Beachgoers
Beachgoer Racial Traits

All PC races in this section have the following racial traits in addition to the ones listed in their section:
Amphibious: Amphibious characters always have swim speeds and can move in water without making Swim checks. They can breathe both air and water. Amphibious characters always treat Swim as a class skill.
Cold Tolerance: Beachgoer races are well accustomed to the cold waters of the sea. They receive a +2 racial bonus on Fortitude saves versus cold weather, severe cold, or exposure.
Saltwater Adaptation: These races can derive hydration by drinking sea-water.
Water Reliant: A beachgoer’s body requires frequent submersion in fresh or salt water. Each day after the first 24 hours that the character has not submerged, a beachgoer will take 1d4 points of Constitution damage. Fully submerging themselves in water will instantly alleviate the Constitution damage acquired in this way, but it cannot be healed otherwise.

Delatari

Delatari, also known as coastal or beach elves, are distant relatives of the standard elves common to the realm. They share many traits in common including long lives, deep attachment to their surroundings, and arrogant attitudes. Unlike their drylander counterparts, delatari are by no means considered quiet or reserved. Beach elves are a boisterous lot, and take celebration, vengeance, and pride especially seriously.

Physical Description: Delatari resemble their dry-land cousins with their slender bodies and exceptional grace and beauty. They have lustrous blue-grey skin, ranging from pale to dark. Their hair is typically green, silvery, pale blue or white. Eye color is usually dark, from deep blue or green to black. Their ears are delicately pointed like those of land elves. Delatari have webbed fingers and toes and strong, lithe bodies adapted to swimming. They usually wear clothing woven from undersea plants, decorated with coral, shells, and pearls.

Society: Delatari have a king or queen to whom they pay tribute, but has limited control over daily life. Delatari live as they please, coming together under a leader only in times of undersea disaster or great woe for the world in general. The elven nobility of the sea are mostly responsible for adjudicating trade agreements, treaties, and tariffs. The delatari population consists primarily of artists and craftsman who create some of the most breathtaking splendors of the coastal realms.
Delatari revere both magic and nature and seldom hesitate to let one enhance the other. A departure from the philosophies of other elven kind, delatari are not afraid to meddle or tinker with the natural order of things. More often than not, this leads to spectacular works of living art. Occasionally, this has also led to great and terrible abominations that cause more
harm than good. Delatari can be prideful and egotistical, and this can easily lead to folly if mixed with unchecked arcane might.

Relations: Delatari often see it as their duty to look after the other races, feeling a sense of obligation to those creatures with the shortest lifespans. They get along well with most races, though there is a strange tension between standard elves and the Delatari. Many speculate that the two races split on bad terms, though the specifics of this conflict have been lost to history.
Humans and delatari tend to get along very well, and the two have even been known to become romantically intertwined. While children of this union are naturally impossible (unlike standard elves which are biologically compatible with humans), delatari often seek a magical remedy to this; which usually involves giving up their long lifespans to transform into a human.

Alignment and Religion: Delatari value freedom and emotional expression, but are generally pulled towards generosity and grace. Like their dryland cousins, delatari are often chaotic good.

Adventurers: Delatari are natural explorers with a healthy wanderlust. Many go in search of answers to the many mysteries of the sea. Some are searching for lost lore pertaining to arcane magic or power. Delatari tend to gravitate towards wizard and ranger classes, as this works well with their physical and mental characteristics. Their love of nature can lead them on the path of the druid, as well, but few delatari have the insight to set aside their egos long enough to truly embrace the true majesty of nature. They tend to see nature more as a beloved tool than as a sentient force.

Male Names: Himaram, Hoviroth, Nicola, Naieh, Noirak, Omih, Riomaht, Soilevi, Solaine, Stau
Female Names: Ailisu. Anairsana, Annalai, Apanax, Aunitna, Ethali, Ethana, Ikalissa, Lia,Liasola

DELATARI RACIAL TRAITS

+2 Dexterity, +2 Intelligence, -2 Constitution: Delatari are quick in mind as well as body, but have fragile frames.
Medium: Delatari are Medium creatures and have no bonus or penalty due to size.
Base Speed: Delatari have a base speed of 30 ft. , Swim 20 ft.
Elven Magic: Delatari receive a
+2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Low-light Vision: Delatari can see twice as far as humans in conditions of dim light. They retain the ability to distinguish color and detail under these conditions.
Feykith Magic: Delatari receive a +2 racial bonus on caster level checks made to overcome spell resistance.
Feykith Resistance: Delatari have an immunity to sleep spells and effects. In addition, they receive +2 bonus to saving throws against enchantment spells and effects.
Keen Senses: Delatari have exceptional senses. They receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Delatari are proficient with all weapons
with the word “trident” in its name, longbows, and short bows. They treat any weapon with the word “delatari” in its name as a martial weapon.
Languages: Delatari begin play speaking Common and Delatari. Delatari with high Intelligence scores can choose any of the following: Celestial, Draconic,
Gnome, Nagudra, Orc, Pinnipar, and Sylvan.

Karkanaks

Karkanaks are common denizens found on all sandy beaches of the realm’s shores. While they are great in number, their presence is seldom felt unless they are severely threatened. Karkanaks prefer to spend their day eating, lounging, crafting, and competing for a mate. Innate artisans, they make their living on the shores selling finely crafted wares; typically nets and tools, but sometimes well-made weapons and armor. They spend their earnings on simple pleasures, eschewing material possession in favor of food, drink, and attracting as many desirable mates as possible.

Physical Description: Karkanaks look like an upright-walking crab with six appendages instead of ten. The lower two legs are called "walking legs," and used primarily for movement. The first two legs are not really "legs" per se, but rather claws — technically they are called chelipeds. Females have two medium- sized pincers, while males have one small pincer and one large. These claws are used for attacking, and lack dexterity for fine manipulation. The middle legs (or arms...it’s all relative) of both genders end small, dexterous pincers that are used for more delicate manipulation. Typical coloration is brownish red, but blue, black, green, and even yellow karkanaks are not unknown.

Society: Karkanaks are surprisingly gentle despite their brutish strength, appearance, and mannerisms. They tend to avoid conflict whenever possible, preferring to flee. Most will keep to themselves. Young adults have been known to explore and be curious, but most quickly decide to return to a more simple existence. Karkanaks are usually simple hunter- gatherers, subsisting predominantly on carrion and algae. Much of each karkanak's day is spent
hunting, filtering algae, or scavenging along the shore. Karkanaks usually live in coastal caves. Some tribes dig extensive burrows in seaside cliffs. Within a burrow complex, each karkanak has an individual lair, situated near a large, central meeting area. Males and females are found in approximately equal numbers in a tribe. Karkanaks have innate ability to make things, and can be excellent artisans, engineers, and builders with little or no education.

Relations: Karkanaks have no particular fondness for other races, but instead have a deep respect for all life. They get along well with all individuals that can return that respect, and have great contempt for those that cannot. Most other races view the karkanaks as very simple, often underestimating their intelligence and mistaking their lack of sophistication for a deficiency of wits.

Alignment and Religion: While evil karkanaks are not unheard of, most karkanaks are of neutral alignment. Rarely swayed by plights of other races, they seldom take up the cause of good. Many karkanaks worship nature itself, and are otherwise atheistic. One could say that their sense of purpose is very tactile; if they cannot touch it, then it is of no concern.
Adventurers: Young karkanaks often set off in search of adventure, hoping to bring home stories or a reputation that will help them attract a mate. Karkanaks will also take up the adventurer’s path if they feel they are personally threatened, their territory is in danger, or if others of their kind are being harmed. Most karkanak adventurers are wandering barbarians.
Male Names: Wikakak, Niknak, Mak, Tedernak, Wikwak, Grak
Female Names: Hepik, Wekik, Clekik, Netikik, Thikik, Mik, Grik

KARKANAK RACIAL TRAITS

+2 Constitution, +2 Strength, -2 Dexterity: Karkanaks are built like tanks and are very strong.
Unfortunately, their bulky form makes them somewhat clumsy and slow.
Medium: Karkanaks are Medium creatures and have no bonus or penalty due to size
Base Speed: Karkanaks have a base speed of 30 feet and a base Swim speed of 15 feet.
Innate Craft: Karkanaks may use their Wisdom modifier instead of their Intelligence modifier when making Craft skill checks. All craft skills are class skills for a karkanak.
Natural Armor: Karkanaks have a +2 natural armor bonus to AC.
Natural Weapons: Female karkanaks possess two slashing natural weapon attacks with their claws that inflict 1d6 points of damage (×2 critical) on a hit. Males have one larger claw that inflicts 1d8 damage, while their smaller claw inflicts 1d4 (each with a ×2 critical). These are primary attacks, or secondary attacks if the karkanak wields a manufactured weapon.
Languages: Karkanaks begin play speaking Common and Click-clack. Karkanaks with high
Intelligence scores can choose any of the following: Aquan, Abyssal, Delatari, Draconic.

Nagudra

Somewhere, hidden among the vastness of the Realm’s Seas, is the nagudra city of Talashaku. The city, said to be built out of crystal and precious gems, is much sought after by treasure hunters and historians alike. Hunters of this fabled realm will warn, however, all nagudras who are trained in the psionic arts (which is most of them) are required to take an oath to protect its location. Even if one could get past the thousands of psionic snake-men guarding the city, odds are that one would, at the very least, not remember the tale well enough to tell it.

Physical Description: Though nagudra often claim that they are nagas; it is evident that the nagudra is not a true naga at all to even a novice sage familiar with monster lore. Despite its obvious naga-like features, its head seems more reptilian than humanoid, and two very humanoid-looking arms sprout from its torso. In fact, the nagudra are not pure-blooded naga in the traditional sense, though their progenitors surely were. Whether of mixed lineage or the result of directed adaptation, the nagudra seem to be a unique species of serpentine people intheir own right. The body of a nagudra is covered in yellow and black striped scales and it has a long, flattened tail that aids in swimming, similar to that of a sea-snake.

Society: Nagudras are a secretive lot. As far as they will admit, most originate from a hidden city where they were taught how to master their psionic power. Nagudra upbringing seems to include several oaths of silence concerning many facets of nagudra life; the location of their city, their population, their leadership, and even the particulars of their training all appear to be taboo to discuss. It is very possible that the majority of nagudra do not even hold the answers to these questions about their own kind.
Male and female nagudra are considered equals, and are treated as such. There are gender roles however, as males are expected to protect the family, and females to provide for it. The nagudra life cycle is mostly aquatic. As an ovoviviparous species, young are live-born and grow to physical maturity quite rapidly. However, they require at least three decades of training before they are respected as adults.

Relations: Nagudras are known to have the ability to display every emotion common to other races, with the exception of a sense of humor. Therefore any race that values mirth may have a hard time relating to the very sensible and even stoic attitudes of the nagudra. The nagudras understand the concept of humor, but believe it to be unpredictable and primitive. They tend to get along well with lawful races, or societies where a serious outlook tends to outweigh recreation.

Alignment and Religion: Nagudra are typically lawfully aligned, though neutral individuals are occasionally encountered. Chaotic individuals are usually hunted down and either incarcerated or killed by their kin. A fair amount of atheists seem to exist amongst their population, but they have an equal measure of religious members. Of the gods worshiped, Sebek seems to be the most common; an aspect that grants them great favor with the influential sebek-ka.

Adventurers: Nagudra adventure for a variety of reasons, though the most common seem to be obtaining honor or proving their worth. Some are simply trying to sharpen their skills and have grown bored of decades of academic study.
Male Names: Anzat, Iotua, Iatoz, Mitas, Matec, Nitokath, Akan, Tiphozer, Zanit, Zytor
Female Names: Amamati, Ashla, Ieti, Satari, Kritana, Emita, Zamata, Katethi, Meytahl, Krita

NAGUDRA RACIAL TRAITS

+2 Dexterity, +2 Wisdom, -2 Charisma: Nagudras are lightning quick in both form and wit, but their inability to take a joke is a detriment to most social situations.
Medium: Nagudras are Medium creatures and have no bonus or penalty due to size.
Base Speed: Nagudras have a base speed of 30 feet and a base Swim speed of 30 feet.
Scaled Hide: A nagudra's skin is hardened scales and grants the character a +1 natural armor bonus to AC.
Naturally Psionic*: Nagudra gain the Wild Talent feat as a bonus feat at 1st level. If a naga takes levels in a psionic class, he instead gains the Psionic Talent feat.
Guarded Thoughts: Nagudras are immune to any form of mind reading, such as that granted by detect thoughts. This ability also grants a +2 racial bonus on all saves against charm effects.
Poison Resistant: Nagudra gain a +2 racial bonus on saving throws against poison.
Serpent’s Bite: Nagudas have a natural bite attack with a base damage of 1d8. Once per day, the naga may choose to inject nagudra venom with a successful bite attack. Nagudra Venom—injury; save Fort DC 12 + ½ the nagudra’s level; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 2 saves.
Languages: Nagudras begin play speaking Common and Halbok. Nagudras with high Intelligence scores can choose any of the following: Boggart, Draconic, Delatari, and Click-clack.
* Based on rules from PSIONICS UNLEASHED by Dreamscarred Press.

Selkies

Selkies are a race of magical humanoid shapechangers whose natural form is that of an intelligent seal. The selkie may change its form to that of an amphibious elf, and may remain in this alternate form as long as it wishes. Selkies are a passionate race that live in the moment, thrive on adventure and excitement, and adore beauty and talent in all forms.

Physical Description: In seal form, selkies are indistinguishable from normal seals, aside from a faint magical aura visible through divination spells. Selkie pups are white and furred at birth to disguise them from predators. As they get older, their fur ranges in color from gray to reddish-brown and is soft and slick. They have big round eyes, flippered legs, and tiny ears (that seal shut underwater).

In elven form, lochgelly selkies look very human. Their hair color often changes to fiery red, black, or sandy brown. Their eyes remain the same shade of brown. Their ears are still smaller than the typical elf but pointed. The elven form also has webbed fingers and toes. Skin color is that of a fair skinned human. Selkies are appealing and charismatic in both forms, but make especially attractive elves.

Society: Selkie society is tribal, often lead by a druid. They are fiercely territorial, and will defend their homeland with violent fury. Like other tribal societies, spirituality takes a great importance in everyday matters. Their culture is matriarchal, but males are allowed to be in positions of leadership if they possess the desire to handle the responsibility.

Selkies love freedom and the right to boisterous celebration. Every moon cycle has at least one day-long holiday in selkie tradition, which is typically filled with competitive games and fighting, gluttonous eating, and consuming intoxicating substances.

Selkeis live in small, extended families along the coast, where they have a deep connection to the sea and the creatures that inhabit it. Selkies place a great emphasis on the bonds of family and friendship, and are fiercely protective of their loved ones. They are also deeply spiritual, and believe in the power of the natural world to guide and protect them. This spiritual connection is often manifested in their celebrations and rituals, which are filled with music, dance, and offerings to the sea and the spirits of the creatures that live within it. Overall, selkie society is a vibrant and close- knit community, where tradition and spiritual beliefs are deeply ingrained into their way of life

Relations: Selkies are almost always friendly with delatari, and other beach-going races. They often find the superior attitude of standard elves difficult to stomach, and have a celebrated distaste for this race. However, this does not prevent them from making alliances with the elves when expedient, though it is rare for a selkie to actually befriend one.

Alignment and Religion: Selkies are generally good and peace-loving, but do enjoy violence for sport. Most selkies value freedom above all else, so chaotic alignments are most prevalent.

Adventurers: Selkies adventure for the sake of adventure and excitement, rarely thinking twice before embarking on a long and dangerous journey to uncharted shores. They hope to someday return to their beloved home with exciting tales to impress their friends, neighbors, and loved ones.
They make excellent fighters, rogues, bards, and sorcerers. Some of the rougher sort will even take up the call of the barbarian or druid.

Male Names: Valamo, Pelastari, Hedraier, Mako, Jaylen, Seldrian, Nediamo, Udinnar

Female Names: Leileena, Galeana, Darielle, Emienne, Hedrielle, Mala, Bjala, Salissa

SELKIE RACIAL TRAITS

+2 Dexterity, +2 Charisma, -2 Wisdom: Selkie are lissome and charismatic, but are prone to act without thinking.

Medium: selkies are Medium creatures and have no bonus or penalty due to size.

Base Speed: Selkies have a base speed of 30 (Swim 15) in elven form and 15 (Swim 60) in seal form.

Change Form: Selkies can change form from elf to seal or from seal to elf as a full-round action. They may remain in their new form indefinitely; though they instantly revert back to their seal form when unconscious or slain. Equipment does not change with a selkie when she changes, though it can be magically enchanted to do so. Aside from base speed and size, a selkie’s statistics remain the same in either form, though the following bonuses and limitations apply to their seal form:

Animal Mimicry: Selkies in seal form can easily pass as normal seals. Selkies make a Disguise check with a +5 bonus to blend in with or pass as a normal, "non-sentient" animal. To accomplish this, however, they must not be wearing any equipment, as that would surely betray their true nature.

Great Swimmer: Seals swim at base speed of 60 feet.

Bite Attack: Selkies in seal form can bit for 1d8 damage.

Shake: On a successful critical hit with its bite attack, a selkie automatically violently shakes a Large or smaller target. The target must succeed at a DC 13 Fortitude save or it is dazed for 1 round. Even on a successful save, the target still takes a–2 penalty on all attack rolls and skill checks for the next 2 rounds. The save DC is Constitution-based.

Bestial Limits: Selkies in seal form have all the physical limitations of a normal animal of the same type.

Selkie seals cannot wield weapons made for humanoids, operate complex devices, or generally do anything that normally requires delicate manipulation such as picking locks or buttoning up a shirt. However, they are often quite accomplished at basic object manipulation by using their nose and flippers.

Echo of Reason: A selkie can instinctively alter the intonation of her voice to make anything it says sound more pleasing to those who understand it. When using the Bluff skill, a selkie treats its lies as one step more believable for the purposes of bonuses or penalties on the check.

Languages: Selkies begin play speaking Common and Pinnipar. Selkies with high Intelligence scores can choose any of the following: Aquan, Click-clack, Delatari, Draconic, Elven, and Sylvan. 15


Skopion

In the deepest depths of the oceans dwells a race of ever-vigilant creatures known as the oculus. These creature’s strange, unblinking eyes scour the depths, seeking, spying, and scanning. Its primary success as a species is simply because it almost never misses an opportunity to strike. Among their lowliest caste known as the videns, a mutation occurred making a subgroup of oculus that are capable of not only tolerating shallow depths, but able to thrive on land. The skopions are the videns’ window to the surface world, and venture to the daylit shores to collect information, magic, and resources unavailable in the abyssal plains of the sea. However, many never return.

Physical Description: The first thing that is immediately noticeable about a skopion oculus is its large, round, singular eye. This eye is so big, in fact, that it comprises about 75% of the creature’s total mass. Radiating from an oblong-shaped, purple, rubbery body that seems to barely encompass the eye are 3 sets of tentacles, each with their own unique function. Near its base are two jointed tentacles that end in a clump-like mass of tendrils that serve as feet. Above that, three tentacles end in 3 or 4 tendrils that serve as hands. Above that, 4 sensory tendrils have small holes in their tips that the creature uses to slurp up food, smell, and taste. In addition, the skopion has numerous amorphous tendrils sprouting from its body and tentacles that seem to aid in balance, perception, and locomotion. Though the skopion has no other form of mouth, it is still able to generate a buzzing, monotone voice to communicate with.

Society: Oculus have many forms based on gender and caste, much like termites. While this has great significance in the deep-sea life of a skopion, who are considered the lowest of the low caste, it has little bearing on the livelihood of those skopions living on the surface world, far from the reach of their brethren. As a result, most skopions never return to their abyssal homes. The few that do often bring enough power and wealth with them to ensure a more respectful position.

Relations: While deep-sea oculus society and culture would be considered vicious, cruel, and even diabolical by surface world standards, skopions are not bound by this culture and tend to eschew this behavior. However, mistrust of their own kind often leads them to solitary lives or to seek out the company of other races. They will often try to emulate the behavior and customs of their non-oculus companions, often to humorous results.
Most races see skopions as rather hideous and alien, and are therefore quite untrusting at first. However, the skopion’s dedication to being accepted, its apologetic nature, and its proclivity to often unintentional comic relief worms its way into the hearts of those close to them.

Alignment and Religion: Skopions value their freedom and the freedom of others, and are often of chaotic alignment. Their unique vantage point leads most skopions to view lawful positions as more beneficial to the ruling class than the individual. Despite being seen as a potentially evil race, skopions rarely display these behaviors. Most will try to compensate for their reputation and visage by being especially selfless and giving, thus of good alignment.

Adventurers: Skopions adventure for a variety of reasons, though many first starting out have the notion that they are on their original mission of gathering information and resources for their deep-sea hive. Later, this turns into gathering enough power and resources to procure a place of power in their watery home. Most eventually give up all of these quests in favor of never returning home and more virtuous, surface-world endeavors. Skopions are
fairly diverse in class selection, but are commonly known to become rogues, sorcerers, wizards and oracles.
Names: Oculi are typically named after a color, with colors closer to the blue and violet spectrum reserved for videns and skopions. Typical viden names include Mauve, Puce, Indigo, Turquoise, and Magenta.


SKOPION RACIAL TRAITS

+2 Dexterity, +2 Wisdom, -2 Strength: Skopions are nimble and perceptive, but not very strong.
Aberration: An oculus is considered to be an aberration with regard to spells and abilities that specifically mention this creature type. They are not considered humanoids.
Small: Skopions are Small creatures and gain a +1 size bonus to AC, +1 size bonus on attack rolls, -1 penalty to their CMB and CMD and a +4 size bonus on Stealth checks.

Base Speed: Skopions have a base speed of 20 feet and base Swim speed of 10 feet.

Bioluminescent: The skopion can (at-will) cause its eye to shed as much light as a torch.
Spontaneous Equilibrium: A skopion’s body instantly adjusts to sudden catastrophic damage, often bouncing harmlessly away. As a result, skopions are immune to falling damage and automatically make their saving throw versus death from massive damage. If they ever sustain a physical, non-magical, non-energy-based blow that would exceed their hit point maximum they
are instead blown away from the attacker (in the opposite direction of the attack) a number of feet equal to the hit point damage incurred and take no damage.
Three Armed: Skopions effectively possess three arms. They can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands.
Light Blindness: Abrupt exposure to bright light blinds an oculus for 1 round; on subsequent rounds, they are dazzled as long as they remain in the
affected area.
See in Darkness: Skopions can see perfectly in darkness of any kind,
including that created by spells such as deeper darkness.
Spell-Like Ability: At character creation, the skopion chooses one spell with the word “detect” in its name of 1st level or less from the sorcerer, druid, or cleric spell list. The viden is considered to have constant
access to the effects of that spell. The caster level equals the skopion’s level. Once chosen, this spell cannot be changed. Languages: Skopions begin play speaking Common and Oculite.
Skopions with high Intelligence scores can choose any of the following: Aquan, Elven, Delatari, Draconic, Dwarvin, Halbok, Pinnipar, and Click-clack.

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