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Showing posts with label mojh. Show all posts
Showing posts with label mojh. Show all posts

Tuesday, April 7, 2015

Unearthed Errata: Mojh Race

by Tim Wallace and Adam Frank

Mojh
The mojh are a race who have deluded themselves into believing they are the true draconic descendants. They live in beautiful tiered cities of marble and stone. These cities, well known for their great architectural beauty, are also great places of learning. The mojh value education above almost all else, and given the option, a single mojh will almost invariably choose a life of study and contemplation to other, lesser, pursuits. They are a race of intellectuals and are driven by their desire to learn all that can be known, and become more like the dragons ancestors they claim.
Physical Description: The mojh are a humanoid race who have stolen a ritual that infuses dragon blood and magic to pervert their bodies into something other. They have taken the look of dragons and some of their magic too. Their bodies are covered in scales that often shine with an iridescence that shows their stolen draconic descendancy. With large, wide open eyes, the mojh look almost perpetually curious. They stand at around six feet tall with a lanky build, their long tails and spines on their heads are often adorned with paint or jewels to show their station. Rarely a mojh will have vestigial wings, in these cases they are often viewed an especially gifted or powerful; great things are expected of a winged mojh. There are also trueborn mojh. A child who is half mojh will become full blooded mojh as the magic of the ritual takes over even in the womb.
Society: As scholars and intellectuals the mojh love to learn and have built a culture around that. Despite few mojh born with wings they love height and have built their cities in high places. Their facilities of higher learning; magic, technology and other sciences reside at the top, the presidents of these schools serving as a ruling body for the city as well as for the city's many universities. Lower in the tiers are those centers of learning dedicated to what the mojh see as lesser skills such as music, literature and other arts. Down further, near the base of the city are the lower education schools, for the young or feeble providing basic educational services. Finally, at the base of each city lies the merchant district, where all the public services are offered and where trade happens.
Relations: Despite their often haughty natures other races mostly get along with the mojh as their dedication to learning helps everyone. The mojh are also not exclusive, giving almost anyone who shows the desire and aptitude to learn the opportunity to study in their schools. This fact tends to endear the mojh to most of the other races and, despite their arrogance, lends to a fairly amicable relationship with most.
The exception to this are the dracha. This other trueborn draconic race of see themselves as the true children of the dragons and hold a great enmity towards the mojh for stealing their birthright. The dracha, another, more hostile draconic descendant, and the mojh do not get along. Dracha gangs will oftentimes seek to harm mojh as these cousins see the mojh as lesser, weaker race. The less physically imposing mojh have therefore developed a martyr complex and has resulted in massive racism within almost every mojh city. The dracha aren't welcome. They will, if the mojh can, be turned away at every opportunity and denied succor or sanctuary in even the most dire circumstances. This has caused much strife amongst the two draconic races with no end of this hostility in sight.
Alignment and Religion: As students of all things it is the rare mojh who doesn't find themselves engrossed with some god or another. The more religious amongst the mojh will become priests, clerics or paladins of their chosen deity. Most mojh are lawful preferring order to chaos in all things. This allows the mojh to dedicate time to their studies as well as keep intricately running cities. This dedication to order doesn't stop many mojh from being selfish and doing everything within their power to get ahead when they can.
Adventurers: Many mojh will become adventurers at some point in their lives, if only for a short time, to take a more active role in the world and see what it might have to offer them. They tend towards the more studious classes of wizards or monks, but it’s not uncommon to see a mojh dedicate their time to studying the blade and becoming a powerful fighter. The mojh are as varied as the many subjects they study.
Male Names:  Alacross, Gorrek, Isstriall, Morran, Slithan, Xaxstesse
Female Names: Æthera, Aurianni, Cralista, Letreal, Rawen, Valleria

Mojh Racial Traits (10 RP)
+2 Dexterity, +2 Intelligence, –2 Constitution: Mojh are brilliant but not very hardy.
Humanoid (reptilian): Mojh are humanoids with the reptilian subtype.
Medium: Mojh are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Mojh have a base speed of 30 feet.
Darkvision (2 RP): Mojh can see in the dark up to 60 feet.
Flexible (2 RP): Mojh gain a +2 racial bonus on Acrobatics checks.
Gifted Linguist (2 RP): Mojh gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Natural Armor (2 RP): Mojh receive a +1 natural armor bonus.
Weapon Familiarity (1 RP): Mojh are proficient with rapiers and shortswords.
Languages (1 RP): Mojh begin play speaking Common and Draconic. Mojh with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Mojh Racial Traits
The following racial traits may be selected instead of existing mojh racial traits. Consult your GM before selecting any of these new options.
Elemental Assault: Once per day as a swift action, a mojh can shroud her arms in acid, cold, electricity, or fire (chosen at character creation). This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This trait replaces the mojh’s weapon familiarity. Mojh with this trait and the dragon-scaled trait deal the same type of damage as the elemental resistance gained from that trait.
Dragon-Scaled: Some mojh are born (or reborn) with scales of such vivid color that their connection to a particular sort of dragon seems undeniable. These mojh gain a resistance that makes them especially suited to work alongside dragons matching the color of the mojh's scales. Black-scaled, copper-scaled, and green-scaled mojh with this racial trait gain acid resistance 5. Blue-scaled and bronze-scaled mojh with this racial trait gain electricity resistance 5. Gold-scaled and red-scaled mojh with this racial trait gain fire resistance 5. Silver-scaled and white-scaled mojh with this racial trait gain cold resistance 5. This racial trait replaces the natural armor racial trait.
Mojh Magic: Mojh with this trait and a Charisma modifier of 13 or higher also gain the following spell-like ability: 1/day—draconic reservoir APG. The caster level for this effect is equal to the mojh's character level. (Players with access only to the Core Rulebook may substitute protection from energy for draconic reservoir.) This trait replaces the flexible trait and the mojh’s weapon familiarity.
Vestigial Wings: Some mojh possess a pair of undersized, withered, or stunted wings like a mockery of those of the dragons they wish to mimic. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces flexible.

Favored Class Options
The following options are available to all mojh who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Alchemist: Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Arcanist: When casting arcanist enchantment spells, add 1/3 to the effective caster level, but only for the purpose of determining duration.
Magus: Add +1/4 point to the magus's arcane pool.
Sorcerer: Choose acid, cold, electricity, or fire damage. Add +1/2 point of the chosen energy damage to spells that deal the chosen energy damage cast by the sorcerer.
Summoner: Add +1/4 to the eidolon's evolution pool.
Witch: The witch gains 1/6 of a new witch hex.
Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Racial Class Options
The following racial sorcerer bloodline is available to mojh.

Mojh Sorcerer Bloodline
Some mojh are able to tap into the power of the ritual that transformed them or their ancestor into mojh to gain new abilities.

Class Skill: Knowledge (any one).

Bonus Spells: animate rope (3rd), extreme flexibility ACG (5th), draconic reservoir APG (7th), dragon’s breath APG (9th), spell resistance (11th), age resistance UM (13th), arcane torrent* (15th), form of the dragon III (17th), overwhelming presence UM (19th).


Bloodline Arcana: The DC to dispel abjuration or transmutation spells that you cast is increased by +4.

Bloodline Powers: Your developing abilities reflect both the arcane and draconic influences infused in your blood by the ritual that transformed you or your ancestor into a mojh.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).
Fascinate (Ex): At 3rd level, you gain the ability to use a Perform skill to cause one or more creatures to become fascinated with you. This acts as the fascinate bardic perform ability, except the save DC is 10 + 1/2 your sorcerer level + your Charisma bonus, and it lasts 1 round/level. You may use this ability once per day at 3rd level, twice per day at 8th level, three times per day at 13th level, and four times per day at 18th level.
Unusual Anatomy (Ex): At 9th level, you gain a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.
Dragon Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Draconic Immunities (Ex): At 20th level, you are immune to fear, sleep, and paralysis.

New Racial Rules
The following options are available to mojh. At the GM's discretion, other appropriate races may also make use of some of these.

Mojh Feats
Mojh have access to the following feats.

Arcane Defense
You draw upon your arcane might to prtect yourself.
Prerequisites: Ability to cast arcane spells, mojh.
Benefit: Whenever you cast an arcane spell, you gain damage reduction X/magic for 1 round (where X is equal to the level of the spell you just cast). For example, after casting fireball, you would gain DR 3/magic for 1 round.

Draconic Aspect
You possess some of the qualities of your dragon ancestors.
Prerequisite: Dracha, mojh, or kobold.
Benefit: Your scales take on the color and some of the resistances of one of type of dragon. Choose one of the following dragon types: black, copper, or green (acid); blue or bronze (electricity); gold or red (fire); silver or white (cold). Your scales take on the color of that dragon, and you gain resistance 5 to the dragon color's corresponding energy type.
Special: If you have the dragon-scaled racial trait, your scale color does not change and you gain a +1 natural armor bonus instead. This feat alters the Draconic Aspect ARG feat.

Mojh Transformation
In wishing to mimic dragons, you undergo the process that will transform yourself into a mojh.
Prerequisite: Character level 7th, humanoid type.
Benefit: In a month-long alchemical and magical ritual that costs 500 gp, you undergo transformation into a mojh. Your subtype changes to reptilian, and you gain the darkvision, gifted linguist, and natural armor racial traits of a mojh (in addition to your race’s original racial traits). In addition, you gain the lifespan of a mojh.

Mojh Spells
Mojh have access to the following spells.

ARCANE TORRENT
School universal; Level magus 6, sorcerer/wizard 7, witch 7
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 round/level (D)
Arcane power wells up and bursts forth from you. Reduce the casting times of arcane spells as shown on the chart below:

Normal Casting Time
New Casting Time
1 standard action
1 swift action
1 full round
1 standard action
2 rounds to 1 minute
1 round less than normal

Arcane torrent cannot affect spells with a casting time less than 1 standard action or greater than 1 minute. For the duration of the spell, you must use the new casting time; and, you can still only perform one swift action per round. Therefore, if all or your spells have a normal casting time of 1 standard action, you can still only cast one spell per round.
Arcane torrent does not stack with any other effect that reduces a spell’s casting time (such as the Quicken Spell metamagic feat).

EXTENDED CHARGE
School transmutation; Level magus 2, sorcerer/wizard 3, summoner 3, witch 3
Casting Time 1 standard action
Components V, S
Range touch
Target one magic item
Duration 1 round/level
Saving Throw none; Spell Resistance no
When cast on an item with charges, this spell lets the item be used throughout the duration without expending any changes (no more than once per round). If the item has a limited number of uses per day rather than charges, it can be used once during this spell’s duration without that use counting against its uses per day. Items with abilities higher than 4th level, or items without charges or uses per day, are not affected.

Age, Height, & Weight
Random Starting Age
Race
Adulthood
Intuitive1
Self-Taught2
Trained3
Mojh
15 years
+1d4
+1d6
+2d6
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Aging Effects
Race
Middle Age1
Old2
Venerable3
Maximum Age
Mojh
35 years
55 years
75 years
75 +2d10 years
1 At middle age, –1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

Random Height & Weight
Race
Base Height
Base Weight
Modifier
Weight Modifier
Mojh, male
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.
Mojh, female
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.


Tuesday, August 12, 2014

Unearthed Errata: Arcana Evolved Races Overview

by Tim Wallace

After talking to some others on the Arcana Evolved conversion thread at Paizo.com, I decided to do a base conversion of all the Arcane Evolved races, and then I will flesh out each of the races with more options in future posts.


Update (8/13): Due to my need for small break, I am going to take a week off and wait until 8/26 to publish the next post. --Tim



Dracha
Dracha (pronounced DRA-kah, both singular and plural) are draconic humanoids magically created by dragons to serve as their messengers and soldiers amongst the lesser races. As true descendants of dragons, dracha look down upon mojh.

Dracha Racial Traits (11 RP)
+2 Strength, +2 Constitution, –2 Charisma (1 RP): Dracha are strong and resilient.
Humanoid (reptilian): Dracha are humanoids with the reptilian subtype.
Medium: Dracha are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Dracha have a base speed of 30 feet.
Darkvision (2 RP): Dracha can see in the dark up to 60 feet.
Gliding Wings (3 RP): Dracha take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, dracha can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. Dracha cannot gain height with these wings alone; they merely coast in other directions as they fall. If subjected to a strong wind or any other effect that causes the dracha to rise, they can take advantage of the updraft to increase the distance they can glide.
Natural Armor (3 RP): Dracha receive a +2 natural armor bonus.
Weapon Familiarity (1 RP): Dracha are proficient with battleaxes and greataxes.
Languages (1 RP): Dracha begin play speaking Common and Draconic. Dracha with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Dracha Racial Traits
The following racial traits may be selected instead of existing dracha racial traits. Consult your GM before selecting any of these new options.
Breath Weapon: A dracha with this trait has a 5-foot cone breath weapon usable once per day. The breath weapon deals 1d8 points of acid, cold, electricity, or fire damage (chosen at character creation) per two character levels (maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the dracha's level + the dracha's Constitution modifier) halves the damage. This trait replaces a dracha’s weapon familiarity. Dracha with this trait and the dragon-scaled trait deal the same type of damage as the elemental resistance gained from that trait.
Enclave Protector: Dracha add +1 to the caster level of any abjuration spells they cast. Dracha with a Intelligence score of 11 or higher gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the dracha's character level. The DC for these spell-like abilities is equal to 10 + the spell's level + the dracha's Intelligence modifier. Dracha with this trait with high Intelligence scores can choose a bonus language from the following: Elven, Faen, Gnome, Halfling, and Litorian. This trait replaces the dracha’s weapon familiarity trait and alters the dracha’s bonus languages.
Dragon-Scaled: Some dracha are hatched with scales of such vivid color that their connection to a particular sort of dragon seems undeniable. These dracha gain a resistance that makes them especially suited to work alongside dragons matching the color of the dracha's scales. Black-scaled, copper-scaled, and green-scaled dracha with this racial trait gain acid resistance 5. Blue-scaled and bronze-scaled dracha with this racial trait gain electricity resistance 5. Gold-scaled and red-scaled dracha with this racial trait gain fire resistance 5. Silver-scaled and white-scaled dracha with this racial trait gain cold resistance 5. Dracha with this trait only receive a +1 natural armor bonus.
Dragon Flight: Some rare dracha are born with fully functional wings. However, such dracha do not have the tough hides of their brothers and sisters. Dracha with this trait have a fly speed of 30 feet with average (+0 on Fly checks) maneuverability. This trait replaces the gliding wings and natural armor traits.
Dragon Tail: Dracha with this trait have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage + the dracha’s Strength modifier. This trait replaces the natural armor trait.

Faen
Faen (pronounced FAY-in, singular and plural) are a unified race, but each is born with one of seven specialties. (For the full race write-up, see Unearthed Errata: Faen Race.)

Faen Racial Traits (11 RP)
+2 Dexterity, +2 Intelligence, –2 Strength: Faen are nimble in body and mind, but their small stature makes them weaker than other races.
Fey (2 RP): Faen are fey.
Small: Faen 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 (–1 RP): Faen have a base speed of 20 feet.
Low-Light Vision: Faen can see twice as far as humans in conditions of dim light.
Bond to the Forest (1 RP): Faen get a +2 dodge bonus to AC in forest terrain.
Camouflage (1 RP): Faen receive a +4 racial bonus on Stealth checks in forest terrain.
Nature’s Shadow (1 RP): Knowledge (nature) and Stealth are always class skills for faen.
Faen Specialty (3 RP): Each faen is born with one of seven innate abilities.
Changeling Shapeshifting: Changeling faen can assume the appearance of a single form of a human child of their size. The form is static and cannot be changed each time they take this form. The faen gains a +10 racial bonus on Disguise checks made to appear as a human child. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores. Changeling faen have the shapeshifter subtype.
Darkling Touch: Darkling faen with an Intelligence of 11 or higher also gain the following spell-like abilities: 1/day—vampiric touch. Though living creatures, darkling faen react to positive and negative energy as if they are undead—positive energy harms them, while negative energy heals them. Darkling faen take no penalties from energy drain effects, though they can still be killed if they accrue more negative levels then they have Hit Dice. After 24 hours, any negative levels a darkling faen takes are removed without the need for an additional saving throw.
Loresong Magic: Loresong faen gain a +2 racial bonus on Spellcraft checks. Loresong faen with an Intelligence of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, haunted fey aspectUC, and vanishAPG. The caster level for these effects is equal to the faen’s character level. The DC for these spells is equal to 10 + the spell’s level + the faen’s Intelligence modifier. (Players with access only to the Core Rulebook may substitute lullaby and ventriloquism for haunted fey aspect and vanish.)
Lubrican Luck: Lubrican faen gain a +2 racial bonus on saving throws against fear and despair effects. Once per day, after a natural roll of 1 on a d20 roll, lubrican faen may reroll and use the second result.
Prowrie Savagery: Once per day, whenever a prowrie faen takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, and taking a –2 penalty to AC. Prowrie faen are also proficient with spears and longspears.
Quickling Speed: Quickling faen receive Run as a bonus feat and a +10 foot bonus to their base speed.
Urisk Tinkering: Urisk faen gain a +2 racial bonus on all Craft or Profession checks to create objects from stone or wood. Urisk faen with an Intelligence of 10 or higher also gain the following spell-like ability: 3/day—mending. The caster level for this effect is equal to the faen’s character level. The DC for these spells is equal to 10 + the faen’s Intelligence modifier.
Forest Stride (1 RP): Faen can move through natural difficult terrain at their normal speed in forest terrain. Magically altered terrain affects them normally.
Weapon Familiarity (1 RP): Faen are proficient with bows (including longbows, composite longbows, shortbows, and composite shortbows).
Languages (1 RP): Faen begin play speaking Common and Faen. Faen with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Faen Racial Traits
The following racial traits may be selected instead of existing faen racial traits. Consult your GM before selecting any of these new options.
Dual Specialties: Some rare faen show for multiple specialties. Such faen often become chieftains or royalty. Faen with this trait choose two abilities from the faen specialty list. This trait replaces the bond to the forest, camouflage, nature’s shadow, and forest stride traits.
Resist Mortal Magic: Faen with this trait gain spell resistance equal to 11 + their character level against spells and spell-like abilities cast by humanoids. This trait replaces the bond to the forest and forest stride traits.
Swamp Faen: Faen with this trait gain a +2 dodge bonus to AC, +4 racial bonus on Stealth checks, and can move through natural difficult terrain at their normal speed in swamp terrain. Magically altered terrain affects them normally. This trait replaces the bond to the forest, camouflage, and forest stride traits.
Urbanite: Faen with this trait gain a +2 dodge bonus to AC, +4 racial bonus on Stealth checks, and can move through natural difficult terrain at their normal speed in urban terrain. Magically altered terrain affects them normally. This trait replaces the bond to the forest, camouflage, and forest stride traits.

Giants
The giants (or Rephaim, as they call themselves) migrated from a land across the sea many centuries ago. Finding a civilization in decline, they took over as benevolent administrators and rebuilt the known world in the image of the culture they left behind.

Giant Racial Traits (9 RP)
+2 Strength, +2 Charisma, –2 Dexterity: Giants are strong but less nimble than other creatures.
Humanoid (giant): Giants are humanoids with the giant subtype.
Medium: Giants are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Giants have a base speed of 30 feet.
Low-Light Vision (1 RP): Giants can see twice as far as humans in conditions of dim light.
Craftsman (1 RP): Giants gain a +2 racial bonus on all Craft checks
Diplomat (4 RP): Giants gain a +2 racial bonus all Diplomacy and Sense Motive checks.
Skill Training (1 RP): Intimidate and Perception are always considered class skills for giants.
Weapon Familiarity (1 RP): Giants are proficient with greatswords and greataxes.
Languages (1 RP): Giants begin play speaking Common and Giant. Giants with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Giant Racial Traits
The following racial traits may be selected instead of existing giant racial traits. Consult your GM before selecting any of these new options.
Emissary: Once per day, giants can roll twice when making a Bluff or Diplomacy check and take the better roll. This trait replaces craftsman.
Powerful Build: Some giants are even more physically imposing. Giants with this trait function in many ways as if they were a Large creature.
●    Whenever a giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the giant is treated as a Large creature if doing so is advantageous to him.
●    A giant is also considered to be a Large creature when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect him.
●    A giant can use weapons designed for a Large creature without penalty. However, his space and reach remain those of a Medium creature.
●    The benefits of this racial trait stack with the effects of abilities and spells that change the subject’s size category.
This trait replaces the diplomat trait.
Natural Armor: Giants with this trait receive a +1 natural armor bonus. This trait replaces skill training and weapon familiarity.

Litorians
Leonine hunters of the plains, the litorian people are a proud race that live in tribes and value their honor above their very lives. The disdain the sibeccai, whom they see as the willing slaves of the giants.

Litorian Racial Traits (11 RP)
+2 Strength, +2 Dexterity, –2 Wisdom (1 RP): Litorians are strong and fast.
Humanoid (litorian): Litorians are humanoids with the litorian subtype.
Medium: Litorians are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Litorians have a base speed of 30 feet.
Low-Light Vision (1 RP): Litorians can see twice as far as humans in conditions of dim light.
Hunter (2 RP): Litorians gain a +2 racial bonus on Survival checks.
Intimidating (2 RP): Litorians gain a +2 racial bonus on Intimidate checks.
Keen Senses (2 RP): Litorians gain a +2 racial bonus on Perception checks.
Weapon Familiarity (2 RP): Litorians are proficient with flails (including light, heavy, and dire flails) and litorian warclubs.
Languages (1 RP): Litorians begin play speaking Common and Litorian. Litorians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Litorian Racial Traits
The following racial traits may be selected instead of existing litorian racial traits. Consult your GM before selecting any of these new options.
Night Hunter: Litorians with this trait have darkvision 60 feet and light sensitivity. This trait replaces the low-light vision trait.
Night Stalker: Litorians with this racial trait reduce the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty for sniping by 10. This racial trait replaces the hunter and intimidating traits.
Reaper: Litorians with this racial trait are proficient with kamas, double-chained kamas, kusarigamas, and scythes. This racial trait replaces the normal litorian weapon familiarity trait.

Litorian Equipment
Litorians have access to the following equipment.

Warclub, Litorian: This heavy, 5-foot-long, iron-tipped club sports a single, hooked spike on each end.

Litorian Weapons
Exotic Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range
Weight1
Type
Special
Two-Handed Melee Weapons
Warclub, litorian
60 gp
1d6/1d6
1d8/1d8
×3
—
25 lbs.
S
double
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.

Mojh
In the attempt to be more like the dragons they revere, mojh (pronounced MOEZH, both singular and plural) are humanoids who have chosen to undergo magical transformation into something that is neither quite dragon nor quite humanoid in nature anymore. Mojh are resentful of the very existence of the dracha, seeing the entire race as having stolen their birthright.

Mojh Racial Traits (10 RP)
+2 Dexterity, +2 Intelligence, –2 Constitution: Mojh are brilliant but not very hardy.
Humanoid (reptilian): Mojh are humanoids with the reptilian subtype.
Medium: Mojh are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Mojh have a base speed of 30 feet.
Darkvision (2 RP): Mojh can see in the dark up to 60 feet.
Flexible (2 RP): Mojh gain a +2 racial bonus on Acrobatics checks.
Gifted Linguist (2 RP): Mojh gain a +4 racial bonus on Linguistics checks, and learn 2 languages each time they gain a rank in Linguistics rather than 1 language.
Natural Armor (2 RP): Mojh receive a +1 natural armor bonus.
Weapon Familiarity (1 RP): Mojh are proficient with rapiers and shortswords.
Languages (1 RP): Mojh begin play speaking Common and Draconic. Mojh with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Mojh Racial Traits
The following racial traits may be selected instead of existing mojh racial traits. Consult your GM before selecting any of these new options.
Elemental Assault: Once per day as a swift action, a mojh can shroud her arms in acid, cold, electricity, or fire (chosen at character creation). This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. This trait replaces the mojh’s weapon familiarity. Mojh with this trait and the dragon-scaled trait deal the same type of damage as the elemental resistance gained from that trait.
Dragon-Scaled: Some mojh are reborn with scales of such vivid color that their connection to a particular sort of dragon seems undeniable. These mojh gain a resistance that makes them especially suited to work alongside dragons matching the color of the mojh's scales. Black-scaled, copper-scaled, and green-scaled mojh with this racial trait gain acid resistance 5. Blue-scaled and bronze-scaled mojh with this racial trait gain electricity resistance 5. Gold-scaled and red-scaled mojh with this racial trait gain fire resistance 5. Silver-scaled and white-scaled mojh with this racial trait gain cold resistance 5. This racial trait replaces the natural armor racial trait.
Mojh Magic: Mojh with this trait and a Charisma modifier of 13 or higher also gain the following spell-like ability: 1/day—draconic reservoirAPG. The caster level for this effect is equal to the mojh's character level. (Players with access only to the Core Rulebook may substitute protection from energy for draconic reservoir.) This trait replaces the flexible trait and the mojh’s weapon familiarity.
Vestigial Wings: Some mojh possess a pair of undersized, withered, or stunted wings like a mockery of those of the dragons they wish to mimic. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait replaces flexible.

Mojh Feats
Mojh have access to the following feat.

Mojh Transformation
In wishing to mimic dragons, you undergo the process that will transform yourself  into a mojh.
Prerequisite: Character level 7th, humanoid type.
Benefit: In a month-long alchemical and magical ritual that costs 500 gp, you undergo transformation into a mojh. Your subtype changes to mojh, and you gain the darkvision, gifted linguist, and natural armor racial traits of a mojh (in addition to your race’s original racial traits). In addition you gain the lifespan of a mojh.

Sibeccai
The canine sibeccai (pronounced SIB-ba-kai, both singular and plural) were once dumb animals. Then the giants used their magic to raise the sibeccai cognizance. As a whole, sibeccai attend the giants lead with a loyalty equal to that of their non-sentient cousins. However, some of their number have grown weary of this relationship and wish to strike out on their own.

Sibeccai Racial Traits (10 RP)
+2 Dexterity, +2 Constitution, –2 Intelligence (1 RP): Sibeccai are fast and tough, but not deep thinkers.
Humanoid (sibeccai): Sibeccai are humanoids with the sibeccai subtype.
Medium: Sibeccai are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Sibeccai have a base speed of 30 feet.
Low-Light Vision (1 RP): Sibeccai can see twice as far as humans in conditions of dim light.
Affable (4 RP): Sibeccai gain a +2 racial bonus on Gather Information and Handle Animal.
Agile Steps (2 RP): Sibeccai gain a +2 racial bonus on Stealth checks.
Weapon Familiarity (1 RP): Sibeccai are proficient with sickles and sibeccai khopeshes.
Languages (1 RP): Sibeccai begin play speaking Common and Giant. Sibeccai with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic and Verrik).

Alternate Sibeccai Racial Traits
The following racial traits may be selected instead of existing sibeccai racial traits. Consult your GM before selecting any of these new options.
Bite: Sibeccai with this trait gain a natural bite attack. The bite is a primary attack that deals 1d4 damage, or a secondary attack if the sibeccai is wielding manufactured weapons. This trait replaces agile steps.
Scent: Sibeccai with this trait gain the scent ability. This trait replaces affable.
Weapon Trained: Some sibeccai have been trained with all weapons of a specific type. Sibeccai with this trait choose one of the fighter weapon  groups. They are proficient with all the weapons in that weapon group. This trait replaces the affable trait and the sibeccai’s weapon familiarity.

Sibeccai Equipment
Sibeccai have access to the following equipment.

Khopesh, Sibeccai: This sword’s blade is straight near the hilt but ends in a curve. It is only about 2 feet long but very heavy.

Sibeccai Weapons
Exotic Weapons
Cost
Dmg (S)
Dmg (M)
Critical
Range
Weight1
Type
Special
One-Handed Melee Weapons
Khopesh, sibeccai
65 gp
1d8
1d10
19-20/×2
—
15 lbs.
S
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.

Verrik
Verrik (singular and plural) are a race of red-skinned, enigmatic humanoids who generally look at individual events in relation to the entire perspective of past, present, and future. This often causes conflict when they interact with humans, whom they view as capricious and too focused on the present.

Verrik Racial Traits (10 RP)
+2 Dexterity, +2 Wisdom, –2 Charisma: Verrik are fast and deep thinkers, but not don’t always get along with other races.
Humanoid (verrik): Verrik are humanoids with the verrik subtype.
Medium: Verrik are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Verrik have a base speed of 30 feet.
Resistant (2 RP): Verrik gain +2 racial bonus on saving throws against mind-affecting effects and poison.
Sensory Control (5 RP): Verrik can selectively shut off their senses. This means they can willingly blind themselves (taking the appropriate penalties) to become immune to gaze attacks and similar visual dangers. They can willingly go deaf and make themselves impervious to language-based or similar effects. They can shut off their sense of touch and become immune to pain effects but suffer a –2 circumstance penalty to attack rolls, Disable Device or Sleight of Hand attempts, or any other action the GM rules to be touch-dependent. Shutting off or reactivating a sense is a standard action.
Verrik Magic (1 RP): Verrik with Wisdom scores of 10 or higher gain the following spell-like abilities: 1/day—detect magic, mage hand, message. The caster level for these effects is equal to the verrik’s level. The DC for these spells is equal to 10 + the spell's level + the verrik’s Wisdom modifier.
Weapon Familiarity (1 RP): Verrik are proficient with crossbows (including hand crossbows, heavy crossbows, and light crossbows).
Languages (1 RP): Verrik begin play speaking Common and Verrik, though Verrik is kept secret and not spoken around outsiders. Verrik with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Alternate Verrik Racial Traits
The following racial traits may be selected instead of existing verrik racial traits. Consult your GM before selecting any of these new options.
Blindsense: Using nonvisual senses such as acute smell or hearing, verrik notice things they cannot see. Verrik usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. Creatures that verrik cannot see still have total concealment against verrik with blindsense, and verrik still have the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of verrik. Verrik are still denied their Dexterity bonus to AC against attacks from creatures they cannot see. This trait replaces sensory control.
Shards of the Past: A verrik's past lives grant her bonuses on two particular skills. A verrik chooses two skills, gains a +2 racial bonus on both of these skills, and they are treated as class skills regardless of what class they actually take. This trait replaces the resistant and verrik magic traits, and the verrik’s weapon familiarity.
Third Eye: A small percentage of verrik are born with a third eye in the center of their forehead. At 1st level, a verrik with this trait gains the following spell-like ability: At will—detect magic. At 9th level, the verrik gains the following spell-like ability: 1/day—arcane eye. At 13th level, the verrik gains the following spell-like ability: 1/day—true seeing. The caster level for these effects is equal to the verrik’s character level. This trait replaces sensory control.

Age, Height, & Weight
Random Starting Age
Race
Adulthood
Intuitive1
Self-Taught2
Trained3
Dracha
15 years
+1d4
+1d6
+2d6
Faen
40 years
+4d6
+6d6
+9d6
Giant
40 years
+4d6
+6d6
+9d6
Litorian
20 years
+2d4
+3d6
+4d6
Mojh
110 years
+4d6
+6d6
+10d6
Sibeccai
14 years
+1d4
+1d6
+2d6
Verrik
20 years
+1d6
+2d6
+3d6
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Aging Effects
Race
Middle Age1
Old2
Venerable3
Maximum Age
Dracha
35 years
55 years
75 years
75 +2d10 years
Faen
100 years
140 years
180 years
180 +2d% years
Giant
125 years
205 years
260 years
260 +1d% years
Litorian
50 years
75 years
100 years
100 +4d20 years
Mojh
175 years
257 years
340 years
340 +3d% years
Sibeccai
30 years
47 years
70 years
70 +2d10 years
Verrik
40 years
70 years
100 years
100 +2d20 years
1 At middle age, –1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con and +1 to Int, Wis, and Cha.

Random Height & Weight
Race
Base Height
Base Weight
Modifier
Weight Modifier
Dracha, male
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.
Dracha, female
5 ft. 8 in.
160 lbs.
2d4
×7 lbs.
Faen, male
3 ft. 0 in.
40 lbs.
2d4
×1 lb.
Faen, female
3 ft. 2 in.
45 lbs.
2d4
×1 lb.
Giant, male
6 ft. 3 in.
200 lbs.
2d6
×7 lbs.
Giant, female
6 ft. 0 in.
192 lbs.
2d6
×7 lbs.
Litorian, male
6 ft. 0 in.
180 lbs.
2d4
×7 lbs.
Litorian, female
5 ft. 11 in.
155 lbs.
2d4
×7 lbs.
Mojh
5 ft. 8 in.
100 lbs.
2d8
×5 lbs.
Sibeccai, male
4 ft. 10 in.
130 lbs.
2d10
×5 lbs.
Sibeccai, female
4 ft. 4 in.
90 lbs.
2d10
×5 lbs.
Verrik, male
4 ft. 10 in.
120 lbs.
2d10
×5 lbs.
Verrik, female
4 ft. 5 in.
85 lbs.
2d10
×5 lbs.