Swamper Racial Traits
All PC races in this section have the following racial traits in addition to the ones listed in their entry:
Amphibious Respiration: Swampers can breathe both air and water.
Moisture Dependent: A swamper’s body requires a lot of external moisture. Each day that the character has not partially submerged or thoroughly wetted down, a swamper will take 1 point of Constitution damage. Partially submerging themselves in water or thoroughly wetting down will instantly alleviate the Constitution damage acquired in this way, but it cannot be healed otherwise.
Swamp Native: Swamper races gain a +2 bonus on Climb checks and Acrobatics checks to maintain their balance when moving across a slippery surface, and can move at full speed through shallow and deep bog terrain. They can see twice as far as normal in fog, mist, murky water, vegetation, and similarly obscuring conditions, and creatures adjacent to them never gain concealment from fog, mist, murky water, or vegetation.
Water Native: Swampers gain a +4 racial bonus on Swim checks, can always take 10 while swimming.

Crawmads were recently discovered by explorers delving deeply into the swampy realms. While this enigmatic race bears the hallmarks of uncivilized or even savage culture, it is surprisingly sophisticated and well- educated. Though crawmads prefer the simple life of the bayou, this does not preclude them from thoughtful and intelligent discourse. In fact, intellectual conversation is what a crawmad likes best.

Physical Description: Crawmads have been likened to humanoid crayfish, and the resemblance is not unwarranted. Aside from their muddy dwellings that appear much like giant crayfish holes, they have many features congruent with a humanoid crustacean including reddish chitinous skin, glossy black bug-like eyes and large antennae. The antennae of a crawmad branch out in a bushy, fractal-like pattern and aid in both hearing and smell. They are Small-sized and slender. Their arms, legs, hands and feet are very humanoid in appearance though both their hands and feet are surrounded by hair-like tendrils that aid in their sense of touch. They also have these tendrils around their mouths which give them the sense of taste.

Society: Crawmads carve small clusters of caves and tunnel systems in the swampy muck where they spend most of the day philosophizing, arguing, and engaging in other lengthy conversations. To many, it is remarkable that these chatty lobsters are able to accomplish anything beyond their endless banter. However, in-between their discussions which can sometimes last weeks at a time, the crawmads have short bursts of highly constructive action, with each step pre-planned and previously deliberated at length. While frustrating to most races, it seems an effective strategy for the crawmads.
When crawmads were first discovered, scholars were surprised that they spoke perfect common, albeit in buzzing and high-pitched voices. Many speculate that their first encounters were with humans or perhaps other swamp races, and learned language from them. Though a few crawmad villages speak Halbok and/or Ancient, the races that typically speak those languages recall nothing of intelligent crawfish people.
Relations: Though still rare, crawmads are becoming somewhat known in the realm's swamps for their skills in philosophy, logic, and debate. While lawful races enjoy these talents, others find the crawmads to be tiresome. Overall, most agree that crawmads make good advisers and conversation partners, patience withstanding.
Alignment: Most crawmads are neutral, with a substantial percentage subscribing to neutral good philosophies. Though they love discussing religion at length, they seem to have none of their own, nor do they seem to settle on one of other races. Particularly good or evil crawmads are very rare, and are generally regarded as insane by their own species.
Adventurers: Crawmads adventure so that they have something to talk about later. This could include knowledge, secrets, tales of intrigue, or even just to prove a theory or win an argument. They also seek out adventuring parties so that they have someone new to talk to. They often become wizards, though warriors and monks also make up a lot of their population despite their innate physical prowess or size.
Names: As crawmads have no discernable gender differences (they can tell by scent), they also do not have gender-based naming practices. Their names sound somewhat Halbokian. Examples: Amjas, Beelar, Darisha, Golzell, Jimeen,
and Kaabor.


+2 Dexterity, +2 Intelligence, -2 Strength: Crawmads are extremely quick and smart but not particularly strong.
Small-sized: Crawmads are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Crawmads have a base speed of 30 feet.
Carrion Sense: Crawmads have a natural ability to sniff out carrion. This functions like the scent ability, but only for corpses
and badly wounded creatures (creatures with 25% or fewer hit points).
Natural Armor: Crawmads have a natural armor bonus of +2 due to thick chitin.
Fleet-Footed: Crawmads receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Spring Away: Crawmads gain a +10 foot racial bonus to their speed when using the run or withdraw actions.
Regrow Limbs: Crawmads can regrow severed or destroyed limbs in 3d4 weeks without the aid of magical healing. Magical healing that does not convey regeneration or the ability to regrow limbs has no effect on this ability.
Languages: Crawmads begin play speaking Common. Crawmads with high Intelligence scores can choose from Ancient, Boggard, Click-clack, Draconic, Elven, and Halbok.

Some say that gaitlins were originally the product of what some goblins like to refer to as “grrak chuk” —a “game of bravery” involving a goblin, a handful of coppers, and an unwilling female alligator. Still more suggest that a crazy wizard created the race by magically crossing the likes of an alligator with that of a goblin, in much the same way the owlbear or the bulette were created. Whatever their origins, gaitlins are alligator/goblin hybrids with properties of both.

Physical Description: Appearing much like a squat, humanoid alligator with red-orange eyes, the gaitlin is considered to be rather repugnant in form. Their pugged snouts are likewise filled with a row of sharp crocodilian teeth. They have clawed, three-fingered hands and misshapen webbed feet. They are often dark green in color but can range from sandy yellow to muddy grey. Their voices are deep and croaking.
Society: Despite their appearance, blending alligator traits with a goblin actually washed away some of the goblinoid tendency towards evil. While there is much evidence that gaitlin culture split off from goblin society at one point, the proclivity towards violence and cruelty is greatly curbed, with a stronger emphasis on family and community than can be found in most goblinoid races. In addition, they seem to have a thirst for knowledge and a penchant to learn new things.
Some vestiges of goblinoid culture remain however, including a strong inclination towards mischief and pranks, abysmal personal hygiene, and a gluttonous appetite for meat. The latter often gets them in trouble, as they tend to view all dead things as potential food, including others of their own kind and loved ones.

Relations: Initially, gaitlins were considered pests and nuisances much like their goblin brethren. Many were hunted down, imprisoned, or enslaved based on the notion that they were a dangerous race incapable of being trusted. However, as other races began to interact with their gaitlin slaves and prisoners they found them capable of great empathy and generosity, even in spite of their situation.
Now the general consensus of most races is that gaitlins can be civilized, and perhaps even serve as a liaison between enlightened races and less sophisticated goblinoids. In essence, gaitlins are considered more “noble” goblinoids, and deserve a chance to repudiate their evil heritage.
Alignment: Gaitlins are typically individualists. They tend to value their own liberty but do not strive to protect others’ freedom. They avoid authority, resent restrictions, and challenge traditions. Therefore the chaotic neutral alignment suits them best of all.

Adventurers: Gaitlins’ love for pranks, tricks, and general mischief as well as their penchant for learning new things lends towards bards, rogues, or wizards. They favor skills and knowledge over outright combat. They tend to value information or ancient bits of culture more than straightforward gold but also try to keep mobile, hating to be bogged down in the event that they need to flee.

Male Names: Boorgub, Chuffy, Churkus,Drubbus, Gawg, Ghorg, Gogmurch, Irnk, Kavak, Lunthus, Mogmurch, Mogawg, Murch, Nurpus, Pogus, Poog, Ronk, Rotfoot, Unk, Vogun, Zobmaggle, Zord.
Female Names: Aka, Chee, Fevva, Geedra, Goomluga, Gretcha, Hoglob, Janka, Klongy, Luckums, Lupi, Medge, Namby, Olba, Rempy, Reta, Ruxi, Vruta, Yalla, Ziku.


+2 Strength, +2 Constitution, -2 Charisma: Gaitlins are strong and tough, but are hideous little creatures.
Small-sized: Gaitlins are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: Gaitlins have a base speed of 20 feet.
Type: Gaitlins are humanoids with the goblinoid and reptilian subtype.
Darkvision: Gaitlins see perfectly in the dark up to 60 feet.
Natural Armor: Gaitlins have a natural armor bonus of +1.
Bite: Gaitlins gain a vicious natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the creature is wielding artificial weapons.
Scrounger: Gaitlins have sharp senses and a knack for searching through areas,granting them a +2 racial bonus on perception checks. When taking 20 to search an area of 30-foot-by-30 foot or smaller, it only takes a full-round action (as opposed to 2 minutes or more).
Sprint: Once per minute a Gaitlin may sprint, increasing its land speed to 40 feet for 1 round.
Languages: Gaitlins begin play speaking Goblin. Gaitlins with high Intelligence scores can choose from the following: Common, Boggard, Draconic, Halbok, Gnoll, Halfling, and Orc.

Man-groves are often considered distant relatives of shambling mounds, but their origins are somewhat different. Man-groves hail from brackish
swamps and are comprised entirely of mangrove roots that have absorbed an abundance of magical potions and elixirs. Swamps can be particularly deadly locations, known to be the final resting place of many stalwart adventurers. These adventures often come prepared, with flasks, barrels and bottles brimming with quick-quaff brews designed to enhance, restore, and otherwise save their hides. While obviously not enough to avert their demise, these potions eventually run together in a thick mystical pollution that, for mysterious reasons, mangrove trees are quick to absorb. The roots that absorb these eldritch liquors often take on humanoid form and roar to life as brand new man-grove.

Physical Description: Man-groves are an amalgamation of mangrove roots and branches tangled around a muddy core forming together to create a hulking humanoid shape. They are between 8 and 10 feet tall and a combination of green and brown in color. They have two luminescent green eyes glowing from the vaguely shaped heads. There is no anatomical difference between male and
female man-groves (and no discernable biological difference either) but they often identify as one or the other.

Man-groves are unfortunately deaf and mute; incapable of making any sound other than clapping their “hands” or creaking their limbs. To communicate, they must resort to sign language and writing. Their other senses are fairly acute, however, and make up for this slightly.

Society: Man-groves possess almost no culture to speak of, as they are more akin to lone wolves, with many man-groves never seeing another one in their entire life; some even believing they are the only of their kind to exist. Regardless, they all seem to harbor an intense sense of wonder and strive to learn as much as they can about the world. They desire connection with others as well, and often become strongly attached to any group that welcomes them with open arms.

While often solitary creatures, they do have a unique way of finding each other and forming transitory communities. They leave signs and markers in the swamp using the roots and are usually made of knotting the roots or arranging the branches in specific patterns, and they serve as both a guide and a warning to others of the dangers that may lurk in the area. Man-grove congregations are rare, and often temporary, but they provide a sense of belonging and comfort to each other. During these gatherings, they exchange stories and knowledge, teaching each other about the world and their experiences. It's a time for man-groves to connect with their own kind and form relationships, even if they may never see each other again. The communities may dissolve as quickly as they formed, but the memories and lessons learned stay with the man-groves for a lifetime

Relations: While their resemblance to shambling mounds garners much distrust and fear at first, man-groves are quick to win over most races if given the opportunity to communicate and show their peaceful nature. Due to their lack of culture and society, man-groves are often viewed as outsiders by other races, and this can lead to misunderstandings and conflict. However, once man-groves establish a connection with a group, they are fiercely loyal and dependable. Some races, such as elves and halflings, appreciate the naturalistic qualities of man-groves and are more likely to welcome them with open arms. Dwarves and gnomes, on the other hand, may have more trouble accepting man-groves due to their less traditional appearance and lack of a defined societal structure.

Alignment: Man-groves are typically more curious about the world, compared to being benevolent or malevolent, leaning closer to Neutral alignments. They have no penchant for religion, but will occasionally gravitate towards the reverence of nature.

Adventurers: Most man-groves aspire to become accomplished adventurers. It seems that their personality is often imbued with the ambitions of their potion-bearing progenitors. As a result; they often clamor to join established adventuring parties, strive to find their niche within the group, and adopt the goals of the crowds that they join as if they were their own. Man-groves are well-suited to martial classes, but will occasionally become druids.

Names: Man-groves are given names by their first adventuring party based on their expressed gender. These names vary greatly and can come from a variety of cultures and sources.


+2 Constitution, +2 Charisma, -2 Intelligence: Man-groves are resilient and endearing but not the brightest at intellectual endeavors. These statistical adjustments do not include the adjustments for size.

Large: Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.

Base Speed: Man-groves have a base speed of 40 ft.

Camouflage: Since a man-grove looks like a pile of overgrown roots and branches when at rest, it takes a DC 20 Perception check to notice it. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Perception to notice.

Innately Deaf and Mute: Man-groves cannot hear or speak. While they have adjusted their perception enough to avoid taking a –4 penalty on initiative checks, they still automatically fail Perception checks based on sound, take a –4 penalty on opposed Perception checks, and cannot cast spells with verbal components (without the aid of some other ability).

Plant Type: Plants have the low-light vision racial trait. They are immune to all mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity (such as spell recovery).

Incorporate Weaponry: Weapons can be rooted onto a man- grove’s arms as a full-round action. This means the man- grove can’t be disarmed of this weapon but also cannot drop it or use this limb for anything else until the weapon is detached (also a full-round action). The weapon can still be sundered and is treated as a separate object from the man-groves’s body.

Languages: Man-groves begin play understanding the written form of Common. Man-groves with high Intelligence scores can choose any of the following (written only): Elven, Draconic, Dwarven, and Sylvan.

In bogs and marshes across the realm, one could find mushrooms as tall as a man. If they have a reddish brown cap and a greyish stem with phosphorescent green spots, it’s very likely that you are treading upon a rufafusca mycelium, a very rare fungal “root system” that can span acres and produce the most amazing mushrooms. What is so special about the rufafusca mushrooms? Well, you should ask them yourself! They are known, simply, as “shrumes.”

Physical Description: Shrumes are essentially humanoid mushrooms with vague faces that are shaped somewhat like an inverted cone. They have a wide mushroom cap on top of their heads that looks something like a wide satgat hat. The top of their cap is a glossy reddish brown color. Shrumes have greyish skin speckled with light blue and green phosphorescent spots. The four brightest spots on the shrume’s “face” are its eyes. Shrumes don’t have mouths, instead breathing and speaking though the lamella (gills) under its cap and eating and drinking through small holes on the bottom of its clumpy feet. Shrume voices have hollow and whispery undertones, but otherwise share the range of normal human voices. Fine cilia cover the spindly arms and legs of the shrume and aid in the senses of hearing and smell.

Society: Shrumes originate from their mycelium which is not only the progenitor of their brethren, but technically their original body and mind. The rufafusca mycelium is not only highly intelligent, but by the time they are able to create shrumes, often hundreds of years old. These ancient sentient mycelium span miles just below the surface of the peat, contemplating their existence with almost no way to explore the world for themselves. Much more plentiful than the mobile shrumes, the rufafusca can create man-sized mushrooms. Through these mushrooms, the mycelium can see, hear, and speak. Often the hidden mycelium will use these mushrooms as “puppets,” pretending that each specimen is free-willed so as to not let its true nature be revealed.

Shrumes start out essentially the same as these mushrooms, but require the skeleton of a Medium- sized humanoid to grow around. Once the shrume is fully grown (which takes about three days once the flesh has fully rotted from the bones), the mycelium copies much of its memories and inferior mental copy of the mycelium, is autonomous and will never again be able to communicate or share experiences with the mycelium. It is understood that the shrume will protect the mycelium’s location, spread its spores to a neighboring bog, and adventure to see and learn about the world that it never can. In addition, the shrume is effectually mortal and will age and die, unlike the mycelium that is immune to aging and could potentially live forever.

Another interesting (and so far unexplainable) aspect of the shrume is that, though hazy, it’s memories span back prior to the existence of the mycelium to a time when their kind were at war with other species of sapient mushrooms. This innate memory confers proficiency with a bladed shovel (known to shrumes as a rottebello) that was once used to dig up rival mycelium while fending off its shrumes. This was, perhaps, a very successful evolutionary survival tactic as there seems to be only one type of shrume left in the realm.

Relations: Shrumes are extremely contemplative and introspective (as they had a lot of practice doing both while an inanimate mycelium). As a result, they approach all races diplomatically, often putting great diligence into learning their customs and taboos before interacting. As a result, shrumes often get along great with just about all races.

Alignment: While the concept of religion is foreign to a shrume, philosophy is second nature. While different shrumes have settled on different philosophical approaches to the world, they tend to gravitate towards neutrality in all things.

Adventurers: Shrumes essentially have century- long memories of sitting beneath the soil and being unable to move around so it is not surprising that they often just want to experience new things. As result they will devour knowledge as fast as they can and adopt whatever adventuring class gets them the most new information. Consequently, shrumes often become wizards. However, their curiosity could potentially lead them to just about any class.

Names: Shrumes do not identify as one sex or the other and thus do not have male or female names. Because shrumes rarely create their own societies (or even interact with each other very much), they do not have names for each other. However, members of other races will give names to their shrume friends. Thus nicknames vary greatly.


+2 Intelligence, +2 Wisdom, -2 Strength: Shrumes are strong of mind and intellect, but not of body.
Medium: Shrumes are Medium-sized creatures.
Base Speed: Shrumes have a base speed of 30 feet.
Darkvision: Shrumes can see in the dark up to 60 feet.
Low-light vision: Shrumes have eyes that are so sensitive to light that they can see twice as far as normal in dim light.
Bioluminescent: The shrume can (at-will) cause its eyes to shed as much light as a torch.
Fungal Immunities: Shrumes are immune to disease, poison, and sleep effects. Shrumes breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity (such as spell recovery).
Toxic Spores: A number of times per day equal to their Constitution modifier (minimum 1/day), as
a free-action, shrumes can expel a cloud of red spores in a 15-foot
radius of themselves that is somewhat toxic. All living creatures within the area must succeed at a Fortitude saving throw (DC 10 + 1/2 the shrume’s character level + the shrume’s Constitution modifier) or be sickened for 5 rounds. If the creature fails the save by rolling a 3 or less, that creature is instead nauseated for the duration. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened or nauseated creature. This is a poison effect.
Weapon Familiarity: Shrumes are proficient with rottebellos (bladed shovels).
Languages: Shrumes begin play speaking Common. Shrumes with high Intelligence scores can choose from the following: Aquan, Auran, Aklo, Elven, Gnome, Goblin, Sylvan, or Terran.

The entire population of viseans in the whole world seems to have originated from Lake Visea, a large remote lake on the outskirts of the realm. However, fossil and archeological evidence (as well as the logs of the zif and other primordial races) suggest that the viseans arose as a species sometime during the Age of Salamanders, millions of years ago. They were quite widespread in the past. Some may have even evolved into modern lizardfolk at some point, as there are some superficial similarities between the two races.

Physical Description: Viseans are essentially overgrown salamanders that managed to learn to speak, walk upright, and wear clothes (occasionally). They have slimy dark skin on the majority of their bodies that ranges from dark grey to muddy blackish-brown. Some have spots or stripes alternating in this same color range. The front of their body is brightly colored, ranging from red-orange to bright yellow. All viseans have three fingers and one thumb on each webbed-hand. Their clawed, webbed feet enable them to be excellent swimmers. They have a long tail that aids in balance and swimming, but is not specialized for any other use.

Society: Viseans, despite having the aptitude and understanding necessary to be civilized creatures, favor living a primitive life. They tend to eschew complex or modern materials, prefer to make their own weapons and tools, and shy away from technology. While they will happily adventure alongside those that embrace these things, they are seldom persuaded to change their ways. Simplicity is what a visean strives for most of all, and that has worked for their kind for eons.
Many attempts were made to help civilize the viseans, and all failed. In addition to lacking the they are also quite stubbornly set in their ways. Most politely nod and wave when given technology that would help them thrive. However, whenever their would-be benefactors would leave, they would end up burying the devices in the muck. Afterwards they would go on doing whatever they were doing for eons, even if they now knew a better way to do it.
Relations: For the most part, the viseans are extremely peaceful. This is contrary to what one might expect from a primitive race with primordial origins. Though this could also be from the fact that they get along very well with each other, and, having few examples of conflict with other sentient races, simply treat others as they would treat their own kind. Many feel it’s a shame that this way of thinking seems to also be going extinct.
Alignment and Religion: Viseans care little for the plights of good or evil, but see the value in adhering to a strict moral code. Therefore, most viseans are lawful neutral. Unlike many primitive peoples, viseans are not rticularly superstitious or religious. In fact, they tend to avoid forces or concepts that they cannot see or comprehend.
Adventurers: Viseans tend to avoid most divine classes, but can be found in nearly any other. Of course, barbarian and ranger are racial favorites.
Names: Names are not designated by gender,
but instead by the season that they hatched in. Viseans that hatch in the spring have names like Bloom, Bud, Mud, Rain, and Thaw.
Summer visean names include Green, Fruit, Storm, Sun, and Thunder.
Autumn names: Crisp, Leaves, Red, Wilt, and Wind.
Winter names: Dark, Ice, Sleep, Snow, and White.


+2 Strength, +2 Charisma,–2 Intelligence: Viseans have robust bodies and personalities, but scorn intellectualism.
Medium: Viseans are Medium-sized creatures.
Base Speed: Viseans have a base speed of 30 feet.
Low-Light Vision: Viseans can see twice as far as humans in conditions of dim light.
Slippery: A visean oozes slippery mucus. This grants the creature a +8 bonus on all Escape Artist checks and to its CMD against grapples.
Toxic Mucus: A visean's slime is also quite toxic. A number of times per day equal to its
Constitution modifier (minimum 1/day), a visean can envenom a weapon that it wields with
its toxic slime. Applying venom in this way is a swift action. Creatures making a successful bite attack against the visean are also automatically subject to the effects of this slime, with a -4 penalty to their Fortitude save.
Visean Slime: Ingested or Injury; save Fort DC 10 + the 1/2 visean’s Hit Dice + the visean’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Languages: Viseans begin play speaking Common and Boggard. Viseans with high Intelligence scores can choose from Ancient, Draconic, Halbok, and Sylvan.

Main Page or Race Page