Maat Mons
2023-12-16, 05:52 PM
Celestials
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Celestial Racial Traits
Ability Score Modifiers: Celestial characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Celestials are Outsiders. Unlike other Outsiders, they do not gain Darkvision, nor proficiency with simple and martial weapons. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Size: Celestials are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Celestials have a base speed of 30 feet and a fly speed of 30 feet with clumsy maneuverability.
Blessed: Celestials gain a +1 racial bonus on all saving throws.
Fearless: Celestials gain a +2 racial bonus on all saving throws against fear effects. This bonus stacks with the bonus granted by the Blessed racial trait.
Halo: Celestials can create light centered on their head at will as a spell-like ability.
Holy Resistance: Celestials take 5 less points of damage from Divine spells cast by Good creatures or creatures who worship a Good deity.
Unholy Vulnerability: Celestials take half again as much damage (+50%) from Divine spells cast by Evil creatures or creatures who worship an Evil deity.
Languages:
Centaurs
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Centaur Racial Traits
Ability Score Modifiers: Centaur characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Centaurs are Humanoid. Humanoids breathe, eat, and sleep.
Size: Centaurs are Large and thus gain a –1 penalty to their AC, a –1 penalty on attack rolls, a +1 size bonus on combat maneuver checks and to their CMD, and a –4 penalty on Stealth checks.
Base Speed: Centaurs have a base speed of 40 feet.
Humanoid Torso: Centaurs use weapons and armor as if they were Medium (instead of Large).
Low-Light Vision: Centaurs can see twice as far as humans in conditions of dim light.
Stability: Centaurs receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Languages:
Elves
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Elf Racial Traits
Ability Score Modifiers: Elf characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Elves are Fey. Fey breathe, eat, and sleep.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Elves have a base speed of 40 feet.
Detect Magic: Elves have Detect Magic always active as a constant spell-like ability (the caster level is equal to the elf’s character level).
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Spell Resistance: Elves gain spell resistance equal to 11 + their character level.
Strong Willed: Elves gain a +2 bonus on all Will saving throws.
Languages:
Forest Nymphs
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Forest Nymph Racial Traits
Ability Score Modifiers: Nymph characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nymphs are Fey. Fey breathe, eat, and sleep.
Size: Nymphs are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Nymphs have a base speed of 30 feet.
Endure Elements: Nymphs can use Endure Elements as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Low-Light Vision: Nymphs can see twice as far as humans in conditions of dim light.
Mist Child: Whenever a forest nymph has concealment or total concealment, the miss chance of attacks against the forest nymph increases by 5%.
Pass without Trace: Nymphs can use Pass without Trace as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Treespeech: Forest nymphs have the ability to converse with plants as if subject to a continual speak with plants spell.
Woodland Stride: Forest nymphs may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them.
Languages:
Infernals
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Infernal Racial Traits
Ability Score Modifiers: Infernal characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Infernals are Outsiders. Unlike other Outsiders, they do not gain proficiency with simple and martial weapons. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Size: Infernals are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Infernals have a base speed of 30 feet.
Duplicitous: Infernals gain a +2 racial bonus on saving throws against mind-affecting effects.
Fire Resistance: Infernals gain fire resistance 5.
Holy Vulnerability: Infernals take half again as much damage (+50%) from Divine spells cast by Good creatures or creatures who worship a Good deity.
Poison Resistance: Infernals gain a +2 racial bonus on saving throws against poison.
Poison Use: Infernals are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
See in Darkness: Infernals can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Unholy Resistance: Celestials take 5 less points of damage from Divine spells cast by Evil creatures or creatures who worship an Evil deity.
Languages:
Mountain Nymphs
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Mountain Nymph Racial Traits
Ability Score Modifiers: Nymph characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nymphs are Fey. Fey breathe, eat, and sleep.
Size: Nymphs are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Nymphs have a base speed of 30 feet.
Cold Resistance: Mountain nymphs gain cold resistance 5.
Endure Elements: Nymphs can use Endure Elements as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Icewalking: Mountain nymphs suffes no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through. Ine and snow enchanted or magically manipulated to impede movement still affects them.
Low-Light Vision: Nymphs can see twice as far as humans in conditions of dim light.
Mountaineer: Mountain nymphs are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Pass without Trace: Nymphs can use Pass without Trace as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Surefooted: Mountain nymphs move over stone, rock, and earthen debris at their full speed without taking damage or suffering any other impairment. This ability functions only with natural surfaces. Magically altered surfaces, such as those created by Soften Earth and Stone or Spike Stones, affect mountain nymphs normally.
Languages:
Nagas
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Naga Racial Traits
Ability Score Modifiers: Naga characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nagas are Humanoid. Humanoids breathe, eat, and sleep.
Size: Nagas are Large and thus gain a –1 penalty to their AC, a –1 penalty on attack rolls, a +1 size bonus on combat maneuver checks and to their CMD, and a –4 penalty on Stealth checks.
Base Speed: Nagas have a base speed of 20 feet and a climb speed of 20 feet.
Humanoid Torso: Nagas use weapons and armor as if they were Medium (instead of Large).
Low-Light Vision: Nagas can see twice as far as humans in conditions of dim light.
Stability: Nagas receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Languages:
Nekomimi
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Nekomimi Racial Traits
Ability Score Modifiers: Nekomimi characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nekomimi are Humanoid. Humanoids breathe, eat, and sleep.
Size: Nekomimi are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Nekomimi have a base speed of 30 feet.
Bite: Nekomimi can make one secondary bite attack. The bite deals 1d3 points of damage, plus half the nekomimi’s Strength modifier.
Claws: Nekomimi can make two primary claw attacks if they have their hands free. Each claw deals 1d4 points of damage, plus the nekomimi’s Strength modifier.
Jumper: Nekomimi are always considered to have a running start when making Acrobatics checks to jump.
Nimble Faller: Nekomimi land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
Quick Reactions: Nekomimi receive Improved Initiative as a bonus feat.
Silent Hunter: Nekomimi reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Languages:
Sirens
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Siren Racial Traits
Ability Score Modifiers: Siren characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Sirens are Humanoid. Humanoids breathe, eat, and sleep.
Size: Sirens are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Sirens have a base speed of 30 feet in humanoid form and a swim speed of 30 feet in mermaid form.
Amphibious: Sirens are amphibious and can breathe both air and water.
Captivating: Sirens add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school.
Change Shape: A siren’s natural form is humanoid from the waist up, with a fishlike tail below the waist. Sirens can transform their tail into legs, or back again, as a standard action.
Enthrall: Sirens can use Enthrall as an at-will spell-like ability. The caster level of the spell is equal to the siren’s character level. The save DC is 12 plus the Siren’s Charisma modifier.
Low-Light Vision: Fairies can see twice as far as humans in conditions of dim light.
Stormsense: Sirens can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
Languages:
Summer Fairies
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Summer Fairy Racial Traits
Ability Score Modifiers: Fairy characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Fairies are Fey. Fey breathe, eat, and sleep.
Size: Faries are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Faries have a base speed of 30 feet and a fly speed of 30 feet with clumsy maneuverability.
Fire Resistance: Summer fairies gain fire resistance 5.
Illusion Resistance: Fairies gain a +2 racial bonus on saving throws against illusion spells or effects.
Low-Light Vision: Fairies can see twice as far as humans in conditions of dim light.
Quick Reactions: Fairies receive Improved Initiative as a bonus feat.
Languages:
Vampires
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Vampire Racial Traits
Ability Score Modifiers: Vampires characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Vampires are Undead. Undead do not breathe, eat, or sleep (although they may do so if they wish).
Size: Vampires are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Vampires have a base speed of 30 feet.
Bite: Vampires can make one secondary bite attack. The bite deals 1d3 points of damage, plus half the vampire’s Strength modifier.
Blood Dependent: Though vampires have no need for mortal food, they must regularly consume blood.
Darkvision: Vampires can see in the dark up to 60 feet.
Fire Vulnerability: Vampires take half again as much damage (+50%) from Divine spells cast by Evil creatures or creatures who worship an Evil deity.
Light Blindness: Abrupt exposure to bright light blinds vampires for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Negative Energy Affinity: A vampire is healed by negative energy and harmed by positive energy.
Resurrection Vulnerability: A Raise Dead spell cast on a vampire can destroy it (Will negates). Using the spell in this way does not require a material component.
Sunlight Vulnerability: Vampires take 1 point of Constitution damage after every hour they are exposed to sunlight.
Undead Immunities: Vampires are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Vampires are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning. Vampires are not subject to nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. Vampires are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Vampires do not risk death from massive damage.
Unnatural Metabolism: Vampires have no Constitution score. Vampires use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution. Vampires are immediately destroyed when reduced to 0 hit points or fewer.
Languages:
Water Nymphs
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Water Nymph Racial Traits
Ability Score Modifiers: Nymph characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nymphs are Fey. Fey breathe, eat, and sleep.
Size: Nymphs are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Water nymphs have a base speed of 30 feet and a swim speed of 30 feet.
Amphibious: Water nymphs are amphibious and can breathe both air and water.
Endure Elements: Nymphs can use Endure Elements as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Low-Light Vision: Nymphs can see twice as far as humans in conditions of dim light.
Pass without Trace: Nymphs can use Pass without Trace as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Languages:
Winter Fairies
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Winter Fairy Racial Traits
Ability Score Modifiers: Fairy characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Fairies are Fey. Fey breathe, eat, and sleep.
Size: Faries are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Faries have a base speed of 30 feet and a fly speed of 30 feet with clumsy maneuverability.
Cold Resistance: Winter fairies gain cold resistance 5.
Illusion Resistance: Fairies gain a +2 racial bonus on saving throws against illusion spells or effects.
Low-Light Vision: Fairies can see twice as far as humans in conditions of dim light.
Quick Reactions: Fairies receive Improved Initiative as a bonus feat.
Languages:
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Celestial Racial Traits
Ability Score Modifiers: Celestial characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Celestials are Outsiders. Unlike other Outsiders, they do not gain Darkvision, nor proficiency with simple and martial weapons. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Size: Celestials are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Celestials have a base speed of 30 feet and a fly speed of 30 feet with clumsy maneuverability.
Blessed: Celestials gain a +1 racial bonus on all saving throws.
Fearless: Celestials gain a +2 racial bonus on all saving throws against fear effects. This bonus stacks with the bonus granted by the Blessed racial trait.
Halo: Celestials can create light centered on their head at will as a spell-like ability.
Holy Resistance: Celestials take 5 less points of damage from Divine spells cast by Good creatures or creatures who worship a Good deity.
Unholy Vulnerability: Celestials take half again as much damage (+50%) from Divine spells cast by Evil creatures or creatures who worship an Evil deity.
Languages:
Centaurs
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Centaur Racial Traits
Ability Score Modifiers: Centaur characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Centaurs are Humanoid. Humanoids breathe, eat, and sleep.
Size: Centaurs are Large and thus gain a –1 penalty to their AC, a –1 penalty on attack rolls, a +1 size bonus on combat maneuver checks and to their CMD, and a –4 penalty on Stealth checks.
Base Speed: Centaurs have a base speed of 40 feet.
Humanoid Torso: Centaurs use weapons and armor as if they were Medium (instead of Large).
Low-Light Vision: Centaurs can see twice as far as humans in conditions of dim light.
Stability: Centaurs receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Languages:
Elves
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Elf Racial Traits
Ability Score Modifiers: Elf characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Elves are Fey. Fey breathe, eat, and sleep.
Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Elves have a base speed of 40 feet.
Detect Magic: Elves have Detect Magic always active as a constant spell-like ability (the caster level is equal to the elf’s character level).
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Spell Resistance: Elves gain spell resistance equal to 11 + their character level.
Strong Willed: Elves gain a +2 bonus on all Will saving throws.
Languages:
Forest Nymphs
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Forest Nymph Racial Traits
Ability Score Modifiers: Nymph characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nymphs are Fey. Fey breathe, eat, and sleep.
Size: Nymphs are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Nymphs have a base speed of 30 feet.
Endure Elements: Nymphs can use Endure Elements as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Low-Light Vision: Nymphs can see twice as far as humans in conditions of dim light.
Mist Child: Whenever a forest nymph has concealment or total concealment, the miss chance of attacks against the forest nymph increases by 5%.
Pass without Trace: Nymphs can use Pass without Trace as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Treespeech: Forest nymphs have the ability to converse with plants as if subject to a continual speak with plants spell.
Woodland Stride: Forest nymphs may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them.
Languages:
Infernals
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Infernal Racial Traits
Ability Score Modifiers: Infernal characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Infernals are Outsiders. Unlike other Outsiders, they do not gain proficiency with simple and martial weapons. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
Size: Infernals are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Infernals have a base speed of 30 feet.
Duplicitous: Infernals gain a +2 racial bonus on saving throws against mind-affecting effects.
Fire Resistance: Infernals gain fire resistance 5.
Holy Vulnerability: Infernals take half again as much damage (+50%) from Divine spells cast by Good creatures or creatures who worship a Good deity.
Poison Resistance: Infernals gain a +2 racial bonus on saving throws against poison.
Poison Use: Infernals are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.
See in Darkness: Infernals can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.
Unholy Resistance: Celestials take 5 less points of damage from Divine spells cast by Evil creatures or creatures who worship an Evil deity.
Languages:
Mountain Nymphs
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Mountain Nymph Racial Traits
Ability Score Modifiers: Nymph characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nymphs are Fey. Fey breathe, eat, and sleep.
Size: Nymphs are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Nymphs have a base speed of 30 feet.
Cold Resistance: Mountain nymphs gain cold resistance 5.
Endure Elements: Nymphs can use Endure Elements as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Icewalking: Mountain nymphs suffes no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through. Ine and snow enchanted or magically manipulated to impede movement still affects them.
Low-Light Vision: Nymphs can see twice as far as humans in conditions of dim light.
Mountaineer: Mountain nymphs are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Pass without Trace: Nymphs can use Pass without Trace as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Surefooted: Mountain nymphs move over stone, rock, and earthen debris at their full speed without taking damage or suffering any other impairment. This ability functions only with natural surfaces. Magically altered surfaces, such as those created by Soften Earth and Stone or Spike Stones, affect mountain nymphs normally.
Languages:
Nagas
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Naga Racial Traits
Ability Score Modifiers: Naga characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nagas are Humanoid. Humanoids breathe, eat, and sleep.
Size: Nagas are Large and thus gain a –1 penalty to their AC, a –1 penalty on attack rolls, a +1 size bonus on combat maneuver checks and to their CMD, and a –4 penalty on Stealth checks.
Base Speed: Nagas have a base speed of 20 feet and a climb speed of 20 feet.
Humanoid Torso: Nagas use weapons and armor as if they were Medium (instead of Large).
Low-Light Vision: Nagas can see twice as far as humans in conditions of dim light.
Stability: Nagas receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Languages:
Nekomimi
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Nekomimi Racial Traits
Ability Score Modifiers: Nekomimi characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nekomimi are Humanoid. Humanoids breathe, eat, and sleep.
Size: Nekomimi are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Nekomimi have a base speed of 30 feet.
Bite: Nekomimi can make one secondary bite attack. The bite deals 1d3 points of damage, plus half the nekomimi’s Strength modifier.
Claws: Nekomimi can make two primary claw attacks if they have their hands free. Each claw deals 1d4 points of damage, plus the nekomimi’s Strength modifier.
Jumper: Nekomimi are always considered to have a running start when making Acrobatics checks to jump.
Nimble Faller: Nekomimi land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
Quick Reactions: Nekomimi receive Improved Initiative as a bonus feat.
Silent Hunter: Nekomimi reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Languages:
Sirens
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Siren Racial Traits
Ability Score Modifiers: Siren characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Sirens are Humanoid. Humanoids breathe, eat, and sleep.
Size: Sirens are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Sirens have a base speed of 30 feet in humanoid form and a swim speed of 30 feet in mermaid form.
Amphibious: Sirens are amphibious and can breathe both air and water.
Captivating: Sirens add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school.
Change Shape: A siren’s natural form is humanoid from the waist up, with a fishlike tail below the waist. Sirens can transform their tail into legs, or back again, as a standard action.
Enthrall: Sirens can use Enthrall as an at-will spell-like ability. The caster level of the spell is equal to the siren’s character level. The save DC is 12 plus the Siren’s Charisma modifier.
Low-Light Vision: Fairies can see twice as far as humans in conditions of dim light.
Stormsense: Sirens can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
Languages:
Summer Fairies
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Summer Fairy Racial Traits
Ability Score Modifiers: Fairy characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Fairies are Fey. Fey breathe, eat, and sleep.
Size: Faries are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Faries have a base speed of 30 feet and a fly speed of 30 feet with clumsy maneuverability.
Fire Resistance: Summer fairies gain fire resistance 5.
Illusion Resistance: Fairies gain a +2 racial bonus on saving throws against illusion spells or effects.
Low-Light Vision: Fairies can see twice as far as humans in conditions of dim light.
Quick Reactions: Fairies receive Improved Initiative as a bonus feat.
Languages:
Vampires
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Vampire Racial Traits
Ability Score Modifiers: Vampires characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Vampires are Undead. Undead do not breathe, eat, or sleep (although they may do so if they wish).
Size: Vampires are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Vampires have a base speed of 30 feet.
Bite: Vampires can make one secondary bite attack. The bite deals 1d3 points of damage, plus half the vampire’s Strength modifier.
Blood Dependent: Though vampires have no need for mortal food, they must regularly consume blood.
Darkvision: Vampires can see in the dark up to 60 feet.
Fire Vulnerability: Vampires take half again as much damage (+50%) from Divine spells cast by Evil creatures or creatures who worship an Evil deity.
Light Blindness: Abrupt exposure to bright light blinds vampires for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Negative Energy Affinity: A vampire is healed by negative energy and harmed by positive energy.
Resurrection Vulnerability: A Raise Dead spell cast on a vampire can destroy it (Will negates). Using the spell in this way does not require a material component.
Sunlight Vulnerability: Vampires take 1 point of Constitution damage after every hour they are exposed to sunlight.
Undead Immunities: Vampires are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Vampires are immune to bleed damage, death effects, disease, paralysis, poison, sleep effects, and stunning. Vampires are not subject to nonlethal damage, ability drain, or energy drain, and are immune to damage to physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects. Vampires are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Vampires do not risk death from massive damage.
Unnatural Metabolism: Vampires have no Constitution score. Vampires use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution. Vampires are immediately destroyed when reduced to 0 hit points or fewer.
Languages:
Water Nymphs
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Water Nymph Racial Traits
Ability Score Modifiers: Nymph characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Nymphs are Fey. Fey breathe, eat, and sleep.
Size: Nymphs are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Water nymphs have a base speed of 30 feet and a swim speed of 30 feet.
Amphibious: Water nymphs are amphibious and can breathe both air and water.
Endure Elements: Nymphs can use Endure Elements as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Low-Light Vision: Nymphs can see twice as far as humans in conditions of dim light.
Pass without Trace: Nymphs can use Pass without Trace as an at-will spell-like ability. The caster level of the spell is equal to the nymph’s character level.
Languages:
Winter Fairies
Intro
Physical Description:
Society:
Relations:
Alignment and Religion:
Adventurers:
Winter Fairy Racial Traits
Ability Score Modifiers: Fairy characters gain a +2 racial bonus to one ability score of their choice at creation.
Type: Fairies are Fey. Fey breathe, eat, and sleep.
Size: Faries are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Faries have a base speed of 30 feet and a fly speed of 30 feet with clumsy maneuverability.
Cold Resistance: Winter fairies gain cold resistance 5.
Illusion Resistance: Fairies gain a +2 racial bonus on saving throws against illusion spells or effects.
Low-Light Vision: Fairies can see twice as far as humans in conditions of dim light.
Quick Reactions: Fairies receive Improved Initiative as a bonus feat.
Languages: