Races

## Races of Terredei

The below races are those available in the Terredei setting, using pathfinder rules.

## Sons of Adam

These are the descendent of those 'made in the image of god' , the most important character races of Terredei, as they are in possession of a 'soul' , a thing the other races below lack.

### Sons of Eve

#### Humans

Those descendents of Cain & Abel who would spread across the world.

* **Ability Score Modifiers**: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
* **Size**: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Base Speed**: Humans have a base speed of 30 feet.

* **Bonus Feat**: Humans select one extra feat at 1st level.
* **Skilled**: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

#### Jacobites

Called Canaanites in the earliest times, the descendents of Canaan, son of Ham, son of Noah still bear Noah's curse ( *“Cursed be Canaan! The lowest of slaves will he be to his brothers.”*) While equally descending from Adam & Eve as their larger 'human' brothers, the Canaanites (now Jacobites) are cursed with a diminutive size and a lot of social oppression. That being said, they have much adapted to these circumstances and manage to make an asset of what others see as a downside. They tend to be strong willed, hardened through life and well used to make maximum benefit of their smaller, but more nimble physique.

* **Ability Score Modifiers**: Jacobites are nimble and strong-willed, but their small stature makes them weaker than their larger kin. They gain +2 Dexterity, +2 Charisma, and –2 Strength.
* **Size**: Jacobites are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
* **Base Speed (Slow Speed)**: Jacobites have a base speed of 20 feet.

* **Always intimidated** : For milennia, larger humans have been intimidating Jacobites. They are well used to it by now, and have learned to cope. They receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Paranoia (below).
* **Paranoia** : Jacobites are used to being victimized and are always on alert : receive a +1 racial bonus on all saving throws.
* **Sure-Footed**: Jacobites receive a +2 racial bonus on Acrobatics and Climb checks.
* **Keen Senses**: A jacobite without eyes on his back may soon be a dead Jacobite, they receive a +2 racial bonus on Perception checks.

#### Dragonborn (nobles)

Born out of the sons of adam and the dragonshards, these rare nobles are still 'sons of eve' , with one exception : The 'noble' (sorceror) class becomes available to them as a choice. In addition, because nobles tend to have extensive family traditions, some lines substitute the 'standard' human abilities above by other advantages, such as :

* **Aquatic Ancestry**: They gain a racial bonus equal to half their character level on Swim checks and Swim is always a class skill for them. In addition, they can hold their breath for twice as long as normal. When the racial bonus on Swim checks from this ability becomes +8 or higher, they can always take 10 on Swim checks, even when threatened or distracted. This racial trait replaces skilled. (example : some Leviathan lines)

* **Comprehensive Education**: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled. (example : some Zmey Gorynych lines)

* **Focused Study**: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait. (various lineages)

* **Heart of the Snows**: They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. This racial trait replaces skilled.( example : some Jormungandr lines)

* **Imposter-Wary** : You gain a +2 racial bonus on saving throws against illusion spells and effects, 1 free rank in Sense Motive at 1st level, and 1 additional rank in Sense Motive whenever they gain a level. This racial trait replaces skilled. (example : some Guivres lines)

* **Innovative**: Humans have come to shape the world because they are inveterate innovators. Humans with this racial trait gain a +2 racial bonus on Knowledge (arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled. (example : some Vishap lines)
* ...

### Sons of Lililith

Having fled Eden, the pregant Lillith gave life to two races, intrinsically connected to the Wyld where she took refuge.

#### Firstborn (gnomes)

* **Ability Score Modifiers**: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Wisdom, and –2 Strength.
* **Size**: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* **Base Speed**: (Slow Speed) Gnomes have a base speed of 20 feet.

* **Down to Earth**: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
* **Keen Senses**: Gnomes receive a +2 racial bonus on Perception checks.
* **Household skills** : Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
* **Gnome Magic**: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Charisma modifier.
* **Low-Light Vision**: Gnomes can see twice as far as humans in conditions of dim light.
* **Bond to the Land** : Gnomes have strong ties to specific kinds of terrain, which they consider 'normal terrain'. They gain a +2 dodge bonus to AC when in a specific terrain type selected from the ranger list of favored terrains. This choice is made at character creation, and cannot be changed.

#### Secondborn (elves)

* **Ability Score Modifiers**: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
* **Size**: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Base Speed**: Elves have a base speed of 30 feet.

* **Elven Immunities**: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
* **Keen Senses**: Elves receive a +2 racial bonus on Perception checks.
* **Low-Light Vision**: Elves can see twice as far as humans in conditions of dim light.

**Variations** : Elves get one of the below abilties, determined at character creation.

* **Elven Magic**: This ability is most common among Elven females, and very rare among Elven males. Elves with this ability receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
* **Envoy**: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level.
* **Silent Hunter**: Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait).

## Stoneforged

These creatures, though sentient were not created directly by the Father, but later along the line. As the Dragons forged dwarves out of the elements of the earth, the dwarves themselves later forged golems after their example.

**Restriction** : Stoneforged are purely material, and have no 'soul' , strictly speaking. As such, they can never learn magic and caster classes are unavailable to them. Note that this does not include Artificer or Alchemist, classes at which they tend to be quite adept, in fact.

### Dwarf

* **Ability Score Modifiers**: Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
* **Size**: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Base Speed**: (*Slow and Steady*) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

* **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 their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
* **Stonecunning**: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
* **Darkvision**: Dwarves can see perfectly in the dark up to 60 feet.
* **Arcane nemesis** : Dwarves have been struggling under arcane dominance ever since their creation and are very wary of these foes. They gain a +1 racial bonus on attack rolls against creatures in the process of casting spells or spell-like abilities.
* **Craftsman**: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone.

**Variations** : Not all dwarves were created by the same dragon. Consequently, some types of dwarves may echo the characteristics of their creators in lieu of the standard racial abilities. Some examples :

* **Greed [Fafnir-forged]** : Dwarves gain a +2 racial bonus on Appraise checks made to determine the price of non-magical goods that contain precious metals or gemstones. Replaces Craftsman.
* **Lasting Grudge [Culebre-forged]** : These dwarves are notorious for their long-lasting grudges. Those who live up to this racial reputation gain a +1 racial bonus on attack rolls against any individual creature that has attacked them 1 day ago or longer. Replaces Arcane nemesis.
* **Minesight [Jormungandr-forged]** : Dwarves with this racial trait increase the range of their darkvision to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor. This racial trait replaces darkvision.

## Dreamborn

When the Wyld was created on the third day, it was embedded with living spirit. These races below are born out of the 'dream' and return to it upon death. Unlike the 'true' created races above, they have no individual immortal soul, but are shard of dream, individual for a small lifetime, only to return to the whole again.

Faeries

Brownies

Satyrs

Dryads