Galka

The galka are a hulking race of powerful warriors. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines. Galka are asexual and do not reproduce in the same manner as other species. However, other races typically use the male pronoun to refer to galka, as their physical appearance is more masculine than feminine. Sometime after a galka dies (between a month and a year), the galka’s soul is reincarnated into a new body in a Galkan settlement. The newly reincarnated galka has no abilities or traits of the previous soul, and only hazy memories of its previous lives. Once a galka’s soul has been reincarnated, the original galka cannot be raised from the dead.

## Standard Racial Traits

* **Ability Score Racial Traits:** Galka are strong, solid, stable, and stoic. They gain +2 Strength, +2 Wisdom, and –2 Charisma.
* **Size:** Galka are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Type:** Galka are humanoids with the galka subtype.
* **Base Speed:** (Slow and Steady) Like dwarves, galka have a base speed of 20 feet, but their speed is not modified by armor or encumbrance.
* **Languages:** Galka begin play speaking Common and Galkan. Galka with high Intelligence scores can choose from the following: Dwarven, Elvaan, Giant, Goblin, Lalafellan, and Orc. See the Linguistics skill page for more information about these languages.

### Defense Racial Traits

* **Hardy:** Galka receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
* **Stability:** Galka receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground.

### Feat and Skill Racial Traits

* **Imposing Figure:** Galka are intimidating without trying. They gain a +2 racial bonus to Intimidate checks.
* **Mining Servitude:** Galka are used to being forced into the mines. They gain a +2 racial bonus on profession (miner) checks.
* **Metalworker:** The galka have worked with metals most of their lives. They gain a +2 racial bonus to Appraise and Craft checks involving metal.

### Offense Racial Traits

* **Ferocity:** Once per day, when a galka is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
* **Hatred:** Due to their history of war and being exploited, the galka gain a +1 racial bonus on attack rolls against antica and hume.
* **Relentless:** Galka gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the Galka and its opponent are standing on the ground.
* **Weapon Familiarity:** Galka are proficient with the War pick and Galkan racial weapons.

### Senses Racial Traits

* **Low-Light Vision:** Galka have low-light vision allowing them to see twice as far as humes in dim light.

## Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above.

##### Replaces Ferocity

* **Beastmaster:** Some galka have a spiritual kinship with fantastical beasts, capturing them for sport or living and hunting with them. A galka with this trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle Animal checks. This racial trait replaces ferocity.
* **Tenacious:** City-dwelling galka must often be tenacious to get by. Once per day, if a galka fails a Fortitude save, Will save, or Constitution check, he can reroll the save or check. The galka must take the second result, even if it is worse. This racial trait replaces ferocity.

##### Replaces Metalworker

* **Architectural Ingenuity:** Some galka demonstrate incredible talent for building and adjusting structures. These galka gain a +2 racial bonus on Knowledge (engineering) checks and on Craft and Perception checks related to structures (including structural traps). This racial trait replaces metalworker.
* **Wary:** Many galka have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Galka with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces metalworker.

##### Replaces Weapon Familiarity

* **City-Raised:** Galka with this racial trait know little of their galka ancestry and were raised among humes and other galka in a large city. City-raised galka are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
* **Chain Fighter:** Some galka have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Galka with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This racial trait replaces weapon familiarity.

##### Replaces Imposing Figure

* **Cavewight:** Some galka live far below the surface, seeking freedom in winding cave complexes. Galka with this racial trait gain a +1 racial bonus on Knowledge (dungeoneering) and Survival checks made underground. This racial trait replaces the imposing figure.
* **Scavenger:** Some galka eke out a leaving picking over the garbage heaps of society, and must learn to separate rare finds from the inevitable dross. Galka with this racial trait receive a +2 racial bonus on Appraise checks and on Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This racial trait replaces imposing figure.

##### Replaces Low-Light Vision, Metalworker

* **Darkvision:** Some galka have lived in the underground depths for so long they have given up on light entirely and gained darkvision with a range of 60 feet. This racial trait replaces low-light vision and metalworker.

##### Replaces Intimidating, Ferocity

* **Stoic:** Some galka learn to suppress their strong emotions. They don’t usually gain morale bonuses, but instead gain a +2 racial bonus on saving throws against emotion and fear effects, and the DC to intimidate them increases by 2. They can choose to gain morale bonuses when they would normally be able to do so, but if they do, they lose the benefits from this racial trait for 24 hours. This racial trait replaces intimidating and ferocity.

## Age, Height and Weight

Table: Galka Starting Ages:

 20

Table: Aging Effects:

 55 years

Table: Height and Weight

 Galka
(7ft 1 in.-8 ft 0in.)
(362 - 494 lbs.)

## Racial Feats

The following feats are available to an elvaan character who meets the prerequisites.

##### **Beast Rider (Galka or Roegadyn)**

* *You gain the service of a monstrous companion or mount.*
* **Prerequisite(s):** Animal Companion or Mount class feature, character level 7th, Galka or Roegadyn.
* **BENEFIT**: Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions or mounts. When summoning a creature of the selected type to serve as a mount or companion, treat your effective beastmaster level as if it were two levels higher (to a maximum of your character level). If the creature is large enough for you to ride, it gains the combat training general purpose (see Handle Animal) at no cost.

##### **Bullying Blow (Combat, Galka, Orc, or Roegadyn)**

* *With a simple hit, you more easily intimidate an opponent.*
* **Prerequisite(s):** Intimidate 1 rank, galka, orc, or roegadyn.
* **BENEFIT:** As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check to demoralize that opponent as a free action.
* **Normal:** Intimidating an opponent is a standard action.

##### **Ferocious Action (Galka or Roegadyn)**

* *Your ferocity is quick but shorter lived.*
* **Prerequisite(s):** Ferocity racial trait, Galka or Roegadyn.
* **BENEFIT**: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the berserker’s rage class feature), you instead only lose 1 hit point per round.

##### **Ferocious Resolve (Galka or Roegadyn)**

* *Your heritage allows you to fight on.*
* **Prerequisite(s):** Con 13, galka or roegadyn, ferocity racial trait.
* **BENEFIT**: You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.
* **Normal:** A galka or roegadyn with the ferocity racial trait can fight for 1 more round after he is brought below 0 hit points.

##### **Ferocious Tenacity (Galka or Roegadyn)**

* *You spit in the face of death.*
* **Prerequisite(s):** Ferocity racial trait, Galka or Roegadyn.
* **BENEFIT**: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the berserker’s rage class feature), you instead only lose 1 hit point per round.

##### **Ferocious Action (Galka or Roegadyn)**

* *Your ferocity is quick but shorter lived.*
* **Prerequisite(s):** Ferocity racial trait, Galka or Roegadyn.
* **BENEFIT**: Once per day when raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack’s damage by 1 point, but cannot reduce the damage taken below 1 hit point.
* **Normal:** If this damage still makes you fall unconscious, your rage ends just like it normally would, lowering your Constitution to its normal value and reducing your hit point total as normal. Therefore, it is possible to use this feat to prevent yourself from instantly dying, yet you still die because your negative hit points exceed your normal Constitution score—take your normal Constitution into account when deciding how many rounds of rage to spend with this feat.

##### **Ferocious Action (Galka or Roegadyn)**

* *You can do more with the weapons galkas favor the most.*
* **Prerequisite(s):** Ferocity racial trait, Galka or Roegadyn.
* **BENEFIT**: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the berserker’s rage class feature), you instead only lose 1 hit point per round.

##### **Galka Weapon Expertise (Galka)**

* *Your ferocity is quick but shorter lived.*
* **Prerequisite(s):** Ferocity racial trait, Galka or Roegadyn.
* **BENEFIT**: When you take this feat, choose one of the benefits below. Whenever you wield a galkan war pick, you gain the benefit you chose.
	+ **Bully:** Gain a +1 bonus on damage rolls against creatures at least one size smaller than you.
	+ **Defender:** Gain a +2 shield bonus to your AC.
	+ **Disrupter:** Add +3 to opponents’ concentration checks to cast a spell within your threatened area. This only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you have already used all of your available attacks of opportunity for the round, this increase does not apply.
	+ **Killer:** Gain a +2 competence bonus on attack rolls made to confirm critical hits.
	+ **Thug:** Deal +1 point of nonlethal damage with the weapon.
	+ **Trickster:** Gain a +2 bonus on a single type of combat maneuver check that you can perform with that weapon.
* **Special:** You can gain this feat multiple times. Each time you take this feat, you must choose a different benefit. You may only apply one of these benefits per round (chosen as a free action at the start of your turn).

##### **Horde Charge (Galka)**

* *When you charge with an ally, you are more deadly.*
* **Prerequisite(s):** Base attack bonus +1, galka.
* **BENEFIT**: When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition to the normal bonus for charging. If you can make multiple attacks on a charge, this bonus only applies to the first attack.

##### **Improved Surprise Follow-Through (Galka)**

* *You follow up an attack with a surprising series of sweeping blows.*
* **Prerequisite(s):** Str 13, Cleave, Great Cleave, Surprise Follow Through, base attack bonus +8, galka.
* **BENEFIT**: When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.

##### **Ironhide (Bangaa, Dwarf, Galka)**

* *Your skin is thicker and more resilient than that of most of your people.*
* **Prerequisite(s):** Con 13; bangaa, dwarf or galka..
* **BENEFIT**: You gain a +1 natural armor bonus due to your unusually tough hide.

##### **Resilient Brute (Galka)**

* *You absorb punishment others find deadly.*
* **Prerequisite(s):** Galka.
* **BENEFIT**: Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use this ability if you are immune to nonlethal damage. When your base attack bonus reaches +10, you may use this ability an additional time per day.

##### **Reverse-Feint (Galka)**

* *You can goad an opponent into attacking you in order to make your counter attack all the more powerful.*
* **Prerequisite(s):** Ferocity racial trait, Galka or Roegadyn.
* **BENEFIT**: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the berserker’s rage class feature), you instead only lose 1 hit point per round.

##### **Surprise Follow-Through (Galka)**

* *When striking one opponent, you catch its ally off guard.*
* **Prerequisite(s):** Str 13, Cleave, base attack bonus +1, galka.
* **BENEFIT**: When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you.

##### **Tenacious Survivor (Galka)**

* *Your spirit lingers long after any other’s would have passed on.*
* **Prerequisite(s):** Con 13, Diehard, Endurance, galka.
* **BENEFIT**: When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level.

##### **Trap Wrecker (Galka)**

* *You can smash traps instead of disarming them.*
* **Prerequisite(s):** Disable Device 1 rank, galka.
* **BENEFIT**: You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against an Armor Class equal to the trap’s Disable Device DC. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap’s Disable Device DC, you disable the trap. If this damage is less than half the trap’s Disable Device DC, the trap activates. You can only attempt this on non-magical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM’s discretion, some traps may not be susceptible to this feat.

## Racial Archetypes

The following racial archetypes are available to elvaans:

* Fell Rider (Chocobo Knight; Galka)
* Ironskin Monk (Monk; Galka)
* Skulking Slayer (Thief; Galka)

## Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

* **Archer:** Add +1/4 to the archer’s damage rolls with bows and crossbows.
* **Astrologian:** Add +1/2 to any one Knowledge skill.
* **Bard:** Add +1 to the bard’s total number of bardic performance rounds per day.
* **Beastmaster:** Add +1 to an animal companion’s CMD when adjacent to the beastmaster. If the beastmaster ever replaces his animal companion, the new animal companion gains this bonus.
* **Berserker:** Add +1 to the berserker’s total number of rage rounds per day.
* **Black Belt:** Add 1/4 to the black belt’s effective level to determine her unarmed strike damage.
* **Black Mage:** Select one item creation feat known by the black mage. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gil (50 gil if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.
* **Blue Mage:** Add +1/4 bonus to damage to the blue mage’s natural attacks.
* **Chemist:** Add +1/2 to bomb damage.
* **Chocobo Knight:** Add +1/2 Strength to chocobo knight’s mount. (+1 Strength every two times you select this option.) If you replace your mount, the new mount gains this bonus.
* **Cleric:** Add a +1/2 bonus on Intimidate checks and Knowledge checks to identify creatures.
* **Dancer:** Add +1 to the dancer’s total number of battle dance rounds per day.
* **Dark Knight:** Add +1/6 on attack and damage rolls for Darkside.
* **Dragoon:** Add +1/3 to the dragoon’s attack rolls with spears, lances, and polearms.
* **Druid:** Add +1/3 to the druid’s natural armor bonus when using wild shape.
* **Engineer:** Add +1/4 armor bonus to the AC of the engineer’s automaton.  If the engineer ever replaces his automaton, the new automaton gains this bonus.
* **Fencer:** Gain a +1/3 bonus on all critical hit confirmation rolls made while using the precise strike deed (maximum bonus of +5). This bonus doesn’t stack with those gained through Critical Focus and similar effects.
* **Fighter:** Add +1 to CMD against bull rush or overrun maneuvers.
* **Freelancer:** Add +1/3 to the bonus granted by inspired dilettante when used to provide a bonus on saving throws against poison, spells, and spell-like abilities.
* **Gambler:** Add +1/2 to Profession (Gambling) skill checks.
* **Geomancer:** Add a +1/5 bonus on elemental resistance.
* **Gunbreaker:** Add +1/6 of a new gun arm technique.
* **Gunner:** Add a +1/2 bonus on initiative checks when the gunner has at least 1 grit point.
* **Holy Knight:** Add +1/4 deflection bonus to AC while in Shield Oath or +1/4 bonus to attack rolls while in Sword Oath.
* **Illusionist:** Add +1/4 to the penalty of the haze ability.
* **Knight:** Add +1 to the knight’s total number of defensive stance rounds per day.
* **Medic:** Add +1/3 to the amount of temporary hit points granted by the medic’s battlefield inspiration.
* **Monk:** Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning fists he can attempt per day.
* **Necromancer:** Add + 1/6 bonus of DR 1/- to the necromancer’s damage reduction.
* **Ninja:** Add +1/3 on critical hit confirmation rolls made while using sneak attack (maximum bonus of +5). This bonus does not stack with Critical Focus.
* **Red Mage:** Add +1/3 on critical hit confirmation rolls when using spell combat (maximum bonus of +5). This bonus does not stack with Critical Focus.
* **Samurai:**Add +1/3 to the samurai’s critical confirmation rolls.
* **Scholar:** Gain a +1 bonus on concentration checks made due to taking damage while casting spells.
* **Summoner:** Add a +1/4 natural armor bonus to the AC of the summoner’s avatar.  If the summoner ever replaces his avatar, the new avatar gains this bonus.
* **Sword Saint:** Add a +2 bonus on rolls to stabilize when dying.
* **Thief:** Add +1 to the thief’s CMD when resisting a grapple or reposition attempt.
* **Time Mage:** Add 1/6 of an additional d3 added to attack rolls when you spend a mote to boost your attack rolls. (+1d3 for every six times you select this option.)
* **White Mage:** Add a +1/2 bonus on checks made to craft magic items.