Bergmann (miner), Fischer (fisherman), Fuhrmann (foreman), Hoffmann (steward), Jäger (hunter), Keller (ale maker), Koch (cook), Köhler (charcoal-maker), Krämer (merchant), Krüger (innkeeper), Müller (miller), Pfeiffer (piper), Richter (judge), Schäfer (shepherd), Schmidt (smith), Schneider (tailor), Schreiber (scrivener), Schröder (tailor), Schubert (shoemaker), Vogt (bailiff), Wagner (wainwright), Weber (weaver), Winkler (grocer), Ziegler (brickmaker), Zimmermann (carpenter)
- Long Memory: Zwerg Dwarves keep extensive records of their history and the world around them. Dwarves receive a +2 racial bonus on Knowledge (history) and Knowledge (Society) checks that pertain to dwarves. They can make such skill checks untrained. (This trait may replace Mountaineer, Stability, or Stonesinger.)
- Weapon Familiarity: Zwerg Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon. (This trait may replace Master Craftsman, Stony Step, or Healthy.)
- Urban Raised: Zwerg Dwarves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. They also gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. (This trait may replace Master Craftsman, Stony Step, or Healthy.)
- Obsessive: Zwerg Dwarves with this racial trait receive a +2 racial bonus on a Craft or Profession skill of their choice. (This trait may replace Mountaineer, Stability, or Stonesinger.)
Deep Mine Deep Mine Dwarves work three to six months at a stretch in the mines before coming up to the surface. Due to work conditions, there are fewer physical and cultural differences between males and females.
- Names: Brogan, Esmé, Hanne, Micha, Sasha, Ulli, Puck, Rini, Robin, Wil
- Poison Resistance: Deep Mine Dwarves gain a racial bonus on saving throws against poison effects equal to their Hit Dice. (This trait may replace Mountaineer, Stability, or Stonesinger, AND Master Craftsman, Stony Step, or Healthy.)
- Darkvision 60ft: Deep Mine Dwarves with this race trait can see in the dark up to 60 feet. (This trait may replace Master Craftsman, Stony Step, or Healthy.)
- Cave Dweller: Deep Mine Dwarves gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground. (This trait may replace Mountaineer, Stability, or Stonesinger.)
Kalt Kalt (kahlt) Dwarves are adapted to the colder weather of the north.
- Clan Names: Berger = Shān, Brandt = Huǒ, Braun = Zōngsè tóufǎ, Busch = Guànmù, Fuchs = Húlí bān de, Grimm = Jīliè or Miànjù, Haas = Yětù, Horn = Lǎbā, Jung = Niánqīng, Klein = Xiǎo, Krause = Juǎn máo, Kühn = Yǒnggǎn, Lange = Dà, Roth = Hóng fā, Schwarz = Hēi tóufǎ de, Sommer = Xiàjì, Stein = Yán, Vogel = Niǎo, Walk = Gǔ, Weiß = Bái fà, Winter = Dōngjì, Wolf = Láng yīyàng de
- Weapon Familiarity: Kalt Dwarves with this racial trait are proficient with Monk’s spades, and Blunderbusses. (This trait may replace Mountaineer, Stability, or Stonesinger.)
- Emissary: Once per day, Kalt Dwarves can roll twice when making a Bluff or Diplomacy check and take the better roll. (This trait may replace Mountaineer, Stability, or Stonesinger.)
- Charismatic Nature: Kalt Dwarves with this racial trait receive a +2 racial bonus to Charisma. (This trait may replace any two: Master Craftsman, Stony Step, or Healthy, OR any two: Mountaineer, Stability, or Stonesinger and one: Master Craftsman, Stony Step, or Healthy.)
Wüste Wüste (voo steh) Dwarves are adapted to the heat and sand of the south.
- Clan Name Parts: Ahmad (commendable), Ajam (foreigner), Ali (lofty or sublime), Amin (truthful), Amjad(glorious), Bulus (small or humble), Hakim (wise), Hasan (handsome), Hashim (crusher or breaker), Hasuna (beautiful), Karim (generous or noble), Najm (star), Qadir (capable or powerful), Sabah (morning), Saqaf (roof), Tawfiq (good fortune or successful), Zaman (time or old)
- Contractor: Wüste Dwarves with this trait gain a +2 racial bonus on Appraise, Bluff, and Sense Motive checks made for business deals and transactions. Appraise is always a class skill for them. (This trait may replace Master Craftsman, Stony Step, or Healthy.)
- Merchant: Wüste Dwarves with this trait increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp they normally would get from selling off treasure. (This trait may replace Mountaineer, Stability, or Stonesinger.)
- Desert Runner: Wüste Dwarves receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. (This trait may replace Master Craftsman, Stony Step, or Healthy.)
Fahrer Fahrer (fah r̃ehr̃) Dwarves are adapted to the foothills and open plains of the west.
- Horse Savvy: Fahrer Dwarves with this trait gain a +2 bonus to Handle Animal, Ride, and Acrobatics when dealing with horses. Handle Animal and Ride are always class skills for them. (This trait may replace Mountaineer, Stability, or Stonesinger.)
- Fast Friend:Fahrer Dwarves with this trait gain a +2 trait bonus on Diplomacy checks, can do gather information checks in half the normal time, and the attitudes of any NPCs they interact within an area they have either gathered information in or spent a week in begin one step closer to helpful. (This trait may replace Master Craftsman, Stony Step, or Healthy.)
- Silver Tongued: Fahrer Dwarves gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two. (This trait may replace Master Craftsman, Stony Step, or Healthy.)
Kumo[edit]
Kumo are 400-year-old spiders that have gained the ability to transform into humans. They are found predominantly in the Dao Ming Empire.
Kumo Racial Traits
- Poison (Ex) Bite—injury; save Fort DC (10 + 1/2 character level + Con modifier), frequency 1/round for 6 rounds, effect 1d4 Con, cure 2 consecutive saves.
- Their humanoid form has hair that matched their bristles, black eyes and skin as pale as moonlight. They are of average human height but have a slender build. Their features are fine or delicate.
Kumo Ethnicities[edit]
Kumo adopt Ethnicities from Humans. Jumping and Poison Bite, or All-Around Vision is replaced if you wish to model core equivalent races. Their height is half of their leg length. Their height and weight in human form are the same as the human ethnicity they mimic, but their weight is multiplied by one less.
Gender | Base Lenght | Lenght Modifier | Leg Length Modifier | Base Weight | Weight Modifier | Length Range | Leg Length Range | Weight Range |
---|---|---|---|---|---|---|---|---|
Male | 2 ft. | +1d4 in. | +1d4+1d3 in. | 10 lbs. | +2d4 lbs. | 2'1–2'4 | 2'2-2'7 | 12–18 lbs. |
Female | 2 ft. 5 in. | +2d4 in. | +2d4+2d3 in. | 15 lbs. | +3d4 lbs. | 2'7–3'1 | 2'9–3'7 | 18–27 lbs. |
Minotaurs[edit]
Minotaurs are fearsome warriors, quick to anger and just as quick to forgive. Most are fun loving and good natured; they enjoy physical competitions. Groups and communities are called a fold, not a herd.
Minotaur Racial Traits
- Common markings include:
- Belted - a wide swath of a second color around their middle, typically lighter. The second color may show up elsewhere but that is considered less attractive.
- Brindle - irregular streaks of darker color on a similar base coat.
- Color-sided - white, but with any color up the sides.
- Finching - a white or pale stripe along the spine.
- Flecking - many small spots.
- Hereford - white covers the face, underbelly, legs and tail.
- Paint - large spots of a different color are on their bodies.
- Points - horns, hooves, fur near the hooves, hands, ears, eyes, and muzzle are a darker color than the body, typically black and white. The darker color may show up elsewhere but that is considered less attractive.
- Roan - intermingled colored and white hairs.
- Skull marking - a white face with coloring around the eyes.
- Spotted - any color with white spots throughout.
Minotaur Ethnicities[edit]
Ethnicity | Gender | Base Height | Height Modifier | Base Weight | Weight Modifier | Height Range | Weight Range |
---|---|---|---|---|---|---|---|
Boer | Male | 5 ft. 11 in. | +2d12 in. | 235 lbs. | +2d10×5 lbs. | 6'1–7'11 | 245–335 lbs. |
Boer | Female | 5 ft. 9 in. | +2d12 in. | 207 lbs. | +2d10×5 lbs. | 5'11–7'9 | 217–307 lbs. |
Brahman | Male | 9 ft. | +3d12 in. | 385 lbs. | +3d10×5 lbs. | 9'3–12' | 400–535 lbs. |
Brahman | Female | 8 ft. 10 in. | +3d12 in. | 355 lbs. | +3d10×5 lbs. | 9'1–11'10 | 360–505 lbs. |
Fjäll | Male | 5 ft. | +2d10 in. | 200 lbs. | +2d10×5 lbs. | 5'2–6'8 | 210–300 lbs. |
Fjäll | Female | 4 ft. 10 in. | +2d10 in. | 165 lbs. | +2d10×5 lbs. | 5'–6'6 | 185–265 lbs. |
Highland | Male | 8 ft. | +2d12 in. | 335 lbs. | +2d10×5 lbs. | 8'2–10' | 345–435 lbs. |
Highland | Female | 7 ft. 10 in. | +2d12 in. | 305 lbs. | +2d10×5 lbs. | 8'–9'10 | 315–405 lbs. |
Merinos | Male | 5 ft. 11 in. | +2d12 in. | 235 lbs. | +2d10×5 lbs. | 6'1–7'11 | 245–335 lbs. |
Merinos | Female | 5 ft. 9 in. | +2d12 in. | 207 lbs. | +2d10×5 lbs. | 5'11–7'9 | 217–307 lbs. |
Yak | Male | 5 ft. 11 in. | +2d12 in. | 285 lbs. | +2d10×5 lbs. | 6'1–7'11 | 295–385 lbs. |
Yak | Female | 5 ft. 9 in. | +2d12 in. | 257 lbs. | +2d10×5 lbs. | 5'11–7'9 | 267–357 lbs. |
Boer Minotaur
- Female Names: Brigitta, Carolien, Cécile, Debora, Diantha, Elian, Elise, Fenna, Gertrude, Heleen.
- Male Names: Adrianus, Barend, Bram, Casper, Diederick, Edwin, Fester, Izaäk, Johan, Niels
- Surnames: van Aaldenberg (old mountain), de Aarden (clay, stone, earth), de Arzt (doctor, physician), de Baas (overseer), de Bakhuizen (bakery), van Bosch (wood, forest), van Eikenboom (oak tree), de Haak (pedlar), de Klerk (clerk), van Zuidhout (south forest).
- Selfsuficient:Boer receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments (This trait may replace Natural Cunning)
- Goat Stomach: Boer gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened. (This trait may replace Fast speed)
- Sure-footed: Boer do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. Additionally, they gain a +4 racial bonus to climbing steep or sheer cliffs with at least some hand holds. (This trait may replace Fast speed)
Brahman Minotaur
- Female Names: Asha, Asmi, Bala, Erisha, Ila, Indu, Kashi, Lavi, Myra, Nisha.
- Male Names: Akash, Amit, Falit, Ganesh, Gyan, Manan, Naren, Rajiv, Sachin, Tarak.
- Surnames: Avipāla (shepherd), Ayaskāraḥ (blacksmith), Jālika (fisherman), Kṛṣaka (farmer), Māṃsika (butcher), Rakṣika (guard), Śilpakāraḥ (craftsman), Takṣakaḥ (carpenter), Vāṇijyaka (merchant), Vyādhaka (hunter)
- On Guard: During the surprise round and before their first action in combat, Brahman Minotaurs can apply half of their Dexterity bonus (if any) to their AC. Further, they gain a +2 bonus on saving throws against fear effects, and when they are frightened or shaken, they only take a –1 penalty on their rolls instead of –2. (This trait may replace Natural Cunning)
- Especially Helpful: Whenever Brahman Minotaurs use the aid another action to aid an adjacent ally, increase the bonus they grant their ally by 1.(This trait may replace Fast speed)
- Hulking: Do to their size and weight Brahman Minotaurs gain a +1 racial bonus on combat maneuver checks made to overrun opponents, as well as a +1 racial bonus to their CMD against trip attempts. (This trait may replace Fast speed)
Fjäll Minotaur
- Female Names: Alva, Ella, Elsa, Greta, Freja, Isabelle, Linnea, Maja, Sigrid, Stella.
- Male Names: Arvid, Axel, Elias, Hugo, Jörgen, Lars, Nils, Noah, Oskar, Viktor.
- Surname parts:
- Nature words: Å (creek/stream,), Älv (river), Berg (hill), Björk (birch), Blad (leaf), Bräken (fern), Ek (oak), Gren (branch), Hage (pasture/field), Jord (earth/soil), Källa (spring), Lav (lichen), Lind (linden), Lung (grove), Mossa (moss), Sjö (lake), Sten (rock), Tall (pine), Träd (tree), Utsäde (seed).
- Characteristic words: Björn (bear), Järv (wolverine), Lo (lynx), Lojala (loyal), Modig (brave), Rosett (bow), Skydda (shield), Spjut (spear), Stadig (steadfast), Stark (strong).
- Naturally Polled: Fjäll are born without horns, and never develop them. Instead, they gain a +4 racial bonus on a specific type of combat maneuver check. (This trait replaces Natural Weapons.)
- Mountain Guide: Fjäll maintain their Dexterity bonus to Armor Class while climbing and gain a +2 racial bonus on Knowledge (geography) and Survival checks when in mountainous areas. Knowledge (geography) is always a class skill for them. (This trait may replace Natural Cunning)
- Highlander: Fjäll gain a +2 racial bonus on Stealth checks, and Stealth is always a class skill for them. This bonus increases to +4 in hilly or rocky areas.(This trait may replace Fast speed)
- Quick Appologies: When Fjäll fail a Diplomacy check by 5 or more and would cause an NPC’s attitude toward them to worsen, they can immediately attempt another Diplomacy check against the same DC as a free action. If they succeed at this second Diplomacy check, the character’s attitude doesn’t change, as though they had failed the original check by 4 or less. They can do this three plus their charisma modifier times per day. (This trait may replace Fast speed)
Highland Minotaur
- Female Names: Adwen, Anneth, Ebrel, Elowyn, Emblyn, Lamorna, Rosen, Senara, Tressa, Wenna
- Male Names: Bowen, Brenin, Colan, Gwayne, Lowen, Merrin, Talan, Talek, Tremayne, Winwaloe
- Surnames: Argall, Banes, Crewe, Ellis, Howell, Merrick, Pryce, Sayer, Trevor, Vaughan
- Mountain Watch: In rocky or mountainous terrain, Highland Minotaurs reduce a single target’s effective level of concealment against them (from total concealment to concealment to not concealed) by studying their natural surroundings as a move action (as a swift action at 10th level). This reduced concealment ends immediately once the target moves from its current location. (This trait may replace Fast speed)
- Mountain Raised: Highland Minotaurs gain a +4 racial bonus to Survival checks when looking for food or water and a +4 racial bonus to Fortitude saves made to avoid nonlethal damage from cold environments. (This trait may replace Natural Cunning)
- Community Minded: Highland Minotaurs gain a +1 trait bonus on skill checks to use the aid another action.(This trait may replace Fast speed)
Merinos Minotaur
- Female Names: Agnes, Ailsa, Elspeth, Emilia, Fenella, Fiona, Hilda, Isla, Lyall, Mairi.
- Male Names: Adair, Alban, Bryce, Calum, Ewan, Fergus, Fingal, Hamish, Muir, Rory.
- Bynames: Allamhagh (from the wild field), Blár (from the battlefield), Cambéul (crooked mouth), Camdun (from the crooked hill), Camsròn (crooked nose), Clachair (stonemason), Coille (from the grove), Cruickshank (bent leg), Crum (bent), Darach (oak tree), Dubhglais (dark water, usually river), Druim (ridge), Dùnbarr (from the fort on the summit), Fairbairn (beautiful child), Faulkner (keeper of falcons), Fleisdeir (arrow maker), Gleann (from the valley), Grant (grand, tall, large, or great), Jardine (gardener), Logan (from the little hollow), Meicbeatha (child of life, commom among the clergy), Meicfold (orphan), Rusgairean (tanner), Rusgan (tanner).
- Charging Gore: Merinos gain a +4 to attacks with their horns while charging instead of the usual +2. (This trait may replace Fast speed) (This trait may replace Natural Cunning)
- Protective Nature: Merinos gain a +1 racial bonus to attack and damage rolls when defending a creature they perceive as weaker. (This trait may replace Fast speed)
- Easy Survival: Merinos only require two-thirds of the food intake normally needed, and gain a +2 racial bonus to survival, which is always a class skill for them. (This trait may replace Fast speed)
Yak Minotaur
- Female Names: Aadhira, Hansika, Harini, Indira, Inrani, Kaashi, Kala, Lana, Leela, Mala
- Male Names: Aadesh, Haresh, Harith, Indrajit, Ishir, Kairav, Kavish, Mahir, Nadeesh, Narsi
- Surnames: Adarsh, Biswas, Desai, Doshi, Kamala, Maji, Malakar, Sadangi, Sahni, Yadav
- Naturalist: Yak Minotaurs receive a +2 racial bonus on Knowledge (nature), and Survival checks and can make those checks untrained. (This trait may replace Fast speed)
- Thick Hide: Yak Minotaurs gain a +2 natural armour bonus and a +4 racial bonus to saves made to avoid nonlethal damage from cold environments. In addition, you begin play with a cold-weather outfit at no cost.(This trait may replace Natural Cunning)
- Story Teller:Yak Minotaurs gain a +2 racial bonus on Bluff, and Diplomacy checks, and can do so in half the normal time. In addition, Bluff, Diplomacy and Knowledge (History) are always class skills for you. (This trait may replace Fast speed)
Orcs[edit]
Orcs are seen by most as uncultured, uncivilized, and unruly. In truth, they are merely nomadic. They group into clans or extended families under the rule of a matriarch referred to as Grandmother (Kuia). This loose tribal organization keeps the orcs from being a military presence. Though they more than strong enough to defend themselves. Notable Achievements are indicated by tattoos, the more one has the high their rank.
Orcish Racial Traits
Orcish Ethnicities[edit]
Ethnicity | Gender | Base Height | Height Modifier | Base Weight | Weight Modifier | Height Range | Weight Range |
---|---|---|---|---|---|---|---|
Iwi | Female | 6 ft. | +2d3 in. | 290 lbs. | +2d4×5 lbs. | 6'2–6'6 | 300–330 lbs. |
Iwi | Male | 5 ft. 10 in. | +2d3 in. | 270 lbs. | +2d4×5 lbs. | 6'–6'4 | 280–310 lbs. |
Sana | Female | 5 ft. 9 in. | +1d4+1 in. | 220 lbs. | +2d4×5 lbs. | 5'11–6'2 | 230–260 lbs. |
Sana | Male | 5 ft. 7 in. | +1d4+1 in. | 210 lbs. | +2d4×5 lbs. | 5'9–6' | 220–250 lbs. |
Ma'a | Female | 5 ft. | +2d4 in. | 194 lbs. | +2d4×7 lbs. | 5'2–5'10 | 208–250 lbs. |
Ma'a | Male | 4 ft. 10 in. | +2d4 in. | 185 lbs. | +2d4×7 lbs. | 5'–5'8 | 199–241 lbs. |
Witi | Female | 5 ft. 8 in. | +2d4 in. | 234 lbs. | +2d4×7 lbs. | 5'10–6'4 | 248–290 lbs. |
Witi | Male | 5 ft. 6 in. | +2d4 in. | 224 lbs. | +2d4×7 lbs. | 5'8–6'2 | 238–280 lbs. |
Iwi Orcs
- Name parts: ahi (fire), ala (path), aloha (love), anu (cool), hau (snow), hōkū (star), honua (earth), ipo (sweetheart), kai (ocean, sea), kani (sound), kau (cow, bull), keiki (child, youth), koa (warrior), leo (voice), lio (horse), makana (gift), makani (wind), mana (power), mele (song), nani (glory), one (sand), pua (flower, offspring), ua (rain), uhi (mist), wai (water).
- Will to survive: Iwi Orcs gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. (This trait may replace Scent or Damage Reduction)
- Silent Hunter: Iwi Orcs reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait). (This trait may replace Ferocity).
- Weapon Familiarity: Iwi Orcs are proficient with the Taiaha, Atlatl, and Wahaika, and treat any weapon with the word "orc" in its name as a martial weapon. (This trait may replace Scent or Damage Reduction).
Sana Orcs
- Birth Names Day: Tasi (one), Lua (two), Tolu (three), Fa (four), Lima (five), Ono (six), Fitu (seven).
- Birth Names Time: Vave (early), Taeao (morning/dawn), Aoauli (noon/midday), Afiafi (evening), Tuia (late), Po (night), Vaeluapo (midnight).
- Names Parts: Al (love), At (might), Fe (fear), Fil (enemy), i (to/at), Iug (end), La (life/sun), Lap (club), Lau (blade), Le (will), Lea (not), Liu (death), Lo (under), Lug (over), Ma (with), Mai (from), Mal (strength), Mas (moon), Mat (beauty), Nu (victory), o (of/is), Oa (teach) Ol (joy), Sos (flee), Toi (defeat)
- The Long Game: Sana orcs gain +1 racial bonus on attack rolls against opponents they have been fighting for more than three rounds. (This trait may replace Scent or Damage Reduction)
- Master Nomad:Sana orcs gain a +2 racial bonus on Survival and Handle Animal checks, and Survival is always a class skill for them. Further, up to 10 animals and humanoids traveling with them can hustle or make a forced march for 1 hour longer than normal before taking nonlethal damage and becoming fatigued. (This trait may replace Scent or Damage Reduction).
- Shepherd: Sana orcs a +2 racial bonus on all Intimidate checks made to demoralize opponents and a +2 racial bonus on all Perception checks to avoid being surprised. Further, they treat whips and nets as martial weapons and gains a +2 bonus on Handle Animal checks. (This trait may replace Ferocity).
Ma'a Orcs
- Animal Names: I'a (fish), Lapiti (rabbit), Laumei (turtle), Luko (wolf), Puaa (pig), Tia (deer), Salu (quail), Uila (pheasant), U'u (bear), Ve'a (boar).
- Quality Names: Agalelei (graceful), Alaoa (resourceful), Atamia (wise), Filemu (silent), Fufulu (wily), Laki (lucky), Leaga (fierce), Malosi (strong/mighty), Mamalu (majestic), Tamalii (noble), Toa (brave), Vave (swift).
- Plant Names: Fefe (timid), Fugalaau (flower), Gūgū (dumb), Lalelei (skittish), Lau (leaf), Mitamita (proud), Paie (lazy), Telegese (slow), Vaivai (soft), Vao (bush).
- Skill Names: Agalelei (gentle), Faamaoni (loyal), Kuka (cooking), La'au (shepherd), Lalaga (weaver), Matagofie (charming), Mausali (steadfast), Onosai (patient), Tala (storyteller), Vaneina (carving).
- Mountain Walker: Ma'a Orcs gain a +4 racial bonus on Climb checks without rope and on Acrobatics checks to maintain balance. Climb is always a class skill. (This trait may replace Scent or Damage Reduction)
- Iron Stomach: Orcs gain a +2 racial bonus on saving throws made to resist nausea, the sickened condition, and disease. (This trait may replace Scent or Damage Reduction).
- Stone Hide: Ma'a Orcs gain +2 natural armor and a +4 racial bonus to stealth checks, this bonus increases to +8 in rocky or mountainous terrain. (This trait may replace Ferocity).
Witi Orcs
Physical Description: Witi orcs are as tall as 6'2 and weigh as much as 280 lbs. Their thick, wavey hair is typically black, but grey, reddish-brown, or brown are not un heard of. It is often decorated withflowers or tied back with a simple leather cord. They have amber, green, or hazel eyes and umber or dark copper skin.
- Female Names: Ahi (fire), Auahi (smoke), Honu (turtle), Okiha (ox), Poipoi (wave), Pokiha (fox), Te Ra (sunlight/day), Tia (deer), Uira (lightning), Whetu (stars)
- Male Names: Hata (deer/stag), Kapura (fire), Ngaru (wave), Paowa (smoke), Rangi (sky/day/music), Taika (tiger), Toroa (albatross), Tupuhi (storm/squall), Whatitiri (thunder), Wuruhi (wolf)
- 'Milk' Names: Anga (shell), Kiore (mouse/rat), Moko (lizard), Paru (dirt/mud), Poroka (frog/toad), Pupu (snail), Rakau (stick), Rau (leaves), Toka (rock), Uku (clay)
- Haka: Witi orcs can perform a bewildering show of prowess as a full-round action, they make an Intimidate check to demoralize all foes within 30 feet who can see their display. Further, they add their Strength modifier to Intimidate skill checks in addition to their Charisma modifier. (This trait may replace Scent or Damage Reduction)
- Weapon Familiarity: Iwi Orcs are proficient with the Taiaha, Terbutje, and great Terbutje, and treat any weapon with the word "orc" in its name as a martial weapon. (This trait may replace Scent or Damage Reduction).
- Capitalizing on Weakness: Witi orcs deal an additional 1d6 points of precision damage on a successful melee attack when striking a creature they flank, or has lost it's Dex to AC. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit. (This trait may replace Ferocity).
Xuilan[edit]
Xiulan are humanoid plants originally grown as royal assassins and guards.
Xuilan Racial Traits
Xiulan Ethnicities[edit]
Ethnicity | Gender | Base Height | Height Modifier | Base Weight | Weight Modifier | Height Range | Weight Range |
---|---|---|---|---|---|---|---|
Orchid | Male | 5 ft. | +1d6 in. | 950 lbs. | +2d4×5 lbs. | 5'1–5'6 | 105–145 lbs. |
Orchid | Female | 4 ft. 11 in. | +1d6 in. | 90 lbs. | +2d4×5 lbs. | 5'–5'5 | 100–140 lbs. |
Lily | Male | 3 ft. 6 in. | +2d4 in. | 150 lbs. | +2d4×7 lbs. | 3'–5'4 | 90–135 lbs. |
Lily | Female | 3 ft. 5 in. | +2d4 in. | 145 lbs. | +2d4×7 lbs. | 3'–5'4 | 90–135 lbs. |
Iris | Male | 3 ft. 5 in. | +2d4 in. | 120 lbs. | +2d4×7 lbs. | 5'2–5'4 | 90–115 lbs. |
Iris | Female | 3 ft. 3 in. | +2d4 in. | 90 lbs. | +2d4×7 lbs. | 5'2–5'4 | 90–115 lbs. |
Lotus | Male | 3 ft. 11 in. | +2d4 in. | 165 lbs. | +2d4×7 lbs. | 5'–5'5 | 100–135 lbs. |
Lotus | Female | 3 ft. 9 in. | +2d4 in. | 135 lbs. | +2d4×7 lbs. | 5'–5'5 | 100–135 lbs. |
Orchid Xiulan
- Female Names: Ah, Ai, An, Bao, Bo, Fa, Fen, Fu, Hua, Hai.
- Male Names: Da, Fa, Fai, Guo, Hai, Han, Ho, Ji, Jia, Jin.
- Surnames: Chǐ shé (toothed-tongue), Chuán (boat), É (moth), Hǔ (tiger), Nǚshì dì tuōxié (lady's slipper), Píng yè (flat-leaved), Quánshuǐ (springwater), Tiàowǔ nǚshì (dancing-lady), Xiāngcǎo (vinilla), Xīng (star).
- Hide in Plain Sight (Su): Orchid Xiulan can use the Stealth skill even while being observed and without cover or concealment. As long as she is within 10 feet of an area of dim light, she can hide from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow. (This trait may replace Plant Immunities).
- Improvised Weapon Mastery: Orchid Xiulan gain Improvised Weapon Mastery as a bonus feat (This trait may replace Low-light Vision).
Lily Xiulan
- Name parts: Ai (indigo), Aka (red), Ao (green, blue), Asu (tomorrow), Chi (thousand), Go (five), Hachi (eight), ichi (one), Ji (two), Jun (obedience), Juu (ten), Ka (fragrance, flower), Ken (healthy, strong), ki (yellow, tree, valuable), Kou (peace), Ku (nine), Kuro (black), Mi (beautiful), Moe (bud, sprout), Momo (hundred), Mori (forest), Mu (dream, vision), Non (sound), Rei (bell, wise), Ri (pear), Roku (six), Sa (blossom), Sabu (three), Shi (four), Shichi (seven), Shiro (white), Shizu (quiet), Sumi (clear), Ta (thick, big), Ya (night), Yo (world).
- Touch of Serenity (su):It must declare that Touch of Serenity is being used before the attack roll is made (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1/2 the Lily Xiulan's character level + their Wisdom modifier. They may attempt a Touch of Serenity once per day for every four levels they have attained (or once per day for every level of monk), and no more than once per round. (This trait may replace Plant Immunities).
- Improved Unarmed Strike: Lily Xiulan gain Improved Unarmed Strike as a bonus feat (This trait may replace Low-light Vision).
Iris Xiulan
- Female Names: Kanda, Kanya, Kulap, Lawan, Malai, Mali, Ratree, Sasithorn, Sukhon, Ubon.
- Male Names: Arthit, Klahan, Prasert, Preecha, Sakchai, Somsak, Suchart, Sunan, Thanksin, Wattana.
- Surnames: -ar, -cha, -chai, -ka, -ku, -pra, -sak, -sakhon, -sas, -wat.
- Superb Feint: If an Iris Xiulan makes a successfully feint, their opponent is denied its Dexterity bonus to AC until the end of the Xiulan's turn. (This trait may replace Plant Immunities).
- Weapon Familiarity: Iris Xiulan are proficient with Fighting fans, Nine-section whips, Rope darts, and Urumi. (This trait may replace Low-light Vision).
Lotus Xiulan
- Female Names: Arya, Devi, Esha, Jaya, Kasi, Lina, Mala, Rani, Reva, Shri.
- Male Names: Anuj, Dev, Indra, Jai, Kishor, Navin, Nirva, Rakesh, Ravi, Sashi.
- Sun Heal: Lotus Xiulan can heal themselves when exposed to sunlight. In sunlit conditions (magical or true), once per day as a standard action, the Lotus Xiulan can heal 2 points of damage per character level. Using this ability also provides the Lotus Xiulan with one meal’s worth of nourishment. (This trait may replace Plant Immunities).
- Amphibious: Lotus Xiulan are amphibious and can breathe both air and water (This trait may replace Low-light Vision).
Humans[edit]
Humans are the most common and diverse race.
Human Racial Traits
Human Ethnicities[edit]
As both the Bonus Feat and Skilled are worth 4 RP any Cultural Traits package may replace either of them (if you wish to model core equivalent races).
Ethnicity | Gender | Base Height | Height Modifier | Base Weight | Weight Modifier | Height Range | Weight Range |
---|---|---|---|---|---|---|---|
Amazons | Both | 6 ft. | +1d12 in. | 180 lbs. | +2d4×7 lbs. | 6'1–7' | 194–236 lbs. |
Ayleans | Male | 5 ft. 2 in. | +1d6 in. | 100 lbs. | +2d4×7 lbs. | 5'3–5'8 | 114–156 lbs. |
Ayleans | Female | 5 ft. | +1d6 in. | 93 lbs. | +2d4×7 lbs. | 5'1–5'6 | 107–149 lbs. |
Méng | Male | 5 ft. 2 in. | +2d4 in. | 125 lbs. | +2d4×7 lbs. | 5'3–5'10 | 139–181 lbs. |
Méng | Female | 5 ft. | +2d4 in. | 115 lbs. | +2d4×7 lbs. | 5'1–5'8 | 129–171 lbs. |
Niǎo | Male | 5 ft. 5 in. | +1d4 in. | 98 lbs. | +2d4×7 lbs. | 5'6–5'9 | 112–154 lbs. |
Niǎo | Female | 5 ft. 3 in. | +1d4 in. | 92 lbs. | +2d4×7 lbs. | 5'4–5'7 | 109–151 lbs. |
Shī rén | Male | 5 ft. | +2d4 in. | 105 lbs. | +2d4×7 lbs. | 5'2–5'8 | 119–160 lbs. |
Shī rén | Female | 4 ft. 9 in. | +2d4 in. | 98 lbs. | +2d4×7 lbs. | 4'11–5'5 | 100–154 lbs. |
Jiyū | Male | 5 ft. 1 in. | +2d4 in. | 98 lbs. | +2d4×7 lbs. | 5'3–5'9 | 100–154 lbs. |
Jiyū | Female | 4 ft. 11 in. | +2d4 in. | 90 lbs. | +2d4×7 lbs. | 5'1–5'7 | 104–146 lbs. |
Rén | Male | 5 ft. | +2d4 in. | 96 lbs. | +2d4×7 lbs. | 5'2–5'8 | 110–142 lbs. |
Rén | Female | 4 ft. 10 in. | +2d4 in. | 90 lbs. | +2d4×7 lbs. | 5'–5'6 | 104–146 lbs. |
Tōmin | Male | 4 ft. 10 in. | +1d4 in. | 90 lbs. | +2d4×5 lbs. | 4'11–5'2 | 100–140 lbs. |
Tōmin | Female | 4 ft. 7 in. | +1d4 in. | 80 lbs. | +2d4×5 lbs. | 4'8–4'11 | 90–130 lbs. |
Huan | Male | 5 ft. 5 in. | +2d4 in. | 99 lbs. | +2d4×7 lbs. | 5'3–5'10 | 113–155 lbs. |
Huan | Female | 5 ft. | +2d4 in. | 90 lbs. | +2d4×7 lbs. | 5'2–5'8 | 104–146 lbs. |
Şahin | Male | 5 ft. 4 in. | +2d4 in. | 111 lbs. | +2d4×7 lbs. | 5'6–6' | 125–167 lbs. |
Şahin | Female | 5 ft. | +2d4 in. | 101 lbs. | +2d4×7 lbs. | 5'2–5'8 | 115–157 lbs. |
Doğan | Male | 5 ft. | +2d4 in. | 101 lbs. | +2d4×7 lbs. | 5'2–5'8 | 115–157 lbs. |
Doğan | Female | 4 ft. 10 in. | +2d4 in. | 95 lbs. | +2d4×7 lbs. | 5'–5'6 | 109–151 lbs. |
Bjerg Folke | Male | 5 ft. 4 in. | +2d6 in. | 120 lbs. | +2d4×7 lbs. | 5'6–6'6 | 134–176 lbs. |
Bjerg Folke | Female | 5 ft. 2 in. | +2d6 in. | 110 lbs. | +2d4×7 lbs. | 5'4–6'4 | 124–166 lbs. |
Lave Landere | Male | 5 ft. 4 in. | +2d6 in. | 110 lbs. | +2d4×7 lbs. | 5'6–6'6 | 124–166 lbs. |
Lave Landere | Female | 5 ft. 2 in. | +2d6 in. | 100 lbs. | +2d4×7 lbs. | 5'4–6'4 | 114–156 lbs. |
Jibade | Male | 5 ft. 6 in. | +2d6 in. | 105 lbs. | +2d4×7 lbs. | 5'8–6'8 | 119–161 lbs. |
Jibade | Female | 5 ft. 4 in. | +2d6 in. | 100 lbs. | +2d4×7 lbs. | 5'6–6'6 | 114–156 lbs. |
Thamiri | Male | 5 ft. 4 in. | +2d4 in. | 125 lbs. | +2d4×7 lbs. | 5'6–6'4 | 139–181 lbs. |
Thamiri | Female | 5 ft. 2 in. | +2d4 in. | 115 lbs. | +2d4×7 lbs. | 5'4–6'2 | 129–171 lbs. |
Badawi | Male | 5 ft. 4 in. | +2d6 in. | 110 lbs. | +2d4×7 lbs. | 5'6–6'6 | 124–166 lbs. |
Badawi | Female | 5 ft. 2 in. | +2d6 in. | 100 lbs. | +2d4×7 lbs. | 5'4–6'4 | 114–156 lbs. |
Amazons
- Names: Abraxas, Callias, Chloe, Eirene, Hero, Ira, Jordi, Kalidas, Leonidas, Melitta, Myrrine, Nikanor, Phoibe, Sappho, Tyche, Vander, Xanthe, Xylon, Zan, Zephir.
- Strong but Arrogant: Amazons receive a +2 racial bonus to Strength, and a -2 penalty to Charisma.
- Phalanx: Amazons are used to living and fighting communally with other Amazons. Up to two Amazons can share the same square at the same time. If two Amazons that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Further, all Amazons are proficient with Spears, Shortswords, bows, and shields.
Ayleans
- Male Names: Alexander, Atticus, Augustus, Cornelius, Dexterus, Donatus, Julianus, Luscious, Phineas, Thaddeus, Tiberius
- Official Female Names: Prima, Dula, Trica, Quarteta, Quinna, Septia, Octavia, Nina, Deca
- Female Names: Alexandria, Augustina, Camilla, Cassia, Drusilla, Julia, Luscia, Maxima, Phinea, Valentina
- Family/Branch Names: Arrius, Atrius, Balventius, Calvisius, Cantilius, Duronius, Fabius, Gavius, Horatius, Junius, Modius, Nigidius, Oppius, Paprius, Salvius, Stertinius, Titius, Trebatius, Varius, Victricius.
- Proper Respect: Ayleans know how to show proper respect to their betters, and how to garner respect from their subordinates. Ayleans gain a +2 racial bonus on Diplomacy and Intimidate checks, and Diplomacy is always a class skill for them.
- Comprehensive Education: Ayleans gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels.
Dao Ming
Méng
- Nouns: Abaqa (Uncle), Amur (Peace), Baatar (Hero), Bayar/Jirgal (happiness), Bolad/Bold/Gan (Steel), Bolor (crystal), Buqa (Bulls), Chimeg (Decoration/ornament), Chuluun (Stone), Engke/Enkh (Peace), Erdene (Jewel), Esen (Good Health), Gerel (Light), Hulagu (Surplus), Kesig/Öljei (Blessing), Möngke/Mönkh (Eternity), Naran (Sun), Nasu (Long Life), Od (Star), Oyuun (Mind/Wisdom), Saran (Moon), Sarnai (Rose), Sükh (Ax), Temür/Tömör (Iron), Tsetseg (Flower), Tulga (Hearth), Tuyaa (Ray/Beam), Zorig (Courage)
- Adjectives: Altan (Golden), Bat/Batu (firm), Berke (Hardness), Chagha’an (White), Köke (Blue), Otgon (youngest), Qara (Black), Saikhan (Fine), Toqto'a (Stability), Tungalag (Clear), Uran (Artistic)
- Taboo Names: Enebish (Not This One), Khenbish (Nobody), Khulan (onager, wild donkey), Khünbish (Not A Human Being), Medekhgüi (I Don't Know), Muunokhoi (Vicious Dog), Nekhii (Sheepskin), Nergüi (No Name), Ogtbish (Not At All), Terbish (Not That One)
- Heart of the Steppe: Méng gain a racial bonus equal to half their character level on Survival checks, and once per day, they may ignore an effect that would cause them to become fatigued or exhausted.
- Nomadic Sheppard: Méng gain a +2 racial bonus on Survival, Knowledge (geography) and Handle Animal checks, and Survival is always a class skill for them. Further, up to 10 animals traveling with them can hustle or make a forced march for 1 hour longer than normal before taking nonlethal damage and becoming fatigued.
Niǎo
- First Syllable: Bo, Da, Dong, Ki, Kyung, Man, Mun, Shi, Soon, Woo
- Second Syllable: A, Gi, Hye, Jin, Nam, Seok, Sun, Tae, Won, Yoon
- Family Names: Bak, Choi, Chung, Jung, Kim, Lee, Pak, Rhee, Yi
- Observers of the Natural World: Niǎo gain a +2 racial bonus on Perception and Knowledge (Nature) checks, and Perception is always a class skill for them. Additionally, they gain a +1 racial bonus on all saving throws against illusion effects.
- From Three Kingdoms: Choose One:
- Romantic: Niǎo with this trait gain a +2 racial bonus on Diplomacy checks to influence those who might be romantically attracted to them, a +2 racial bonus to one category of Perform checks and a +2 racial bonus to any Knowledge checks that deal with the local music scene. Diplomacy is always a class skill for them.
- World Wise: Niǎo with this trait gain a +2 racial bonus on Sense Motive checks, and Sense Motive is always a class skill for them. Further, three times per day when attempting a skill check for a skill they’re untrained in, they can roll twice and take the better result.
- One of the Multitude: Niǎo with this trait gain a +1 racial bonus on Bluff, Diplomacy, Disguise, Sleight of Hand, and Stealth checks when within 10 feet of at least two other humanoids. They gain a +1 racial bonus on attacks of opportunity made while flanking.
Shī rén
- Male Names: Agni, Amar, Bala, Durai, Ganesh, Hari, Isha, Kama, Kavi, Raj
- Female Names: Amala, Asha, Avani, Ila, Kala, Lila, Malini, Neha, Rajani, Sati
- Philosophy of Nonviolence: Shī rén can use any weapon to deal nonleathal damage without penalty and they are profiecent with the whip and net. Further, they gain a +2 racial bonus on Heal checks and Heal is always a class skill for them.
- Ritual Etiqitte: All interactiona are set ceremonies, and everyone knows how to play thier part. Shī rén can usea Perform (Acting or Oratory) in place Diplomacy, Bluff, or Intimidation with people of high social standing.
Jiyū
- Male Names: Amara, Bona, Chann, Darany, Heng, Kiri, Nimol, Prak, Rith, Sann
- Female Names: Ary, Botum, Da, Jorani, Maly, Nuon, Sobin, Sok, Vanna, Veata
- Family Names: Ben, Chen, Din, Keo, Khin, Mao, Myu, Tang, Tat, Yun
- Inpentrable Faith: Jiyū gain a +1 racial bonus on Will saves against divine spells and spell-like effects employed against them by devotees of Other faiths.
- Mana Flow: Jiyū gains a pool of ki points equal to their Wisdom modifier (minimum 1). They can spend and regain ki points as a monk, however they can not make ki strikes. If they gain a ki pool later, they gain half their Wisdom bonus (minimum 1) as bonus ki points to their ki pool.
- Herbalist: Jiyū gain a +2 racial bonus on Heal and Knowledge (Nature) checks, and Heal is always a class skill for them.
Rén
- Male Names: Bang, Cheng, Fu, Gou, Jin, Jun, Li, Ping, Tai, Yong
- Female Names: Ai, Fen, Ju, Lan, Mei, Nuan, Su, Wen, Xiu, Yin
- Family Names: Bao, Cheng, Kuang, Liang, Mao, Pan, Shen, Wan, Yang, Zheng
- Comprehensive Education: Rén gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. Additionally, they can speak and read two additional languages of your choice.
- Defence Training: Rén gain a +1 bonus on combat maneuver checks and to CMD.
Tōmin
- Male Names: Akio, Daichi, Haruki, Hibiki, Itsuki, Kaito, Katashi, Kenji, Nobu, Riku
- Female Names: Ai, Aki, Emi, Hana, Haru, Hikari, Izumi, Kiku, Midori, Rei
- Family Names: Akiyama, Fujioka, Hamasaki, Kagome, Kawaguchi, Matsuoka, Mori, Nakano, Sato, Tachibana
- Insular: Tōmin gain a +2 racial bonus on attack rolls and skill checks to use the aid another action to aid other Tōmin. However, they may only start with Saezuri; if they have high Intelligence scores, they can select their bonus languages from among Shuōhuà, Nói Nhỏ, Nùhǒu, and Nolea.
- Ways of Life: Choose one:
- Samurai: Tōmin with this trait gain a +2 racial bonus to Profession (Soldier), and on Survival checks to navigate or follow tracks. Further, they gain a +1 bonus to Will saves vs. fear effects.
- Jizamurai: Tōmin with this trait gain a +2 racial bonus to Profession (Farmer), and on Survival checks to locate food and water; Profession (Farmer) is always a class skill for them. Further, they receive a +1 bonus on all Constitution checks.
- Fishermen: Tōmin with this trait gain a +2 racial bonus to Profession (Sailor), and on Survival checks to locate food (this bonus doubles when near a body of water); Profession (Sailor) is always a class skill for them. Further, in matters related to the ocean, they gain a +2 bonus to Knowledge (nature) checks.
Huan
- Male Names: An, Bâo, Chí, Hùng, Nguyên, Quân, Thanh, Vân, Vinh, Xuân
- Female Names: Cam, Hoa, Kim, Lan, Liên, Mai, Thu, Tién, Tú, Yên
- Male Middle Name: Chí, Công, Dinh, Minh, Nhung, Quang, Thành, Trai, Văn, Viên
- Female Middle Name: Bình, Châu, Chi, Huệ, Lành, Linh, Phương, Thi, Trúc, Vinh
- Family Names: Bùi, Hồ, Huỳnh, Kim, Lê, Pham, Ngô, Tiêu, Trần, Vũ
- Piety: Huan receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, a Huan can call out to their deity in order to receive a +2 racial bonus on that roll; they can use this ability only if they are able to speak.
- Industrious: Huan gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill.
Şahin (shah hin)
- Female Names: Arzu, Asli, Eda, Esra, Irem, Lale, Naz, Sila, Sule, Zehra
- Male Names: Asil, Aziz, Baki, Bakir, Demir, Erol, Eser, Ozan, Tahir, Timur
- Cossak: Once per day, when they succeed at a Ride check, the Şahin can attempt an immediate Intimidate check against the nearest foe. If they fail this check, the DC of their next Intimidate check against that opponent does not increase (as it normally would). Additionally, While riding any horse bareback, the Şahin are treated as though they are riding it with a riding saddle (placing any actual saddle upon the horse negates this benefit).
- Plains Nomad: the Şahin gain a +2 racial bonus on Survival, Knowledge (Geography) and Knowledge (Nature), and Survival is always a class skill for them. Further, they receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Doğan (doh jan)
- Female Names: Azar, Banu, Donya, Jahel, Kiana, Laleh, Mina, Sahar, Tarsa, Zhila
- Male Names: Amir, Basir, Bijan, Izad, Kasra, Mir, Omid, Reza, Sajad, Zand
- Surnames: Akdemir, Asani, Aslan, Başar, Çoban, Demir, Ekren, Ekşi, Eriş, Farhi, Gür, Hanım, Haşim, Kaldırım, Karakaş, Kaş, Özdemir, Özkök, Şakir, Taş
- Trick Riding: Doğans gain a +2 racial bonus on Acrobatics, Handle Animal and Ride checks when dealing with horses. Further, any horse trained by them gains an aditional trick.
- Song and Story: The Doğans are exposed to a wide variety of tales, from both home and abroad. Doğans gain a +2 racial bonus on Perform (singing and storytelling), and Knowlegde (History). Additionally, Once per day, they can make a Knowledge check (even if they are untrained) with a trait bonus equal to their Intelligence modifier plus 3 (minimum +1).
Bjerg Folke
- Female Names: Astrid, Brynhild, Gunnvor, Hilde, Ingrid, Ragnhild, Sigrid, Solveig, Torunn, Vigdis
- Male Names: Arne, Bjorn, Eirick, Gunnar, Harald, Ivar, Magnus, Sigurd, Stienar, Valdemar
- Heart of the Mountains: Bjerg Folke gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude.
- Imposing: Bjerg Folke gain a +2 racial bonus on Intimidate checks, and Intimidate is always a class skill for them. Further, they add Strength bonus to intimidate checks.
Lave Landere
- First Part: Blad-, Brun/Bryn-, Ek-, Falk/Falken-, Finn-, Fors-, Gran-, Grav-, Gunn-, Hall-, Holm(e)-, Ing-, Nor-, Øster-, Rose-, Sig-, Sønder-, Stor-, Sund-, Wester-
- Second Part Female: -blad, -foss/voss, -grav, -gren, -heim/hem, -löv, -neer/ner, -nor/nørre, -øster, -ros/rosen, -rud, -sølv, -smede, -sønder, -wester
- Second Part Male: -biôrn, -fors, -geirr, -graven, -hell, -kron, -löf, -myr, -neder, -ness, -nord/norden, -øster, -ryd, -ström, -vester
- Heart of the Wilderness: Lave Landeres gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them.
- Warrior's Blood: Lave Landeres gain a +1 racial bonus on initiative and a +2 racial bonus on Intimidate checks. Further, they gain +1 weapon damage whenever a morale bonus to attack is in effect.
Jibade
- Female Names: Aziza, Kamilah, Mariasha, Nabirye, Rehema, Sagira, Sahirah, Sekhet, Tahirah, Zalika
- Male Names: Amsi, Aten, Hamadi, Jahi, Kaphiri, Omari, Sebak, Sekani, Tehuti, Yafeu
- Pharaoh's Blood: Jibade gain a +2 racial bonus on Diplomacy and Intimidate checks, a +2 racial bonus on any saving throws made to resist the effects of being in hot conditions, and a +1 racial bonus on all saving throws against fire effects.
- Alchemy Expert: Jibade gain the Brew Potion feat. Further, They can choose one 1st-level spell from the bard, cleric, druid, or sorcerer/wizard spell list and may create potions of this spell as if it were on their spell list.
- Weapon Familiarity: Jibad are proficient with khopeshs, bows, spears, and cresent axes.
Thamiri
- Female Names: Aisha, Amani, Basira, Dalal, Isra, Janan, Karima, Laila, Nadira, Rasima
- Male Names: Amir, Aziz, Basir, Faraj, Jabir, Nadir, Nizar, Omar, Rasim, Sharif
- Dragon's Eye: Thamiri receive a +2 racial bonus on Perception checks to notice coins, gems, jewelry, and valuable trade goods. They gain a chance to notice such goods whenever they pass within 10 feet of them, whether or not they are actively looking.
- Desert Born: Thamiri gain a +4 racial bonus on Stealth and Survival checks while within the desert. Further, they receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
Badawi
- Female Names: Ava, Azar, Dana, Leila, Nahid, Nasrin, Parisa, Parvaneh, Roshan, Shirin
- Male Names: Azad, Baraz, Ehsan, Hadi, Jahan, Javed, Mahdi, Navid, Omid, Yaser
- Prefixes: Haji- (pilgrim), Jenaab- (sir, excellency), Khan- (honored person), Mir- (royal descent), Ostad- (person who is master of a profession)
- Suffixes: -i (creates an adjective), -ian (creates a plural adjective), -an (plural), -pour (military descent), -zadeh (descendant of), -nezhad/nejad (of race/clan), -nia (His/Her highness), -far (the light of), -bakhsh (granted by), -dad (given by)
- Sand Merchant: Whenever a Badawi buys from or sells to a merchant, they treat a settlement’s Base Value and Purchase Limit as 20% higher. Further, they can resell items at an additional 10% over the amount of gp they normally would get from selling off treasure.
- Well Supplied: Once per day, when a Badawi is confronted with a situation that calls for a particular mundane item, they happen to have such an item on their person. The item must cost no more than 25 gp plus 5 gp per level, and they must pay its cost when they “find” it (in other words, the money they thought they had on their person was actually the item). The item must be something they can easily carry—for example, if they are on foot and have only a backpack, they could not have a large iron cauldron. They can’t find magical items using this feat, nor can they have specific items, such as the key to a particular door. If they are stripped of their equipment or possessions, they lose the benefits of this feat until you have at least a day to resupply and acquire new items.
- Dune Nomad: A Badawi gains a +2 racial bonus on all Appraise, Knowledge (geography) and Survival checks. Further, they receive a +2 racial bonus on any saving throws made to resist the effects of being in hot conditions.
Halfbreeds[edit]
Dwarves, Humans, and Orcs can crossbreed with each other.
Dwarf/Human Hybrid Racial Traits
Dwarf/Orc Hybrid Racial Traits
Human/Orc Hybrid Racial Traits
Halfbreed Ethnicities[edit]
Halfbreeds adopt Ethnicities from either parent component. If you wish to model core equivalent races: Anything that can replace Damage Reduction, Ferocity, Skilled or the Bonus Feat can also replace Focused Study, Scent, or Healthy AND Master Craftsman; and anything that can replace Healthy or Master Craftsman can also replace Orc Ferocity.
Also, halfbreeds tend to take after one parent more than the other and so they use that parent's height and weight chart. In general, those with Dwarven parentage tend to be short and squat by the other parent's standard (-1d6 in., +1d4x5 lbs.) and those with Orcish heritage tend to pack on more girth (+1d4x5 lbs. for males and +1d4x7 for females).
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