player characters

Azer
Azer are a stoic but stern race, Who live in cities carved from the sides of volcanoes. The Azer have acquired a reputation as shrewd and intelligent craftsmen and traders

Physical Description: Azer are a short and stocky race, like dwarves, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Always fiery red haired Male and female Azer pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids.

Society: The great distances between their volcano citadels make little or no difference in the culture of the widely traveled Azer and throughout the world they also are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture and wily trading tactics.

Relations:

Alignment and Religion: Azer as well are driven by honor and tradition, and while they are often satirized as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that, while they work hard, they play even harder—especially when good ale is involved.

Azer Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Azer are both tough and wise, but also a bit gruff.

Medium: Azer are Medium creatures and have no bonuses or penalties due to their size.

Slow and Steady: Azer have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.

Dark vision: Azer can see in the dark up to 60 feet.

Greed: Azer receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Fire “Proof”: Azer receive only Non- lethal damage from fire or fire attacks

Stability: Azer receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Azer receive a +2 bonus on Perception checks to potentially 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.

Weapon Familiarity: Azer are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Azer begin play speaking Common and Dwarven. Azer with high Intelligence scores can choose any other language.

Dahl
Physical Description: Dahl rise to a humble height of 4 feet and look like small elves. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Their skin is either dark black or pure white color with tattoos of the opposite color made all over their bodies. Their hair is always white but sometimes dyed with black streaks. A Dahl’s ears are pointed, and proportionately much larger than those of a human. Dahl’s are always covered with piercings and ritual scars.

Society: The motto “ whatever does not kill you makes you stronger.” Is almost the entirety of the Dahl philosophy. Dahl constantly try and find ways of proving themselves brave and/or tough in the eyes of their own culture. This leads to many an overconfident attack on other races. Inside the Dahl’s family piercing and ritual scaring go to prove who is the most worthy to lead. “Batshit as a Dahl” is a common phrase among those that deal with this race.

Relations: A typical Dahl prides himself on his ability to go unnoticed by other races—it is this trait that allows so many Dahl to excel at thievery and trickery. Most Dahl, knowing full well the stereotyped view other races take of them as a result, go out of their way to be violent and bullying to the bigger races when they’re not trying to go unnoticed. They get along fairly well with gnomes, perhaps Dahl have no caution. Dahl coexist well with humans as a general rule, but since some of the more aggressive human societies value Dahl as slaves, Dahl try not to grow too complacent when dealing with them. Dahl respect elves and dwarves, but these races generally live in remote regions far from the forests and wild places that the Dahl enjoy, thus limiting opportunities for interaction. Only Sun Jackals are generally shunned by Dahl, for their great size and violent natures are a bit too intimidating for most Dahl to cope with.

Alignment and Religion: Dahl are only loyal to their families and those that have beaten them in personal combat, but since they dwell in a world dominated by races twice as large as themselves, they’ve come to grips with the fact that sometimes they’ll need to scrap and scrounge for survival. Most Dahl are neutral as a result.

Adventurers:

Dahl Racial Traits

+2 Dexterity, +2Constitution +2 Charisma, –2 Intelligence,–2 Wisdom: Halflings are nimble and strong-willed, but their world view makes them crazier than other races.

Small: Dahl are Small creatures and 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.

Slow Speed: Dahl have a base speed of 20 feet.

Fearless: Dahl receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Dahl luck.

Dark vision: Dahl can see in the dark up to 60 feet.

Dahl Luck: Dahl receive a +1 racial bonus on all saving throws.

Keen Senses: Dahl receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Dahl receive a +2 racial bonus on Acrobatics and Climb skill checks.

Immune to poison and disease: Fur’re are Immune to poison and disease

Dahl Ferocity: Once per day, when a Dahl is brought below 0 hit points but not killed, he can fight on for one 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.

Weapon Familiarity:Dahl are proficient with slings and spears and treat any weapon with the word “halfling” in its name as a martial weapon.

Languages: Dahl begin play speaking Common and Dahl. Dahl with high Intelligence scores can choose from the following: Dwarven, Elven, Drow, and Goblin.

The Dragonblooded
The Tarkhun are best characterized by its tumultuousness and diversity, and their cultures run the gamut from savage but honorable tribes to decadent, devil-worshiping noble families in the most cosmopolitan cities. Human curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.

Physical Description: The physical characteristics of Tarkhun are as varied as the world’s climes. From the dark-skinned tribesmen of the southern continents to the pale and barbaric raiders of the northern lands, Tarkhun possess a wide variety of skin colors, body types, and facial features. Generally speaking, TArkhun’ skin color assumes a darker hue the closer to the equator they live. All Tarkhun have sharp pointed teeth and vertical slit pupils and most have small ridges of bumps under their hair on their heads.

Society: Tarkhun society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition.

Relations: Tarkhun are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet Zinyini are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon dwarves as miserly drunkards, elves as flighty fops, Dahl as craven thieves, gnomes as twisted maniacs,—but the race’s diversity among its own members also makes humans quite adept at accepting others for what they are.

Alignment and Religion: The Tarkhun and their progenitor race , The Zinyini are perhaps the most heterogeneous of all the common races, with a capacity for great evil and boundless good. Some assemble into vast barbaric hordes, while others build sprawling cities that cover miles. Taken as a whole, most are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. The Tarkhun also have the widest range in gods and religion, lacking other races’ ties to tradition and eager to turn to anyone offering them glory or protection.

Adventurers: Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party.

Tarkhun Racial Traits

+2 to One Ability Score , –2 Charisma: Tarkhun characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. Their sharp teeth give others pause

Medium: Tarkhun are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed:Tarkhun have a base speed of 30 feet.

Adaptability: Tarkhun receive Skill Focus as a bonus feat at 1st level.

Bonus Feat: Tarkhun select one extra feat at 1st level.

Skilled: Tarkhun gain an additional skill rank at first level and one additional rank whenever they gain a level.

Hardy: Tarkhun receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Obsessive: Tarkhun receive a +2 racial bonus on a Craft or Profession skill of their choice.

Languages: Tarkhun begin play speaking Common and Zinyini. Tarkhun with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Dwarves
Dwarves are a stoic but stern race, ensconced in cities carved from the hearts of mountains and fiercely determined to repel the depredations of savage races like orcs and goblins. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

Physical Description: Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A clean-shaven male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarf.

Society: The great distances between their mountain citadels account for many of the cultural differences that exist within dwarven society. Despite these schisms, dwarves throughout the world are characterized by their love of stonework, their passion for stone- and metal-based craftsmanship and architecture, and a fierce hatred of giants, orcs, and goblinoids. All dwarves have come here from Deep in the world through gates in metal machines that land from space. Thus all dwarves have the same technical know-how as approximately 1960’s earth.

Relations: Dwarves and orcs have long dwelt in proximity, theirs a history of violence as old as both their races. Dwarves generally distrust and shun half-orcs. They find halflings, elves, and gnomes to be too frail, flighty, or “pretty” to be worthy of proper respect. It is with humans that dwarves share the strongest link, for humans’ industrious nature and hearty appetites come closest to matching those of the dwarven ideal.

Alignment and Religion: Dwarves are driven by honor and tradition, and while they are often satirized as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that, while they work hard, they play even harder—especially when good ale is involved. Most dwarves are lawful good.

Adventurers: Although dwarven adventurers are rare compared to humans, they can be found in most regions of the world. Dwarves often leave the confines of their redoubts to seek glory for their clans, to find wealth with which to enrich the fortress-homes of their birth, or to reclaim fallen dwarven citadels from racial enemies. Dwarven warfare is often characterized by tunnel fighting and melee combat, and as such most dwarves tend toward classes such as fighters and Gunfighters.

Dwarf Racial Traits

+2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.

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 modified by armor or encumbrance.

Darkvision: Dwarves can see in the dark up to 60 feet.

Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.

Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.

Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially 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.

Weapon Familiarity: Dwarves are proficient with guns, battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

Elves
The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. Elves value their privacy and traditions, and while they are often slow to make friends, at both the personal and national levels, once an outsider is accepted as a comrade, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long life spans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes. All Elves that reside on Tuteck have come here from other dimensions and regard themselves under a code of conduct very much like the “prime directive” of the Federation. Do not interfere with the cultural development of the local peoples and protect the natural environment, which does include aiding the indigenous peoples when they deal with the effects of catastrophes and violence.

Physical Description: Although generally taller than humans, elves possess a graceful, fragile physique that is accentuated by their long, pointed ears. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. While elven clothing often plays off the beauty of the natural world, those elves that live in cities tend to bedeck themselves in the latest fashion.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry. All Elves on Tuteck are part of a quasi-military order and most have some rank or title in front of their names.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf’s skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and halflings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.

Alignment and Religion: Elves are emotional and capricious, yet value kindness and beauty. Most elves are chaotic good.

Adventurers: Many elves embark on adventures out of a desire to explore the world, leaving their secluded forest realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their forefathers. For those raised among humans, the ephemeral and unfettered life of an adventurer holds natural appeal. Elves generally eschew melee because of their frailty, preferring instead to pursue classes such as wizards and rangers.

Elf Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is 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. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves 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.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Fur’re
Optimistic and cheerful by nature, blessed with uncanny luck and immunities and driven by a powerful wanderlust, Fur’re make up for their short stature with an abundance of bravado,honor and curiosity. At once excitable and easy-going, Fur’re like to keep an even temper and a steady eye on opportunity, and are not as prone as some of the more volatile races to violent or emotional outbursts. Even in the jaws of catastrophe, a Fur’re almost never loses his sense of honor.

Fur’re, unable to physically defend themselves from the rigors of the world, they know when to bend with the wind and when to hide away. Yet a Fur’re’s curiosity often overwhelms his good sense, leading to poor decisions and narrow escapes.

Though their curiosity drives them to travel and seek new places and experiences, Fur’re possess a strong sense of house and home, often spending above their means to enhance the comforts of home life.

Physical Description: Fur’re rise to a humble height of 3 feet and resemble slightly chubby mice. They prefer to walk barefoot, leading to the bottoms of their feet being roughly calloused. Their fur tends toward a rich almond or brown color, though nearly any shade from white through grey to black is possible. A Fur’re’s ears are large and round

Society: Fur’re society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest cultures trace their histories thousands of years into the past, when compared to the societies of common races like elves and dwarves, Fur’re society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old.

Relations:. Most Fur’re go out of their way to be forthcoming and friendly to the bigger races when they’re not trying to go unnoticed. They get along fairly well with gnomes, although most Fur’re regard these eccentric creatures with a hefty dose of caution. Fur’re respect elves and dwarves, but these races generally live in remote regions far from the comforts of civilization that Fur’re enjoy, thus limiting opportunities for interaction.

Alignment and Religion: Fur’re are loyal to their friends and families and church, but since they take honor and trust so seriously most Fur’re are lawful good

Adventurers: Their inherent luck coupled with their insatiable wanderlust makes Fur’re ideal for lives of adventure. Other such vagabonds tend to put up with the curious race in hopes that some of their mystical luck will rub off.

Fur’re Racial Traits

+2 Dexterity, +2 Charisma, –2 Strength: Fur’re are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Fur’re are Small creatures and 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.

Slow Speed: Fur’re have a base speed of 20 feet.

Fearless: Fur’re receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Fur’re luck.

Fur’re Luck: Fur’re receive a +1 racial bonus on all saving throws.

Keen Senses: Fur’re receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Fur’re receive a +2 racial bonus on Acrobatics and Climb skill checks.

Immune to poison and disease: Fur’re are Immune to poison and disease

Languages: Fur’re begin play speaking Common and English. Fur’re with high Intelligence scores can choose from the following: Dwarven, Elven, Toby, and Saar.

Gnomes
Gnomes trace their lineage back to the mysterious realm of the fey, a place where colors are brighter, the wildlands wilder, and emotions more primal. Unknown forces drove the ancient gnomes from that realm long ago, forcing them to seek refuge in this world; despite this, the gnomes have never completely abandoned their fey roots or adapted to mortal culture. As a result, gnomes are widely regarded by the other races as alien and strange. All Gnomes that reside on Tuteck have come here from other dimensions and regard themselves under a code of conduct very much like the “prime directive” of the Federation. Do not interfere with the cultural development of the local peoples and protect the natural environment, which does include aiding the indigenous peoples when they deal with the effects of catastrophes and violence.

Physical Description: Gnomes are one of the smallest of the common races, generally standing just over 3 feet in height. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, frequently with little regard for heredity. Gnomes possess highly mutable facial characteristics, and many have overly large mouths and eyes, an effect which can be both disturbing and stunning, depending on the individual.

Society: Unlike most races, gnomes do not generally organize themselves within classic societal structures. Whimsical creatures at heart, they typically travel alone or with temporary companions, ever seeking new and more exciting experiences. They rarely form enduring relationships among themselves or with members of other races, instead pursuing crafts, professions, or collections with a passion that borders on zealotry. Male gnomes have a strange fondness for unusual hats and headgear, while females often proudly wear elaborate and eccentric hairstyles. All Gnomes on Tuteck are part of a quasi-military order and most have some rank or title in front of their names.

Relations: Gnomes have difficulty interacting with the other races, on both emotional and physical levels. Gnome humor is hard to translate and often comes across as malicious or senseless to other races, while gnomes in turn tend to think of the taller races as dull and lumbering giants. They get along well with halflings and humans, but are overly fond of playing jokes on dwarves and half-orcs, whom most gnomes feel need to lighten up. They respect elves, but often grow frustrated with the comparatively slow pace at which members of the long-lived race make decisions. To the gnomes, action is always better than inaction, and many gnomes carry several highly involved projects with them at all times to keep themselves entertained during rest periods.

Alignment and Religion: Although gnomes are impulsive tricksters, with sometimes inscrutable motives and equally confusing methods, their hearts are generally in the right place. They are prone to powerful fits of emotion, and find themselves most at peace within the natural world.

Adventurers: Gnomes’ propensity for wanderlust makes them natural adventurers. They often become wanderers to experience new aspects of life, for nothing is as novel as the uncounted dangers facing adventurers. Gnomes make up for their weakness with a proclivity for sorcery or bardic music.

Gnome Racial Traits

+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and 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.

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. See Additional Rules.

Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma 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.

Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.

Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.

Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Weapon Familiarity: Gnomes treat any weapon with the word “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 the following: Draconic, Dwarven, Elven, Giant, Goblin, and Saar.

Saar
Physical Description: Saar stand taller than humans. They inherit the lean build and comely features of their cat lineage, but their skin color is dictated by their Clan.

Society: The lack of a unified homeland and culture forces Saar to remain versatile, able to conform to nearly any environment. They are viewed as refugees by most races. This lack of acceptance weighs heavily on many Saar, yet others are bolstered by their unique status, seeing in their lack of a formalized culture the ultimate freedom. As a result, Saar are incredibly adaptable, capable of adjusting their mindsets and talents to whatever societies they find themselves in.

Relations: A Saar understands loneliness, and knows that character is often less a product of race than of life experience. As such, Saar are often open to friendships and alliances with other races, and less likely to rely on first impressions when forming opinions of new acquaintances.

Alignment and Religion: Saar instinct strongly influences their characters and philosophies. Cruelty does not come naturally to them, nor does blending in and bending to societal convention—as a result, most Saar are chaotic good. Saar lack of a unified culture makes them less likely to turn to religion, but those who do generally follow the common faiths of their homeland.

Adventurers: Saar tend to be itinerants, wandering the lands in search of a place they might finally call home. The desire to prove oneself to the community and establish a personal identity—or even a legacy—drives many Saar adventurers to lives of bravery.

Saar Racial Traits

+2 to One Ability Score: Saar characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Saar are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Saar have a base speed of 30 feet.

Low-Light Vision: Saar can see twice as far as humans in conditions of dim light. See Additional Rules.

Fearless: Saar receive a +2 racial bonus on all saving throws against fear.

Hardy: Saar receive a +3 racial bonus on saving throws against poison.

Sure-Footed: Saar receive a +2 racial bonus on Acrobatics and Climb skill checks.

Scent: This special quality allows a Saar to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The Saar can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Keen Senses: Saar receive a +2 racial bonus on Perception skill checks.

Multitalented: Saar choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. See Classes for more information about favored classes.

Languages: Saar begin play speaking Common and Saar. Saar with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Star Sisters
Star Sisters possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race of humans in the world. Their empire is a vast, sprawling thing, and the citizens carve names for themselves with the strength of their sword arms and the power of their spells. Star Sister curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies

Physical Description: Utterly gorgeous amazons

Society: See Star sisters

Relations: Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this leads to violence and war, yet humans are also swift to forgive and forge alliances with races. Proud, sometimes to the point of arrogance, The Sisters might look upon dwarves as miserly drunkards, elves as flighty fops, Dahl as craven thieves, gnomes as twisted maniacs,—but the race’s diversity among its own members also makes humans quite adept at accepting others for what they are.

Alignment and Religion: Most Sisters are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments.

Adventurers: Ambition alone drives countless Sisters, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger.

Star Sister Racial Traits

+2 to One Ability Score , –2 Wisdom: Sister characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature and minus Wisdom to reflect their stilted culture.

Medium: Sisters are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Sisters have a base speed of 30 feet.

Bonus Feat: Sisters select one extra feat at 1st level.

Hardy: Sisters receive a +2 racial bonus on saving throws against disease, spells, and spell-like abilities. Which stacks with…

Star Sister Immunities: Star Sisters are immune to magic charm effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Skilled: Sisters gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Sisters begin play speaking Common and English. Sisters with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Sun Jackels
Physical Description: Both genders of Sun Jackal stand between 7 and 9 feet tall, with powerful builds and black or white fur, looking like great jackal headed bipeds. Their canines often grow long enough to protrude from their mouths, and these “tusks,” and hugely large and pointed ears, give them their notoriously bestial appearance.

Society:

Relations: A lifetime of zealotry leaves the average Jackal wary and quick to anger, yet those who break through his savage exterior might find a well-hidden core of empathy. Elves and dwarves tend to be the least accepting of Sun Jackals, seeing in them too great a threat, but other races aren’t much more understanding. Fur’re societies with few enemies tend to be the most accommodating, and there Sun Jackals make natural mercenaries and enforcers.

Alignment & Religion: Sun Jackal’s worship Nikrowd, period. Any who suggest otherwise will be attacked.( the foul heathens…)

Adventurers: Staunchly independent, many Sun Jackals take to lives of adventure out of necessity, seeking to escape their painful pasts or improve their lot through force of arms. Others, more optimistic or desperate for acceptance, take up the mantle of crusaders in order to prove their worth to the world.

Sun Jackal Racial Traits

+2 Strength, +2 Wisdom –2 Intelligence.

Medium: Sun Jackals are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Sun Jackals have a base speed of 30 feet.

Darkvision: Sun Jackals can see in the dark up to 60 feet.

Intimidating: Sun Jackals receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Jackal Ferocity: Once per day, when a Jackal is brought below 0 hit points but not killed, he can fight on for one 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.

Scent: This special quality allows the Jackal to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.

The Sun Jackal can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.

A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Weapon Familiarity: Sun Jackals are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Languages: Sun Jackals begin play speaking Common and Sun Jackal. Sun Jackals with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

Tengu

Special Abilities

Gifted Linguist (Ex) Tengus gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language. Sword trained (Ex) Tengus are trained from birth in swordplay, and as a result are automatically proficient with sword-like weapons (including bastard swords, daggers, elven curve blades, falchions, greatswords, kukris, longswords, punching daggers, rapiers, scimitars, short swords, and two-bladed swords). Flight 10”

Tengus are a race of avian humanoids that resemble crows or ravens, and often bear much of the same stigma. Though they frequently choose to live among other races in densely populated cities, their society is tight and closed, and they rarely allow others to see its inner workings. Tengus often band together in small groups to create roosts in vacant warehouses or condemned buildings, and these raucous gathering places are generally assumed to be thieves’ guilds by outsiders—an assumption that’s correct roughly half the time.

Like the crows they share physical traits with, tengus are naturally covetous, especially of shiny or colorful items, and prone to bouts of good-natured kleptomania if they don’t carefully keep themselves in check. Vain and prideful creatures, they are easily persuaded with flattery.

Tengu Characters

Tengus are defined by their class levels

+2 Dexterity, –2 Constitution, +2 Wisdom: Tengus are fast and observant, but relatively fragile and delicate.

Senses: Tengus have low-light vision.

Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth.

Gifted Linguist: See above.

Flight 10”

Swordtrained: See above.

Natural Weapon: Tengus possess a bite natural attack that inflicts 1d3 points of damage on a hit. This is a primary attack, or a secondary attack if the tengu wields a manufactured weapon.

Languages: Tengus begin play speaking Common and their own dialect of Tengu. Tengus with high Intelligence scores can choose any language as a bonus language.

Tobys
Tobys

Physical Description Both genders of Toby stand between 6 and 7 feet tall, with powerful builds and greenish or grayish skin. Their canines often grow long enough to protrude from their mouths, and these “tusks,” combined with heavy brows and slightly pointed ears, give them their notoriously bestial appearance. While Tobys may be impressive, few ever describe them as beautiful.

Society:

Relations: theirs a history as old as both their race.. They find Fur’re, elves, and gnomes to be too frail, flighty, or “pretty” to be worthy of proper respect. It is with humans that the Tobys share the strongest link, for humans’ industrious nature and hearty appetites come closest to matching those of the Toby ideal.

Alignment and Religion: Tobys are driven by honor and tradition, and while they are often satirized as standoffish, they have a strong sense of friendship and justice, and those who win their trust understand that, while they work hard, they play even harder—especially when good ale is involved. Most Tobys are lawful good.

Toby Racial Traits

+2 Constitution, +2 Wisdom, +2 Strength, –2 Charisma

Medium: Tobys are Medium creatures and have no bonuses or penalties due to their size.

Darkvision: Tobys can see in the dark up to 60 feet.

Hardy: Tobys receive a +2 racial bonus on saving throws against spells, and spell-like abilities.

Immune to poison and disease: Toby are Immune to poison and disease

Intimidating: Tobys receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Weapon Familiarity: Tobys are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” or “Orc” in its name as a martial weapon.

Languages: Toby begin play speaking Common and Toby. Toby with high Intelligence scores can choose from the following: Draconic,Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

player characters

Small Wood Florimel