NW Races

Devlin – Created by alchemy and magic thousands of years ago, the Devlin were a slave race for most of their existence. When the Telshani fell a millennium ago, the Devlin began to form their own society. Over the last thousand years, their numbers have grown and they have established a booming society in ???. Though small in overall numbers, the Devlin are resilient and continue to expand their holdings.
Ability Score Racial Traits: +2 Dex, +2 Cha, -2 Int. (0)
Size: Medium Size
Type: Fey (2)
Low light vision
Base Speed: 30ft

Desert Runner: +4 Constitution checks and fortitude save to avoid exhaustion as well as ill effects from running, forced march, starvation, thirst, and hot or cold environments. (2)
Improved Hydrated Vitality: When submerged in clear fresh water, must be spring fed, or a gently flowing river or creek. When submerged, the Devlin gain fast healing 1, this ability functions even at negative hit-points. It is said that some springs can even bring back a Devlin who has died. (8)

Camouflage: Gain +4 on stealth checks in Forested areas. (1)

Sprinter: Gain +10 foot speed while running, charging or withdrawing. (1)

Forest Stride: Move through natural difficult terrain in forests at normal speed, may employ sprinter within forests as well. (1)

Perhensile Tail: Cannot wield weapons, but can grab items. (2)

Swift Charge: For every 10ft of a charge action that a Devlin moves, they add +1 damage to their attacks (50% more on two handed weapons, 50% less on light). (1)

Dracon – Descended from the dragons of legend and lore, the Dracon have established a number of strong kingdoms and an empire in the north. Dracon’s worship the dragon gods and each family worships their dragon ancestors in addition to their patron dragon god.
18 RP
Ability Score Racial Traits: +4 Str, -2 Dex, +2 Int, +2 Wis, +2 Cha (4)
Size: Medium Size
Type: Humanoid (Draconic)
Base Speed: 30ft

Dragons resilience: Dracons gain a portion of their ancestors resistance to magic, this gives them magic resistance equal to 11+character level. (3)

Awaken Heritage: When a Dracon reaches 9th level in any combination of classes, they gain the ability to awaken their heritage once per day. This is a spell like ability that functions as form of the Dragon I, except that you do not gain wings or a flight speed, and uses your character level as your caster level. (8)

Draconic Vision: Dracons gain the ability to see in complete darkness, gaining Darkvision 60ft as well as low light vision. (3)

Leonid – Little is known of the origins of the Leonid. The lion faced, beast-men rose from the jungles after the Telshan war a thousand years ago, and quickly established themselves as a power to be reckoned with. Their grasp on warfare and their love for good battle has seen Leonid regiments in nearly every large battle across the continent for the past thousand years.
18 RP
Ability Score Racial Traits: +2 Str, +2 Dex, -2 Int (1)
Size: Medium Size
Type: Humanoid (Catfolk)
Base Speed: 30ft

Defensive Training, Greater: Leonid are taught the forms of battle from a young age, especially how to defend themselves. Leonid gain a +2 dodge bonus to Armor class. (4)
Fearless: Leonid consider themselves to be the kings of their jungle, gaining a +2 racial bonus to all saves against fear. (1)

War Trained: Leonids are always considered proficient in Knowledge: Martial and Intimidate. (1)

Battle Trained: At 2nd level, Leonids gain Martial Training I as a bonus feat, the chosen discapline must be Golden Lion. In addition, Leonids may count their level as their base attack bonus +1 for the purposes of qualifying for Martial Training II, III, IV, V and VI. (3)

Bite: Leonids can use their powerful jaws and sharp teeth to rend their foes, this is a primary (or secondary if attacking along with a manufactured weapon) which deals 1d4 damage. (2)

Polearm Trained: As part of their war training, Leonids are instructed in the way of the hafted weapon. As a result, they are proficient with the fighter Polarm group. (3)

Battle Scent: The animal nature of the Leonid is such that they are able to smell blood upon the wind. This ability acts as scent, but only for creatures who are badly wounded (at or below 25% hit points). (1)

Terrifying Roar: Once per hour as a standard action that does not provoke attacks of opportunity, a Leonid can emit a thunderous roar. Any creature not of the Catfolk subtype must make a successful Will saving throw (DC10+1/2 character level+Cha) or become shaken for 1d4 rounds. A target that successfully saves cannot be affected for 24 hours. Creatures already shaken become frightened for 1d4 rounds instead. This is a sonic, mind-affecting effect. (2)

Sathirian – The most mysterious race of the world, the Sathirians are semi-aquatic humanoids who have established kingdoms under the waves, but have also established holdings on small islands and on peninsulas around the world. The Sathirians claim to have watched the raise and fall of the Telshani, making a fair profit from their wars and experiments.
18 RP
Ability Score Racial Traits: +2 Dex, +2 Cha, -2 Con (0)
Size: Medium Size
Type: Humanoid (Aquatic)
Base Speed: 30ft (land), Swim 40ft

Ocean Adaptation: Sathirian have developed a tolerance to cold, giving then resistance 10 and the ability to be comfortable in temperatures as low as -50 degrees. (3)

Gregarious: Sathirians are very sociable and adept traders, when a Sathirian successfully uses Diplomacy to win over an individual, that creature takes a -2 penalty on attempts to resist any charisma based skills by the Sathirian for the next 24 hours. (1)

Silver tongued: Sathirians gain a +2 racial bonus to Diplomacy and Bluff Checks. In addition, when they use diplomacy to shift a creatures attitude, they do so up to three steps rather then two. (3)

Sociable: When a Sathirian attempts to change a creatures attitude and fails by 5 or more, they can try to influence the creature a second time even if 24 hours has not passed. (1)
Aquan Travel: When a Sathirian reaches 9th level in any combination of classes, they gain the ability to use Aquan Travel (As shadow walk except that they travel via bodies of water which must be connected) as a spell like ability once per day, and at 13th level, they may use this ability twice per day. The caster level of this ability is equal to the Sarthirians character level. (5)

Swim: Sathirians are at home in the water as much as on the land. They have a swim speed of 40ft and gain the +8 racial swim bonus on swim checks that a swim speed normally grants. (3)

Water Sense: Sathirians can sense vibrations in the water around them, granting blindsight 30ft against creatures that are touching the same body of water. (1)

Amphibious: Sathirians can breathe both air and water. (2)

Uncarnates – Lost to time, the Uncarnates drift the world as incorporeal ghosts, whispers of their prior lives shining through. Every so often they will inhabit the body of a lesser beast or a body created for them. This created a duel race of Uncarnates, those of beast and those of binding. The whispers which reach the living minds of Uncarnates is only a trace of their greater psychic minds, leaving them without knowledge of what they are. Uncarnates wander through “life” exploring and learning, adding experience to their greater consciousnesses.
Ability Score Racial Traits: +2 Int, +2 wis, -2 con (1)
Size: Medium Size
Type: Half-Construct (7)
+2 Vs Disease, mind-affecting, poison and effects that cause exhaustion and fatigue.
Cannot be raised or resurrected
Do not need to eat, sleep or breathe except to regain spells or power points
Base Speed: 30ft

Naturally Psionic: Uncarnates gain wild talent as a bonus feat at 1st level (or psionic talent if choosing a psionic class) (2)

Transfer essence: Uncarnates can, as a full round action that provokes an attack of opportunity, leave their bound form and become an incorporeal being. While in this form they may only use psionic powers which effect themselves, gain a fly speed of 30ft, and can only be harmed by attacks which specifically target incorporeal beings. An Uncarnate may remain in this form for 1 day per level before their essence begins to dissipate, for each additional day they spend in this form, they gain 1 permanent negative level and fully dissipate when they reach a number of negative levels equal to their current level.
Access greater consciousnesses: Knowledge history is always considered a class skill for Uncarnates (or they gain a +2 racial bonus on knowledge history if a class would grant history as a class skill at level 1). (1)

Read Psychic Impressions: Uncarnates may use Object Reading and Sensitivity to Psychic Impressions each 1/day as psi-like abilities with a manifester level equal to their character level. (4)

Telshani – The Telshani ruled half of the world for two thousand years. When their ego over-shone their sense, they declared war upon the dragons, claiming that there could only be one supreme race in the world. The ensuing war ravaged the world for a millennium and ended in mutual destruction around a thousand years ago. No Telshani or dragon has been seen since, though it is whispered that they are merely biding their time.
20 RP
Ability Score Racial Traits: +4 Int, -2 Con, -2 Cha (2)
Size: Medium Size
Type: Half-Undead (5)
Darkvision 60ft
No penalties from energy-draining effects, though they can still die if they have more negative levels they Hit Dice. After 24 hours, any negative levels they’ve gained are removed without any additional saving throws.
Harmed by positive energy and healed by negative energy. Fast healing works as normal.
Base Speed: 30ft

Deep Magic: Telshani gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks. (3)

Shadow Resistance: Telshani enjoy resistance 5 against electricity and cold. (2)

Shadow Blending: The Telshani are adept at remaining unseen. When in areas of dim light, they have a 50% miss chance instead of the normal 20% miss chance. This does not grant total concealment; it just increases the miss chance. This is a supernatural ability. (1)
Shadow Body: Telshani have a natural tendancy to shrug off magical attacks. They have magic resistance equal to 11+character level. (3)

Ethereal Tongue: Telshani have a knack when it comes to the art of deception; they gain a +4 racial bonus on bluff checks to convince an opponent that what they are saying is true when they tell a lie. (2)

Shadow Travel: Upon gaining 9 levels in any combination of classes, Telshani gain the ability to use Shadow Walk as a spell-like ability once per day. In addition, at level 13, Telshani are able to use Plane Shift (only to the shadow plane) once per day. The caster level of these abilities is equal to the Telshani’s class level. (5)

Vulnerable to Sunlight: Due to their undead nature, areas of bright light can be difficult on the shadow dwellers, leaving Telshani dazzled when in areas of bright light. (-1)

Wyrvein – The secretive Wyrvein race is said to have descended from ancient treants who wanted to have more of a lasting impression upon the world. The ancient treants birthed new beings into the world, part plant, part humanoid beings who could act as their emissaries to the humanoid world. Though the intention was noble, their creations were often viewed as monsters by the humanoid world, many were hunted and burned, the rest became reclusive and the world soon forgot about the Wyrvein. Through the Telshani-Dragon war, the Wyrvein acted as agents of the dragons, their dislike of the Telshani was greater then the patience their progenitors had taught them. In the thousand years since the war, the Wyrvein have gained acceptance in the greater world, but remain secretive as a whole.
18 RP
Ability Score Racial Traits: +2 Dex, +2 Wis, -2 Str (0)
Size: Medium Size
Type: Half-Plant (5)
Low light vision
+4 Vs Mind-affecting effects, paralysis, poison, polymorph, sleep effects and stun
Wyrvein breathe and eat, but do not need to sleep so long as they are able to spend four hours each day under an open sky to absorb light. A Wyrvein must rest for at least 8 hours each day to regain spells or power points.
Base Speed: 30ft

Vine-Limbs: Each Wyrvein have two vine limbs which act much like a prehensile tail and have a reach of 5ft. (2)

Vine Slap: The Wyrveins vines act as secondary natural attacks which deal 1d6 damage plus users strength bonus. (3)

Lifebound: Gain +2 racial save against death effects, negative energy effects, removing negative levels, and constitution checks to stabilize. (2)

Stability: Wyrvein gain a +4 CMD against bull rush or trip attempts while standing on the ground. Wyrvein tend to not wear shoes. (1)

Gifted Linguist: As Wyrvein were originally created as emessaries, they were givin the ability to assimilate language at a faster rate then normal. Wyrvein gain a +4 racial bonus to linguistics checks, and they learn one additional language every time they put a rank in linguistics. (2)
Envoy or Fertile Soil (1)
Envoy: Wyrvein with at least an 11 int can cast the following spells 1/day – Comp languages, Detect magic, detect poison, and read magic.

Fertile Soil: Wyrvein sorcerers with this ability treat their charisma as 2 points higher for all sorcerer spells or abilities. Wyrvein clerics with the plant domain use their domain powers and spells at +1 CL.

Poison Use: Wyrvein gain the ability to use poisons without fear of poisoning themselves. If a class would grant this ability, they gain a +2 racial bonus to craft checks to create poisons. (1)

Hatred: Wyrvein bear a deep hatred for the Telshani and their servants. As a result, they gain a +1 attack bonus against undead creatures. (1)

Kitsune – Hailing from a small island nation surrounded by, but independent from, the Dracon empire, the Kitsune are a mysterious and mystic race. Records and legends of Kitsune can be found in books and on scrolls from the old Telshani empire, spoken of as a rare race of vulpine humans who wield magic with unnatural ease. Kitsune are fond of humans and other races, and welcome them into their families. For centuries, the Kitsune have bread with other humanoid races, adding their blood, their magics, to their own.
All those born of Kitsune are Kitsune.
In modern times Kitsune are often believed to be liers, tricksters, thiefs and seducers, and while these are generalizations, they are often quite true. A Kitsune is naturally drawn to deception and trickery, and the urge to mix anothers magic with their own can lead to their ignoring inconveniences such as marriage, age, race, and even at times, sex.
Appearance: Kitsune appear in most ways to be humans, though their eye and hair colors can be more widely varied then is typical for humans. Due to their adding of foreign “magics” to their own bloodlines, Kitsune have no normal range of hair and eye color (except white, see below). Their physical appearance however, is very similar to humans, with the average height and weight being about the same as humans, though their range of height can be much shorter or taller then most humans. Their most identifiable traits are their ears, appearing similar to half elfs, and their fox tail(s).

Ability Score Racial Traits: +2 Dex, +2 Cha, -2 Str (1)
Size: Medium Size
Type: Fey (2)
Kitsune have low-light vision
Base Speed: 30ft
Languages: Kitsune begin play speaking Common and Sylvan.

Form of the Fox: Kitsune can take the form of a common fox, with their fur matching their hair color, at will. While in the form of a fox, a Kitsune becomes a small size animal with the fey subtype and takes an additional -2 Str. A Kitsune may still speak while they are a fox, but cannot complete the complicated somatic gestures required for most magic. Since it is a magical process, all of the Kitsune’s worn and held items meld into the new form, becoming inert until they retake human form. (3)

Kitsune Magic: Kitsune draw magical energy through their tails, which are said to be a link between the physical and the fey realms. Kitsune gain a +1 bonus to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher also gain the following spell-like abilities: at will – Prestidigitation, 1/day – Charm person. The caster level for these effects is equal to the user’s level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s charisma modifier. (2)

Nine-Tailed Inheritor: Some Kitsune’s connection to the fey realm is stronger then others, these Kitsune may choose to forgo their favored class bonus each level to gain additional magic power. For every two levels given up, a Kitsune grows a new tail, this is the physical representation of their stronger connection to the fey realm. With each new tail gained, a Kitsune unlocks an additional spell from the enchantment or illusion school. As a Kitsune acquires additional tails, the power begins to manifest in their body by slowly bleaching their hair until, when they have achieved nine tails, their hair turns as white as virgin snow. The second and third tails each grant a new 0 level spell usable 2/day, The Fourth and Fifth tails each grant a 1st level spell usable 1/day, tails six and seven each grant a 2nd level spell usable 1/day, tail 8 grants a single 3rd level spell 1/day, and tail number 9 grants the use of a single 4th level spell 1/day. The spells chosen for the Kitsune’s tail magic must be drawn from the wizard/sorcerer list, exceptions for bardic spells can be made as long as they are arcane in nature (see GM). (4)


Vulpine Furry: Some Kitsune walk a different path then those who seek to increase their connection to the fey realm, reaching to the darker aspects of the fox. Whenever a Kitsune with vulpine furry takes damage, they may, as an immediate action, fly into a frenzy for 1 minute, gaining +2 racial bonus to Constitution and Strength and +20ft speed, but -2 AC. After the 1 minute of frenzy, the Kitsune is left fatigued, or exhausted if already fatigued. (4)


Seducer: Still other Kitsune find their path in the art of love, not war. These Kitsune add and additional +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Charisma score of 15 or higher may use charm person at will as a spell-like ability (caster level is equal to the user’s character level). (4)

Beguiling Liar: Kitsune gain a +4 racial bonus on bluff checks to convince an opponent that what they are saying is true when they tell a lie. (2)

Sight of Life: Kitsune are both blessed and cursed with constant spell-like divination. Kitsune have Analyze Fertility (BoEF) as a constant spell-like ability. The caster level of the spell-like ability is equal to the user’s character level. (3)

NW Races

Irallis 3k Corrieri Corrieri