Races
Human [20%]
Ability Score Racial Trait: Human characters gain a +2 bonus to one physical ability score, a +2 bonus to one mental ability score, and a –2 penalty to any other ability score.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Treecant and Orcish.
Size: Humans are Medium creatures and thus receive no bonuses of penalties due to their size.
Subrace: Choose between Tribal and Gutter Rat
Tribal -
Awareness: Humans raised within monastic traditions or communities that encourage mindfulness seem to shrug off many dangers more easily than other humans. They gain a +1 racial bonus on all saving throws and concentration checks.
Skilled: Gain an additional skill rank at first level, and one additional rank whenever they gain a level.
Gutter Rat -
Heart of the Slums: Humans who eke out a life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions.
Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.
Elf [5%]
Ability Score Racial Trait: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.
Base Speed: Elves have a base speed of 30 feet.
Languages: Elves begin play speaking Orcish, Elven, and Treecant.
Size: Elves are Medium creatures and thus receive no bonuses of penalties due to their size.
Type: Elves are Humanoids with the elf subtype.
Keen Senses: Elves receive a +2 racial bonus on Perception 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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Lightbringer: Elves are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability.
Orc [45%]
Ability Score Racial Trait: Orcs are brutal and savage, even those living in opulence. They gain +2 Strength, +2 Constitution, and -2 Wisdom.
Base Speed: Orcs have a base speed of 30 feet.
Languages: Orcs begin play speaking Orcish.
Size: Orcs are Medium creatures and thus receive no bonuses of penalties due to their size.
Type: Orcs are Humanoids with the orc subtype.
Weapon Familiarity: Orcs are always proficient with greataxes and falchions, and treat any weapon with the word “orc” in its name as a martial weapon.
Low-Light Vision: Orcs can see twice as far as humans in conditions of dim light.
Subrace: Choose between Urban and Feral.
Urban -
Scent (Limited): Urban Orcs have a limited scent ability, with a range of 15 feet.
Feral -
Ability Score: Feral Orcs lack the formal education of their urban cousins. Feral Orcs gain an additional -2 Intelligence.
Ferocity: Feral Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Bonus Language: Feral Orcs speak Treecant in addition to Orcish.
Goblin [15%]
Ability Score Racial Trait: Goblins are fast and smart, but unpleasant to be around. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma.
Base Speed: Goblins are fast for their size, and have a base speed of 30 feet.
Languages: Goblins begin play speaking Orcish and Goblin.
Size: Goblins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Type: Goblins are Humanoids with the goblinoid subtype.
Junk Tinker: Goblins use ramshackle equipment and vehicles that seem like they should never function. Goblins gain a +2 racial bonus on driving checks and on Craft checks to build or repair weapons or vehicles without the proper tools. They can make the attempt with any material that can hold the right shape for a few uses, but normally unfit materials produce items with the fragile quality. They also get a +2 racial bonus on all Craft and Profession checks to create objects from metal or stone.
Lucky: Goblins are known to always have luck on their side, even if they have to force it. Goblins gain a +1 racial bonus on all saving throws.
Natural Craftsman: Goblins have a 20% reduced cost for creating items, and at first level can choose to gain either the Craft Magic Arms and Armor feat or the Craft Wondrous Item feat without needing to meet the feat requirements. Once this choice is made, it cannot be undone.
Xeph [15%]
Ability Score Racial Trait: Xephs are quick and outgoing, but not very strong. They gain +2 Dexterity, +2 Charisma, but suffer -2 Strength.
Base Speed: Xephs have a base speed of 30 feet.
Languages: Xephs begin play speaking Orcish and Treecant.
Size: Xephs are Medium creatures and thus receive no bonuses of penalties due to their size.
Type: Xephs are Humanoids without a subtype.
Burst (Su): Twice per day as a swift action, a xeph can put on a burst of speed to increase his speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds.
Borrowed Luck: Once per day, when a Xeph makes a Reflex saving throw, it can roll the saving throw twice and take the better result. Use of this ability must be decided before attempting the saving throw.
Curious Nature: Pick two Knowledge skills. Xephs gain a +2 racial bonus on these skills, and they are always considered class skills.
Innate Resistance: Xephs receive a +1 racial bonus on saving throws against powers, spells, and spell-like effects.
Naturally Psionic: Xephs gain the Wild Talent feat as a bonus feat at 1st level. If a xeph takes levels in a psionic class, he instead gains the Psionic Talent feat.
Psionic Aptitude: When a xeph takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.