Races (Race options not listed are not available to PCs):
Any listing for the “base book” has Common replaced with whatever the PC’s home region’s native language is (or one language from the options available if they have more than one), hereafter refered to as “Native.” Also, all PC races have a base speed of 30, regardless of size, unless stated otherwise.
Human: as per the base book.
Half-races: Half races are very, very rare (from the standpoint of human prevalence), and are almost indistinguishable to most other humans. Any half race has to deal with a certain stigma: since they generally don’t pick up new things as fast as their human counterparts, half races are always considered “slow.” This can often lead to special classes, bullying and, in the worst cases, being treated as if they’re missing something or handicap. Successful half-races usually manage to portray themselves as artists or daydreamers, or often become bullies themselves.
Half-elf: as per the base book, although they have the +2 Dex, -2 Con normally native to Elves. Elven is a Shadow Language (and is now shared with Dwarves), and still available as the bonus language for Half-Elves. Half-elves can also learn any human tongue as a bonus language.
Half-orc: as per the base book, except Favored Class becomes Channeler. The Orc Language replaced with Lowtongue, an amalomation of the grunts and calls of various beastial languages from the time when Orcs and other “monstrous” humanoids still wandered the surface. Lowtongue is a Shadow Language now, and available as the replacement for the Orc base language for Half-Orcs. Half-orcs can also choose any human tongue (European, American and African only) as a bonus language.
Damphyr (half-vampire): +2 Charisma, -2 Wisdom: Charming but impulsive, the Damphyr are often mistaken for the what has become the movie version of their vampire parent.
+2 Bluff, +2 Gather Information: A Damphyr’s force of personality makes it hard to resist them when they direct their attention a certain way, and also gives them an edge to blend in when necessary.
+2 Jump, +2 Climb, +2 Balance: A Damphyr gains some of their vampire parent’s athleticism, even though they lack their strength.
Superior Low-Light Vision: per Low-lIght Vision, except Damphyr gain a +6 to Spot in low-light conditions.
Light Sensitivity: a Damphyr in direct sunlight must have some sort of protection from the sun, which may include sunglasses, sunscreen or covering clothing. A damphyr with no protection (that is, skin exposed directly to sunlight and/or lacking UV protection) suffers a -1 on all d20 rolls, including saves.
The Kiss: A Damphyr gains a limited version of their parent’s ability to feed. The target must be alive, conscious and have a blood stream for this ability to work. To initiate, the Damphyr must either be in a grapple or have a willing victim. In addtion, the Damphyr must be capable of passing the hardness or DR of the target, if it has any. If successful, the Damphyr can initiate a Bite attack that deals no damage, but heals the Damphyr for its level in hit points. The Damphyr can continue the bite across additional rounds (or initiate again on the same target in the same day) and continue to gain HP, but every additional round on the same target does 1d8 damage +1 per 4 levels (max +5) to the target. However, since it is not a full-blooded vampire, the Kiss can still be rejected by the Damphyr’s more human biology; after the Kiss is complete, a Damphy must succeed at a a Fortitude saving throw against a DC equal to 5 plus the total HP healed or immediately throw up, forfeiting all of the HP gained. The Kiss can only be used once every hour.
Languages: Native, Lowtongue. Lowtongue is a Shadow Language now, and available as the bonus language for Damphyr.
Bonus Languages: Any
Favored Class: Traveler
Dwarves: Thanks to their prevalence in popular media, Dwarves have managed to overcome much of the social stigma that used to be attached to their stature. They are one of the few races that are generally considered “equal” to human, even though many humans do actively and vocally consider them to be a separate race.
+2 Constitution, -2 Strength: Dwarves are still hardy, but have lost a lot of their “stockiness” from the more ancient times (and by extension, the need to be surly). Many Dwarves, in fact, believe they are actually small Humans and not a different race entirely, much like the majority of humans; science has done nothing to either prove nor disprove this distinction.
Small Sized: per Halflings
+2 Sense Motive, +2 Investigation: Due to the trusting nature of their reputation, people find it very hard to get anything past a Dwarf.
+4 skill points at first level, +1 per level after: Dwarves still benefit from the skilled nature of their predecessors, even if it has taken a new form in the modern age. They have learned to keep up with Humans in most matters, business and otherwise.
Stalwart: Dwarves can move in medium and heavy armor with no Speed penalty. In addition, they gain a +2 for saves against poison or other ill effects from ingesting something.
It’s Not A Problem: Dwarves all have a particular type of “drink” (normally alcoholic) that, when consumed, accelerates their own metabolism and healing processes. For every round that a dwarf consumes its chosen beverage (chosen at creation), it restores a number of hitpoints equal to its class level. The dwarf can use this ability once per day, and for a number of continuous rounds equal to its Constitution modifier (minimum 1). If the Dwarf is suffering from any ongoing negative effects (disease, ability point damage, etc.) that is not permanent, the Dwarf loses access to this ability. This ability does not negate any ill effects for consuming or over-consuming a specific beverage.
Languages: Native, Elven. Dwarven and Elven tongue blended together over the centuries before its use became rare; since Dwarves have lost much of their individuality as a race, the language is now simply Elven. Elven is a Shadow Language now, but still available as a language for Dwarves who “know better.”
Bonus Languages: Giant, Goblin, Lowtongue, Human languages (Oceania, European).
Favored Class: Any
Tieflings: Probably the “best equipped” to blend in with human society, Tieflings are the cunning offspring of parents who had dealings demons. This can be direct genetics or something else entirely; any sort of compact with demonic forces can leave a scar that’s passed on to future generations, and there’s no telling when it might make itself known. It’s not a certain thing, and often will only affect a single child each generation. The only thing for certain is that the sliver of demonic energy will make it way out in the form of progeny, and nothing can stop it short of celibacy.
+2 Intelligence, -2 Charisma: Tieflings gain a preternatural intelligence from their demonic influences, but this comes across to others often as an almost predatory demeanor. This often reflected in physical signs such as red eyes or horns, but no matter how it comes across, it hard for them to deal with others socially, regardless of their own feelings or alignment.
Low-light Vision: per the book.
+2 Disguise, +2 Bluff: Tieflings spend much of their lives trying to fit in among humankind, so most of them are adept at the skills it takes to blend in.
Shadowy Nature: Tieflings get a +2 to Hide and Move Silently if they are in an area of low light or darkness. In addition, Tieflings can benefit from any skill allowing them to blend in (such as hide, bluff or disguise) even when asleep or incapacitated.
Languages: Native, Lowtongue. Lowtongue is a Shadow Language now, and available as the bonus language for Tieflings.
Bonus Languages: Any
Favored Class: Rogue
Fianna: Unlike most other races, not all Fianna are born as such. Although most are born to Fianna parents, many of them were actually born Human, chosen by the Sidhe (the people of the Fae) for one reason or another.
+2 Wisdom, -2 Intelligence: Willful and flighty, the Fianna inherit some of the Fae mindset.
Noble Pursuits: A Fianna gains 4 additional skill rank and one additional Skill rank that can only be spent in one of the following skills: Appraise, Craft (Any 1), Diplomacy, Handle Animal, Knowledge (Any 1), Navigate, Perform, Profession, Ride, Speak Language. Once the first point is spent on this skill at first level, the skill becomes a permanent class skill, and the additional point must be spent in this skill every level from that point forward. The bonus skill point is subject to the normal rank limits.
Foundation of Tradition: All Fianna are proficient with all Archaic weaponry.
Benefactor: All Fianna gain a bonus Wealth at character creation, as well as a +2 on all Profession checks each level. A Fianna’s wealth can never fall below 1, but cannot take 20 on a Wealth roll if they are at 1.
Taming Wounds: At a young age, all Fianna are taught the song that was gifted to them by the Fae as the warriors of nature, to ensure they’re always prepared for the next battle. Once per day, a Fianna may sing, play or otherwise perform the song. The Fianna and any allies who listen regain one hit point per minute they spend listening to the song, up to a maximum of the listener’s level. Any number Fianna can participate in a single song, increasing the rate of healing by one per performer, although it does not increase the maximum healed. A single character can only benefit from one use of Taming Wounds ability per day.
Languages: Native, Sylvan. Sylvan is NOT a shadow language.
Bonus Languages: Elven, Primordial, Draconic, Human Languages (American, Asian, European). Primordial is a shadow language.