Approved races

For Races in our game you use the races listed here, anything listed below each respected race in addition to what the race normally gets. You may notice some of the races have alternate race options, if you have already gotten those options from what we have given them, then they are no longer a valid option choice for an alternate race trait. If you choose an alternate race trait it will only change what is in the base race and will not effect the add-ons to the race that we also give.

### Dwarf (16 RP)

* Craftsman (1 RP) 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.
* Deep Warrior (2 RP) Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).
* Treasure Sense (2 RP) Some dwarves have learned to sense the presence of material wealth with dragonlike precision. This ability functions as scent, except it can detect only precious metals (copper, silver, and gold) and creatures primarily made of such materials.

### Elf (16 RP)

* Blended View (2 RP) Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.
* Woodcraft (3 RP) Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2.
* Fey Thoughts (1 RP) Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.

### Gnome (16 RP)

* Eternal Hope (2 RP) Gnomes rarely lose hope and are always confident that even hopeless situations will work out. Gnomes with this racial trait receive a +2 racial bonus on saving throws against fear and despair effects. Once per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
* Academician (2 RP) Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill.
* Shadowplay (1 RP) Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level.
* Sound Mimicry (1 RP) Gnomes with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.

### Half Elf (16 RP)

* Sure Step (2 RP) Adventurers can spend their whole careers in the alleys and sewers of large cities or the tunnels of the Underworld. Characters with this trait suffer no movement penalties when blinded or moving in darkness.
* Dusksight (2 RP) When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
* Weapon Familiarity (2 RP) Half-elves raised among elves often feel pitied and mistrusted by their longer-lived kin, and yet they receive training in elf weapons. They gain the elf ‘s weapon familiarity trait.

### Half Orc (16 RP)

* Chain Fighter (1 RP) Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons.
* War-Leader (4 RP) Some orcs seek out human mates in hopes of birthing intelligent leaders for their interminable war efforts. When nature and luck smile upon this endeavor and a half-orc child shows cunning, that child is raised with many harrowing opportunities to learn how to best lead on the battlefield. Such half-orcs gain a +2 bonus on Diplomacy and Profession (soldier) checks as well as to their Leadership score (for the purpose of the Leadership feat). Armies they control in mass combat gain a +1 bonus to Morale.
* Skilled (2 RP) Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level.
* Fearless (1 RP) Members of this race gain a +2 racial bonus on all saving throws against fear effects.

### Halfling (16 RP)

* Practicality (2 RP) Halflings value hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions.
* Blessed (1 RP) Halflings with this trait receive a +2 racial bonus on saving throws against curse effects and hexes. This bonus stacks with the bonus granted by halfling luck.
* Warslinger (4 RP) Halflings are experts at the use of the sling. Halflings with this racial trait can reload a sling as a free action. Reloading a sling still requires two hands and provokes attacks of opportunity.

### Human (16 RP)

* Heroic (4 RP) Some humans are born heroes. In campaigns that use the optional hero point system, each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2.
* Gifted linguist (2 RP) Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
* Integrated (1 RP) Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

### Catfolk (16 RP)

* Cat’s Claws (6 RP) Some catfolk have stronger and more developed claws than other members of their race, and can use them to make attacks. Catfolk with this racial trait have a pair of claws they can use as natural weapons. These claws are primary attacks that deal 1d4 points of damage.
* Scent (1 RP) Some catfolk favor a keen sense of smell over sensitive sight. Catfolk with this racial trait gain the scent ability.

### Duergar (16 RP)

* Iron Citizen (2 RP) Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves.
* Magic Resistant (2 RP) Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells.
* Relentless (2 RP) Dwarves are skilled at pushing their way through a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the dwarf and his opponent are standing on the ground.
* Unstoppable (2 RP) Some dwarves train from a young age to outlast orcs on the battlefield. They gain Toughness as a bonus feat and a +1 racial bonus on Fortitude saves.

### Gnoll (16 RP)

* Scent (4 RP) Members of this race gain the scent ability.
* Bite (2 RP) Members of this race gain a natural bite attack 1d4. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.
* Frenzy (2 RP) Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
* Kneecapper (1 RP) Members of this race gain a +4 racial bonus on combat maneuver checks to trip an opponent.
* Relentless (1 RP) Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.

### Grippli (16 RP)

* Hold Breath x3 (3 RP) Members of this race can hold their breath for a number of rounds equal to twelve times their Constitution score before risking drowning or suffocating.
* Swim (2 RP) Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
* Terrifying Croak (2 RP) Members of this race gain the following supernatural ability: Once per hour as a standard action, a member of this race can emit a thunderous croak. Any creature not of its subtype (if humanoid) or type (if another race type) must make a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected by the user’s terrifying croak for 24 hours. Creatures that are already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect.
* Poison Resistance (3 RP) Members of this race gain a racial bonus on saving throws against poison effects equal to their Hit Dice.

### Goblin (16 RP)

* Eat Anything (3 RP) Raised with little or no proper food, many goblins have learned to survive by eating whatever they happen across and can digest nearly anything without getting sick. Goblins with this trait gain a +4 on Survival checks to forage for food and a +4 racial bonus on saves versus effects that cause the nauseated or sickened conditions

* Weapon Familiarity (3 RP) Goblins’ traditional weapons are the dogslicer and the horsechopper, weapons designed specifically to bring down their most hated foes. Goblins with this trait are proficient with the dogslicer and the horsechopper, and treat any weapon with the word “goblin” in it as martial weapons.

### Hobgoblin (16 RP)

* Magehunter (6 RP) Hobgoblins hate and fear arcane casters. A magehunter gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains this bonus against creatures that use spells, and not against those that only use spell-like abilities.
* Bandy-Legged (1 RP) hobgoblins have an even more exaggerated stature than other hobgoblins, with bowed legs and massive shoulders. Hobgoblins with this racial trait gain a +2 racial bonus on Climb and Ride checks, and a +2 racial bonus to their CMD against bull rush or trip attempts while on solid ground.

### Ifrit (16 RP)

* Brazen Flame (2 RP) Ifrits sometimes flames infuse their weapons in mortal combat, rather than protect them or grant spells. An ifrit with this racial trait deals 1 point of fire damage with its melee attacks.
* Fire in the Blood (1 RP) Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
* Fire Insight (1 RP) ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature’s ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype.
* Fire-Starter (1 RP) Ifrits with this racial trait derive sadistic satisfaction from watching others burn. Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus.
* Wildfire Heart (1 RP) Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks.
* Breath Weapon (4 RP) Once per day, as a standard action, members of this race can make a supernatural breath weapon attack that deals 2d6 points of fire damage in a 30-foot cone. All creatures within the affected area must make a Reflex saving for half damage. The save DC against this breath weapon is 10 + 1/2 the user’s character level + the user’s Constitution modifier. Those who succeed at the save take half damage.

### Kobold (16 RP)

* **Dragonmaw** Your draconic heritage makes you smile- not just because it makes you happy, but also because your powerful teeth and jaws are proof of your kinship with a chromatic dragon. You gain a bite attack that deals 1d4 points of damage. Once per day, you can deal 1d6 points of additional energy damage with your bite attack. The damage type depends on your scale color: acid for black or green; electricity for blue; fire for red; cold for white. If you have a different scale color, you still gain a bite attack, but cannot deal the additional energy damage. This racial traits replaces the armor racial trait.
* **Dragon-Scaled** Some kobolds are hatched with scales of such vivid color that their connection to a particular sort of chromatic dragon seems undeniable. Whether this coloration is just a quirk of a stray egg or a trait shared by all the members of a tribe, these kobolds gain a resistance that makes them especially suited to work alongside dragons matching the color of the kobold’s scales. Black-scaled and green-scaled kobolds with this racial trait gain acid resistance 5. Blue-scaled kobolds with this racial trait gain electricity resistance 5. Red-scaled kobolds with this racial trait gain fire resistance 5. White-scaled kobolds with this racial trait gain cold resistance 5.
* **Prehensile Tail** Your tail is especially flexible and strong, so you’ve learned to use it for both movement and simple tricks. You gain a +2 racial bonus on Acrobatics and Climb checks, and you can use your tail to draw a hidden weapon as a move action instead of as a standard action.
* **Spellcaster Sneak** Traversing the tunnels near big, nasty, hungry creatures, you learned to keep quiet- and to keep your spells quiet too. You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast. This racial trait replaces crafty.

### Lizardfolk (16 RP)

* Slapping Tail (3 RP) Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user’s Strength modifier if Small, 1d8 points of damage plus the user’s Strength modifier if Medium.
* Powerful Swimmer (1 RP) Members of this race receive a +10 foot bonus to their swim speed.
* Hold Breath (1 RP) Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
* Poison Use (1 RP) Members of this race are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
* Toxic (1 RP) Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva ***Weakening Venom***: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
* Camouflage (1 RP) Members of this race gain a +4 racial bonus on Stealth checks while within swampy terrain.

### Monkey Goblin (16 RP)

* Curiosity (4 RP) Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
* Camouflage (1 RP) Members of this race gain a +4 racial bonus on Stealth checks while within Jungle terrain.
* Camouflage (1 RP) Members of this race gain a +4 racial bonus on Stealth checks while within Forest (coniferous and deciduous) terrain.

### Orc (16 RP)

* Remove Light sensitivity (1 RP)
* Weapon Familiarity (1 RP) treat Butchering Axe as a martial weapon.
* Frenzy (2 RP) Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
* Hatred (1 RP) Members of this race gain a +1 racial bonus on attack rolls against Elves and Dwarfs.
* Gatecrasher (2 RP) Members of this race gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.
* Skill Training (1 RP) Perception and Intimidate skills are always considered class skills for members of this race.

### Oread (16 RP)

* Oread Gem Magic (1 RP) Oreads’ proclivity for long spans of study and concentration makes them natural wizards, witches, and oracles. Oreads with this racial trait can augment their earth-related spells and spell-like abilities through the use of precious and semiprecious gemstones as additional material components (see Table: Oread Gem Magic below). The gems are destroyed in the process, granting the spell the listed effects in addition to its normal effects unless otherwise noted. Only one instance of oread gem magic can be applied to a spell at a time; excess expended gems do not stack.

* Stone in the Blood (1 RP) Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread’s resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
* Treacherous Earth (1 RP) Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread’s level, after which the ground returns to normal.
* Earth Insight (1 RP) Oread spellcasters sometimes find that their elemental heritage makes creatures of earth more willing to serve them. Summon monster and summon nature’s ally spells that such oreads cast last 2 rounds longer than normal when used to summon creatures with the earth subtype.
* Fertile Soil (1 RP) Oread sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Plant domain use their domain powers and spells at +1 caster level.
* Mountain-Born (1 RP) Oreads are drawn to mountains and other high places, and after many generations they’ve grown well suited to their environment. Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness.
* Shards of the Past (4 RP) Members of this race have past lives that grant them two particular Knowledge skills. Each member of this race picks two Knowledge skills. The member of this race gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the member of this race actually takes.

### Ratfolk (16 RP)

* Master Tinker (2 RP) Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.
* Cornered Fury (1 RP) Ratfolk can fight viciously when cut off from friends and allies. Whenever a ratfolk with this racial trait is reduced to half or fewer of his hit points, and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to Armor Class.
* Scavenger (2 RP) Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
* Bite (2 RP) Members of this race gain a natural bite attack 1d3. The bite is a primary attack, or a secondary attack if the creature is wielding manufactured weapons.

### Skinwalker (16 RP)

* Improved spell like (1 RP) Spell like abilities that are listed as 1/day go to 3/day. Those that had been listed as 3/day are now at will spell like ablities.
* Static Bonus Feat (2 RP) Extra Feature
* Moon-Touched Damage Resistance (3 RP) Members of this race gain DR 5/silver.

### Sylph (16 RP)

* Air Insight (1 RP) Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature’s ally spells that the Sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype.
* Breeze-Kissed (1 RP) Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A Sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. The Sylph can calm or renew these winds as a swift action. Once per day, the Sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph’s AC for 24 hours. This is a supernatural ability.
* Like the Wind (1 RP) A sylph with this racial trait gains a +5 foot bonus to her base speed.
* Fast (1 RP) Members of this race gain a +10 foot bonus to their base speed.
* Sky Speaker (1 RP) Sylphs with this racial trait feel kinship toward the creatures of the air, and can use speak with animals once per day to speak to birds or other flying animals. Her caster level for these effects is equal to her level.
* Secretive (2 RP) Sylphs gain a +2 racial bonus on saving throws against enchantment and divination spells and effects.
* Storm in the Blood (1 RP) A sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
* Thunderous Resilience (1 RP) Sylphs with this racial trait gain sonic resistance 5.
* Whispering Wind (1 RP) Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks.

### Triaxian (16 RP)

* Silver Tongued (3 RP) Members of this race gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
* Elven Magic (3 RP) Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.

### Undine (16 RP)

* Acid Breath (1 RP) Undines whose outsider heritage can be traced to a water mephit can wield acid as a weapon. Such an undine has a breath weapon that is a 5-foot cone of acidic water usable once per day. The breath deals 1d8 points of acid damage per two character levels (maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the undine’s level + the undine’s Constitution modifier) halves the damage.
* Amphibious (1 RP) Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality.
* Flesh Chameleon (1 RP) Some undines can change their coloration to match human skin tones. As a standard action, an undine with this racial trait can change her natural blue hue to match any normal human skin tone, and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear human.
* Hydrated Vitality (1 RP) An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
* Nereid Fascination (1 RP) Some undines can trace their ancestry to nereids as well as to outsiders. Once per day as a standard action, such an undine can create a 20-foot-radius aura that causes humanoids within the aura’s range to become fascinated with her for a number of rounds equal to 1/2 the undine’s character level (minimum 1). Targets may resist with a Will save (DC 10 + 1/2 the undine’s level + the undine’s Charisma modifier). This is a supernatural ability.
* Ooze Breath (1 RP) Some undines’ outsider heritage can be traced to ooze mephits. These undines have a breath weapon that is a 5-foot cone of slime usable once per day. The slime deals 1d4 points of acid damage per two character levels (maximum 5d4) and sickens creatures in the area for 3 rounds. A successful Reflex saving throw (DC 10 + 1/2 the undine’s level + the undine’s Constitution modifier) halves the damage and negates the sickened effect.
* Terrain Chameleon (1 RP) Some undines can change their coloration to blend in with underwater terrain, mixing browns, grays, and greens to resemble kelp or other natural water plants. As a standard action, an undine with this racial trait can change her coloration, gaining a +4 bonus on Stealth checks in underwater environments. She can return to normal as a free action.
* Triton Magic (1 RP) Some undines descend from tritons, rather than genies. Undines with this racial trait can use *summon nature’s ally I* as a spell-like ability, but only to summon a dolphin.
* Water Sense (1 RP) Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water.

### Vanara (16 RP)

* Risky Troublemaker (2 RP) Some vanaras can choose to roll twice on Use Magic Device checks. If they do, they take the higher result unless either die roll is a natural 1, in which case the check automatically fails.
* Change Shape, Greater (6 RP) Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.

### Aasimar (16 RP)

* Emissary (1 RP) Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.

### Dhampir (16 RP)

* Fangs (3 RP) Whenever the dhampir makes a grapple combat maneuver check on an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack as apart of the grapple check. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself.
* Fast (1 RP) Members of this race gain a +10 foot bonus to their base speed.
* Light and Dark (1 RP) Members of this race gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were not an undead creature, taking damage from negative energies and healing damage from positive energy. This ability lasts for 1 minute once activated.

### Gathlain (16 RP)

* Tree Dialect (2 RP) A rare few gathlains are born with the knowledge of an ancient way of speech that allows them to communicate with trees. Once per day, they can cast speak with plants (trees only) as a spell-like ability with a caster level equal to the gathlain’s character level.
* Nimbus of Vitality (2 RP) Gathlains sometimes are able to channel life-giving energy. As a standard action once per day, they can surround themselves in an aura that affects them as faerie fire and grants fast healing 2. The nimbus lasts for 3 rounds plus 1 additional round per 2 character levels the gathlain possesses.

### Lashunta (16 RP)

* **Insidious Telepathy**: Some lashunta have a knack for manipulating the minds of those they communicate with telepathically. They gain a +1 racial bonus on Charisma-based skill checks to influence any creature with whom they are telepathically communicating. If a lashunta telepathically issues a command to a charmed or dominated creature, she gains a +1 racial bonus on Charisma checks to compel the creature to follow that order.

### Shabti (16 RP)

* **Pharaonic Will**: Rather than working to influence others, some shabti focus inward. Once per day as an immediate action after failing a save against a charm, compulsion, or fear effect, a shabti with this racial trait can reroll the save with a +2 racial bonus.

### Tengu (16 RP)

* Sound Mimicry (1 RP) Tengu with this racial trait are skilled at imitating sounds and voices. Doing so requires a Bluff check opposed by the listener’s Sense Motive check, and the gnome gains a +4 racial bonus on Bluff checks to mimic sounds (including accents and speech patterns) she has listened to for at least 10 minutes. Listeners unfamiliar with a particular sound take a –4 penalty on the Sense Motive check.
* Carrion Sense (1 RP) Members of this race have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses and badly wounded creatures (creatures with 25% or fewer hit points).
* Hatred (1 RP) Members of this race gain a +1 racial bonus on attack rolls against Giants and Human of these subtypes or this type.

### Tiefling (16 RP)

* Remove -2 attribute (2 RP)
* Skill Training (1 RP) Pick up to two skills. These skills are always considered class skills for members of this race.

### Vishkanya (16 RP)

* **Sensual**: You are trained in drawing attention to yourself. You gain a +2 bonus on any one Perform skill. This racial trait replaces keen senses.
* **Subtle Appearance**: You have normal (human-like) eyes, and your beauty is more conventional. You gain a +4 bonus on Disguise checks to look fully human. This racial trait replaces low-light vision.

### Aquatic Elf (16 RP)

* Gains Light Sensitivity (-1 RP): Members of this race are dazzled as long as they remain in an area of bright light.

* **Deep Sea Dweller**: Aquatic elves who live far beneath the surface have adapted to the inhospitable conditions of the ocean depths. Aquatic elves with this racial trait gain darkvision with a range of 60 feet and cold resistance 5. This racial trait replaces low-light vision and elven immunities.

### Astomoi (16 RP)

* Fell Magic (3 RP): Members of this race gain +1 to the DC of any saving throws against necromancy spells that they cast. Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level): **1/day**—bleed, chill touch, detect poison, touch of fatigue.

### Caligni (16 RP)

* Shadow Caster (2 RP): Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool.
* Shadow Magic (2 RP): Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level): 1/day—ghost sound, pass without trace, ventriloquism
* Shadow Travel (5 RP): When a member of this race reaches 9th level in any combination of classes, she gains the following spell-like ability (the caster level is equal to the user’s character level): 1/day—shadow walk (self only) When a member of this race reaches 13th level in any combination of classes, she gains the following spell-like ability (the caster level is equal to the user’s character level): 1/day—plane shift (self only to the Shadow Plane or the Material Plane only)
* Terrain Stride [Underground] (1 RP): Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

### Galemren (16 RP)

* Relentless (1 RP): Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
* Frenzy (2 RP): Once per day, whenever a member of this race takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
* Unnatural (2 RP): Members of this race unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals’ starting attitude toward members of this race is one step worse than normal.

### Grachukk (16 RP)

* Defensive Training, Lesser (1 RP): Members of this race gain a +4 dodge bonus to AC against humanoids of the elf subtype.

### Sin-Galemren (16 RP)

* Eternal Hope (2 RP): Members of this race gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
* Fearless (1 RP): Members of this race gain a +2 racial bonus on all saving throws against fear effects.
* Illusion Resistance (1 RP): Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.

### Aphorite (16 RP)

* **Eternal Smith**: Some aphorites retain knowledge of the techniques axiomites used to create arms to defend Axis. Aphorites with this racial trait choose either Craft (armor), Craft (bows), or Craft (weapons). When crafting items with the chosen skill, aphorites with this racial trait use the item’s gp value as its sp value when determining crafting progress (they do not multiply the item’s gp cost by 10 to determine its sp cost).
* **Planar Envoy**: Reflecting their original role as translators and intermediaries, some aphorites are especially skilled at communication. Aphorites with this racial trait begin play speaking Common and either Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Aphorites with this racial trait and a high Intelligence score can choose any languages at character creation (except for secret languages, such as Druidic). They learn two languages rather than one each time they gain a rank in Linguistics.
* **Urban Memories**: With vague memories of the Perfect City resting somewhere deep in their minds, aphorites with this racial trait gain a +2 racial bonus on Knowledge (local) checks and can cast urban grace once per day as a spell-like ability (caster level equal to the aphorite’s character level).

### Deep One Hybrid (16 RP)

* Water Child (4 RP): Members of this race gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.

### Ganzi (16 RP)

* Lucky, Greater (4 RP): Members of this race gain a +2 racial bonus on all saving throws.

### Reptoid (16 RP)

* Integrated (1 RP): Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

### Rougarou (16 RP)

* Stalker (1 RP): Perception and Stealth are always class skills for members of this race.

### Kitsune (16 RP)

* **Duplicitous**: Many kitsune prefer to avoid the attention they often attract from human neighbors and attempt to convince all around them that they are human. They gain a +2 racial bonus on Bluff and Disguise checks.
* **Fast Shifter (Su)** You were born with an innate talent for switching between your natural forms. Using your racial change shape ability is a move action instead of a standard action.
* **Superior Shapeshifter** Some talented kitsune take more naturally to shapeshifting than magic, and develop that gift. They gain Fox Shape as a bonus feat at 1st level, ignoring its prerequisites.