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C hapter T wo :

R aces

Seeq

Gria

Garif

People of Ivalice
The people of Ivalice are diverse, though humes
(humans) are far and away the dominant race. Though
it is a fantasy worldthe game is called Final
Fantasy, after allIvalice has no elves, dwarves, or
gnomes. Instead, in addition to humans, presented here
are nine races unique to Ivalice, but suitable for any
fantasy world:

Nu-Mou

Baknamy

Humes

Viera

Their penchant for expansion, empire, and glory


makes human-kind the most populous and widespread of the civilized races of Ivalice.

Most viera live their long lives in seclusion, apart


from other races, deep within the forests of Kerwon.
Still, from time to time, conflict or tragedy will cause
a viera to question her way of life, breaking from
the path of the Green Word and entering the world at
large.

Long of face and ear, with skin of scales, a bangaa


is lithe and strong. Bangaa have little culture of their
own, having integrated closely into hume society,
though theyre fiercely competitive and easily
offended.

Endowed with a mystical energy, moogles are the


children of forgotten fey-gods. Friendly and outgoing,
few have cause to dislike moogles.
Nu-Mou
Even-tempered and thoughtful, the perpetually old
nu-mou are attuned to magic and Mist. With a lifespan
longer than any other race, nu-mou are sought as sages
and advisors.
Seeq

Garif

Considered somewhat duller and cruder than humes,


Seeq are ponderous large, with a strength to match.
Seeq are fond of gemstones, gold, and other shiny
objects, with which they richly adorn their bulky
forms.

Garif despise the use of metal, their culture instead


makes use of wood and stone. Every Garif receives a
mask on the day they are born and they wear it until
the day they die.

Urutan-Yensa

Gria
Despite their stature, the dragon-blooded

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Moogle

Sandsea. Extremely proud of their culture, UrutanYensa will cull weakness and suppress attempts at
change.

Moogles

The Baknamy are ruthless, goblin-like creature,


fiercely territorial and possessive. They tend to travel
in groups or pairs to better watch each others backs.

Viera

gria possess both strength of arm and conviction. With


strong ties to the Green Word, many gria consider
themselves fey.

Bangaa

Baknamy

Urutan-Yensa

The Urutan-Yensa live exclusively on the

Bangaa
In an ancient age long past, the entire bangaa race
was enslaved. Over time the bangaa assimilated in
to the society of their masters, the humes. Today
most bangaa are free, but without a culture to call
their own they exist mostly in hume cities, assuming
physical roles like solider or laborer, though a handful
of bangaa-dominated villages have begun to appear
throughout Ivalice. However, many bangaa survive in
the wild as brigands and raiders, preying upon humes
and city-bangaa equally.
Bangaa are often perceived as overly competitive. Its
more accurate to say that bangaa are eager to prove
their usefulness. Hume society is ever evolving:
social niceties change with the seasons, goods
and products rise and fall with demand, and
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bangaa are perpetually a step behind. As

Bangaa

Hume

a result, bangaa fight against the perception that their


slow or dull with an eager, willful attitude. Despite
their ever-cooperative nature, bangaa are easily
insultedespecially at lizardman jibesand often
carry a gruff demeanor to dissuade friendly banter that
might lead to wounded pride.
Physical Description: The bangaa are a reptilian race,
though they disdain being compared to lizardmen.
Bangaa have a four, long floppy, almost dog-like ears,
skin of fine, colorful scales, and a tail. Outwardly,
male and female bangaa are nearly indistinguishable,
giving rise to the notion that there are no female
bangaa. Bangaa speak in a distinct, guttural voice.
Society: Bangaa culture was wiped out long ago
when their race was enslaved by humes. In the
intervening ages, bangaa have risen from slavery and
most have integrated into hume society. Still, some
bangaa act out against this assimilation, despising
humes and their bangaa alike. Others strive for rebirth
of their races own identity in the world, forming
guilds, factions, and even founding bangaa villages.
Regardless of where they live, bangaa are a fracture,
fragmented race, without a unifying racial identity of
their own.
Relations: Most bangaa are amiable with the
other civilized races, or not depending upon
allegiances. Bangaa avoid associated with the
dim-witted seeq, to better avoid garnering

such a label for themselves. Likewise with the savage


baknamy. Though generally cooperative and friendly,
bangaa are quick to anger if insulted, and secretly
jealous of the other races storied histories.

New Feat: Deft Pugilist

often cultivate these lands as a method of expansion.

Motive checks.

Your unarmed training goes beyond that of other


Bangaa.
Prerequisites: Bangaa, deft pugilist racial trait.

Bangaa Racial Traits

Benefit: Instead of the benefits of the deft pugilist


racial trait, you gain the Improved Unarmed
Strike feat. In addition, when making an unarmed
attack, you may apply your Dexterity modifier
to attacks and damage, instead of your Strength
modifier.

Physical Description: Instantly recognizable for


their curving horns, stark skin tone, and distinctive
bakmasks, baknamy are an offshoot of the goblinoid
race with skin colors ranging from pale green to
puce. Baknamy are strong without being bulky
and lanky without being lithe. When outside their
preferred domain, Baknamy wear air-filtering masks;
whether this practice is a requirement in oxygen-rich
environments or merely a superstition is not known.

Cooperative: Baknamy receive any teamwork feat as


a bonus feat. In addition, baknamy gain an additional
+2 bonus on flanking, aid another, and similar
cooperative checks when performing these actions
with another baknamy with the cooperative racial trait.

+2 Dexterity, +2 Wisdom, -2 Charisma: Bangaa are


lithe of body and cooperative in spirit, but slow to
adapt and have a surly demeanor.
Medium: Bangaa are Medium creatures and have no
special bonuses or penalties due to their size.
Normal Speed: Bangaa have a base speed of 30 feet.
Ardent: A bangaa receives a +2 to all attack rolls and
skill checks for independent, non-cooperative tasks.
A bangaa cannot receive a bonus to any roll from
Aid Another, teamwork feats, flanking, or similar
cooperative abilities and bonuses in conjunction with
the bonus from ardent.
Agile: Bangaa
receive a +2 bonus
on Acrobatics
checks. Additionally,
Bangaa receive the Dodge
feat as a bonus feat.
Deft Pugilist: Bangaa
learn from an early
age their agility is
their greatest asset,
train their bodies to
capitalize. Bangaa are
always considered armed
and do not provoke an attack
opportunity for making an unarmed attack.

of

Languages: Bangaa begin play speaking Common.


The ancient bangaa language is now all but forgotten
to most bangaa, though words and phrases survive.
Bangaa with high Intelligence scores can choose any
languages they want (except secret languages, such as
Kupo or Druidic).
Alternate Racial Traits
Blinded: Normal bangaa have poor eyesight,
made up for by exceptional smell. Some
bangaa purposefully wear blindfolds or
other eye coverings beginning at an early

age to better develop their olfactory sense. Bangaa


with this racial trait are blind but receive the scent
special ability. Furthermore, bangaa with this racial
trait receive no penalties for being blind as long as the
bangaa is able to use scent instead. This racial trait
replaces the ardent racial trait.
Questioning: Certain bangaa ponder their races
history and place in the world. Bangaa with this
racial trait treat all Knowledge skills as class skills,
and gain a +2 racial
bonus to the
Knowledge skill
of their choice.
This racial trait
replaces the
ardent racial trait.
Weapon
Familiarity: All
bangaa train for combat
while young. Those
bangaa who show
aptitude for a particular weapon
pursue study of that weapon feverishly. Bangaa with
this racial trait gain proficiency with any one weapon.
This racial trait replaces the deft pugilist racial trait.

Baknamy
To the civilized races, baknamy are regarded as
thieves and cowards, trusted only at sword point.
Baknamy regard the civilized races as foolhardy,
haughty, prideless, weaklings. Though less savage
than their goblin cousins, baknamy non-the-less
embrace avarice as a way of life. Existing on
the edges of settled lands, baknamy thrive in
otherwise uninhabitable locations: bogs,
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wastelands, and the deep earth. Baknamy

Stealthy: Baknamy recieve Stealthy as a bonus feat.


Languages: Baknamy begin play speaking Common
and Goblin. Baknamy with high Intelligence scores
can choose from the following: Arcadian, Dalmascan,
and Seeqin.

Society: Baknamy society favors the bold, those


baknamythrough trickery or braverywho are the
most daring and clever. Baknamy often gain prestige
and standing in pairs: siblings or trusted friends. The
nature of these pairings is seldom unique, but neither
is it predictable: one may be the brains the other the
brawn; or one the decoy, one the hunter. Baknamy
who achieve success individually are valued and
lauded, but are seldom trusted with leadership roles.
Likewise, partnerships that dissolve ruin both parties.

Alternate Racial Traits


Alchemist: Though newfound amongst the baknamy,
some have shown a penchant for alchemical
experiment. Baknamy with this racial trait gain +2 to
Craft (alchemy), Knowledge (arcana), and Spellcraft
checks. This racial trait replaces the clever racial trait.
Gore-Trained: Though baknamy horns are largely
decorative, there was a time when their race used
them for protection. With training, baknamy horns
can still serve as functional, and dangerous, weapons.
Baknamy with this racial trait gain a gore natural
attack that deals 1d4 damage on a successful hit. This
racial trait replaces the clever or stealthy racial trait
(players choice)..

Relations: Baknamy will deal and trade with anyone


with an eye toward material wealth or some other
advantage in all dealings, whether with other baknamy
or not. The civilized races who do not value
cleverness are easy prey for ambushes or pilfering,
whereas those who display savvy and awareness are
better dealt with through bargain. Viera and baknamy
are usually devoted enemies, though most any
baknamy will overlook the vieras haughty, misguided
notions if there is profit in it.
Baknamy Racial Traits
+2 Dexterity, +2 Intelligence, -2 Wisdom:
Baknamy are hardy and clever, but easily
distracted.
Medium: Baknamy are Medium creatures
and have no bonuses or penalties due to
their size.

(bogs,
This racial
trait.

Normal Speed: Baknamy have a base speed


of 30 feet.

Garif

Darkvision: Baknamy can see in the


dark up to 60 feet.
Clever: Baknamy gain a +2 racial
bonus to Appraise, Bluff, and Sense

Wilderist: Certain
baknamy cultivate the
wastelands their race
calls home, molding and
expanding the terrain and
protecting it from intruders.
Baknamy with this
racial trait gain +4 to
Stealth and Survival
checks in such terrain
fens, deserts, underground).
trait replaces the stealthy racial

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The garif are a peace-loving and


pastoral people. With a storied history
of heroism, betrayal, and ultimate
disgrace, the garif long ago left

behind the world of soldiery and commerce. Though


garif enjoy peaceful relations with most neighboring
cultures, they can and will take up arms to protect
themselves, recalling the ancient warrior garif of old.

passions of the garif.


Garif Racial Traits
+2 Constitution, +2 Wisdom, -2 Intelligence: Garif
are hardy, philosophical folk, but slow to adapt,
sometimes willfully so.

Once, the garif embodied a great warrior dynasty. An


empire that controlled the known world. The garif
were the chosen of the Occuria, god-like beings bent
on shaping Ivalice to their will. The Occuria gifted
the garif with great power, a rare metal known as
Nethicite. The garif, though prosperous and powerful,
were unable to master the element. In retribution, the
Occuria removed their gift, and laid low the garif race,
destroying their great cities and technology. This tale
all young garif learn in their youth, and teach to their
young.

Medium: As Medium creatures, garif have no special


bonuses or penalties due to size.
Normal Speed: Garif land speed is 30 feet.
Masked: Garif wear masks in remembrance of their
vows, of the commitment to peace that ended their
warrior empire. A masked garif gains a +2 bonus to all
saving throws.

Pastoralist: Garif spend their lives at common tasks.


Physical
A garif receives one skill
Appearance: Garif
rank each level to place
have an intimidating
into one of the following
appearance that
skills: Craft (any),
belies their peaceful
Garif enjoying a
Knowledge (nature),
mannerisms: hulking
game of bones.
Profession
(any
shoulders, fierce
pastoral, e.g. farmer,
masks, strong limbs.
herbalist, midwife,
The all-male race
shepherd, etc.), or
adorns themselves
Survival. The chosen
with simple bone,
skill is a class skill.
wood, and ceramic
accoutrement,
Weapon Familiarity:
long ago having
Garif
are proficient with
garnered a loathing
the longspear, shortspear, javelin,
of all things metal. On the day he is born, a garif
and boar spear and treat any weapon with the word
receives a mask, a custom that reminds all of their
garif in the name as a martial weapon.
once-greatness and the garifs vows of peace.
Languages: Garif begin play speaking Common.
Garif with high Intelligence scores can choose from
the following: Bhujerba, Dalmascan, Draconic,
Raithin, Kildeen, and Vieran

Society: Garif life is one of tradition. Ancient vows of


peace, a choice that laid their race low long ago, drive
garif society. Farmers, shepherds, craftsmen, traders,
and philosophers are the most common of garif
professions. Still, ancient garif traditions of training
for combat, both the body and the mind, remain
strong. When conflict and war does come to garif
communities, it does not find them unprepared.
Relations: Garif are indifferent to the prejudices of
humes, the boisterousness of the moogles, the greed
of the baknamy, and the savagery of the seeq.
The live and let live attitude of most garif is
only ignored where the gria are involved,
the one thing that truly ignites the lost

Alternate Racial Traits


Historian: True to their traditional ways, select garif
become fonts of knowledge regarding their races
history, to ensure the continuance of their traditions.
A garif with this racial trait receives one skill rank
each level in Knowledge (history), and Knowledge
(history) is a class skill. This racial trait replaces
the pastoralist racial trait.
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Soldier: Though all garif tribes have been

peaceful for eons, the role of warrior is in their blood.


A garif with this racial trait receives on skill rank each
level in Knowledge (warfare) or Profession (soldier)
(players choice), and the chosen skill is a class skill.
This racial trait replaces the pastoralist racial trait.
Unmasked: Few garif ever voluntarily part with
their mask, removing it only in private, and only for
brief periods. However, a garif whose mask is stolen
or destroyed, becomes an unmasked. Without their
symbol of peace, an unmasked garif embraces their
ancient warrior selves. Garif with this racial trait gain
Diehard as a bonus feat. This racial trait replaces the
masked racial trait.

Gria
The gria are a civilized warrior race. With a storied
history of heroism, betrayal, and ultimate disgrace,
the gria long ago left behind the glory of empire and
expansion, instead selling their swords and magicks
to the highest bidder. Though gria enjoy peaceful
relations with nearly all nations, their alliances are
no more than skin deep, doing the job theyre paid
for, and little else. Still, other races speak of the
mysterious and noble gria of old, of powerful magicks
and great wisdom, and those who can count a gria as a
friend catch glimpses of what once was.
Once, the gria were great earth mages, the rulers of
an empire that controlled the known world. The gria
were the chosen of the Occuria, god-like beings bent
on shaping Ivalice to their will. The Occuria gifted
the gria with great power,

a rare metal known as Nethicite. The gria, though


prosperous and powerful, were unable to master the
element. In retribution, the Occuria removed their gift,
and laid low the gria race, destroying their great cities
and technology. This tale all young gria learn in their
youth, and teach to their young.
Physical Appearance: Gria are lithe, winged
humanoids distinguished by draconic features and
prominent horns. Their frail, dainty appearance belies
their aggressive nature. The all-female race dresses
is garishly bright colors and loose fabrics that allow
ample movement.
Society: Gria civilized in that they honor pacts
and seek peace with their neighbors and allies, but
aggression and competition run deep in a grias
blood. Most, if not all, of the race live by the sword,
trading on their warrior-like ways to provide for their
communities.
Relations: Gria friendships run deep, but few ever
form true bonds beyond that of mere acquaintance.
While gria hold grudges and develop hatreds like
anyone else, as a whole the race only holds allegiance
to two people: contractees, and the garif. It remains to
be seen which holds the greater value.
Gria Racial Traits
+2 Strength, +2 Charisma, -2 Wisdom: Gria
are deceptively strong and personable, but
impatient and competitive.

Competitive: Gria gain a +2 racial bonus on opposed


skill checks of any kind. Additionally, when a gria
fails a d20 roll, she gains a +2 bonus when attempting
the same action that failed.

The Gria and the Garif


Though few outside these races know it, and fewer
still know it well enough to speak on it, the gria and the
garif are of one race, separated by gender in the ancient
past.
The race, whose name is lost to history, was punished
by the Occuria for failing to wield a gift of power
known as Nethicite. The race was cursed. Males and
females were changed outwardly, appearing now
dissimilar and unattractive to the other. But the curse
was deeper than skin.
The males, knights, noble and strong, were cursed
with pacifist ideals. Though their bodies were thick and
hard, the strength of their arms was stolen.

Draconic Flight: While gria wings are too small to


provide true flight, the same magic that empowers
dragons allows gria to achieve limited flight for short
periods of time while wearing light or no armor and
carrying no more than a light load. A gria can fly with
clumsy maneuverability a number of rounds at a time
equal to her Constitution bonus. A gria can attempt to
fly for longer durations by making Constitution check
each additional round of flight (DC 12 +2 per extra
round). A grias natural fly speed is equal to her base
land speed. After flying, a gria must rest a number
of rounds equal to twice the number of rounds spent
flying before flying again.
Fearless: Gria receive a +2 racial saving throw bonus
against fear spells and effects.

The females, geomancers, noble and powerful, were


cursed with a fiery spirit, too impatient to master the
elements. Though beautiful and frail, their bodies were
imbued with the strength stolen from the males.

Weapon Training: Gria are trained from birth in


the art of combat, and as a result are automatically
proficient with any one weapon group.
Languages: Gria begin play speaking Common. Gria
with high Intelligence scores can choose from the
following: Bhujerba, Dalmascan, Draconic, Raithin,
Kildeen, and Vieran.

But even the Occuria cannot overcome the powers of


creation. The urge to mate will possess a garif and gria
couple who have never met. Both will travel a great
distance, feeling drawn to the other. When they meet, a
bond is formed. Over the next year, the two will live in
isolation, often in the wilderness. The gria will create a
dwelling from the earth itself. The garif will hunt and
provide protection.

Alternate Racial Traits

Bestial: Some gria give themselves over completely


to their races aggressive tendencies, channeling their
competitive spirit into a bloodlust. Once per day,
when brought below 0 hit points but not killed, a gria
can fight on for 1 more round as if disabled. At the
When the child is born, the couples resurrected
powers will soon fade, as will the supernatural bond that end of her next turn, unless brought to above 0 hit
points, she immediately falls unconscious and begins
drew the couple together. If the child is born a garif, he
will return with his father; if the child is born a gria, she dying. This racial trait replaces the arcane adept racial
trait.
will return with her mother.
Erdane Guardian: Bending the earth to their will
was the calling of the ancient gria earth mages. A
gria who follows the calling of her ancestors gains
a +2 bonus to Knowledge (nature), Knowledge
(geography), and Survival checks. This racial trait
replaces the weapon training racial trait.

Medium: As Medium creatures, gria have no special


bonuses or penalties due to size.
Normal Speed: Gria land speed is 30 feet.
Arcane Adept: Gria possess an innate
understanding of magic, though few find it
of any real use. Gria gain a +2 bonus to
Spellcraft checks.

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Skymaster: Some gria defy their conflicted


nature and take to the skies, avoiding war,

Commoner & Noble


For all their differences, the humes (humans) of
Ivalices nations have one thing in common: nobles
have power. Even through the strife of war, the fall of
great houses and religions, the rise of new families and
factions, nobles rule over commoners.
For the commoner seeking to throw off the burdens of
servitude and command his own destiny, there are few
possibilities. Knighthood, politics, or commerce are all
avenues to wealth. Likewise a strategic marriage can
result in the birth of a new house, or the resurgence of
an old, nigh-forgotten line. But wealth alone does not
create nobility.
Though the concept of nobility is tied to the belief that
the gods grant the right to rule to their chosen, not even
the church can truly create a noble house. Only the
King or Queen holds that power.

peace, and civilization all together. A gria with this


racial trait gains a +2 bonus to Fly and Pilot skill
checks. This racial trait replaces the fearless racial
trait.

Humes
Humes are the most numerous and politically
dominant race throughout Ivalice. Humes
possess exceptional drive and a great capacity
to endure and expand. Their empires
and nations are vast. Humanity is best
characterized by its diversity: humes can
be savage, honorable, decadent, simple,
or powerful. But more than any other
race, humes dedicate themselves to a
cause. While individual humes are no
more driven to find a cause than any other
race, collectively, communities, cities,
nations, and empires find identity in a
common cause, whether it is religious,
political, or otherwise.
Physical Description: Humes are as varied
as the worlds climes. From dark-skinned
desert dwellers to pale barbaric mountain
men, humes possess a wide variety of
colorings and body types, though humes of a
specific region generally look similar.
Society: Hume societies are numerous and
varied. From grand empires ever looking to

expand to rural, insular villages, humes are adaptive,


polite, protective, standoffish, and aggressive.
Sometimes all at once.
Relations: Humes form allegiances with all nations,
races, and creeds, depending on their own allegiances,
prejudices, and creeds. Individual humes will
generally treat others as they themselves are treated,
though abusing that disposition is just as common
amongst humes.
Hume Racial Traits
+2 to One Ability Score: Hume characters gain a
+2 racial bonus to one ability score of their choice at
creation to represent their varied nature.
Medium: Humes are Medium creatures and receive
no bonuses or penalties due to their size.
Normal Speed: Humes have a base speed of 30 feet.
Bonus Feat: Humes select one extra feat at 1st level.
Skilled: Humes gain an additional skill rank at first
level and one additional rank whenever they gain a
level.
Languages: Humes begin play speaking Common.
Humans with high Intelligence scores can choose
any languages they want (except secret languages,
such as Kupo or Druidic). Humans of a specific
nation or region may begin play speaking the
language of their origin, at the GMs discretion.

Moogles
The shy, diminutive moogles are distant
relatives of feykind. Their legends tell of a
fascination with gears and metal, a curiosity
that grew into an obsession that severed
their link to the fey realm. Some say the fey
blood still runs through moogle veins, for
they are inquisitive, capricious, and seemingly
indomitably cheerful. Amongst the civilized
races, moogles are known for being master
engineers and are credited with inventing the
first airships.
a

Though reasoned and sensible, moogles are


superstitious lot. Foul weather, full moons,
broken mirrors; rain, tides, ripples, leaks,

and all things water: all these and more factor into a
moogles decision making. Portents and predictions
by no means control mooglekind, but most moogles
believe such things reveal the greater machinations
of the universe, offering a reminder of past trials and
allowing one a glimpse of fate. It is this connection
with an ever-changing world that drives their curiosity
and spirit of hope.
Physical Description: A moogles appearance
matches their friendly countenance: covered head-totoe with soft, often white, fur; dainty, leathery
wings; long, pointed ears; small, bright eyes;
and a delightful tuft of hair known as a pompom. Without their distinctive pom-pom
atop their heads, moogles would not stand
above 3 feet tall. Moogles take pride in their
appearance, and are not above regal attire
and embellishments, though most tend to
dress practically for their trade.
Society: Moogles thrive amongst
the cultures of the other races,
but have few communities of
their own. In the largest of hume
cities, it is not uncommon for there
to be a moogle district, or similar
part of town known for a high
concentration of moogle citizens.
And in remote forest reaches one can
find
small moogle villages, welcoming travelers with
appropriately-sized accommodations. But the vast
majority of mooglekind encounter other moogles only
in passing.
Particularly in hume lands, moogles assume roles
of service or servitude. Their ever-helpful, evercheerful countenance makes them excellent butlers,
messengers, and assistants, or tradesmen, craftsmen,
and merchants.
Despite their lack of unifying homeland, moogles
none-the-less display thier own unique cultural quirks,
even as they live amongst other races. All moogles
speak their own unique language, known as kupo.
The lexicon of kupo consists of just one word with
many, many inflextions; though other races can come
to understand the language, none besides the
moogle can speak it with any accuracy. When
holiday or tradition causes moogles to
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gather together, whether for celebration or a

more somber observance, the assembled moogles will


eventually converse, using kupo, at great length, each
interrupting and seeking to one-up the other, on who
has been the most helpful or convivial to others of
late. Oddly, an individual moogle isnt arguing for him
or herself, but rather pointing out these qualities in the
other moogles around them.
Relations: Moogles tend to treat those they encounter
as friends, until necessity dictates otherwise. Thus
moogles have a reputation for friendship and loyalty,
despite the rare dishonest moogle taking advantage of
that reputation.
Moogle Racial Traits
+2 Dexterity, +2 Intelligence, -2 Strength: Moogles
are small of stature, but deft and lithe, both of body
and mind.
Small: Moogles 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: Moogles have a land speed of
20 feet.
Low-Light Vision: Moogles can see twice as far as
humes in conditions of dim light.
Crafty: Moogles gain a +2 racial bonus on Appraise
checks made to determine the price of crafted goods,
and a +2 circumstance bonus on Diplomacy checks
made to barter for crafted goods.
Handy: Moogles receive a +2 racial bonus on a Craft
or Profession skill of their choice.
Eternal Hope: Moogles rarely lose hope and are
always confident that even hopeless situations will
work out. Moogles with this racial trait receive a +2
racial bonus on saving throws against fear and despair
effects. Additionally, once per day, after rolling a 1
on a d20, the moogle may reroll and use the second
result.
Moogle Flight: While moogle wings are too
small to provide true flight, lingering remnants
of their fey heritage allow moogles to

achieve limited flight for short periods of time while


wearing light or no armor and carrying no more
than a light load. A moogle can fly with clumsy
maneuverability a number of rounds at a time equal
to her Constitution bonus. A moogle can attempt
to fly for longer durations by making Constitution
check each additional round of flight (DC 12 +2 per
extra round). A moogles natural fly speed is equal
to her base land speed. After flying, a moogle must
rest a number of rounds equal to twice the number of
rounds spent flying before flying again. Additionally, a
moogle gains +4 on Acrobatics checks as long as she
is able to fly.

With a lifespan several times that of the average hume,


nu-mou measure time in decades, rather than seasons.
Having long mastered magics in many forms, the numou see themselves as preservationists, gathering and
cataloguing the worlds vast knowledge.

Languages: Moogles begin play speaking Common


and Kupo. Moogles with high Intelligence scores
can choose any language they want (except secret
languages, such as Druidic).

Society: Many modern hume cities grew around


nu-mou towers. A nu-mou tower is a vast structure,
reaching the clouds above and expanding for miles
beneath. A tower is part city, part commune, part
library, and part marketplace. Though most nu-mou
seldom, if ever, leave their tower, many young numou travel between the towers, sharing missives and
new lore. To their surrounding communities nu-mou
towers serve as centers for learning and instruction.
Foolish is the hume king who fails to heed the master
of the tower.

Physical Description: Despite their long lives, numou age as rapidly as humes, and even young nu-mou
appear aged to other races. Nu-mou have soft canine
features, loping ears often adorned with jewelry, and
a long, thick tail. Short and hunched, nu-mou dress in
long, hooded robes, both for comfort and to enhance
their sagacious aire.

Alternate Racial Traits


Academician: Some moogles are more academically
inclined than their kin. Moogles with this racial trait
gain a +2 bonus on any single Knowledge skill. This
racial trait replaces the Handy racial trait.
Master Tinker: Moogles experiment with all manner
of mechanical devices. Moogles with this racial trait
gain a +1 bonus on Disable Device and Knowledge
(engineering) checks. They are treated as proficient
with any weapon they have personally crafted. This
racial trait replaces the Crafty racial trait.

Relations: Humes, viera, and the other city-dwelling


races regard nu-mou as little more than elderly fonts of
history. Those individuals who come to know nu-mou
personally find their usefulness much more extensive.
In general, nu-mou accept that the younger races
wont fully appreciate nu-mou philosophies, but
will extend patience to any individuals who express
interest in learning.

Moogle Magic: Rarely, fey ancestry will manifest


in moogles attuned to their heritage. Moogles with
Charisma scores of 11 or higher gain the following
spell-like abilities 1/day: dancing lights, detect magic,
identify, and prestidigitation. The caster level for these
effects is equal to the moogles level. The DC for these
spells is equal to 10 + the spells level + the moogles
Charisma modifier. This racial trait replaces the Crafty
and Handy racial traits.

Nu-mou Racial Traits


+2 Constitution, +2 Wisdom, -2 Strength: Though
small and weak, nu-mou are patient, perceptive, and
long-lived folk.
Small: Nu-mou 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.

Nu-Mou
Much of known history is passed down from the
nu-mou. A people of legend, tradition, and magic,
the nu-mou are regarded by the other races as wise,
scholarly, and perpetually old. Rarer than an
infant nu-mou, is a phrase humes use to
describe something unique.

Slow Speed: Nu-mou have a land speed of 20 feet.

23

Low-Light Vision: Nu-mou can see twice as


far as humes in conditions of dim light.

Adept: Nu-mou gain a +1 bonus to caster level when


determining spell effects. Nu-mou with Intelligence
scores of 11 or higher can cast three 0-level spells as
a 1st-level wizard. Nu-mou must prepare these spells
each day, as a wizard does, but they do not require a
spellbook and can do so from memory.
Hardy: Nu-mou gain a +2 racial bonus on saving
throws against poison, spells, and spell-like abilities.
Sagacious: Nu-mou receive a +2 racial bonus on any
two Knowledge skills.
Languages: Nu-mou begin play speaking
Common and one other language of their
choice. Nu-mou with high Intelligence
scores can choose any language they
want (except secret languages, such as
Kupo or Druidic).
Alternate Racial Traits
Lorespeaker: Most nu-mou
are knowledgeable on a wide variety of topics, but
a lorespeaker recalls knowledge forgotten by others.
A nu-mou with this racial trait half his class level
(minimum 1) to all Knowledge skill checks and may
make all Knowledge skill checks untrained. This racial
trait replaces the sagacious racial trait.
Studious: Truly adventurous nu-mou leave the study
of books and scrolls to others. A nu-mou with this
racial trait can choose one class. Levels in that class
count as levels (called virtual levels) in any other class
for the purposes of prerequisites for feats, prestige
classes, and calculations that depend on level. If the
nu-mou also takes levels in the class in which he has
virtual levels, the two are added together to determine
class level. (Note: the nu-mou does not gain abilities
or bonuses from virtual levels.) This racial trait
replaces the adept racial trait.

action when making this check, he can impart the


benefit to an ally instead of himself. This racial trait
replaces the adept racial trait.

Seeq
In the ancient past, seeq tribes dominated vast forests
that have long since disappeared. While a handful
of tribes still exist in remote places, the seeq people
are now just another of the many races enveloped
by hume society. Most humes would define the seeq
as mercenaries, pirates, or enforcers, but those same
seeq would call themselves soldiers,
merchants, and bodyguards. Regarded
as brutes and simpletons by the
other civilized races, the seeq are
a proud, if somewhat combative,
people. Seeq encountered
outside their tribal homes
often take up professions that
make use of their great size
and strength, but these seeq mask their true role
behind hume prejudices.
The patient and perceptive seeq foster the illusion
that theyre short-tempered and brutish. In the halls
of barons and princes, the loyal, ignorant guard is
ignored. The seeq seldom make use of their gathered
information themselves, preferring instead to barter
that information, either for gil or favor. Few people are
as well-informed as a well-connected seeq.

Physical Description: Certainly the widestif not


the largestof the common races, the seeq cultivate
their brutish appearance to better fool the other
races. Their short, up-turned snout, prominent tusks,
exposed barrel chests, and guttural speech all lend
to the illusion that the seeq is a primitive simpleton.
Likewise, seeq adorn themselves with tattoos and
jewelry that embellish upon this deception. Unknown
to the other races, however, is that these adornments
Threats Known: Rather than study history or magic,
act as secret communication tools for seeq looking
some nu-mou learn all they can of various creatures
to pass information. Tattoos often relate what
and races. A nu-mou with this racial trait can make an profession the seeq often carries information about,
appropriate Knowledge check when first encountering whether he serves a ruler, politician, merchant, or
a foe. A successful check grants the nu-mou the
tradesman. Jewelry strategically placed about the body
normal benefits of such a check, plus one of the
can communicate many things, from the nature of the
following benefits for 1 minute: +4 initiative, +1
information to who might find the information
dodge to AC, +2 to one saving throw versus a
useful. Jewelry prominently placed on their
known attack or ability. Making this check
distinctive horn is important information
24
is a free action. If a nu-mou spends a move
that all seeq should know.

Society: Traditional seeq tribes still adhere to their


spiritual tenets of Listen, Seek, and Learn. Tribal
seeq believe that mastery over the physical world is
gained through patience, through complimenting the
natural order, rather than disturbing it. These ancient
teachings are mirrored in how modern seeq have
adapted to live in a hume-dominated world.
In the largest of hume cities, the seeq information
network has begun to exert its own kind of mastery
over the hume world in the form of organized crime.
While most non-seeq disregard rumors of the Seeq
Mafia as preposterous, those politicians and guild
masters that have felt the seeq influence can avow its
existence.
Relations: While most seeq are seen as brutes, those
in-the-know view seeq as a rare and valuable source
of insight. Seeq tend to withhold this truth to all but
the most trusted of allies, occasionally even keeping
up the ruse in front of other, unknown seeq. Likewise,
seeq rarely divulge their secrets directly, preferring
instead to use intermediaries or rumor, but savvy seeq
are not above using their information for gain.
Seeq Racial Traits
+2 Strength,
Seeq are

+2 Wisdom, -2 Dexterity:
strong and perceptive, but

ponderous.
Medium: As Medium creatures, seeq have no special
bonuses or penalties due to size.
Normal Speed: Seeq land speed is 30 feet.
Low-Light Vision: Seeq can see twice as far as humes
conditions of dim light.
Deceptive: Seeq learn at an early age it is beneficial
for others to perceive them as dull and slow. Seeq gain
a +2 racial bonus on Bluff checks that play upon this
perception.
Hale: Seeq gain a +2 racial bonus on Fortitude saving
throws.
Perceptive: In addition to trusting their senses, Seeq
studiously watch those around them, picking up
signals others wouldnt. Seeq gain a +2 racial bonus
on Perception and Sense Motive checks.
Stable: Seeq receive a +4 racial bonus to their CMD
when resisting bull rush or trip attempts while
standing on the ground.
Languages: Seeq begin play speaking
Common or
Seeqin.

Seeq with high Intelligence scores can choose from


the following: Arcadian, Common, Dalmascan,
Goblin, or Seeqin.
Alternate Racial Traits
Gift of Gab: While most seeq that take on roles of
service adopt stoic personas, some seeq, especially
those seeq who are independent, gather information by
out-talking those around them, listening all the while
to words muttered into mugs and whispered around
corners. A seeq with this racial trait gains a +4 racial
bonus to Diplomacy checks made when gathering
information. This racial trait replaces the perceptive
racial trait.
Greed: Some seeq merely allow their chosen
mercantile trade to earn them profit, casting aside
the dim and dull illusion. Seeq with this racial trat
gain a +2 racial bonus on Appraise checks made to
determine the price of nonmagical goods. This racial
trait replaces the deceptive racial trait.
Nimble: Occasionally there are seeq who move with
a grace not possessed by the rest of their race. Seeq
with this racial trait gain a +2 bonus on Reflex saves
and a +1 dodge bonus to AC when unencumbered and
wearing no more than light armor. This racial trait
replaces the hale and stable racial traits.

Urutan-Yensa
Considered alien by the standards of the other
civilized races, the urutan-yensa are a people as severe
as their environment. Insular and territorial, urutanyensa cull weakness within their own tribe, purge
weakness in other tribes, and punish weakness in
outsiders. Urutan-yensa view the desert as the ultimate
test: survive or die. Sympathy, kindness, generosity:
these are weaknesses in the desert.

Physical Description: The chitinous body; lithe,


double-jointed limbs; and lipless mouths give the
urutan-yensa a truly insectoid appearance. Though
theyre largely immune to the effects of heat, the
urutan-yensa still cover their bodies in desert garb to
protect themselves from the invasive sand. Often it is
only the soft glow of their yellow, blue, or green eyes
behind layers of cloth that reveal their race. Without
their standard coverings, urutan-yensas chitin ranges
in color from tan to grey to the occasional white.

30 feet.

Society: Urutan-yensa tribes are lead by a Queen


(rarely a King). Though urutan-yensa reproduce as
other humanoid races do (via coupling), their young
are all given to the Queen to raise. The Queen appoints
Keepers over each years clutch, who teach the young,
culling weakness where it is found, until age three,
when the young are left exposed in the desert for three
days and nights. Those children that survive and return
to the tribe on the fourth day may choose their role
within the tribe, following that path the remainder of
their lives.

Sheen of the Sand: The urutan-yensa gain a +2 racial


bonus to Stealth and Survival while in desert terrain.

Roles within the tribe all surround the tribes survival


on the sandseas: soldier, hunter, harvester, or leader.
Those young urutan-yensa who choose to lead have
declared that they will one day lead soldiers in battle
to purge weaker tribes from the sandsea, or take
leadership of this tribe from the Queen, or leave this
tribe to start their own. Regardless, the Queen will
teach these young herself, challenging them at every
opportunity, not only to preserve her own dominance,
but to create strong leaders.
Relations: Urutan-yensa are distrustful of outsiders,
actively looking for a reason to remove them from
their lands. Those urutan-yensa who leave their tribes
carry their races prejudices, but work to overcome
them in an effort to survive.

Urutan-Yensa Racial Traits


Few urutan-yensa survive away from the tribe. Those
that exist as friends of other cultures are viewed as
+2 Constitution, +2 Wisdom, -2 Charisma: Urutanexiles, too weak to survive. Those that survive the
yensa are survivalists, training their bodies and minds
sandseas in isolation are regarded with great awe and
from birth to overcome the harsh sandseas. Their
suspicion. The urutan-yensa tribes rarely unite for
rigorous culture makes them insular and untrusting.
any reason, though a conquered tribe that proves its
strength might retain enough individuality to appear
Medium: As Medium creatures, urutan-yensa have
as though the two tribes had united. When a
no special bonuses or penalties due to size.
warring tribe suddenly doubles in size, nearby
Normal Speed: Urutan-yensa land speed is
cultures are often destroyed.
26

civilized life, learn to better deal with other races.


Urutan-yensa with this racial trait gain a +2 trait
bonus to all Charisma-based skill checks, but take a -2
penalty to Charisma-based skill checks when dealing
with other urutan-yensa. This racial trait replaces
Sheen of the Sand.

Born of the Sandsea: Urutan-yensa automatically


succeed Fortitude saves made to overcome dangers of
heat exposure in environments of very hot or severe
heat, and gain a +2 racial bonus on Fortitude saves in
conditions of extreme heat.

Viera

Chitinous Armor: Urutan-yensa have hard, chitinous


plates covering their bodies, granting a +2 natural
armor bonus to AC.

Called People of the Wood, by other races the


viera shroud their culture in ritual and communal
law. Known as the Green Word, these practices serve
to both preserve their past and protect their future.
Hundreds of years ago, their ancient forest homelands
were destoryed by war, a war historians say the viera
started in
an effort to regain their dwindling fey
heritage. Today, the viera are few in
number when compared to the other
civilized races, making them a reclusive
and mystic race.

Weapon Familiarity: Urutan-yensa are


proficient with the scimitar, katana,
light and heavy crossbows, and short
bows and treat any weapon with
the word urutan in its name as
a martial weapon.

Viera possess a sense for Mist, or


rather, the viera can use Mist
to predict changes in
weather, sense the
approach of strangers,
communicate with loved ones
over long distances, and navigate
concentrations of Mist more easily
than other races. Unlike other races,
however, when a viera is exposed to raw
concentrations of Mist she becomes
overhwelmed, entering a frenzied state
that can only end in bloodshed.

Languages: Urutan-yensa
begin play speaking Common
or Urut. Urutan-yensa with
high Intelligence scores can
choose from the following:
Common, Dalmascan, Goblin,
Seeqin, Urut.
Alternate Racial Traits
Sandweaver: Some urutan-yensa
gain a mastery of the sandflow,
granting mystical abilities. Urutanyensa with this racial trait and a
Charisma score of 11+ can cast
the following spell-like abilities
once per day: alter winds, endure
elements, and message. This racial
replaces the Sheen of the Sand racial trait.

An offshoot of the vieran race,


known as the feol, are considered exiles
amongst their own kind, having long
ago given up the Green Word. Though
exiled, the feol are pitied by the viera, rather than
persecuted.

trait

Yensa Tamer: The urutan-yensa use the ichtihian


yensa as mounts when traveling long distances in the
sandsea. Urutan-yensa with this trait gain a +4 racial
bonus to Handle Animal checks when training or
commanding yensa, and can command their yensa as
a swift action. This racial trait replaces Sheen of the
Sand.
Exile: Those urutan-yensa that leave their
tribe, either for solitude or to lead a more

Physical Description: The vieras distinctive rabbitlike ears set them apart from humes. Viera are tall and
lithe, almost frail to look upon, but capable of great
strength. Exotic and beautiful by hume standards, their
hair ranges in color from light blonde to soft grey.
Viera tend to dress provacatively, accentuating
their beauty.
27

Society: Its a common misconception

that the viera are a female-only race; vieran men do


exist, though they are but a fraction of their races
population. Curiously, vieran males are only born as
the result of a vieran couple; females are born as the
result of a vieran and human coupling. Regardless,
vieran men are few and far between, holding a place
of distinction and honor in vieran society. The few
vieran settlements in the known worldEruyt Village,
Golmore, and Muscadet each have only one male
vieran. Though held in high regard, the lone male of
each settlement is not a leader or object of worship.
Instead, his sole jobdespite his own wishesis to
mate with those female viera who desire a child. While
most vieran newborns are female, it is only through
the natural coupling of a male and female viera that
male vieras are born.
Relations: By hume standards, the viera are aloof and
haughty. By viera standards, humes are careless and
impetuous. Though a mortal race, the viera retain their
connection to the Green World.
Viera Racial Traits
+2 Dexterity, +2 Charisma, -2 Constitution: Viera
are lithe, quick, beautiful and friendly, but their form
is frail.
Medium: Viera are Medium creatures and receive no
bonuses or penalties due to their size.
Normal Speed: Viera have a base speed of 30 feet.
Keen Senses: Viera receive a +2 racial bonus on
Perception checks.
Low-Light Vision: Viera can see twice as far as
humans in conditions of dim light.

Nimble: Viera receive Nimble Moves as a bonus feat.


People of the Wood: Viera cling to their fey past,
learning all they can of the forest and its ways. Viera
gain a +2 racial bonus on Knowledge (nature) and
Survival checks made in a forest environment.
Languages: Viera begin play speaking Common and
Vieran. Viera with high Intelligence scores can select
from the following: Arcadian, Dalmascan, Seeqin,
Raithan, and Kildeen.
Alternate Racial Traits
Feol: Those viera who are descendants of Feolthanos
left behind the quest for the Green Word to join the
modernizing world. Viera with this racial trait gain a
+2 racial bonus on Knowledge (local) and Knowledge
(engineering). This trait replaces the People of the
Wood racial trait.
Inner Strength: While most viera a agile and lithe,
a handful of viera display a strength that belies their
frail form. Viera with this racial trait gain a +2 bonus
on Strength-based skill checks and combat maneuvers.
This trait replaces the Nimble racial trait.
Weapon Familiarity: Certain viera, especially feol,
have lost their innate connection to Mist, and instead
learning to defend themselves through martial means.
Viera with this racial trait are proficient with longbows
(including composite longbows), longswords, rapiers,
and shortbows (including composite shortbows), and
treat any weapon with the word vieran in its name
as a martial weapon This racial trait replaces the
Mistweaver racial trait.

Mistweaver: Viera have a natural penchant for


navigating Mist, even using it to their advantage. Viera
can use the following spell-like abilities once per day:
daze, message, and mist walk.
Despite their affinity for Mist, viera are susceptible
to concentrations of Mist beyond that of other races.
When a viera becomes lost in Mist, she enters in a
rage- and fear-filled state, as though under the effects
of a confusion spell. Once per minute the viera
can attempt a Will saving through (DC 10 +
character level) to overcome this effect for
28
one hour.

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