Ancestries & Races

Stats given are for Pathfinder 2E.

History of the People

Eight primal elements emerged through Sythlia’s creation of physical reality.  Not entirely understood by early mortals, they were called Sun, Air, Fire, Void, Moon, Earth, Water, and Spirit though their namesakes have little to do with the actual element.  Spellcrafters and other scholars of the arcane know this to be a gross oversimplification but cannot deny their presence within everything magical and banal. including living beings.

As Sythlia watched the worlds evolve from stars, the physical body encasing her soul came with a yearning for others like her.  Over the course of a million years, Sythlia witnessed the evolution of creatures (the “evolved”), forced the rapid evolution of others (the “touched”), and be combining various elements in varying ratios, brought into being others (the “created”).

Sythlia touched each of the elements to create the elementals.  Not content with their single-mindedness, Sythlia forced their evolution into the elemental fae.  These proved too mercurial and so Sythlia’s experimentation continued for eons.  From them the elves were created; the adri’il, those of the earth, were first.

Evindale now has a wide variety of creatures that were created, evolved, or otherwise forced into being by Sythlia.  Below are some of these creatures.

Catfolk

As far as other people are typically concerned, thiraf are a troublesome lot.  Their curious nature about the world outside their homeland of Sra Wathra hasn’t diminished since they ventured forth centuries ago.

The thiraf pride themselves on their seafaring culture.  Fearless to travel, thiraf may also be found in any port city trading anything they have found on their way or undertaking missions of adventure that may sate their curious nature.

Though most thiraf are of a chaotic nature and prefer to go with instinct than any social loyalty, some have found their ways toward the path of law.  These lawbound catfolk fulfill society roles as bounty hunters or steadfast leaders and supporters of adventuring teams.

Thiraf (Common Catfolk)

Updated 30 July 2020
Hit Points 8
Size Medium (avg height 5′ 4″ / 163 cm; avg weight 112 lbs / 51 kg)
Age Adolescence, 7; Adult, 15; Middle Age, 35; Old, 53; Venerable, 70; Avg lifespan, 91
Speed 25
Ability Boosts
Charisma
Dexterity
Free
Ability Flaw
Wisdom
Languages
K’kli
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Catfolk
Humanoid
Low-light Vision

Heritages
Pathfinder 2E players should use Catfolk Heritages

Dwarf

Soon after the First Age when Sythlia brought the element of earth to life, the dwarves have been deep within the craggy caverns of the mountains or atop their majestic peaks. Ancient elven legends speak of that time as do the old dwarven histories, but the similarity stops there. According to the elves, dwarves are descended from the first of their kind.  No self-respecting dwarf would agree with this, however.  Their legends state  instead it is they who were the first people.

SpineWarden (Mountain Dwarf)

Dwelling deep within the realm of the undermountain, properly known as Krak Therik and colloquially as The Spine, are the proud Spinewarden dwarves. 

Culturally and traditionally, inhabitants of The Spine can be said to be fiercely nationalistic.  Yet their contributions to metallurgy, medicine, and mining technology are made freely available to any who would seek it.

Only during the early days of their tenure within the undermountain have the dwarves had any sense of enemy, natural predators aside.  Only the most stubborn of these people reference the dwarves’ war with the Slin of the Second Age.  The Slin claim to have been the original inhabitants of the undermountain and it was they who discovered smelting, a process the dwarves have since mastered.

Whatever the case, the Spinewardens are seen as a generous and honorable people, albeit stubborn, and freely teach others their craft.  This, in turn, has caused the dwarves to push ever more toward advancement of new technologies to remain competitive.  Indeed, the advent of firearms in the Fourth Age and airships in the Fifth Age can be attributed to none other than the Spinewardens and their cousins, the Hillsliders.

Hit Points 10
Size Medium (avg height 4′ 2″ / 127 cm; avg weight 140 lbs / 64 kg)
Age Adolescence, 20; Adult, 40; Middle Age, 125; Old, 188; Venerable, 250; Avg lifespan, 350
Speed 20
Ability Boosts
   Constitution
   Wisdom
   Free
Ability Flaw
   Charisma
Languages
   Dwarven
   Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
   Dwarf
   Humanoid
Darkvision

Hillslider (Hill Dwarf)

Dwelling on the surface of mountainous regions, from the foothills to the peaks, reside the affable Hillslider dwarves.  Slightly taller and thinner than their undermountain cousins, the Hillsliders are ostensibly known to be the liasons to those that dwell below.

The reality is while there is a permanent alliance between the Empire of Krak Therik and the Queendom of Fan Guel (“earthy people” in the Hillslider dwarven dialect), the Hillsliders are an independent people and nation quite different than the Spinewardens, sharing almost only their love for their home and constant thirst of innovation in technology.

Hit Points 10
Size Medium (avg height 4′ 5″ / 135 cm; avg weight 148 lbs / 67 kg)
Age Adolescence, 20; Adult, 40; Middle Age, 125; Old, 188; Venerable, 250
Speed 20
Ability Boosts
   Constitution
   Charisma
   Free
Ability Flaw
   Wisdom
Languages
   Dwarven (includes Guelti, the Hillslider dialect)
   Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
   Dwarf
   Humanoid
Darkvision

Elf

The elves are the First People (the “Il”), the elemental fae who were touched by Sythlia’s hand and made autonomous beings.  Each of the eight types of elemental fae were touched by Sythlia and imbued with life and autonomy.

Many ages have passed since the time of the elves and their disdain for other humanoids has passed.

Adri’il (Forest Elf)

The first of the elemental fae imbued with Sythlia’s were those of earth.  Called “feral” by some other elves owing to their seeming lack of higher thinking, the adri’il are known for facial hair, pointed upper and lower canines, matter-of-fact mannerisms, and a penchant for adhering to their baser instincts.

As the most physically powerful of the elves, the adri are often the frontline fighters of Deleran, the traditional home of the elves.

Pathfinder 2E players should use the Woodland Elf  heritage for Adri’il.

Hit Points 8
Size Medium (avg height 5′ 9″ / 175 cm; avg weight 155 lbs / 70 kg)
Age Adolescence, 40; Adult, 75; Middle Age, 150; Old, 240; Venerable, 325; Avg lifespan, 550
Speed 30
Ability Boosts
Strength
Dexterity
Free
Ability Flaw
Intelligence
Languages
Elven
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Low-light Vision

Fayd’il (Void ElF)

As Sythlia forced the evolution of some elemental fae to become elves, some were more of the incorporal elements than others.

The Fayd’il are those born of the Void (el. fahn) and are initially without physical form.  Instead, their kind come into being in the darkened recesses of the spirit realm, quite independent of other creatures that also dwell within.  There, their souls are infused with the powers of the Void’s negative energy and soon after they are “birthed” in the most horrific of fashions: as physical beings that erupt from the corpses of Intelligent undead as if they had been inside the entire time.

Parents of the child know where and when the physical body of their child shall appear, and in what undead creature.  For this reason, Fayd’il families are often seen as ghoulish and hunted down.  For this reason, the Fayd’il are rare.  Even their name is inaccurate for no Fahnir, their name for themselves, would dare suffer be called “From the land of death” as Fayd’il suggests in elven.

Fayd’il often appear as pale versions in skin, eye, and hair color of whatever undead acted as the elf’s chrysalis.

Fayd’il heal from negative energy but are not harmed by positive energy.  Furthermore, the Fayd’il can cast the Chill Touch cantrip as an occult innate spell at will.  A cantrip is heightened to a spell level equal to half your level rounded up.

Hit Points 6
Size Medium (avg height 5′ 9″ / 175 cm; avg weight 152 lbs / 69 kg)
Age Adolescence, 45; Adult, 70; Middle Age, 150; Old, 200; Venerable, 250; Avg lifespan, 300
Speed 30
Ability Boosts
Dexterity
Wisdom
Free
Ability Flaw
Constitution
Languages
Necril
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Darkvision

Lithar’il (Sun Elf)

Small communities of Lithar’il remain in Deleran (notably Lithir Hold to the south), though the race had been slowly dying off for reasons unknown.  Some say it is because the fragile mortal frame cannot withstand the weight of the curse of the Lithar, to be born with all the knowledge of the world.

Lithar children are prodigies but as the child grows, only a minute fraction of that knowledge remains.  Certainly, by the time the Lithar child is able to speak, already much of the knowledge is lost.  As such, many of these precious children were once locked away by officials so their minds can be tapped.  This, certainly, has caused justifiable outrage by the majority of elven communities and the practice has since been forbidden most everywhere save Dra’anan.

Today, Lithar children are encouraged to develop at their own pace and without pressure.  Only recently have others began to take notice that Lithar are aging slower and their population’s number are not dwindling as they once did.

Lithar tend to have brighter hair the color of silver, gold, or a radiant auburn with warm skin colors such as dark olive, brown, tan, or a slight ochre though increasing variations have been noticed over the recent centuries.

Lithar start with two feats of Additional Lore at no additional cost.  The Lores granted by this must be picked at character creation.

Hit Points 6
Size Medium (avg height 5′ 11″ / 180 cm; avg weight 157 lbs / 71 kg)
Age Adolescence, 40; Adult, 75; Middle Age, 150; Old, 240; Venerable, 325; Avg lifespan, 550
Speed 30
Ability Boosts
Wisdom
Charisma
Free
Ability Flaw
Constitution
Languages
Elven
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Low-light vision

Myrad’il (Desert Elf)

It is said these desert elves were created by Sythlia by combining the essence of metallic dragons (who had since evolved from the ancient primordial dreg’n) with the essence of the elf.  Even if this is not true, the Myrad have a distinct sheen to their skin that resembles that of silver, gold, brass, bronze, or copper while their hair is of much darker hue of the same, though variations are known to exist.  Their eyes are often equally bright, though of a different metallic color, and speak of the zeal of life many Myrad’il are known to have.  For this reason, the Desert Elves of Evindale are also known as the Bright Elves.

No Myrad may ever be of evil alignment.

Pathfinder 2E players should use the Desert Elf  heritage for Myrad’il.

Hit Points 6
Size Medium (avg height 5′ 7″ / 170 cm; avg weight 148 lbs / 67 kg)
Age Adolescence, 45; Adult, 100; Middle Age, 175; Old, 263; Venerable, 350; Avg lifespan, 600
Speed 30
Ability Boosts
Constitution
Wisdom
Free
Ability Flaw
Charisma
Languages
Elven
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Low-light Vision

Ryal’il (Aquatic Elf)

Evolved directly from the ancient elemental water fae, Ryal histories suggest it was they who first graced Evindale’s seas and shores.  Their legends recall the appearance of the first Adri after Sythlia’s evolutionary push, a stark contrast to common belief.  It recalls how the Adri walked aimlessly the fiery landscapes of the young world and waited for The Elemental Mother to create more of their kind.

These histories of the First Age exist deep in Ryal archives well beneath the tumultuous waters of the west where many make their home far from the warring people of the landwalkers.  So adverse to the concept of mortal politics, the Ryal have existed almost entirely without notice preferring to command the seas in their own fashion.

At the beginning of the Third Age, however, they and the Thiraf of the Island Nations of Sra Wathra joined forces to battle the rise of an ancient beneath the waves.  The repercussions of that war caused massive tsunamis to erase shorelines and anything on them on the surrounding continents.

Since then, the Ryal and their allies, the Thiraf, have made themselves known to land-based humanoids and have increasingly taken active roles in land-based societies.

Ryal’il can breathe and move underwater with ease.

Hit Points 8
Size Medium (avg height 5′ 9″ / 175 cm; avg weight 140 lbs / 67 kg)
Age Adolescence, 40; Adult, 100; Middle Age, 175; Old, 263; Venerable, 350; Avg lifespan, 600
Speed 30, Swim 30
Ability Boosts
Strength
Dexterity
Free
Ability Flaw
Wisdom
Languages
Aquan
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Darkvision

Sadrath’il (Mutated)

One of Sythlia’s greatest creations was that of her consort, Ævyn, whom she sent as an emissary to the Meeting of the Blade where he was the victim of The First Murder.  As his blood spilled into the ground, a wave of Sythlia’s own murder-tainted divine spirit washed across the universe.  Countless creatures, from insects to dragons to elves, were mutated with this “arcane” magic and became known as the Italti.

By the end of the Second Age, the vast majority of the Italti had died or whose descendants had become something else.  Those descended from the Italti elves became known as the Sadrath.

Today, the Sadrath are known as the officers in the Dranir army under the tyrannical watch of Thri Dri’il.  As such, there is a great distrust of these tall and oddly thin to the point of being seemingly extruded elves.

Masters of the mind and the arcane, the Sadrath are feared and sought for their intelligence.

Pathfinder 2E players should use the Seer Elf  heritage for Sadrath.

Hit Points 6
Size Medium (avg height 6′ 5″ / 196 cm; avg weight 165 lbs / 75 kg)
Age Adolescence, 45; Adult, 100; Middle Age, 250; Old, 263; Venerable, 350; Avg lifespan, 800
Speed 30
Ability Boosts
Dexterity
Intelligence
Free
Ability Flaw
Constitution
Languages
Elven
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Low-light Vision

Slindar’il (Ash Elf)

The smallest of all elves, the Slindar’il are said to make their home on the surface of the mysterious Empire of Slindari, but rumors state the underground population is the most vast of all races combined.  Certainly, none have ever found tunnels leading to or from the Slindari underearth.

Slindar’il are striking in appearance with skin colors ranging the full gamut of the gray spectrum, from charcoal black to ivory pale white and all shades between.  Their hair tends to remain a high gloss black throughout their life, but some Slindar’il have been seen with subtle hues of green, purple, and blue akin to a raven’s wing.

The name Slindar (el. wielder of the course blade) was initially a pejorative used by others to describe these powerful people.  It is said one of their numbers, the one who discovered and mastered smelting, was also the one who killed Ævyn with the first mortal creation: a crude blade of iron.

Since those days, the Slindar have adopted the name and reclaimed it.  In the ancient dialect of these people, they have once referred to themselves as the Othah’il or those of the land under the moon.

Ancient elemental magic from the time before the Dread Meeting flows in Slindar’il veins, protecting them from the more modern variants.  You gain the Call On Ancient Blood reaction.

Hit Points 6
Size Medium (avg height 5′ 4″ / 162 cm; avg weight 141 lbs / 64 kg)
Age Adolescence, 45; Adult, 100; Middle Age, 175; Old, 263; Venerable, 350; Avg lifespan, 600
Speed 30
Ability Boosts
Dexterity
Intelligence
Free
Ability Flaw
Strength
Languages
Elven (Including Slin dialect)
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Darkvision

Theran’il (Farseer Elf)

With wide, almost saucer-like eyes the Theran’il are the most alien-looking of all the elves, matching the Sadrath’il in lack of typical proportions.

While all elves may be found in Deleran, the Theran’il claim no homeland as their population is typically seen in all climates and in all lands.  They are few in number, however.

Pathfinder 2E players should use the Whisper Elf  heritage for Theran’il.

Hit Points 6
Size Medium (avg height 5′ 9″ / 176 cm; avg weight 152 lbs / 69 kg)
Age Adolescence, 45; Adult, 100; Middle Age, 175; Old, 263; Venerable, 350; Avg lifespan, 600
Speed 30
Ability Boosts
Dexterity
Wisdom
Free
Ability Flaw
Charisma
Languages
Elven, Draconic, or Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Low-Light Vision

Vaud’il (Spirit Elf, “The Banished”, “Lifestealers”)

While the Fayd’il are feared and reviled for their repulsive ways, The Banished are outright scorned and hunted.

Like their Void-born cousins, the Vaud’il are not brought into life with a physical form of their own.  Instead, they are birthed as normal but the resulting child has the soul of a Vaud’il.  The original child’s soul is said to be consumed in the process.

Because the child will have the expected appearance of the parent’s ancestry, most do not know of The Banished’s presence until they come of age in adolescence.  Indeed, the child may not know itself until the driving instinctual thirst to consume its first humanoid soul is felt.  Thereafter, the Vaud’il must consume one living soul once per five years or lose their physical form.  As if this abhorrent practice that has caused them to be banished from all lands wasn’t enough, the soul may not even be resurrected.  This, in turn, has caused known Vaud’il to be hunted and killed by any who know of their true identity.

Many Vaud’il hide their secret quinquennial hunger for obvious reasons.  Others embrace it publicly and become powerful zealots of faith, risking being the hunted as they seek to devour powerful enemies of opposing values.

Born with a link to the realm of spirits and therefore all living beings, a Vaud’il may cast Spirit Link once per day as an occult innate spell.

Lastly, no Vaud’il may be of good alignment, though they are not necessarily evil. 

Hit Points 6
Size Medium (avg height 5′ 9″ / 176 cm; avg weight 152 lbs / 69 kg)
Age Adolescence, 45; Adult, 100; Middle Age, 175; Old, 263; Venerable, 350; Avg lifespan, 600
Speed 30
Ability Boosts
Intelligence
Charisma
Free
Ability Flaw
Constitution
Languages
Same as parental ancestry
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Elf
Humanoid
Same as parental ancestry

Gnome

Gnomes represent an enigma to scholars as entire ages had come and gone without any gnome presence in Evindale.  Then over the course of a single 25 year span in the Third Age, these small people matched elves in their population.

Wild rumors concern their existence, explaining they are the reincarnated souls from a fully populated Isle of Evin.  Others postulate gnomes hail from other worlds Sythlia created before the First Age.  Whatever the case, gnomes seem to be here to stay.

Gnome

Hit Points 8
Size Small (avg height 3′ 4″ / 102 cm; avg weight 38 lbs / 17 kg)
Age Adolescence, 20; Adult, 40; Middle Age, 100; Old, 150; Venerable, 200; Avg lifespan, 353
Speed 25
Ability Boosts
Constitution
Charisma
Free
Ability Flaw
Strength
Languages
Gnomish, Sylvan, or Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Gnome
Humanoid
Low-Light Vision

Goblin

Trouble has lurked around every corner in the World of Evindale, but none more so in the lands of Dra’anan where the goblin hordes were tasked with the work of slaves under their Sadrath’il overlords.  Kept ignorant, they were only allowed to ever speak orcish or goblin.  Any who openly showed knowledge of Draconic were immediately slain.

At the end of the Third Age, the Askite Wars in Dra’anan saw a nation-wide slave revolt.  By the tens of thousands, goblins poured out of the wretched barren landscape and into the world beyond much to the dismay of many.

Goblin

Hit Points 6
Size Small (avg height 2′ 7″ / 79 cm; avg weight 28 lbs / 13 kg)
Age Adolescence, 15; Adult, 40; Middle Age, 20; Old, 30; Venerable, 40; Avg lifespan, 50
Speed 25
Ability Boosts
Dexterity
Charisma
Free
Ability Flaw
Wisdom
Languages
Goblin, Sylvan, or Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Gnome
Humanoid
Darkvision

Halfling

Igyrlin (common Halfling)

Called halfling only by humans and their Tirfolk cousins, the folk of the Igyrlin have lived in the eastern hills of Ivari since the Second Age.

Affable, tenacious, and wonderful storytellers, the Igyrlin are a stark contrast to the orcs that live just on the other side of the mountains to the east in the lands of Sta’abri.

Hit Points 6
Size Small (avg height 3′ 0″ / 91 cm; avg weight 33 lbs / 15 kg)
Age Adolescence, 15; Adult, 20; Middle Age, 50; Old, 75; Venerable, 100; Avg lifespan, 152
Speed 25
Ability Boosts
Dexterity
Wisdom
Free
Ability Flaw
Strength
Languages
Regional
Halfling
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Halfling
Humanoid
Low-Light Vision

Tirfolk (Nomadic Halfling)

Smaller than a dwarf and taller than an Igyrlin, a Tirfolk’s lithe frame belies their incredible strength and resilience to the world’s dangers.

Typically seen roaming the vast tundras of Cultrek and the sands of Malech as raiders, the Tirfolk claim territories and hold on to them tenaciously.

Hit Points 6
Size Small (avg height 3′ 5″ / 104 cm; avg weight 50 lbs / 23 kg)
Age Adolescence, 15; Adult, 20; Middle Age, 50; Old, 75; Venerable, 100; Avg lifespan, 152
Speed 25
Ability Boosts
Strength
Constitution
Free
Ability Flaw
Intelligence
Languages
Regional
Halfling
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Halfling
Humanoid
Low-Light Vision

Hobgoblin

During the Second Age, hobgoblins and their goblin kin were separated by force by the Italti god-kings.  Recognizing the strength and military might of their kind, the Italti conscripted the hobgoblins to form their mighty armies.

Since the end of the Italti’s reign over the world, hobgoblins have sworn to never forget their oppressed past.  Faith and magic have little place in hobgoblin society owning to the forced worship of their former arcane-mutated Italti masters.

Any who are raised outside of hobgoblin soceity are often viewed with suspicion, though many have been welcomed with open arms once trust was gained.

Hobgoblin

Hit Points 8
Size Medium
Age Adolescence, 8; Adult, 14; Middle Age, 30; Old, 45; Venerable, 60; Avg lifespan, 70
Speed 25
Ability Boosts
Constitution
Intelligence
Free
Ability Flaw
Wisdom
Languages
Regional
Goblin
Traits
Goblin
Humanoid
Darkvision

Heritages
Pathfinder 2E players should use Hobgoblin Heritages.

Human

Sythlia’s experimentation with living beings, whether purposeful or “Her Plan” of evolution, seems to have been endless combinations of binding souls to the elements.  The elves were certainly the first truly sentient and autonomous humanoids of Sythlia’s gift of forced evolution from the elemental fae, but it was from the raw elements themselves and her own life force that the group of beings known as “humans” came to be.

Klane (Common Human)

It is said klane were created from all the elements by Sythlia as her final act before sequestering herself to the Isle of Evin.  They are the last of Sythlia’s direct creations and owing to their origins of all elements, they are also the most adaptable to the varied climes of the world.

Klane have the widest variety of appearances of all of Sythlia’s created, with a wondrous variety of heights and weights and an equally wide variety of skin, hair, and eye colors; hair types and other phenotypical variances that differ quite a bit from region to region.

Hit Points 8
Size Medium (avg height 5′ 6″ / 168 cm; avg weight 158 lbs / 72 kg)
Age Adolescence, 9; Adult, 15; Middle Age, 35; Old, 53; Venerable, 70; Avg lifespan, 81
Speed 25
Ability Boosts
Two free
Ability Flaw
None
Languages
Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Human
Humanoid
Normal Vision

Heritages
Pathfinder 2E players should use Human Heritages.

Planar Scions

Due to the complete and balanced elemental nature of humans, beings of the other physical planes started to notice these mortals.  Born then were the planar scions, the children of those humans who mated with beings from other Sythlian dimensions.

Aryosi (Sun)

Hit Points 6
Size Medium (avg height 5′ 9″ / 175 cm; avg weight 103 lbs / 47 kg)
Age Adolescence, 12; Adult, 15; Middle Age, 150; Old, 200; Venerable, 250; Avg lifespan, 554
Speed 25
Ability Boosts
Strength
Charisma
Free
Ability Flaw
Intelligence
Languages
Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Planar Scion
Humanoid
Low-Light Vision

Fetchling (Moon)

Descended from humans and shadowfolk from the Umbra, the Plane of Shadow.

Hit Points 6
Size Medium (avg height 5′ 10″ / 178 cm; avg weight 106 lbs / 48 kg)
Age Adolescence, 13; Adult, 20; Middle Age, 62; Old, 93; Venerable, 125; Avg lifespan, 156
Speed 25
Ability Boosts
Dexterity
Charisma
Free
Ability Flaw
Wisdom
Languages
Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Planar Scion
Humanoid
Darkvision

Copyright Notice – The above is heavily influenced by the following copyright
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Ifrit (Fire)

Descended from mortals and efreet from the Plane of Fire.

Hit Points 8
Size Medium (avg height 5′ 10″ / 178 cm; avg weight 155 lbs / 70 kg)
Age Adolescence, 40; Adult, 60; Middle Age, 150; Old, 200; Venerable, 250; Avg lifespan, 91
Speed 25
Ability Boosts
Dexterity
Charisma
Free
Ability Flaw
Wisdom
Languages
Ignan, Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Planar Scion
Humanoid
Darkvision

Copyright Notice – The above is heavily influenced by the following copyright
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Korvad’an (Spirit)

Hit Points 6
Size Medium (avg height 5′ 6″ / 168 cm; avg weight 130 lbs / 59 kg)
Age Adolescence, 12; Adult, 20; Middle Age, 62; Old, 93; Venerable, 125; Avg lifespan, 156
Speed 25
Ability Boosts
Intelligence
Wisdom
Free
Ability Flaw
Strength
Languages
Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Planar Scion
Humanoid
Normal Vision

Oread (Earth)

Descended from humans and shaitans from the Plane of Earth.

Hit Points 6
Size Medium (avg height 5′ 6″ / 168 cm; avg weight 130 lbs / 59 kg)
Age Adolescence, 40; Adult, 60; Middle Age, 150; Old, 200; Venerable, 250; Avg lifespan, 553
Speed 20
Ability Boosts
Strength
Wisdom
Free
Ability Flaw
Charisma
Languages
Terran, Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Planar Scion
Humanoid
Darkvision

Copyright Notice – The above is heavily influenced by the following copyright
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Duskwalker

On rare occasions, mortals are given a second chance in life by the Lord of the Spirit Realm, Fayer.  They are born spontaneously in the form of an 8 year old human child and appear in a place dedicated to Fayer such as a cemetery or temple, with a simple robe or white, and a small satchel of food and water.

As they mature, their appearance is usually a grayer or slightly monotone version of their former life.

Hit Points 6
Size Medium (avg height 5′ 6″ / 168 cm; avg weight 130 lbs / 59 kg)
Age Adolescence, 40; Adult, 60; Middle Age, 150; Old, 200; Venerable, 250; Avg lifespan, 553
Speed 25
Ability Boosts
Dexterity
Wisdom
Free
Ability Flaw
Constitution
Languages
Necril; Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Planar Scion
Humanoid
Darkvision

Copyright Notice  – The above is heavily influenced by the following copyright
Pathfinder Roleplaying Game Planar Adventures © 2018, Paizo Inc.; Authors: Robert Brookes, John Compton, Paris Crenshaw, Eleanor Ferron, Thurston Hillman, James Jacobs, Isabelle Lee, Lyz Liddell, Ron Lundeen, Joe Pasini, Lacy Pellazar, Jessica Price, Mark Seifter, F. Wesley Schneider, Todd Stewart, James L. Sutter, and Linda Zayas-Palmer.

Sylph (Air)

Descended from humans and djinn from the Plane of Air.

Hit Points 6
Size Medium (avg height 5′ 10″ / 178 cm; avg weight 145 lbs / 66 kg)
Age Adolescence, 30; Adult, 60; Middle Age, 150; Old, 200; Venerable, 250; Avg lifespan, 554
Speed 25
Ability Boosts
Dexterity
Intelligence
Free
Ability Flaw
Constitution
Languages
Auran, Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Planar Scion
Humanoid
Darkvision

Copyright Notice – The above is heavily influenced by the following copyright
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Tiefling

Descended from humans and the Plane of the Hells

Hit Points 8
Size Medium (avg height 5′ 6″ / 168 cm; avg weight 103 lbs / 47 kg)
Age Adolescence, 10; Adult, 20; Middle Age, 35; Old, 53; Venerable, 70; Avg lifespan, 81
Speed 30
Ability Boosts
Dexterity
Intelligence
Free
Ability Flaw
Charisma
Languages
Abyssal or Infernal; Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Planar Scion
Humanoid
Darkvision

Copyright Notice – The above is heavily influenced by the following copyright
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Undine (Water)

Descended from humans and marids from the Plane of Water.

Hit Points 6
Size Medium (avg height 5′ 10″ / 178 cm; avg weight 145 lbs / 66 kg)
Age Adolescence, 30; Adult, 60; Middle Age, 150; Old, 200; Venerable, 250; Avg lifespan, 554
Speed 25
Ability Boosts
Dexterity
Wisdom
Free
Ability Flaw
Strength
Languages
Aquan, Regional
Additional languages equal to your Intelligence modifier (if it’s positive)
Traits
Planar Scion
Humanoid
Darkvision

Copyright Notice – The above is heavily influenced by the following copyright
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.

Kobold

Kobold

Hit Points 6
Size Small
Age Adolescence, 8; Adult, 14; Middle Age, 30; Old, 45; Venerable, 60; Avg lifespan, 70
Speed 25
Ability Boosts
Dexterity
Charisma
Free
Ability Flaw
Constitution
Languages
Regional
Draconic
Traits
Uncommon
Humanoid
Kobold
Low-Light Vision

Heritages
Pathfinder 2E players should use Kobold Heritages.

Leshy

Leshy

Hit Points 8
Size Small
Age Adolescence, 8; Adult, 14; Middle Age, 30; Old, 45; Venerable, 60; Avg lifespan, 70
Speed 25
Ability Boosts
Constitution
Wisdom
Free
Ability Flaw
Intelligence
Languages
Regional
Sylvan
Traits
Uncommon
Leshy
Plant
Low-Light Vision

Heritages
Pathfinder 2E players should use Leshy Heritages.

Lizardfolk

Iruxi (Lizardfolk)

Hit Points 8
Size Medium
Age Adolescence, 8; Adult, 14; Middle Age, 30; Old, 45; Venerable, 60; Avg lifespan, 70
Speed 25
Ability Boosts
Strength
Wisdom
Free
Ability Flaw
Intelligence
Languages
Regional
Iruxi
Traits
Uncommon
Humanoid
Lizardfolk
Low-Light Vision

Heritages
Pathfinder 2E players should use Lizardfolk Heritages

Tengu

Tengu

Hit Points 6
Size Medium
Age Adolescence, 8; Adult, 14; Middle Age, 30; Old, 45; Venerable, 60; Avg lifespan, 70
Speed 25
Ability Boosts
Dexterity
Free
Ability Flaw
None
Languages
Regional
Tengu
Traits
Uncommon
Humanoid
Tengu
Low-Light Vision

Heritages
Pathfinder 2E players should use Tengu Heritages

Live now! Click to watch!
CURRENTLY OFFLINE
Skip to toolbar