Aasimar

This radiant blond pair are dressed in flowing white and gold, their serene beauty echoed by the sun-shaped celestial instrument cradled in the man’s hand.

Aasimars are humans with a significant amount of celestial or other good outsider blood in their ancestry. Aasimars are not always good, but it is a natural tendency for them, and they gravitate to good faiths or organizations associated with celestials. Aasimar heritage can hide for generations, only to appear suddenly in the child of two apparently human parents. Most societies interpret aasimar births as good omens. Aasimars look mostly human except for some minor physical trait that reveals their unusual heritage. Typical aasimar features are hair that shines like metal, unusual eye or skin color, or even glowing golden halos.

CR 1/2 XP 200
Aasimar cleric 1
NG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 11 (1d8+3)
Fort +4, Ref +0, Will +5
Resist acid 5, cold 5, electricity 5
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee heavy mace –1 (1d8–1)
Ranged light crossbow +0 (1d8/19–20)
Special Attacks channel positive energy (5/day, 1d6, DC 12); rebuke death (1d4+1, 6/day); touch of good (6/day)
Spell-Like Abilities (CL 1st; concentration +3)
1/day—
Spells Prepared (CL 1st; concentration +4)
1st—, (DC 14),
0 (at will)—, ,
Domains Good, Healing
STATISTICS
Str 8, Dex 10, Con 14, Int 13, Wis 17, Cha 14
Base Atk +0; CMB –1; CMD 9
Feats Turn Undead
Skills Diplomacy +8, Heal +7, Knowledge (religion) +5
Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common, Draconic
ECOLOGY
Environment any land
Organization solitary, pair, or team (3–6)
Treasure NPC gear (scale mail, heavy mace, light crossbow with 10 bolts, other treasure)

AASIMAR CHARACTERS
Aasimars are defined by class levels—they do not possess racial Hit Dice. Aasimars have the following racial traits.
+2 Charisma, +2 Wisdom: Aasimars are insightful, confident, and personable.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equals the aasimar’s class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose any of the following bonus languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

 

Android

This pale pair wear severe black armor and leather, while luminous blue circuitry traces their bodies and a crackling geometric crystal hovers between the man’s fingers.

The technological beings known as androids possess an almost human appearance. Although they are not human, most androids who dwell among humans prefer to hide their true nature and attempt to live as if they were humans. Their difficulty in understanding and imitating emotions can betray their true nature if they are not careful, so most study humans intently to become better at disguising themselves. Androids are created, not born, and come into the world fully mature. The alien forges in which new androids are created are hidden in mysterious ruins, and most androids have no memory of the processes involved in their creation or the locations where their construction took place.  A typical android stands 6 feet tall and weighs 200 pounds.

CR 1 XP 200
Android rogue 1
N Medium humanoid (android)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +0; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
OFFENSE
Speed 30 ft.
Melee rapier +3 (1d6+1/18–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 13, Dex 17, Con 14, Int 14, Wis 10, Cha 6
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Skills Acrobatics +7, Climb +5, Disable Device +7, Escape Artist +7, Knowledge (engineering) +3, Knowledge (local) +6, Perception +6, Sense Motive +0, Sleight of Hand +7, Stealth +7
Racial Modifiers +2 Perception, –4 Sense Motive
Languages Common, Dwarven, Elven
SQ emotionless, exceptional senses, nanite surge, trapfinding +1
ECOLOGY
Environment any
Organization solitary, pair, or platoon (3–12)
Treasure NPC gear (leather armor, rapier, other treasure)
SPECIAL ABILITIES
Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
Emotionless Androids can never gain morale bonuses and are immune to fear effects and emotion effects. They have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Nanite Surge (Ex) An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting her a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry tattoos glow with light equivalent to that of a torch for 1 round.

ANDROID CHARACTERS  
Androids are defined by their class levels—they do not possess racial Hit Dice. An android’s challenge rating is equal to her class level. Androids have the following racial traits.  
+2 Dexterity, +2 Intelligence, –2 Charisma: Androids have swift ref lexes and are very intelligent, but often have difficulty relating to others.  
Exceptional Senses (Ex): Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.  
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
Emotionless: Androids can never gain morale bonuses and are immune to fear effects and emotion effects. They have problems processing emotions properly, and thus take a -4 penalty on Sense Motive checks.
Nanite Surge (Ex): An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting her a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch for 1 round.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any language as a bonus language (except secret languages, such as Druidic).

 

Astomoi

This humanoid appears to be made of darkness, and has no discernible ears, eyes, mouth, or nose.

These mysterious humanoids require no food—indeed, they have no mouths—and they have no eyes with which to survey their environment. Instead, they rely on their powerful minds to sense the world around them, and subsist on nutrients absorbed from the air. This can turn against them, however, as powerful smells and inhaled poisons can render an astomoi helpless. Predisposed to asceticism, astomoi rarely wear more than rags, if they wear anything at all.

CR 1/2 XP 200
Astomoi psychic 1
N Medium humanoid (astomoi)
Init +1; Senses darkvision 60 ft., scent, telepathic senses; Perception +7
DEFENSE
AC 14, touch 14, flat-footed 13 (+1 Dex, +3 Wis)
hp 7 (1d6+1)
Fort +0, Ref +1, Will +5; –2 vs. disease and inhaled poison
Immune ingested poisons
Weaknesses sensitive breath
OFFENSE
Speed 30 ft.
Melee dagger –1 (1d4–1/19–20)
Special Attacks phrenic amplification (conjured armor), phrenic pool (3 points), physical push (+3, 3/day)
Psychic Spells Known (CL 1st; concentration +4)
1st (4/day)—, (DC 14),
0 (at will)— (DC 13), (DC 13), ,
Psychic Discipline self-perfection
STATISTICS
Str 8, Dex 13, Con 10, Int 17, Wis 16, Cha 10
Base Atk +0; CMB –1; CMD 13
Feats Combat Casting
Skills Diplomacy +4, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Celestial, Common, Sylvan (can’t speak any language); telepathy 100 ft.
SQ mouthless
ECOLOGY
Environment any land
Organization solitary, pair, or convent (6–20)
Treasure NPC gear (dagger, other treasure)
SPECIAL ABILITIES
Mouthless (Ex) Astomoi don’t need to eat or drink to survive. Instead, they absorb the essence of food and drink; this consumes the nutrients of the meal as though it had been eaten, rendering the food useless to others. Astomoi consume potions and other ingested materials in the same fashion. Since they never actually ingest anything, they can’t normally be exposed to ingested poisons.
Sensitive Breath (Ex) Astomoi take a –2 penalty on saving throws against disease and inhaled poisons.
Telepathic Senses (Ex) Astomoi can’t speak or see, but can mentally sense the area within 60 feet, as per darkvision, and can speak telepathically. An astomoi can’t see anything beyond 60 feet. An astomoi must provide thought components for spells that normally require verbal components. It can use language-dependent abilities with its telepathy, but not abilities that depend on audible components.

ASTOMOI CHARACTERS  
Astomoi are defined by class levels—they don’t have racial Hit Dice. Astomoi have the following racial traits.  
–2 Constitution, +2 Intelligence, +2 Wisdom: Astomoi ever pursue enlightenment through self-denial and are psychically attuned to their surroundings, but their delicate bodies are more susceptible to the physical dangers of the world.  
Medium: Astomoi are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Astomoi have a base speed of 30 feet.  
Scent: Astomoi have the scent special ability.  
Telepathic Senses: Astomoi can’t speak or see, but can mentally sense the area within 60 feet, as per darkvision, and can speak telepathically. An astomoi can’t see anything beyond 60 feet. An astomoi must provide thought components for spells that normally require verbal components. It can use language-dependent abilities with its telepathy, but not abilities that depend on audible components.
Sensitive Breath: Astomoi take a -2 penalty on saving throws against disease and inhaled poisons.
Mouthless: Astomoi don’t need to eat or drink to survive. Instead, they absorb the essence of food and drink; this consumes the nutrients of the meal as though it had been eaten, rendering the food useless to others. Astomoi consume potions and other ingested materials in the same fashion. Since they never actually ingest anything, they can’t normally be exposed to ingested poisons.
Languages: Astomoi begin play knowing Common, but as they have no mouths, they cannot speak. They have telepathy with a range of 100 feet. Astomoi with high Intelligence scores can choose any of the following languages: Abyssal, Aklo, Celestial, Elven, Gnome, Infernal, and Sylvan.

 

Catfolk

This pair of lithe feline humanoids wear practical adventuring leathers, the tawny male crouching beside his taller, spotted companion as she toys with a coiled rope.

Most catfolk are tribal hunter-gatherers who dwell in harmony with nature, though some tribes have acclimated well to urban environments. As a culture, catfolk are loyal, generous, and amiable. They like belonging to and being at harmony with a group whose members work together to accomplish their needs and wants. Tribal catfolk prefer for the most capable societal members to lead, so every tribe has a council of elevated subchiefs. A tribe’s chief is usually the most competent (and magically talented) member of that tribe. Personal growth is part of catfolk culture, as is expression as a means of personal exploration. Catfolk have few taboos, and often exhibit harmless but strange eccentricities. Individuals cultivate a wide range of pursuits and self-expression, taking risks others might label unwise. Most individual catfolk like to be the center of attention, but not at the cost of group cohesion.

CR 1/2 XP 200
Catfolk ranger 1
NG Medium humanoid (catfolk)
Init +3; Senses low-light vision; Perception +2
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +0
OFFENSE
Speed 30 ft.
Melee longsword +3 (1d8+2/19–20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (magical beasts +2)
STATISTICS
Str 14, Dex 17, Con 12, Int 8, Wis 11, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Weapon Focus (longbow)
Skills Climb +5, Handle Animal +5, Knowledge (nature) +3, Perception +2, Stealth +8, Survival +6
Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common
SQ cat’s luck, sprinter, track +1, wild empathy +2
ECOLOGY
Environment any temperate or warm forest or plains, or urban
Organization solitary, pair, pride (3–12 plus 1 leader of 3rd level and 1–4 cheetahs or leopards), or tribe (13–60 plus 50% noncombatants and 1 subchief of 3rd level per 10 adults, and 1 chief of 6th level plus 6–12 cheetahs or leopards)
Treasure NPC gear (studded leather armor, longbow with 20 arrows, longsword, other treasure)
SPECIAL ABILITIES
Cat’s Luck (Ex) Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.
Sprinter (Ex) A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.

CATFOLK CHARACTERS
Catfolk have no racial Hit Dice, gaining their capabilities from class levels. All catfolk have the following racial traits.
+2 Dexterity, –2 Wisdom, +2 Charisma: Catfolk are agile and amiable, but they are known for their lack of common sense and self-control.
Low-Light Vision: In dim light, catfolk can see twice as far as humans.
Cat’s Luck: Once per day when a catfolk makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before the saving throw is attempted.
Sprinter: A catfolk gains a 10-foot racial bonus to its speed when using the charge, run, or withdraw actions.
Natural Hunter: Catfolk receive a +2 racial bonus on Perception, Stealth, and Survival checks.
Languages: Catfolk speak Catfolk and Common. A catfolk who has a high Intelligence score can choose from the following bonus languages: Elven, Gnoll, Gnome, Goblin, Half ling, Orc, and Sylvan.

 

Changeling

These unnaturally pale women have long black hair, jewel-bright mismatched eyes, and elegant dark clothing ornamented with moons, chains, and other occult trinkets.

Born of mysterious origins and raised by unknowing foster parents, changelings are the children of hags and their tricked lovers. Most don’t know of their monstrous origins, but there comes a time in every changeling’s life when these roots begin to call out to their host, urging the confused girl toward some end she can’t identify. When a hag of any sort conceives a child with a man, the result is a changeling. The male parent is usually killed and eaten by his partner before he can see the offspring. Changelings are, without exception, female, and almost always tall and slender. A changeling’s hair is typically long and dark, and her skin abnormally pale, but she otherwise looks for all practical purposes like a member of her father’s race. A frequent—but not universal—trait of changelings is noticeably mismatched eyes, each of which is a different color common among her father’s race. Upon reaching puberty and adulthood, the average changeling born to a human father stands approximately 5-1/2 feet tall and weighs about 110 pounds.

CR 1/2 XP 200
Female changeling witch 1
LN Medium humanoid (changeling)
Init –1; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 10, touch 9, flat-footed 10 (–1 Dex, +1 natural)
hp 8 (1d6+2)
Fort +1, Ref –1, Will +4
OFFENSE
Speed 30 ft.
Melee 2 claws +0 (1d4+1)
Special Attacks hexes (cauldron)
Witch Spells Prepared (CL 1st; concentration +3)
1st— (DC 14), (DC 14)
0 (at will)— (DC 13), , (DC 13)
Patron transformation
STATISTICS
Str 10, Dex 8, Con 12, Int 15, Wis 14, Cha 15
Base Atk +0; CMB +0; CMD 9
Feats Brew Potion, Combat Casting
Skills Craft (alchemy) +10, Heal +6, Knowledge (arcana) +6, Spellcraft +6
Languages Common, Draconic, Elven, Orc
SQ hulking changeling, witch’s familiar (spider)
ECOLOGY
Environment any
Organization solitary
Treasure gear (quarterstaff, spell component pouch, other treasure)

CHANGELING CHARACTERS
Changelings are defined by their class levels— they don’t have racial Hit Dice. All changelings have the following racial traits.
–2 Constitution, +2 Wisdom, +2 Charisma: Changelings are frail, but are clever and comely.
Hag Trait: A changeling possesses one of the following traits, depending on the type of hag her mother is.
Hulking Changeling (Annis Hag): The changeling gains a +1 racial bonus on melee damage rolls.
Green Widow (Green Hag): The changeling gains a +2 racial bonus on Bluff checks against creatures that are sexually attracted to her.
Sea Lungs (Sea Hag): The changeling can hold her breath for a number of rounds equal to 3 × her Constitution score before she risks drowning.
Claws: A changeling’s hands and fingernails tend to harden and become sharp, granting her two claw attacks, each of which deals 1d4 points of damage.
Natural Armor: Changelings have a +1 natural armor bonus.
Darkvision: Changelings can see in the dark up to 60 feet.
Languages: Changelings begin play speaking Common and the primary language of their host society. Changelings who have high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Elven, Giant, Gnoll, Goblin, and Orc.

 

Dhampir

This strikingly pale, dark-haired pair wear elaborate black-and-crimson finery, their red eyes and elegant blades lending them an unmistakably predatory air.

Cursed from birth, dhampirs result from the rare and unnatural union of vampires and humans. Although not driven to consume blood for survival as their undead progenitors are, dhampirs nonetheless know a lifelong desire for blood that nothing else can truly sate. Those who survive their early years face a life of fear and mistrust, their unnatural beauty and incredible ref lexes marking them as scions of the night just as surely as their sensitivity to light. Although polluted by undeath, dhampirs do grow old and die, aging at a rate similar to elves.

CR 1/2 XP 200
Dhampir fighter 1
CE Medium humanoid (dhampir)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +1
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+3)
Fort +2, Ref +3, Will –1 (+2 vs. disease and mind-affecting effects)
Defensive Abilities negative energy affinity, resist level drain
Weakness light sensitivity
OFFENSE
Speed 30 ft.
Melee rapier +4 (1d6+1/18–20)
Spell-Like Abilities (CL 1st; concentration +4)
3/day—
STATISTICS
Str 13, Dex 17, Con 10, Int 10, Wis 8, Cha 16
Base Atk +1; CMB +2; CMD 15
Feats Toughness, Weapon Finesse
Skills Bluff +5, Intimidate +7, Perception +1, Ride +5, Survival +3
Racial Modifiers +2 Bluff, +2 Perception
Languages Common
ECOLOGY
Environment any land
Organization solitary, pair, or court (3–8 and 1 vampire)
Treasure NPC gear (chain shirt, rapier, other treasure)
SPECIAL ABILITIES
Resist Level Drain (Ex) A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.

DHAMPIR CHARACTERS
Dhampirs are defined by class levels—they don’t possess racial Hit Dice. All dhampirs have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but closer to death than most mortals.
Senses: Low-light vision and darkvision 60 feet.
Manipulative: +2 racial bonus on Bluff and Perception.
Undead Resistance: Dhampirs gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
Light Sensitivity: A dhampir is dazzled in areas of bright sunlight or within the radius of a daylight spell (they take a -1 penalty on attack rolls and sight-based Perception checks in these conditions).
Negative Energy Affinity
: A dhampir is alive but is healed by negative energy and harmed by positive energy, as if it were an undead creature.
Spell-Like Ability: A dhampir can use detect undead three times per day as a spell-like ability. The caster level for this ability equals the dhampir’s class level.
Resist Level Drain: A dhampir takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a dhampir takes are removed without the need for an additional saving throw.
Languages: Dhampirs begin play speaking Common. Those with high Intelligence can choose any language as a bonus language (except druidic and other secret languages).

 

Dwarf

These broad, heavily built dwarves have thick braided red hair and wear fur-trimmed blue-and-steel armor, the man resting a massive runed hammer beside him.

Dwarves are a stout and hardy race renowned for their skill at stone-working, mining, metalcraft, and war. Most dwarven civilizations are founded in mountains, hills, or great subterranean strongholds, where extended families organize themselves into clans whose histories can stretch back for thousands of years. Dwarves place great value on ancestry, tradition, craftsmanship, and personal honor, and many consider a finely made weapon, suit of armor, or piece of masonry to be as worthy a legacy as any monument or written history. They are slow to forget either a kindness or an insult, and ancient friendships and grudges are often inherited by later generations. Though dwarves have a reputation for being stern, stubborn, and suspicious of outsiders, they are fiercely loyal once their trust has been earned. Dwarves tend to be broad and heavily built, with thick hair and a great fondness for elaborate beards, braids, jewelry, and other displays of clan or professional affiliation.

CR 1/2 XP 200
Dwarf fighter 1
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +1 (+3 to notice unusual stonework)
DEFENSE
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 14 (1d10+4)
Fort +5, Ref +1, Will +1; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training (+4 dodge vs. giants), stability (+4 CMD vs. bull rush and trip)
OFFENSE
Speed 20 ft.
Melee dwarven waraxe +5 (1d10+3/×3)
Ranged heavy crossbow +2 (1d10/19–20)
Special Attacks hatred (+1 attack vs. orc and goblinoid humanoids)
STATISTICS
Str 17, Dex 12, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush or trip while standing on the ground)
Feats Power Attack, Weapon Focus (dwarven waraxe)
Skills Appraise +0 (+2 precious metals and gemstones), Craft (weapons) +4, Intimidate +3, Perception +1 (+3 unusual stonework)
Racial Modifiers +2 Appraise when pricing nonmagical goods containing precious metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ slow and steady, stonecunning, weapon familiarity
ECOLOGY
Environment temperate mountains or underground
Organization solitary, pair, or clan (3–12)
Treasure NPC gear (chainmail, heavy wooden shield, dwarven waraxe, heavy crossbow with 10 bolts, other treasure)
SPECIAL ABILITIES
Defensive Training A dwarf gains a +4 dodge bonus to Armor Class against creatures of the giant subtype.
Greed Dwarves gain a +2 racial bonus on Appraise checks made to determine the value of nonmagical objects containing precious metals or gemstones.
Hardy Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Hatred Dwarves gain a +1 racial bonus on attack rolls against humanoids of the orc and goblinoid subtypes.
Slow and Steady A dwarf has a base land speed of 20 feet, and armor or encumbrance does not reduce this speed.
Stability A dwarf standing on the ground gains a +4 racial bonus to CMD when resisting bull rush and trip attempts.
Stonecunning Dwarves gain a +2 racial bonus on Perception checks to notice unusual stonework, including stonework traps and hidden stone doors. A dwarf receives such a check automatically when passing within 10 feet of the feature.
Weapon Familiarity Dwarves are proficient with battleaxes, heavy picks, and warhammers. Weapons with “dwarven” in their names are treated as martial weapons by dwarves.

DWARF CHARACTERS
Dwarves are defined by class levels—they do not possess racial Hit Dice. Dwarves have the following racial traits.
+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are tough and perceptive, but their stern and gruff demeanor can make them difficult company.
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never reduced by armor or encumbrance.
Darkvision: Dwarves can see in the dark up to 60 feet.
Defensive Training: Dwarves gain a +4 dodge bonus to AC against creatures of the giant subtype.
Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine the value of nonmagical goods containing precious metals or gemstones.
Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoids of the orc and goblinoid subtypes.
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Dwarves gain a +4 racial bonus to Combat Maneuver Defense against bull rush and trip attempts while standing on the ground.
Stonecunning: Dwarves gain a +2 racial bonus on Perception checks to notice unusual stonework, including traps and hidden doors in stone. They automatically receive such a check when passing within 10 feet of unusual stonework.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat weapons with “dwarven” in their names as martial weapons.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from Giant, Gnome, Goblin, Orc, Terran, and Undercommon as bonus languages.

 

Elf

This graceful elven pair have long pointed ears and refined features, the silver-haired man carrying an ornate bow while his companion displays a glowing violet crystal.

Elves are a graceful and long-lived race with a natural affinity for magic, art, and the wilderness. Their civilizations are often ancient even by the standards of other races, and elven settlements commonly blend elaborate architecture with forests, rivers, or other natural features rather than attempting to dominate the surrounding landscape. Elves possess sharply pointed ears, slender features, and large, expressive eyes, giving them an appearance that many humans find both beautiful and slightly otherworldly. Their great lifespans encourage patience and long-term thinking, but can also make elves seem distant or aloof to shorter-lived peoples. An elf may spend decades mastering an art, studying a particular school of magic, or pursuing a personal curiosity that a human might abandon after only a few years. Despite their reputation for serenity, elves are capable of intense passions and form deep attachments to people, places, and traditions. When such things are threatened, their long memories can make them implacable enemies.

CR 1/2 XP 200
Elf ranger 1
CG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +7
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +2, Ref +5, Will +1; +2 vs. enchantment spells and effects
Immune magic sleep
OFFENSE
Speed 30 ft.
Melee rapier +3 (1d6+2/18–20)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
STATISTICS
Str 14, Dex 17, Con 10, Int 14, Wis 13, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Weapon Focus (longbow)
Skills Climb +5, Heal +5, Knowledge (dungeoneering) +6, Knowledge (nature) +6, Perception +7, Spellcraft +6 (+8 to identify properties of magic items), Stealth +6, Survival +5
Racial Modifiers +2 Perception, +2 Spellcraft to identify properties of magic items
Languages Common, Draconic, Elven, Sylvan
SQ elven magic, track +1, weapon familiarity, wild empathy +0
ECOLOGY
Environment temperate forests
Organization solitary, pair, or band (3–8)
Treasure NPC gear (studded leather armor, rapier, longbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Elven Immunities Elves are immune to magical sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic Elves gain a +2 racial bonus on caster level checks to overcome spell resistance and a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Weapon Familiarity Elves are proficient with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. They treat weapons with “elven” in their names as martial weapons.

ELF CHARACTERS
Elves are defined by class levels—they do not possess racial Hit Dice. Elves have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are graceful and keen-minded, but their slender bodies are comparatively frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magical sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Elven Magic: Elves gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses: Elves gain a +2 racial bonus on Perception checks.
Weapon Familiarity: Elves are proficient with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. They treat any weapon with “elven” in its name as a martial weapon.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan as bonus languages.

 

Ghoran

These plantlike humanoids have green, vine-wrapped bodies and striking faces formed from layered blue petals, their leafy garments blooming with vivid flowers.

Ghorans arose from plant life created by advanced druidic magic to be an especially hardy and adaptive food source for humans. Over the centuries, the plants evolved sentience and ambulatory bodies that mimicked the appearance of humanoids as a method to discourage their enemies from hunting them and improve their chances of survival. Their creators did not imbue them with the ability to create more of the ghorus seeds that give them life, so ghorans are fanatically protective of these seeds and consider destroying them the worst of crimes.

CR 1 XP 200
Ghoran bard 1
N Medium plant
Init +1; Senses low-light vision; Perception +5
DEFENSE
AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
hp 12 (1d8+4)
Fort +3, Ref +3, Will +3
Immune plant traits
Weaknesses delicious, light dependent
OFFENSE
Speed 30 ft.
Melee rapier +1 (1d6–1/18–20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—, ,
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)— (DC 14), (DC 14)
0 (at will)— (DC 13), , ,
STATISTICS
Str 8, Dex 13, Con 16, Int 8, Wis 12, Cha 17
Base Atk +0; CMB –1; CMD 10
Feats Weapon Finesse
Skills Bluff +7, Knowledge (history) +4, Knowledge (local) +4, Perception +5, Perform (sing) +7
Languages Common, Sylvan
SQ bardic knowledge +1, ghorus seed, past-life knowledge
ECOLOGY
Environment any
Organization solitary, pair, or plot (3–12)
Treasure NPC gear (rapier, other treasure)
SPECIAL ABILITIES
Delicious (Ex) Ghorans take a –2 penalty on Escape Artist and combat maneuver checks to escape a grapple against any creature that has a bite attack with the grab ability.
Ghorus Seed (Ex) As a full-round action, a ghoran can expel its ghorus seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate can reallocate all of its skill ranks upon sprouting. Once a ghoran expels its seed, it gains 1 negative level, and it dies as soon as its duplicate sprouts. This duplicate replaces the previous ghoran character.
Light Dependent Ghorans take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Past-Life Knowledge (Ex) Ghorans remember memories encoded in their ghorus seed. They treat all Knowledge skills as class skills.

GHORAN CHARACTERS  
Ghorans are defined by their class levels—they don’t have racial Hit Dice. A ghoran’s challenge rating is equal to her class level. Ghorans have the following racial traits.  
+2 Constitution, +2 Charisma, –2 Intelligence: Ghorans are hardy and guileful, but process thoughts slowly.  
+2 Natural Armor: Ghorans have tough, rugged skin.
Plant: Ghorans have the plant type.  
Delicious: Ghorans take a -2 penalty on Escape Artist and combat maneuver checks to escape a grapple against any creature that has a bite attack with the grab ability.
Natural Magic: Ghorans with a Charisma score of 11 or higher gain the following spell-like abilities:
1/day—detect poison, goodberry (created berries bud from the ghoran’s own body), and purify food and drink. The caster level is equal to the ghoran’s level. The DC for these spells is equal to 10 + the spell’s level + the ghoran’s Charisma bonus.  
Ghorus Seed: As a full-round action, a ghoran can expel its ghorus seed from an orifice in its abdomen. If planted in fertile ground and left undisturbed for 2d6 days, the seed grows into a healthy duplicate of the original ghoran, save that the duplicate can reallocate all of its skill ranks upon sprouting. Once a ghoran expels its seed, it gains 1 negative level, and it dies as soon as its duplicate sprouts. This duplicate replaces the previous ghoran character.
Light Dependent: Ghorans take 1d4 points of Constitution damage each day they go without exposure to sunlight.
Past-Life Knowledge: Ghorans remember memories encoded in their ghorus seed. They treat all Knowledge skills as class skills.
Languages: Ghorans begin play speaking Sylvan and Common. Ghorans with high Intelligence scores can choose any languages they want (except secret languages such as Druidic).

 

Gillman

This sea-clad pair resemble humans except for the prominent purple gills along their necks, complemented by shell jewelry, teal armor, and a coral-edged spear.

Gillmen are amphibious humanoids descended from humans who were captured and transformed by aboleths to survive beneath the sea. For centuries they served as magically and mentally altered thralls of their alien masters before eventually being abandoned, and the memory of that enslavement still shapes much of gillman culture. Gillmen are cautious and suspicious by nature, often questioning whether would-be allies intend to manipulate them as the aboleths once did. They resemble humans at a glance, but possess visible gills along their necks, striking purple eyes, and smooth skin in pale or sandy tones. Their hair is usually dark, though some possess blue, green, or other oceanic coloration. Gillmen remain physically dependent upon water and must regularly immerse themselves or suffer increasingly severe dehydration and eventual death. Most live in small underwater communities or family groups and have little in the way of a unified society. Persistent rumors that some gillmen still serve aboleth masters as spies or agents cause outsiders to distrust them, further reinforcing their tendency toward secrecy and isolation.

CR 1/2 XP 200
Gillman rogue 1
N Medium humanoid (aquatic)
Init +2; Senses Perception +4
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +0; +2 vs. non-aboleth enchantment spells and effects, –2 vs. aboleth enchantment spells and effects
OFFENSE
Speed 30 ft., swim 30 ft.
Melee rapier +2 (1d6/18–20)
Ranged light crossbow +2 (1d8/19–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 10, Dex 15, Con 14, Int 14, Wis 10, Cha 14
Base Atk +0; CMB +0; CMD 12
Feats Weapon Finesse
Skills Acrobatics +6, Bluff +6, Disable Device +6, Escape Artist +6, Perception +4, Sense Motive +4, Sleight of Hand +6, Stealth +6, Swim +12, Use Magic Device +6
Racial Modifiers +8 Swim
Languages Aboleth, Aquan, Common, Elven
SQ amphibious, trapfinding +1, water dependent
ECOLOGY
Environment any ocean or coast
Organization solitary, pair, or enclave (3–12)
Treasure NPC gear (leather armor, rapier, light crossbow with 10 bolts, thieves’ tools, other treasure)
SPECIAL ABILITIES
Amphibious Gillmen possess the aquatic subtype but can breathe both air and water.
Enchantment Resistance Gillmen gain a +2 racial bonus on saving throws against enchantment spells and effects that do not originate from aboleths. Against enchantment effects created by aboleths, they instead take a –2 racial penalty on the saving throw.
Water Dependent A gillman must fully submerge itself in fresh or salt water at least once each day. After more than a day without complete immersion, its body begins to fail and it risks death within 4d6 hours.

GILLMAN CHARACTERS
Gillmen are defined by class levels—they do not possess racial Hit Dice. Gillmen have the following racial traits.
+2 Constitution, +2 Charisma, –2 Wisdom: Gillmen are vigorous and attractive, but generations of aboleth domination have left them vulnerable to manipulation.
Medium: Gillmen are Medium creatures and have no bonuses or penalties due to their size.
Aquatic: Gillmen are humanoids with the aquatic subtype.
Speed: Gillmen have a base land speed of 30 feet and a swim speed of 30 feet. They can move through water without making Swim checks, and Swim is always a class skill for them.
Amphibious: Although they possess the aquatic subtype, gillmen can breathe both air and water.
Enchantment Resistance: Gillmen gain a +2 racial bonus on saving throws against enchantment spells and effects from sources other than aboleths. Against enchantment effects originating from aboleths, they instead take a –2 penalty on the saving throw.
Water Dependent: Gillmen must fully submerge themselves in fresh or salt water at least once per day. A gillman that spends more than a day without complete immersion suffers painful cracking of the skin and internal organ failure and dies within 4d6 hours.
Languages: Gillmen begin play speaking Common and Aboleth. Gillmen with high Intelligence scores can choose from Aklo, Aquan, Draconic, and Elven as bonus languages.

 

Gnome

This brightly dressed pair sport vivid blue and magenta hair, pointed ears, and an eccentric collection of goggles, crystals, bottles, and strange optical devices.

Gnomes are small humanoids descended from creatures of the fey realms, and even those who have lived in the mortal world for generations retain something of their ancestors’ strange and exuberant nature. Gnomes are intensely curious and frequently develop consuming interests in unusual crafts, obscure fields of knowledge, magic, inventions, performances, or exploration. They tend to favor bright colors and elaborate decoration, and their hair and eyes sometimes occur in vivid shades rarely seen among other humanoids. Most gnomes have difficulty enduring monotony for long and constantly seek new experiences, sensations, and ideas. This hunger for novelty is more than cultural preference: gnomes who lose their curiosity and become trapped in lives of unrelieved boredom can suffer from the Bleaching, a supernatural condition that gradually drains the color and vitality from their bodies and can eventually kill them. As a result, even elderly gnomes often possess an enthusiasm for discovery that other races associate with children, though centuries of experience can hide beneath their eccentric behavior.

CR 1/2 XP 200
Gnome bard 1
NG Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +6
DEFENSE
AC 15, touch 13, flat-footed 13 (+2 armor, +2 Dex, +1 size)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +2; +2 vs. illusion spells and effects
Defensive Abilities defensive training (+4 dodge vs. giants)
OFFENSE
Speed 20 ft.
Melee rapier +3 (1d4–1/18–20)
Ranged light crossbow +3 (1d6/19–20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1), hatred (+1 attack vs. reptilian and goblinoid humanoids)
Spell-Like Abilities (CL 1st; concentration +4)
1/day—, (DC 13), ,
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)—, (DC 15)
0 (at will)— (DC 13), , ,
STATISTICS
Str 8, Dex 14, Con 14, Int 12, Wis 10, Cha 17
Base Atk +0; CMB –2; CMD 10
Feats Weapon Finesse
Skills Bluff +7, Craft (alchemy) +7, Diplomacy +7, Perception +6, Perform (string) +7, Spellcraft +5, Use Magic Device +7
Racial Modifiers +2 Craft (alchemy), +2 Perception
Languages Common, Draconic, Gnome, Sylvan
SQ bardic knowledge +1, gnome magic, obsessive (Craft [alchemy]), weapon familiarity
ECOLOGY
Environment temperate forests or urban
Organization solitary, pair, or band (3–8)
Treasure NPC gear (leather armor, rapier, light crossbow with 10 bolts, musical instrument, other treasure)
SPECIAL ABILITIES
Defensive Training A gnome gains a +4 dodge bonus to Armor Class against creatures of the giant type.
Gnome Magic A gnome adds 1 to the saving throw DC of illusion spells it casts. A gnome with Charisma 11 or higher can use , , , and once per day each, using its character level as the caster level.
Hatred Gnomes gain a +1 racial bonus on attack rolls against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance Gnomes gain a +2 racial bonus on saving throws against illusion spells and effects.
Obsessive A gnome gains a +2 racial bonus in one chosen Craft or Profession skill. This gnome has chosen Craft (alchemy).
Weapon Familiarity Gnomes treat any weapon with “gnome” in its name as a martial weapon.

GNOME CHARACTERS
Gnomes are defined by class levels—they do not possess racial Hit Dice. Gnomes have the following racial traits.
+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but remarkably hardy, and their enthusiastic personalities make them naturally personable.
Small: Gnomes are Small creatures and gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Gnomes have a base speed of 20 feet.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Defensive Training: Gnomes gain a +4 dodge bonus to AC against creatures of the giant subtype.
Gnome Magic: Gnomes add 1 to the saving throw DCs of illusion spells they cast. Gnomes with a Charisma score of 11 or higher can use dancing lights, ghost sound, prestidigitation, and speak with animals once per day each. Their caster level equals their character level, and the saving throw DC is 10 + the spell’s level + the gnome’s Charisma modifier.
Hatred: Gnomes gain a +1 racial bonus on attack rolls against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance: Gnomes gain a +2 racial bonus on saving throws against illusion spells and effects.
Keen Senses: Gnomes gain a +2 racial bonus on Perception checks.
Obsessive: Gnomes gain a +2 racial bonus on one Craft or Profession skill of their choice.
Weapon Familiarity: Gnomes treat any weapon with “gnome” in its name as a martial weapon.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from Draconic, Dwarven, Elven, Giant, Goblin, and Orc as bonus languages.

 

Half-Elf

This handsome pair combine human features with subtly pointed ears, dressed like well-traveled adventurers in richly colored coats, boots, and practical leather gear.

Half-elves are the descendants of humans and elves, combining traits of both races without belonging completely to either. They generally resemble slender humans with subtly pointed ears, refined features, and eyes or coloring that hint at their elven ancestry. Half-elves mature more slowly and live longer than humans, but their lives are still brief compared with those of full-blooded elves. This difference often leaves them caught between two worlds. Among humans, half-elves can seem strangely ageless or otherworldly, while among elves they may be treated as impatient youths even after decades of adulthood. Some respond by embracing one side of their heritage, while others reject both and create identities entirely their own. Half-elves are consequently found in an enormous variety of professions and societies and are often skilled at adapting to unfamiliar cultures. Their mixed ancestry has given them a reputation as diplomats, travelers, and wanderers, though many desire nothing more than to find a community in which their heritage is unremarkable.

CR 1/2 XP 200
Half-elf ranger 1
N Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +10
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 12 (1d10+2)
Fort +3, Ref +5, Will +1; +2 vs. enchantment spells and effects
Immune magic sleep
OFFENSE
Speed 30 ft.
Melee longsword +3 (1d8+3/19–20)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (orcs +2)
STATISTICS
Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Point-Blank Shot, Skill Focus (Perception)
Skills Climb +6, Knowledge (local) +1, Knowledge (nature) +4, Perception +10, Stealth +7, Survival +5
Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, multitalented (ranger, rogue), track +1, wild empathy +0
ECOLOGY
Environment any land
Organization solitary, pair, or company (3–6)
Treasure NPC gear (mwk studded leather, longsword, longbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Adaptability A half-elf receives Skill Focus as a bonus feat at 1st level. This half-elf has Skill Focus (Perception).
Elf Blood Half-elves count as both elves and humans whenever an effect depends on race.
Elven Immunities Half-elves are immune to magical sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Multitalented A half-elf chooses two favored classes at 1st level and may take the normal favored-class hit point or skill rank bonus whenever gaining a level in either. This half-elf has chosen ranger and rogue.

HALF-ELF CHARACTERS
Half-elves are defined by class levels—they do not possess racial Hit Dice. Half-elves have the following racial traits.
+2 to One Ability Score: Half-elves gain a +2 bonus to one ability score of their choice at creation, reflecting the diversity of their mixed heritage.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magical sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves gain a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and can gain the normal favored-class benefit of an additional hit point or skill rank whenever they take a level in either class.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want as bonus languages, except secret languages such as Druidic.

 

Half-Orc

This imposing pair have gray-green skin, pronounced tusks, and powerful builds, clad in battered hide and metal armor and armed for brutal close combat.

Half-orcs are humanoids born from the mingling of human and orc bloodlines. They typically combine a humanlike build with distinctly orcish features such as prominent lower canines, heavy brows, powerful jaws, coarse hair, and skin colored in shades of green, gray, or other earthy tones. Half-orcs can arise wherever human and orc populations come into contact, and their circumstances vary enormously: some are raised among orcs, some among humans, and others in frontier settlements where the distinction between the two peoples is less important. In many lands, half-orcs face suspicion because of the violent reputation of orc tribes, and some become hardened or aggressive after years of hostility from those around them. Others deliberately cultivate patience, discipline, or humor as a rejection of such expectations. Half-orcs are often strong, direct, and fiercely independent, but they possess the same range of temperaments and ambitions as other humanoids. Those who earn their loyalty generally find that it is not given lightly and is equally difficult to break.

CR 1/2 XP 200
Half-orc barbarian 1
CN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 15 (1d12+3)
Fort +4, Ref +1, Will +1
Defensive Abilities orc ferocity
OFFENSE
Speed 40 ft.
Melee greataxe +5 (1d12+4/×3)
Ranged javelin +2 (1d6+3)
Special Attacks rage (6 rounds/day)
STATISTICS
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 15
Feats Weapon Focus (greataxe)
Skills Climb +5, Intimidate +5, Perception +5, Survival +5
Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ fast movement, orc blood, weapon familiarity
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–8)
Treasure NPC gear (chain shirt, greataxe, 4 javelins, other treasure)
SPECIAL ABILITIES
Intimidating Half-orcs gain a +2 racial bonus on Intimidate checks.
Orc Blood Half-orcs count as both humans and orcs whenever an effect depends on race.
Orc Ferocity Once per day, when reduced below 0 hit points without being killed, a half-orc can remain conscious and act for 1 additional round as though disabled. Unless restored to at least 1 hit point by the end of its next turn, it then falls unconscious and begins dying.
Weapon Familiarity Half-orcs are proficient with greataxes and falchions and treat weapons with “orc” in their names as martial weapons.

HALF-ORC CHARACTERS
Half-orcs are defined by class levels—they do not possess racial Hit Dice. Half-orcs have the following racial traits.
+2 to One Ability Score: Half-orcs gain a +2 bonus to one ability score of their choice at creation, reflecting the variety found among individuals of mixed human and orc ancestry.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet.
Intimidating: Half-orcs gain a +2 racial bonus on Intimidate checks.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity: Once per day, when reduced below 0 hit points without being killed, a half-orc can remain conscious and act for 1 additional round as though disabled. At the end of its next turn, unless restored to at least 1 hit point, it falls unconscious and begins dying.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from Abyssal, Draconic, Giant, Gnoll, and Goblin as bonus languages.

 

Halfling

These small, curly-haired travelers go cheerfully barefoot in well-worn adventuring clothes, the woman casually flipping a gold coin while her companion grins beside her.

Halflings are a small, quick, and remarkably adaptable people found throughout the lands of larger races, particularly among humans. Although halflings are often associated with peaceful villages, comfortable homes, good food, and close-knit families, their natural curiosity and confidence produce just as many travelers, merchants, entertainers, thieves, and adventurers. Halflings rarely possess the great kingdoms or sprawling cities of other races, instead forming communities within or alongside those of their neighbors and adopting local customs while retaining strong family and cultural traditions of their own. Their small size causes many larger folk to underestimate them, an error halflings are usually happy to encourage when it serves their purposes. Halflings tend to be optimistic, resourceful, and unusually resistant to despair, with a reputation for surviving dangerous situations through a mixture of quick thinking, courage, and improbable good fortune. They value freedom highly and generally dislike anyone who attempts to control their lives or determine their place for them.

CR 1/2 XP 200
Halfling rogue 1
CG Small humanoid (halfling)
Init +3; Senses Perception +6
DEFENSE
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +1; +2 vs. fear
OFFENSE
Speed 20 ft.
Melee short sword +4 (1d4–1/19–20)
Ranged sling +4 (1d3–1)
Special Attacks sneak attack +1d6
STATISTICS
Str 8, Dex 17, Con 12, Int 14, Wis 10, Cha 14
Base Atk +0; CMB –2; CMD 11
Feats Weapon Finesse
Skills Acrobatics +9, Bluff +6, Climb +5, Diplomacy +6, Disable Device +7, Escape Artist +7, Perception +6, Sleight of Hand +7, Stealth +11, Use Magic Device +6
Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Elven, Gnome, Halfling
SQ trapfinding +1, weapon familiarity
ECOLOGY
Environment any land or urban
Organization solitary, pair, or family (3–8)
Treasure NPC gear (leather armor, short sword, sling with 10 bullets, thieves’ tools, other treasure)
SPECIAL ABILITIES
Fearless Halflings gain a +2 racial bonus on saving throws against fear. This bonus stacks with their halfling luck.
Halfling Luck Halflings gain a +1 racial bonus on all saving throws.
Sure-Footed Halflings gain a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity Halflings are proficient with slings and treat weapons with “halfling” in their names as martial weapons.

HALFLING CHARACTERS
Halflings are defined by class levels—they do not possess racial Hit Dice. Halflings have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them physically weaker than larger races.
Small: Halflings are Small creatures and gain a +1 size bonus to AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings gain a +2 racial bonus on saving throws against fear. This bonus stacks with halfling luck.
Halfling Luck: Halflings gain a +1 racial bonus on all saving throws.
Keen Senses: Halflings gain a +2 racial bonus on Perception checks.
Sure-Footed: Halflings gain a +2 racial bonus on Acrobatics and Climb checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from Dwarven, Elven, Gnome, and Goblin as bonus languages.

 

Human

This weathered pair of explorers wear practical leather traveling gear, studying a battered map and compass while swords, packs, and other expedition equipment hang at their sides.

Humans are among the most numerous, widespread, and culturally diverse of the humanoid races. Compared with elves, dwarves, and many other peoples, humans live short lives, but they compensate with extraordinary ambition, adaptability, and a tendency to pursue change at a pace that longer-lived races often find bewildering. Human settlements can be found in nearly every environment, and their societies range from isolated tribes and farming villages to sprawling kingdoms, republics, and empires. Humans possess no single temperament or cultural tradition that defines the race as a whole; they readily adopt new religions, technologies, magical practices, political systems, and customs, often transforming them in the process. Their great diversity allows humans to prosper alongside nearly any other people, though their rapid expansion can also bring them into conflict with older civilizations. Individual humans are similarly difficult to categorize, and members of the race can be found pursuing virtually every profession, philosophy, and way of life imaginable.

CR 1/2 XP 200
Human fighter 1
N Medium humanoid (human)
Init +6; Senses Perception +1
DEFENSE
AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +0
OFFENSE
Speed 20 ft.
Melee longsword +5 (1d8+3/19–20)
Ranged longbow +3 (1d8/×3)
STATISTICS
Str 17, Dex 14, Con 12, Int 13, Wis 10, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Improved Initiative, Power Attack, Weapon Focus (longsword)
Skills Craft (armor) +5, Intimidate +3, Knowledge (engineering) +5, Perception +1
Languages Common, Dwarven
SQ skilled
ECOLOGY
Environment any
Organization solitary, pair, or squad (3–10)
Treasure NPC gear (chainmail, heavy wooden shield, longsword, longbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Bonus Feat Humans gain one additional feat at 1st level. This fighter’s human bonus feat is Improved Initiative.
Skilled Humans gain 1 additional skill rank at 1st level and another additional skill rank whenever they gain a level.

HUMAN CHARACTERS
Humans are defined by class levels—they do not possess racial Hit Dice. Humans have the following racial traits.
+2 to One Ability Score: Human characters gain a +2 bonus to one ability score of their choice at creation, reflecting humanity’s great diversity.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain 1 additional skill rank at 1st level and 1 additional skill rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want as bonus languages, except secret languages such as Druidic.

 

Ifrit

These brilliant orange-skinned humanoids have blazing hair and dark, scale-like brows, their ornate crimson-and-gold clothing reflecting the flames dancing from their hands.

Ifrits are humans whose ancestry includes beings of elemental fire, such as efreet. Ifrits have pointed ears, red or mottled horns on the brow, and hair that flickers and waves as if it were af lame. All ifrits are at some level pyromaniacs. Adoring fire in all its forms, they tend to be passionate and quick to action, with a predilection for striking first in any conflict—a trait which keeps them alive but doesn’t make them a lot of friends. Ifrits generally seek out the company of either less-powerful minions who can be browbeaten into following orders, or calm, cool individuals who can balance the ifrits out.

CR 1/2 XP 200
Ifrit sorcerer 1
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception –2
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +1, Ref +3, Will +0 Resist fire 5
OFFENSE
Speed 30 ft.
Melee scimitar +0 (1d6/18–20)
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—elemental ray (1d6 fire)
Ifrit Spell-Like Abilities (CL 1st; concentration +4)
1/day— (DC 14)
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)— (DC 15),
0 (at will)—, , (DC 14),
Bloodline elemental (fire)
STATISTICS
Str 10, Dex 16, Con 12, Int 13, Wis 6, Cha 17
Base Atk +0; CMB +0; CMD 13
Feats Eschew Materials, Martial Weapon Proficiency (scimitar)
Skills Bluff +7, Knowledge (arcana) +5, Spellcraft +5
Languages Common, Gnome, Ignan
SQ bloodline arcana, fire affinity
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (scimitar, other treasure)
SPECIAL ABILITIES
Fire Affinity (Ex) Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.

IFRIT CHARACTERS
Ifrits are defined by class levels—they do not possess racial Hit Dice. Ifrits have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and quick, but also impetuous and destructive.
Darkvision: Ifrits can see in the dark up to 60 feet.
Spell-Like Ability: Burning hands 1/day (caster level equals the ifrit’s total Hit Dice).
Energy Resistance: Ifrits have fire resistance 5.
Fire Affinity: Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Half ling, and Terran.

 

Kitsune

This elegant fox-headed pair have rich russet fur and enormous bushy tails, dressed in elaborate blue-and-green robes while displaying a paper talisman and decorated fan.

Wily but noble, kitsune are a race of shape-changing fox folk. Each Kitsune has two shapes—a slender and attractive human form and its true form of an anthropomorphic fox. In either form, it displays physical grace and natural beauty. Most kitsune have ruddy, auburn fur and salient amber or pale blue eyes, though some are born with black, gray, or even white fur. White-furred kitsune are revered for their close connection to their spirit ancestors and typically raised as oracles. Quick-witted and nimble, kitsune delight in the creative arts, particularly riddles, storytelling, pranks, and tall tales, and have garnered a well-deserved reputation and duplicitous tricksters. They are a good-natured folk and greatly value friendship. When encountered outside human settlements, kitsune tend to live in small and remote villages run by elders of ancestral clans. In human settlements, kitsune usually remain in human form to avoid conflict.

CR 1/2 XP 200
Female kitsune sorcerer 1
N Medium humanoid (kitsune, shapechanger)
Init +2; Senses low-light vision; Perception +3
DEFENSE
AC 13, touch 13, flat-footed 10 (+2 Dex, +1 dodge)
hp 5 (1d6–1)
Fort –1, Ref +2, Will +4
OFFENSE
Speed 30 ft.
Melee bite –1 (1d4–1), mwk quarterstaff –5 (1d6–1)
Kitsune Spell-Like Abilities (CL 1st; concentration +4)
3/day—
Bloodline Spell-Like Abilities (CL 1st; concentration +4)
6/day—laughing touch
Sorcerer Spells Known (CL 1st; concentration +4)
1st (4/day)— (DC 15), (DC 17)
0 (at will)—, , ,
Bloodline fey
STATISTICS
Str 8, Dex 15, Con 8, Int 12, Wis 14, Cha 17
Base Atk +0; CMB –1; CMD 12
Feats Dodge, Eschew Materials
Skills Acrobatics +4, Bluff +7, Perception +3, Spellcraft +5, Stealth +3
Racial Modifiers +2 Acrobatics
Languages Common, Elven, Sylvan
SQ bloodline arcana (+2 DC for compulsion spells), change shape, kitsune magic
ECOLOGY
Environment temperate forests, hills, or mountains
Organization solitary, pair, or gang (3–8)
Treasure NPC gear (potion of cure light wounds, mwk quarterstaff, other treasure)
SPECIAL ABILITIES
Change Shape (Su) A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Kitsune Magic (Ex/Sp) Kitsune add 1 to the DC of any saving throws of enchantment spells they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability:
3/day—.

KITSUNE CHARACTERS
Kitsune are defined by class levels—they do not possess racial Hit Dice. Kitsune have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.
Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Kitsune have a base speed of 30 feet.
Low-Light Vision (Ex): Kitsune can see twice as far as humans in dim light.
Agile (Ex): Kitsune receive a +2 racial bonus on Acrobatics checks.
Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains a +10 racial bonus on Disguise checks made to appear human. This ability otherwise functions as alter self, except that the kitsune does not adjust her ability scores.
Kitsune Magic (Ex/Sp): Kitsune add 1 to the DC of any saving throws of enchantment spells they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights
Natural Weapons (Ex): In her natural form, a kitsune has a bite attack that deals 1d4 points of damage.
Languages: Kitsune begin play speaking Common and Sylvan. Kitsune with high Intelligence scores can choose from the following: any human language, Aklo, Celestial, Elven, Gnome, and Tengu.

 

Nagaji

These scaled reptilian humanoids have black, gray, and crimson hides, golden eyes, and serpentine faces, their bodies protected by gleaming gold armor and curved weapons.

The nagaji are a race of ophidian humanoids created by true nagas to serve as slaves. Vaguely humanlike in appearance, with scaled skin that mimics the colors and patterns of various true nagas, nagaji have forked tongues and lidless eyes, giving them an unblinking gaze that most other races find unnerving. Nagaji venerate nagas as their creators, even going so far as to deify them. Despite the influence of their creators, nagaji maintain their own distinct cultures containing elements borrowed from those of both nagas and humans. They prefer warm to tropical regions and settle in wild, isolated regions such as steaming jungles, vast swamps, or volcanic mountains where they erect large temples in honor of their naga creators. These magnificent temples are surrounded by dozens of simple mud daub huts and clay brick structures, which serve as the nagaji’s homes and public buildings. Nagaji typically stand between 5-1/2 and 6 feet tall and weigh about 175 pounds.

CR 1/2 XP 200
Male nagaji fighter 1
LN Medium humanoid (reptilian)
Init +2; Senses low-light vision; Perception +4
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 natural)
hp 10 (1d10)
Fort +1, Ref +2, Will +1; +2 vs. mind-affecting effects and poison
OFFENSE
Speed 30 ft.
Melee naginata +5 (1d8+4/×4) or claw +4 (1d4+4)
Ranged longbow +3 (1d8/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with naginata)
STATISTICS
Str 17, Dex 14, Con 8, Int 10, Wis 13, Cha 12
Base Atk +1; CMB +4; CMD 16
Feats Power Attack, Weapon Focus (naginata)
Skills Handle Animal +3, Perception +4, Survival +5
Racial Modifiers +2 Handle Animal, +2 Perception
Languages Common, Draconic
ECOLOGY
Environment warm forests or hills
Organization solitary, war band (2–12), or clan (12–24)
Treasure NPC gear (leather armor, longbow with 20 arrows, naginata, other treasure)

NAGAJI CHARACTERS
Nagaji are defined by class levels—they do not possess racial Hit Dice. Nagaji have the following racial traits.
+2 Strength, +2 Charisma, –2 Intelligence: Nagaji have strong bodies and personalities, but disdain intellectualism.
Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Nagaji have a base speed of 30 feet.
Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
Armored Scales: Nagaji have a +1 natural armor bonus due to their scaly flesh.
Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Serpent’s Sense (Ex): Nagaji receive a +2 racial bonus on Handle Animal checks against reptiles, and a +2 racial bonus on Perception checks.
Languages: Nagaji begin play speaking Common and Draconic. Nagaji with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Celestial, Draconic, Giant, Infernal, and Sylvan.

 

Naiad

This luminous blue pair appear almost sculpted from living water, their streaming liquid hair and leafy garments rippling as the man raises a simple wooden flute.

Naiads are protectors of freshwater areas such as lakes, ponds, and particularly rivers. While many naiads are reclusive, some choose to regularly visit settlements built near their bodies of water as long as those settlements are respectful to nature and the fey. Others explore the vast world, bonding to bodies of water as they travel. These naiads are the most likely to come in contact with other societies or visit other nations, but regardless, these fey enjoy inspiring others to artistic greatness. Some take this as proof that naiads originated long ago from the intermingling of nymph and mortal bloodlines.

CR 1/2 XP 200
Naiad bard 1
NG Medium fey (water)
Init +3; Senses low-light vision; Perception +4
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 9 (1d8+1)
Fort +1, Ref +5, Will +2
Defensive Abilities water bond
OFFENSE
Speed 30 ft., swim 30 ft.
Melee dagger –2 (1d4–2/19–20)
Ranged dagger +3 (1d4–2/19–20)
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
1st (2/day)— (DC 14),
0 (at will)—, , , (DC 13)
STATISTICS
Str 6, Dex 16, Con 13, Int 12, Wis 10, Cha 17
Base Atk +0; CMB –2; CMD 11
Feats Combat Casting
Skills Diplomacy +7, Handle Animal +6, Knowledge (nature) +8, Perception +4, Perform (wind instruments) +9, Sense Motive +4, Stealth +7, Swim +7
Racial Modifiers +2 Handle Animal, +2 Knowledge (nature)
Languages Aquan, Common, Sylvan
SQ inspiration, bardic knowledge +1
ECOLOGY
Environment any freshwater
Organization solitary, pair, or current (3–10)
Treasure standard (dagger, mwk flute, other treasure)
SPECIAL ABILITIES
Inspiration (Su) A naiad can choose another intelligent creature to inspire by giving that creature a token (typically a lock of her hair). As long as the creature carries the naiad’s token and retains her favor, that creature gains a +1 insight bonus on Will saving throws and Craft and Perform checks. The naiad retains a link to her token and its carrier as if she had cast on the carrier. The naiad can end this effect at any time as a free action. A single naiad can only inspire one other creature at a time in this manner.
Water Bond (Su) A naiad gains strength from a pond, lake, river, or other body of fresh water by bonding with it. While within 300 yards of her bonded body of water, she gains a +1 insight bonus to Armor Class and a +1 racial bonus on saving throws (these bonuses are not included in the stats above). Once per day as a full-round action that provokes attacks of opportunity, a naiad can forge a bond with a body of fresh water.

NAIAD CHARACTERS
Naiads are defined by class levels—they don’t have racial Hit Dice. Naiads have the following racial traits.  
+2 Dexterity, +2 Charisma, –2 Strength: Naiads have elegant fey grace and beauty but have delicate builds.  
Medium: Naiads are Medium creatures.  
Speed: Naiads have a base speed of 30 feet and a swim speed of 30 feet.  
Low-Light Vision: All Naiads can see twice as far as humans can in dim light.  
Fey Nature: Naiads have a +2 racial bonus on Handle Animal and Knowledge (nature) checks.
Inspiration: A naiad can choose another intelligent creature to inspire by giving that creature a token (typically a lock of her hair). As long as the creature carries the naiad’s token and retains her favor, that creature gains a +1 insight bonus on Will saving throws and Craft and Perform checks. The naiad retains a link to her token and its carrier as if she had cast a status spell on the carrier. The naiad can end this effect at any time as a free action. A single naiad can only inspire one other creature at a time in this manner.
Water Bond
: A naiad gains strength from a pond, lake, river, or other body of fresh water by bonding with it. While within 300 yards of her bonded body of water, she gains a +1 insight bonus to Armor Class and a +1 racial bonus on saving throws (these bonuses are not included in the stats above). Once per day as a full-round action that provokes attacks of opportunity, a naiad can forge a bond with a body of fresh water.
Languages: Naiads begin play speaking Common and Sylvan. Naiads that have high Intelligence scores are able to choose from any of the following bonus languages: Aklo, Aquan, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Sylvan, and any regional human tongue.

 

Orang-Pendak

This hairy humanoid has orange-brown hair, a broad chest, and muscular arms.

Orang-pendaks are a rare offshoot of the sasquatch species that dwells in remote mountainous jungles. Elusive and shy, they are rarely seen by other races. Given their friendship with apes (gibbons and orangutans in particular) and their hunched posture and shaggy fur— ranging from tawny or reddish to dark brown or black— they are often mistaken for those beasts at a distance. Orang-pendaks train apes and monkeys to hunt and fight for them, but despite the friendship and similar appearance, the species are not closely related.  Within their remote holds, Orang-pendaks cluster together into seminomadic tribes, hunting and gathering in a region until food and game becomes scarce, then moving on to the next area. Many tribes follow a regional pattern to this migration, allowing parts of the jungle to repopulate and gathering only enough substance so as not to disrupt the land’s ability to recoup the losses.  Orang-pendaks range from 3 to 5 feet tall as adults, weighing up to 150 pounds, and they are quite strong for their size. Orang-pendaks are largely herbivorous, but sometimes hunt with spears, clubs, and bolas.

CR 1/2 XP 200
Orang-pendak fighter 1
N Small humanoid (sasquatch)
Init +1; Senses low-light vision; Perception +1
DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 11 (1d10+1)
Fort +3, Ref +2, Will +1
OFFENSE
Speed 30 ft.
Melee spear +5 (1d6+3/×3)
Ranged spear +4 (1d6+3/×3) or bolas +4 (1d3)
Special Attacks tear apart
STATISTICS
Str 17, Dex 14, Con 13, Int 6, Wis 12, Cha 10
Base Atk +1; CMB +3; CMD 15
Feats Power Attack, Skill Focus (Stealth)
Skills Climb +7 (+11 in forests), Handle Animal +4 (+8 with apes and monkeys), Stealth +9 (+13 in forests)
Racial Modifiers +4 Climb in forests, +4 Handle Animal with apes and monkeys, +4 Stealth in forests
Languages Sasquatch
SQ forest walker, own two feet, simian empathy
ECOLOGY
Environment warm forests
Organization solitary, pair, family (3–7), or tribe (8–30 plus 8–30 noncombatants, 1 chieftain [3rd- to 5th-level hunter or ranger], 1 shaman [3rd- to 5th-level druid or shaman], and 1d4 gorillas or 1 monkey swarm)
Treasure NPC gear (spear, 2 bolas, other treasure)
SPECIAL ABILITIES
Forest Walker (Ex) Orang-pendaks gain a +4 bonus on Climb and Stealth checks in forests and jungles.
Own Two Feet (Ex) Orang-pendaks are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.
Simian Empathy (Ex) Orang-pendaks gain a +4 racial bonus on Handle Animal and wild empathy checks with apes and monkeys.
Tear Apart (Ex) Orang-pendaks have powerful upper bodies and gain a +2 racial bonus on Strength checks to break or burst an object. This bonus also applies on combat maneuver checks to sunder with their unarmed attacks.

ORANG-PENDAK CHARACTERS
Orang-pendaks are def ined by their class levels—they don’t have racial Hit Dice. All orang-pendaks have the following racial traits.  
+2 Strength, +2 Wisdom, –2 Intelligence: Orang-pendaks are strong and intuitive, but not particularly clever.  
Small: Orang-pendaks are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to CMD, and a +4 size bonus on Stealth checks.  
Forest Walker: Orang-pendaks gain a +4 bonus on Climb and Stealth checks in forests and jungles.
Low-Light Vision: Orang-pendaks can see twice as far as humans in conditions of dim light.  
Own Two Feet: Orang-pendaks are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a -2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.
Simian Empathy: Orang-pendaks gain a +4 racial bonus on Handle Animal and wild empathy checks with apes and monkeys.
Tear Apart: Orang-pendaks have powerful upper bodies and gain a +2 racial bonus on Strength checks to break or burst an object. This bonus also applies on combat maneuver checks to sunder with their unarmed attacks.
Languages: Orang-pendaks begin play speaking Sasquatch. Orang-pendaks who have high Intelligence scores can choose from the following: Aklo, Common, Draconic, Goblin, Grippli, Sylvan, Vanaran, and Vishkanya.

 

Oread

These imposing humanoids seem carved from dark stone shot through with golden veins, their crystalline hair rising in jagged spikes above massive, rocklike armor.

Oreads are humans whose ancestry includes the touch of an elemental being of earth somewhere along its line, often that of a shaitan genie. Oreads are strong and solidly built, and prefer wearing earth tones that match the coloration of their flesh and hair—shades of gray, brown, black, or white. In rare cases, oreads’ stone-like traits are so strong as to leave no question as to their nature, with growths like rocky outcroppings protruding from their skin or hair like crystalline spikes. Oreads tend to be stoic and contemplative, slow to anger but terrible when roused. Outside of combat, they tend to be quiet, dependable, and protective of their friends.

CR 1/2 XP 200
Oread fighter 1
N Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +2
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +4
Resist acid 5
OFFENSE
Speed 20 ft.
Melee longsword +3 (1d8+3/19–20)
Ranged composite longbow +4 (1d8+2/×3)
Spell-Like Abilities (CL 1st; concentration +0)
1/day—
STATISTICS
Str 15, Dex 15, Con 14, Int 8, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Iron Will, Weapon Focus (longbow)
Skills Intimidate +4
Languages Common, Terran
SQ elemental affinity
ECOLOGY
Environment any land
Organization solitary, pair, or team (3–5)
Treasure NPC Gear (leather armor, longsword, composite longbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Earth Affinity (Ex) Oread sorcerers with the Elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain cast their domain powers and spells at +1 caster level.

OREAD CHARACTERS
Oreads are defined by class levels—they do not possess racial Hit Dice. Oreads have the following racial traits.
+2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, solid, stable, and stoic.
Darkvision: Oreads can see in the dark up to 60 feet.
Spell-Like Ability: Magic stone 1/day (caster level equals the oread’s total Hit Dice).
Energy Resistance: Oreads have acid resistance 5.
Earth Affinity: Oread sorcerers with the Elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain cast their domain powers and spells at +1 caster level.
Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose any of the following bonus languages: Aquan, Auran, Dwarven, Elven, Gnome, Half ling, Ignan, and Undercommon.

 

Reptoid

This green-scaled reptilian pair have sharp-toothed jaws, crimson crests, and long muscular tails, their dark finery lending them a sinister, aristocratic air.

Reptoids are bipedal reptiles from another planet, or perhaps even another plane—they refuse to reveal their origins to humanoids, even under duress. Disguised as members of others races, the reptoids seek positions of power in order to secretly prepare for an invasion from their homeworld. Even those who are aware of reptoids in their midst can never be truly sure who is real and who is an alien, as these creatures are often adept at enchantment and psychic magic, which they use to cover the tracks of their deceptions and to ensure the complacency or even collusion of their soon-to-be thralls.

CR 1/2 XP 200
Reptoid mesmerist 1
LE Medium humanoid (reptilian, shapechanger)
Init +0; Senses low-light vision; Perception +5
DEFENSE
AC 11, touch 10, flat-footed 11 (+1 natural)
hp 7 (1d8–1)
Fort +1, Ref +2, Will +3; +2 vs. mind-affecting effects and poison
OFFENSE
Speed 30 ft.
Melee bite +1 (1d3+1), 2 claws +1 (1d3+1)
Special Attacks hypnotic stare, mesmerist tricks (4/day, psychosomatic surge), painful stare
Mesmerist Spells Known (CL 1st; concentration +4)
1st (2/day)— (DC 14),
0 (at will)— (DC 13), , ,
STATISTICS
Str 12, Dex 10, Con 8, Int 14, Wis 13, Cha 17
Base Atk +0; CMB +1; CMD 11
Feats Great Fortitude
Skills Bluff +8, Diplomacy +7, Knowledge (local, nobility) +6, Linguistics +6, Perception +5, Sense Motive +5, Use Magic Device +7
Languages Common, Elven, Reptoid
SQ change shape, consummate liar, mental potency
ECOLOGY
Environment any land
Organization solitary, pair, or cabal (3–8)
Treasure NPC gear
SPECIAL ABILITIES
Change Shape (Su) A reptoid can assume the appearance of a specific single Medium humanoid. The reptoid always takes this specific form when it uses this ability. The reptoid gains a +10 racial bonus on Disguise checks to appear as that type of humanoid. This ability otherwise functions as alter self, except the reptoid does not adjust its ability scores. A reptoid can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form.
Mental Potency (Ex) A reptoid’s mental effects can affect more powerful creatures or a greater number of creatures than normal. Both the Hit Die limit and the total number of Hit Dice affected by each enchantment or illusion spell it casts increase by 1. For enchantment and illusion spells it casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). This ability stacks with the mesmerist’s ability of the same name.

REPTOID CHARACTERS
Reptoids are defined by their class levels—they don’t have racial Hit Dice. They have the following racial traits.  
+2 Strength, +2 Charisma, –2 Dexterity: Reptoids are both manipulative and strong, but they’re deliberate in their movements.  
Medium: Reptoids are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Reptoids have a base speed of 30 feet.
Low-Light Vision (Ex): Reptoids can see twice as far as humans in dim light.
Scales: When in its natural form, a reptoid has a +1 natural armor bonus.
Cold-Blooded (Ex): Reptoids receive a +2 racial saving throw bonus against mind-affecting effects and poison.
Natural Weapons (Ex): When in its natural form, a reptoid has a bite attack and two claw attacks that deal 1d3 points of damage each.
Change Shape (Su): A reptoid can assume the appearance of a specific single Medium humanoid. The reptoid always takes this specific form when it uses this ability. The reptoid gains a +10 racial bonus on Disguise checks to appear as that type of humanoid. This ability otherwise functions as alter self, except the reptoid does not adjust its ability scores. A reptoid can select a new humanoid form by spending 1 week preparing itself for the change, but can then no longer assume its previous humanoid form.
Mental Potency (Ex): A reptoid’s mental effects can affect more powerful creatures or a greater number of creatures than normal. Both the Hit Die limit and the total number of Hit Dice affected by each enchantment or illusion spell it casts increase by 1. For enchantment and illusion spells it casts that target a number of creatures greater than one, the number of creatures affected also increases by one (so a spell that targets one creature per level would be affected, but a spell that targets only one creature would not be). This ability stacks with the mesmerist’s ability of the same name.
Languages: All reptoids begin play speaking Common and Reptoid. Reptoids with high Intelligence scores can choose any languages they want (except for secret languages, such as Druidic).    

 

Rougarou

These wolf-headed humanoids have thick gray-brown fur and powerful canine builds, clad in practical leather and scale armor and armed with spear and shield.

Rougarous are wolf-headed humanoids who can transform into wolves. While this sometimes confuses others into mistaking a rougarou for a werewolf, these humanoids are not lycanthropes. In fact, most detest werewolves and hunt them mercilessly.  The race isn’t numerous or widespread, and rougarous tend to live in secluded communities. They are very protective of their families and friends, and the communities they form tend to be strict and lawful. In their homeland, rougarous are most plentiful in southern swamps and marshes, where it is believed they originated, but have since spread throughout the rest of the world.  While most of rougarou society is upstanding and trustworthy, as with any group there are some violent and aggressive members. These evil, loner rougarous occasionally form into packs that raid the countryside and prey upon the just and kind. Thankfully, rougarous are generally civilized and loyal, and most are quick to hunt down and punish their feral kin for their foul deeds.  Rougarous age like humans, but they tend to be slightly taller and heavier than typical humans.

CR 1/2 XP 200
Female rougarou ranger 1
LN Medium humanoid (shapechanger)
Init +2; Senses low-light vision, scent; Perception +5
DEFENSE
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +1
OFFENSE
Speed 30 ft.
Melee bite +4 (1d6+4)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (humanoid [shapechanger] +2)
STATISTICS
Str 16, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Point-Blank Shot
Skills Climb +7, Heal +5, Knowledge (nature) +4, Perception +5, Stealth +6, Survival +5
Languages Common, Rougarou
SQ change shape (wolf; ), track +1, wild empathy +0
ECOLOGY
Environment any land
Organization solitary, pair, or pack (3–12)
Treasure standard (leather armor, longbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Change Shape (Su) A rougarou can change shape once per day into a wolf as a standard action, as . A rougarou can revert to its true form as a swift action.

ROUGAROU CHARACTERS
Rougarous are defined by their class levels—they do not have racial Hit Dice. All rougarous have the following racial traits.  
+2 Str, +2 Wis, –2 Int: Rougarous are strong and alert, but simplistic.  
Medium: Rougarous are Medium creatures.  
Normal Speed: Rougarous have a base speed of 30 feet.  
Senses: Rougarous have low-light vision and the scent special ability.  
Change Shape: A rougarou can change shape once per day into a wolf as a standard action, as beast shape I. A rougarou can revert to its true form as a swift action.
Natural Weapon: Rougarous have a bite attack that deals 1d4 points of damage. This is a secondary attack if a rougarou wields a manufactured weapon.  
Languages: Rougarous speak Common and their own racial language of Rougarou. Rougarous with high Intelligence scores can choose from these bonus languages: Aklo, Elven, Gnoll, Gnome, Goblin, or Sylvan.

 

Samsaran

This blue-skinned pair have glossy black eyes and dark indigo hair, their flowing blue-and-gold robes framing a softly glowing orb held between the woman’s hands.

Samsarans are a race of humanoids whose spirits naturally reincarnate into another samsaran upon death. They have dark hair, pale bluish skin, and eyes with no visible pupil or iris. A samsaran’s blood is clear like water. Each samsaran is born with the knowledge that it has lived before, and shall continue onward after death through the cycle of reincarnation. When a samsaran dies, its body fades from sight, and another samsaran child appears somewhere and matures at the normal rate. Samsarans can reproduce with humans and produce true human offspring. Typical samsarans pursue simple, ascetic lives apart from mainstream society. They live in small isolated farming communities as individuals or couples, with older samsarans adopting newly manifested children. Some work as consultants, mediators, prophets, or seers.

CR 1/2 XP 200
Male samsaran oracle 1
N Medium humanoid (samsaran)
Init +2; Senses low-light vision; Perception +8
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 11 (1d8+3)
Fort +0, Ref +2, Will +4; +2 vs. death effects, negative energy effects, negative levels
OFFENSE
Speed 30 ft.
Melee spear –1 (1d6–1)
Ranged sling +2 (1d4–1)
Spell-Like Abilities (CL 1st; concentration +3)
1/day—, ,
Oracle Spells Known (CL 1st; concentration +3)
1st (4/day)— (DC 13), , (DC 13)
0 (at will)— (DC 12), , , , ,
Mystery lore
STATISTICS
Str 8, Dex 14, Con 11, Int 12, Wis 14, Cha 15
Base Atk +0; CMB –1; CMD 11
Feats Toughness
Skills Diplomacy +6, Disable Device +7, Heal +6, Knowledge (religion) +5, Perception +8, Spellcraft +5
Racial Modifiers +2 Disable Device, +2 Perception
Languages Celestial, Common, Draconic, Samsaran
SQ lifebound, oracle’s curse (haunted), revelations (think on it), shards of the past (Disable Device, Perception)
ECOLOGY
Environment any land
Organization solitary or clan (3–12)
Treasure NPC gear (studded leather, spear, sling with 10 bullets, thieves’ tools, other treasure)

SAMSARAN CHARACTERS
Samsarans are defined by class levels—they do not have racial Hit Dice. Samsarans have the following racial traits.
+2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and strong-minded, but their bodies tend to be frail.
Medium: Samsarans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Samsarans have a base speed of 30 feet.
Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions of dim light.
Lifebound (Ex): Samsarans gain a +2 racial bonus on saving throws against death effects, negative energy effects, saves to remove negative levels, and Con checks to stabilize.
Spell-Like Abilities (Sp)
: Samsarans with a Charisma score of 11 or higher gain the following:
1/day—comprehend languages, deathwatch, stabilize. The caster level is equal to the samsaran’s character level.
Shards of the Past (Ex): A samsaran gains a +2 bonus on any two skills and these become class skills.
Languages: Samsarans begin play speaking Common and Samsaran. Those with high Intelligence scores can choose from the following: any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Ignan, Infernal, and Terran.

 

Shabti

These flawless, golden-skinned humanoids have luminous pale eyes and shaved heads, adorned in elaborate turquoise-and-gold jewelry as they examine an inscribed funerary tablet.

Shabti are facsimiles of wealthy or powerful mortals seeking to escape judgement for their sins upon death. Grown from broken bits of mortal souls, shabti endure whatever cosmic punishments or labor might await their creators in the afterlife unless they’re discovered and freed by psychopomps. Shabti typically look like idealized humans with perfect physiques and flawless features. They usually stand 6 feet tall and weigh around 175 pounds.

CR 1/2 XP 200
Shabti oracle 1
LN Medium outsider (native)
Init +1; Senses darkvision 60 ft.; Perception +3
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 12 (1d8+4)
Fort +3, Ref +1, Will +1
Defensive Abilities immune to undeath, resist level drain
OFFENSE
Speed 30 ft.
Melee longsword +0 (1d8/19–20)
Spell-Like Abilities (CL 1st; concentration +4)
1/day— (DC 16)
Oracle Spells Known (CL 1st; concentration +4)
1st (4/day)— (DC 14), ,
0 (at will)— (DC 13), , , (DC 13), ,
Mystery heavens
STATISTICS
Str 10, Dex 12, Con 16, Int 13, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 11
Feats Martial Weapon Proficiency (longsword)
Skills Diplomacy +7, Knowledge (religion) +5, Perception +3, Sense Motive +3, Spellcraft +5
Languages Celestial, Common
SQ immortal, oracle’s curse (haunted), past-life knowledge, revelations (coat of many stars), shattered soul
ECOLOGY
Environment any
Organization solitary or retinue (1 plus 2d4 human commoners)
Treasure NPC gear (club, potion of cure moderate wounds)
SPECIAL ABILITIES
Immortal (Ex) Shabti do not age naturally and can’t die of old age. While some might come into being at age categories other than adulthood, they never leave their original age categories. Spells and effects that cause aging affect a shabti as normal.
Immune to Undeath (Ex) Shabti can’t become undead. Spells and abilities that would transform a shabti into an undead creature have no effect.
Past-Life Knowledge (Ex) Shabti remember bits of their past lives. As a result, they treat all Knowledge skills as class skills.
Resist Level Drain (Ex) A shabti takes no penalties from energy drain effects, though it can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for additional saving throws.
Shattered Soul (Ex) Shabti who are killed are exceptionally difficult to return to life. Anyone who attempts to return a shabti to life using , , or a similar spell must succeed at a caster level check whose DC is equal to 10 + the shabti’s Hit Dice. If it fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).

SHABTI CHARACTERS  
Liberated shabti often explore the planes, seeking to replace their false memories with unique experiences. Shabti are defined by their class levels—they don’t have racial Hit Dice. All shabti have the following racial traits.  
+2 Constitution, +2 Charisma: Shabti have powerful bodies and presences to match.  
Native Outsider: Shabti are outsiders with the native subtype.  
Medium: Shabti are Medium creatures and receive no bonuses or penalties due to their size.
Darkvision: Shabti can see in the dark up to 60 feet.  
Immortal: Shabti do not age naturally and can’t die of old age. While some might come into being at age categories other than adulthood, they never leave their original age categories. Spells and effects that cause aging affect a shabti as normal.
Immune to Undeath:
Shabti can’t become undead. Spells and abilities that would transform a shabti into an undead creature have no effect.
Past Life Knowledge:
Shabti remember bits of their past lives. As a result, they treat all Knowledge skills as class skills.
Resist Level Drain:
A shabti takes no penalties from energy drain effects, though it can still be killed if it accrues more negative levels than it has Hit Dice. After 24 hours, any negative levels a shabti takes are automatically removed without the need for additional saving throws.
Shattered Soul
: Shabti who are killed are exceptionally difficult to return to life. Anyone who attempts to return a shabti to life using raise dead, resurrection, or a similar spell must succeed at a caster level check whose DC is equal to 10 + the shabti’s Hit Dice. If it fails, the spell fails and the caster can’t return the shabti to life for the next 24 hours (though the caster can try again after this period).
Normal Speed: Shabti have a base speed of 30 feet.  
Spell-Like Ability: A shabti can use suggestion once per day as a spell-like ability, with a caster level equal to the shabti’s class level.  
Languages: Shabti begin play speaking Common. Those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

 

Skinwalker

This rugged pair have pointed ears, predatory amber eyes, and subtly bestial features, dressed in weathered hides and leathers as they stalk their quarry with bow and blade.

Most people believe that skinwalkers are half-breeds of lycanthropes, or that they possess a weaker version of the curse of lycanthropy. However, skinwalker shamans claim that their people were chosen by the gods as a bridge between humanity and animals. Either way, skinwalkers resemble humans much of the time, but they have the uncanny ability to transform into bestial humanoids with powerful and fearsome aspects of animals.

CR 1/2 XP 200
Male skinwalker ranger 1
N Medium humanoid (shapechanger, skinwalker)
Init +2; Senses low-light vision; Perception +6
DEFENSE
AC 15, touch 12, flat-footed 13 (+3 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +4, Will +2
OFFENSE
Speed 30 ft.
Melee 2 claws +4 (1d4+3)
Ranged longbow +3 (1d8/×3)
Special Attacks favored enemy (human +2)
Skinwalker Spell-like Abilities(CL 1st; concentration +3)
1/day—
STATISTICS
Str 17, Dex 14, Con 13, Int 8, Wis 14, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Power Attack
Skills Climb +7, Handle Animal +5, Perception +6, Survival +6, Swim +7
Racial Modifiers +2 Handle Animal
Languages Common
SQ change shape, track +1, wild empathy +2
ECOLOGY
Environment any forests, hills, or mountains
Organization solitary, pair, or pack (3–12)
Treasure standard (studded leather armor, longbow, other treasure)
SPECIAL ABILITIES
Change Shape (Su) A skinwalker can change shape to a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to his choice of Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, he can choose to gain two claw attacks that each deal 1d4 points of damage, 60 foot darkvision, or a +1 natural armor bonus. These benefits last until the skinwalker returns to his humanoid form as a swift action. A skinwalker must first return to his humanoid form before changing to bestial form again to change benefits. The skinwalker presented here is currently in bestial form, and has claw attacks and a +2 racial bonus to Strength.

SKINWALKER CHARACTERS  
Skinwalkers are defined by class levels—they don’t possess racial Hit Dice. Skinwalkers have the following racial traits.  
+2 Wisdom, –2 Intelligence, +2 to One Physical Ability Score While in Bestial Form: Skinwalkers are attuned to the natural order and value passion above reason. Their bestial forms strengthen their bodies in various ways.  
Medium: Skinwalkers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Skinwalkers have a based speed of 30 feet.
Low-Light Vision: Skinwalkers can see twice as far as humans can in dim light.
Spell-Like Ability: A skinwalker with a Wisdom score of 11 or higher can use speak with animals once per day as a spell-like ability, using his Wisdom modifier to determine his concentration checks. The caster level for this ability is equal to the skinwalker’s character level.
Animal-Minded: Skinwalkers have a +2 racial bonus on Handle Animal checks and on wild empathy checks.
Change Shape: A skinwalker can change shape to a bestial form as a standard action. In bestial form, a skinwalker gains a +2 racial bonus to his choice of Strength, Dexterity, or Constitution. While in this form, a skinwalker also takes on an animalistic feature that provides a special effect. Each time a skinwalker assumes bestial form, he can choose to gain two claw attacks that each deal 1d4 points of damage, 60 foot darkvision, or a +1 natural armor bonus. These benefits last until the skinwalker returns to his humanoid form as a swift action. A skinwalker must first return to his humanoid form before changing to bestial form again to change benefits.
Languages: Skinwalkers all begin play speaking Common. Skinwalkers with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

 

Suli

This bronze-skinned pair wear sumptuous crimson and violet garments, the man’s arms wreathed in roaring flame while blue-white lightning dances around the woman’s hands.

Sulis (or suli-jann) are minor offshoots of the jann that live among humans. They are tall and look like ordinary men and women but for their abnormal beauty and the occasional flash of elemental light in their eyes. Though physically superior to and more attractive than normal humans, some suli-jann remain unaware of their genie heritage until later in life, when contact with a full-blooded genie draws forth a portion of their elemental power. While all sulis can trace their lineage back to a janni ancestor, very few have an immediate janni parent. In most cases, this legacy lies fallow in the blood for generations, only to emerge decades or even centuries later. Those whose powers become apparent early on usually lead troubled lives as youths, as the question of a child’s origins tears some families apart; few of these unfortunate sulis grow up knowing anything of the peace of a happy home. Sulis age at the same rate as humans and are physically identical to humans in terms of height and weight. During their youth, sulis tend to be slightly smaller than their fully human peers, but grow quickly to their full adult height upon reaching their teenage years. Sulis are impulsive and passionate by nature, and even those sulis who know nothing of their genie blood possess a measure of personal pride.

CR 1/2 XP 200
Suli ranger 1
N Medium outsider (native)
Init +1; Senses low-light vision; Perception –1
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 11 (1d10+1)
Fort +2, Ref +3, Will –1
Resist acid 5, cold 5, electricity 5, fire 5
OFFENSE
Speed 20 ft. (30 ft. without armor)
Melee scimitar +4 (1d6+3/18–20)
Ranged shortbow +2 (1d6/×3)
Special Attacks elemental assault, favored enemy (humans +2)
STATISTICS
Str 15, Dex 12, Con 11, Int 10, Wis 9, Cha 10
Base Atk +1; CMB +3; CMD 14
Feats Weapon Focus (scimitar)
Skills Diplomacy +3, Knowledge (geography) +4, Knowledge (nature) +4, Ride +0, Sense Motive +2, Survival +3
Racial Modifiers +2 Diplomacy, +2 Sense Motive
Languages Common plus one elemental language
SQ track +1, wild empathy +1
ECOLOGY
Environment any
Organization single, pair, or group (3–6)
Treasure NPC gear (chainmail, scimitar, shortbow with 20 arrows, other treasure)
SPECIAL ABILITIES
Elemental Assault (Su) Once per day as a swift action, a suli can call on the elemental power lurking in its veins to shroud its arms in acid, cold, electricity, or fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per level. The suli can end the effects of its elemental power early as a free action.

SULI CHARACTERS
Sulis are defined by class levels—they do not possess racial Hit Dice. Sulis have the following racial traits.
+2 Strength, +2 Charisma, –2 Intelligence: Sulis tend to be strong and charming, but slow-witted.
Low-Light Vision: Sulis can see twice as far as humans in dim light.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.
Elemental Assault: Once per day as a swift action, a suli can call on the elemental power lurking in its veins to shroud its arms in acid, cold, electricity, or fire. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This lasts for 1 round per level. The suli can end the effects of its elemental power early as a free action.
Elemental Resistance: Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
Languages: Sulis begin play speaking Common and any one elemental language of their choice (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from among the following bonus languages: Aquan, Auran, Draconic, Ignan, and Terran.

 

Sylph

These ethereally pale humanoids have flowing white hair and delicate blue markings curling across their skin, their gauzy garments billowing around a hovering crystalline shard.

Sylphs are humans whose family trees include elemental beings of air, such as djinn. They tend to be pale and thin to the point of appearing delicate, though their skinny bodies are more resilient than they look. While many can pass unnoticed through crowds of humans, sylphs display their heritage in subtle ways, and those who study them carefully sometimes notice that breezes seem to follow a sylph wherever she goes, even inside rooms with no windows. When consumed by fits of anger or passion, these tendencies become more apparent, as winds surround the sylph and tousle her hair or knock small items from shelves. Many sylphs have complex markings on their pale flesh that resemble tiny swirling designs like blue and gray tattoos, and the most exotic of their kind have hair that twists and coils almost as if it were made of living mist. As people, sylphs tend to be shy and reclusive, blending into crowds or skillfully avoiding those they don’t desire to meet. Yet while they often prefer to manipulate situations and avoid conflict themselves, most sylphs remain intensely curious about other people, and often go to great lengths to spy or eavesdrop on those who spark their interest (a hobby frequently referred to as “listening to the wind”). This combined love of subterfuge and ability to slip away from any compromising situation makes sylphs perfectly suited to lives as rogues, thieves, and spies, and beneath the average sylph’s veneer of shy waifishness lies a mind that’s capable and calculating, constantly sizing up the competition and analyzing the most effective exits from any given room.

CR 1/2 XP 200
Sylph rogue 1
N Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +6
DEFENSE
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 9 (1d8+1)
Fort +0, Ref +5, Will +2
Resist electricity 5
OFFENSE
Speed 30 ft.
Melee dagger –1 (1d4–1/19–20)
Ranged dagger +3 (1d4–1/19–20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st; concentration +1)
1/day—
STATISTICS
Str 8, Dex 17, Con 10, Int 15, Wis 14, Cha 10
Base Atk +0; CMB –1; CMD 13
Feats Dodge
Skills Acrobatics +7, Appraise +6, Bluff +4, Climb +3, Diplomacy +4, Knowledge (local) +6, Perception +6, Sleight of Hand +7, Stealth +7, Use Magic Device +4
Languages Auran, Common, Elven, Halfling
SQ air affinity, trapfinding +1
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–6)
Treasure NPC gear (leather armor, two daggers, other treasure)
SPECIAL ABILITIES
Air Affinity (Ex) Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.

SYLPH CHARACTERS
Sylphs are defined by class levels—they do not possess racial Hit Dice. Sylphs have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, but slight and delicate.
Darkvision: Sylphs can see in the dark up to 60 feet.
Sylph Magic: Feather fall 1/day (caster level equals the sylph’s Hit Dice).
Energy Resistance: Sylphs have electricity resistance 5.
Air Affinity: Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph clerics with the Air domain cast their domain powers and spells at +1 caster level.
Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose any of the following bonus languages: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

 

Tiefling

This horned pair have long pointed tails and infernal eyes, the pale, white-haired man dressed in black armor while his red-skinned companion wears ornate crimson and carries a curved dagger.

Tieflings are humans with demonic, devilish, or other evil outsider blood in their ancestry. Often persecuted for their strange appearance and unnatural mannerisms, most tieflings disguise their nature or are forced to live on the fringes or underbelly of civilized society. Though they are not born evil, it is an easy path for them to find, especially as most suffer at the hands of “normal” folks while growing up. Tieflings look mostly human except for some physical traits that reveal their strange heritage.

CR 1/2 XP 200
Tiefling rogue 1
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +5, Will +1
Resist cold 5, electricity 5, fire 5
OFFENSE
Speed 30 ft.
Melee short sword +3 (1d6+1/19–20)
Ranged light crossbow +3 (1d8/19–20)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 1st, concentration –1)
1/day—
STATISTICS
Str 13, Dex 17, Con 14, Int 12, Wis 12, Cha 6
Base Atk +0; CMB +1; CMD 14
Feats Weapon Finesse
Skills Acrobatics +6, Bluff +4, Disable Device +6, Escape Artist +6, Intimidate +2, Perception +5, Sense Motive +5, Sleight of Hand +6, Stealth +8
Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Infernal
SQ fiendish sorcery, trapfinding
ECOLOGY
Environment any land
Organization solitary, pair, or gang (3–5)
Treasure NPC gear (studded leather armor, short sword, light crossbow with 20 bolts)
SPECIAL ABILITIES
Fiendish Sorcery (Ex) Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.

TIEFLING CHARACTERS
Tieflings are defined by their class levels—they do not possess racial HD. They have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick in body and mind, but are inherently strange.
Darkvision: Tieflings see in the dark up to 60 feet.
Skilled: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities.
Languages
Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high Intelligence scores can choose any of the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

 

Vishkanya

This elegant pair have warm brown skin, pale pupil-less eyes, and subtle patches of scales, dressed in lavish blue, red, and gold garments and carrying brightly colored folding fans.

Vishkanyas are a race of exotic humanoids known for their guile and affinity for poisons of all kinds. A vishkanya’s flesh is made up of fine scales that from a distance of even a few feet look just like particularly smooth skin. These scales are usually a single dark color, although some of them have complex patterns like stripes or even spirals. A vishkanya’s tongue is forked like a serpent’s tongue, and its eyes lack visible pupils. Although legends abound that the merest touch from a vishkanya can slay a mortal humanoid, these tales are patently false. A vishkanya’s skin is no more poisonous than that of any human, but it is true that their blood, spit, and other bodily fluids can be dangerous. Vishkanyas are skilled in using their own spittle or even their blood to envenom their weapons, and those who fight them should be wary of exposure to the vishkanya’s poison. A vishkanya is 6 feet tall and weighs 130 pounds.

CR 1/2 XP 200
Vishkanya ninja 1
N Medium humanoid (vishkanya)
Init +3; Senses low-light vision; Perception +6
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will +0; +1 vs. poison
OFFENSE
Speed 30 ft.
Melee kukri +1 (1d4+1/18–20 plus poison)
Ranged shuriken +3 (1d2+1 plus poison)
Special Attacks poison (DC 12), sneak attack +1d6
STATISTICS
Str 13, Dex 17, Con 14, Int 8, Wis 10, Cha 12
Base Atk +0; CMB +1; CMD 14
Feats Deceitful
Skills Acrobatics +7, Bluff +7, Disguise +7, Escape Artist +9, Perception +6, Sense Motive +4, Stealth +9
Racial Modifiers +2 Escape Artist, +2 Perception, +2 Stealth
Languages Common, Vishkanya
SQ poison use, toxic
ECOLOGY
Environment any
Organization solitary, pair, or squad (3–8)
Treasure NPC gear (kukri, 10 shuriken, other treasure)
SPECIAL ABILITIES
Poison Use (Ex) Vishkanyas are skilled with poison and never accidentally poison themselves when using or applying poison.
Toxic (Ex) A number of times per day equal to its Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the vishkanya to be injured when it uses this ability). Applying venom in this way is a swift action. Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

VISHKANYA CHARACTERS
Vishkanyas are defined by their class levels— they do not possess racial Hit Dice. Vishkanyas have the following racial traits.
+2 Dexterity, +2 Charisma, –2 Wisdom: Vishkanyas are graceful and elegant, but often irrational.
Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
Limber: Vishkanyas gain a +2 racial bonus on Escape Artist and Stealth checks.
Poison Resistance: A vishkanya has a racial bonus on saves against poison equal to its Hit Dice.
Poison Use: Vishkanyas are skilled with poison and never accidentally poison themselves when using or applying poison.
Toxic: A number of times per day equal to its Constitution modifier (minimum 1/day), a vishkanya can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the vishkanya to be injured when it uses this ability). Applying venom in this way is a swift action.
Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high Intelligence scores can choose any of the following bonus languages: Aklo, Draconic, Elven, Goblin, Sylvan, and Undercommon.

 

Wyrwood

Though obviously a wooden construct, this small, nimble creature moves fluidly and purposefully.

This relatively young race was created by a cabal of wizards who needed nimble and skilled construct servants to do their dirty work. This cabal was interested in creating magical machines, so they built their tools to be small, agile, and clever. Over time, the cabal pushed the limits too far and created minions with free will, and these first wyrwoods began to question why they were involved in their masters’ petty intrigues. When the wizards forced the wyrwoods to fight each other as proxies for the wizards themselves, the constructs instead killed their creators and stole the notes on how to create more of their kind, allowing them to perpetuate their race. Wyrwoods are secretive and somewhat xenophobic, and can seem cold and calculating to others—a trait that could earn respect or enmity, depending on the audience. Purely rational and unemotional, wyrwoods see the survival of their race as their primary goal. Even the rare wyrwood who understands the point of empathy and altruism sees such concepts as mere tools to help ensure its own survival or that of its people. All wyrwoods know how to create more of their kind, and they keep the details of their construction process secret from other creatures to make sure their race is never again enslaved. Most wyrwoods are wizards or rogues. The few who are inclined to worship tend to revere lawful deities with strict codes of behavior, which they follow to the letter rather than the spirit.

CR 1/2 XP 200
Wyrwood rogue 1
N Small construct
Init +3; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 18 (1d8+10)
Fort +0, Ref +5 (+1 vs. traps), Will +1
Immune construct traits
OFFENSE
Speed 30 ft.
Melee dagger +3 (1d3+2/19–20)
Ranged dagger +4 (1d3+2/19–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 14, Dex 17, Con —, Int 15, Wis 12, Cha 6
Base Atk +0; CMB +1; CMD 14
Feats Deft Hands
Skills Acrobatics +7, Appraise +6, Climb +6, Craft (alchemy) +6, Disable Device +9, Escape Artist +7, Knowledge (dungeoneering) +6, Perception +5, Sleight of Hand +9, Stealth +11, Use Magic Device +2
Languages Common
SQ trapfinding +1
ECOLOGY
Environment any ruins or underground
Organization solitary or cabal (2–8)
Treasure NPC gear (daggers [2], leather armor, thieves’ tools, other treasure)

WYRWOOD CHARACTERS
Wyrwood are defined by their class levels—they do not possess racial Hit Dice. All wyrwoods have the following racial traits.
+2 Dexterity, +2 Intelligence, –2 Charisma: Wyrwoods are quick and calculating. As constructs, wyrwoods do not have a Constitution score.
Normal Speed: Wyrwoods have a base speed of 30 feet.
Small: Wyrwoods are Small creatures and gain a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to combat maneuver defense, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks.
Darkvision 60 ft.: Wyrwoods can see in the dark up to 60 feet.
Low-Light Vision: Wyrwoods have low-light vision.
Languages: Wyrwoods speak Common. A wyrwood with a high Intelligence score can choose from the following: Draconic, Dwarven, Elven, Gnome, Goblin, or Orc.