Races

All Core Races plus Vanara, with the changes noted below. Racial Favored Class Options are generally available. Only those Alternate Racial Traits listen should be chosen.

Note

Short Bow, Long Bow, Composite Short Bow, and Composite Long Bow, are Exotic weapons except for Elves and 1/2 Elves. Most other races are proficient with Firearms and / or Steam Weapons. Various “bow only” Feats work with crossbows, Boltguns, Firearms and other projectile and thrown weapons.

Dwarves

Dwarves live in the hearts of mountains digging out and building great fortresses they call Krama. Seven of which are known to exist; dangerous Barnslig Krama, besiged Fargglad Krama, isolated Gösig Krama, holy Lömsk Krama, industrious Trogen Krama, volcanic Vandring Krama, and largest of all, Hensvik Krama occupying the twin peaks of Smyg & Spöka. Supposed birthplace of Dwarves.

Some dwarves worship the Lord Under the Mountain (LN) Domains: Earth, Law, Nobility, Strength, War. Favored Weapon: Warhammer. Most others venerate their Dwarven Ancestors (LG) Domains: Community, Good, Knowledge, Protection, Repose. Favored Weapon: Dwarven Waraxe. See Known Gods.

Typical male Dwarven names; Anar, Arnar, Askel, Bantar, Cael, Dunais, Elel, Faern, Fargar, Garanak, Geim, Geser, Grart, Gronorn, Ira, Keldis, Maund, Mogkral, Rakim, Rendal, Thorel, Thorin, Toraar, Trol, Tybrak.

Typical female Dwarven names; Armermae, Balarra, Barutia, Chaeka, Dansa, Delbu, Eiki, Fragh, Gilrim, Gwarba, Mana, Niyda, Oami, Regka, Ridila, Rokra, Rundeth, Steoli, Tokori, Tormae, Tuvada, Vonra, Yari, Yili, Yurka.

As standard plus...

Dwarves receive +1 bonus on attack rolls against Humanoids of the Reptilian subtype in addition to Orc and Goblinoids.

Dwarves live and breath steam technology. They may make checks as if they had ranks in Craft (steam) equal to their character level.

Dwarves don’t like to fly. Dwarves can have no skill ranks in Fly. When on a flying mount treat Ride skill ranks as 0. When operating aerial vehicles treat Profession (Sailor), Profession (Driver), Handle Animal and similar skill ranks as 0.

Firearms are Martial weapons for Dwarves. Many Steam Weapons are Simple or Martial weapons for Dwarves (see individual descriptions.)

Dwarven Alternative Racial Traits

The following Alternative Racial Traits are specifically allowed:

Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to steam, metal or stone. This racial trait replaces greed.

Lorekeeper: Dwarves keep extensive records about their history and the world around them. Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.

Wyrmscourged: Dwarves with this racial trait gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of dragons. They also gain a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make such checks untrained. This racial trait replaces defensive training, hatred (but not the +1 vs Reptilian humanoids), and stonecunning.

Elves

Elves live on floating “islands” circling the northern and southern poles, the Elflands. High up, where the air is too thin for the other races to breath. Living above everyone else has made elves arrogant and aloof. Masters of sailing airships. Although, other than a few adventurers they rarely use them to descend to the level of other races.

The Northern Elves are rightfully proud of their shinning metropolis, Telemnar. Although, many trade fleets take the shorter and safer route to the much less impressive but still profitable trade town of Gwindor.

Southern elves are even more elitist, bordering on bigoted. On occasion attacking Dwarves. Esp of nearby Fargglad Krama. The only contact and trade they allow non-elves is in the city of Helyanwë.

As standard plus...

Elves are born to sail the skies. They may make checks as if they had ranks in Profession (Sailor) equal to their character level.

Elves are able to breath Thin Air.

Elves are proficient with all Short and Long bows as standard.

Elven Alternative Racial Traits

The following Alternative Racial Traits are specifically allowed:

Elemental Resistance: Elves dwell in the cold lighting filled skies. Over the generations have developed natural resistance to the dangers of their homelands. Elves with this racial trait gain elemental resistance 5 to cold or electricity. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.

Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces elven magic.

Skyborn: Elves know the deep secrets of the wild like no others, especially secrets of the sky. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In sky terrain, these bonuses improve to +2. This racial trait replaces elven magic.

Gnomes

No one is quite sure where gnomes come from. They tend to just show up, floating in on hot-air balloon or on some clockwork contraption. They have a knack for inventing things of dubious usefulness.

As standard plus...

Gnomes tinker with clockwork mechanicals from childhood. They may make checks as if they had ranks in Craft (clockwork) equal to their character level.

Gnomes with animal companion ability may select a Clockwork Ornithoptor as their companion.

Projector, Flask and Lightning Generators are Simple weapons for Gnomes. Firearms are Martial weapons for Gnomes. Many Steam Weapons are Martial weapons for Gnomes (see individual descriptions).

Gnome Alternative Racial Traits

The following Alternative Racial Traits are specifically allowed:

Explorer: Many gnomes are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These gnomes gain a +2 racial bonus on Climb and Fly checks and checks for one Knowledge skill of their choice. This racial trait replaces hatred and obsessive.

Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one language every time they gain a level. This racial trait replaces defensive training and hatred.

Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device, +2 racial bonus to Knowledge (engineering) checks, and a +2 racial bonus on a Craft skill of their choice (in addition to Obsessive). They are treated as proficient with any weapon they have personally crafted. They may create magical clockworks using Craft Construct Feat. This racial trait replaces defensive training and hatred.

Half-Elves

As standard plus...

Half-Elves are able to breath Thin Air.

All Long Bows, Short Bows and their composite varieties are Martial weapons for Half-Elves.

Half-Elf Alternative Racial Traits

The following Alternative Racial Traits are specifically allowed:

Dual: Minded The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.

Integrated: Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.

Wary: Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.

Halflings

Most halflings are gas farmers, living on or around dirty clumps of floating gas producing fungus. They are annoying and nobody likes them cause they are short and always cheerful.

As standard plus...

Halflings have farming in their blood. They may make checks as if they had ranks in Profession (farmer) equal to their character level.

Halfling Alternative Racial Traits

The following Alternative Racial Traits are specifically allowed:

Outrider: Some halflings specialize in mounted combat. Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces sure-footed.

Practicality: Halflings value hard work and common sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession skill, as well as on Sense Motive checks and saves against illusions. This racial trait replaces fearless and sure-footed.

Half-Orcs

Grrrr!

As standard plus...

Firearms are Martial weapons for Half-Orcs.

Humans

Many humans live on Kingdom of Arcadia. Most of the rest ply trade routes as part of trade fleets or on their own.

As standard plus...

Firearms are Martial weapons for Humans.

Human Alternative Racial Traits

The following Alternative Racial Traits are specifically allowed:

Adoptive Parentage: Humans are sometimes orphaned and adopted by other races. Choose one humanoid race without the human subtype. You start play with that race’s languages and gain that race’s weapon familiarity racial trait (if any). If the race does not have weapon familiarity, you gain either Skill Focus or Weapon Focus as a bonus feat that is appropriate for that race instead. This racial trait replaces the bonus feat trait.

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.

Eye for Talent: Humans have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. This racial trait replaces the bonus feat trait.

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Heart of the Sky: Life in the sky suits humans. They gain a +2 racial bonus on Profession (sailor) and Fly checks, and these are always class skills for them. This racial trait replaces skilled.

Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.

Vanara

Vanara live on a large jungle covered plateau. Their lifestyle is primitive and simple. They worship Quetzalcoatl, The Winded Serpent (LG) Domains: Air, Animal, Law, Protection, Good. Favored Weapon: Bola. See Known Gods for more.

Typical Vanara names; Xōchitl, Mātlal, matlalin, Tōchtli, Tecolōtl, Mazatl, Xōchipepe, Cōzahtli, Tlahco.

As standard plus...

Vanara receive +1 bonus on attack rolls against Humanoids of Goblinoid subtype.

Bolas are Martial weapons for Vanara.

Vanara can use any Stone Age weapon they are proficient with. They may “purchase” Stone Age weapons even when not normally available.

Vanara receive +2 racial bonus to Craft (Armor) when crafting Padded, Leather, Hide Armor, or any armor made of wood or bone. A +2 racial bonus Craft (Weapons) when crafting stone age weapons or bolas. They may use the craft skill almost anywhere out of almost any available materials.