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Majar Racial Traits:
+2 Charisma, +2 Dexterity, -2 Strength
Speed: 30 ft.
Languages: Majar begin play speaking Common and Majar. Those with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Elven, Gnome, Ignan, Terran
See through the Weave: Spell-like Ability, Constant: Detect Magic
Magically Adept: Majar get Magical Aptitude at first level.
Enclave Protector: Majar add +1 to the caster level of any abjuration spells they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level.
Skill Training: Majar have Spellcraft and Use Magic Device as class skills.
Weapon Familiarity: Majar are proficient with Scimitars and Bracer Bows.
Shards of the Past: Some Majar are so in tuned with very fabric of magic, that they live multiple lifetimes. As a result, some of that knowledge travels with them. A Majar with this trait picks two Knowledge skills. She gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the she actually takes. This trait replaces Magically Adept and Skill Training.
Hypnotic Gaze: Every so often, a Majar is born with a subtle pattern in her eyes. Once per day, a Majar can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round. This replaces See through the Weave.
Lightbringer: The Majar believe that there are two sides to magic, the light and the dark. A small percentage of them are born with a greater attunement to light. Those born as such are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). Majar with an Intelligence of 10 or higher, it may use light at will as a spell-like ability. This replaces Enclave Protector.
Illuminated Path: Some Majar are born with the potential to accomplish anything. At 1st level, a Majar with this trait can select an Feat. This replaces Magically Adept and Skill Training.
Shadow Magic: The Majar believe that there are two sides to magic, the light and the dark. A small percentage of them are born with a greater attunement to the dark. These Majar add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Majar with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user's character level. This replaces Enclave Protector.
Swift as Shadows: While most Majar are not comfortable with the dark, some have a natural knack for moving among the shadows. These select few reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. This replaces Magically Adept.
Stalker: Perception and Stealth are always class skills for Majar. This replaces Skill Training.
Shadow Sight: These Majar have Darkvision of 60 feet and are dazzled as long as they remain in an area of bright light. Replaces Low-Light Vision.
Light: Majar attuned to the light have the racial traits: Lightbringer and Illuminated Path.
Dark: Majar with an affinity for shadow have the racial traits: Shadow Magic, Swift as Shadows, Stalker, and Shadow Sight.
Velmoru Racial Traits:
+2 Wisdom, +2 Constitution, -2 Strength
Languages: Velmoru begin play speaking Common and Velmoru. Those with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, Ignan, Merchant Sign, Tengu, and Terran
Ancient Foe-Vermin : As dwellers of the desert, the Velmoru have had many encounters with the giant insects and arachnids that stalk the sands. This has led the Velmoru to develop many techniques to battle them. They gain a +2 Dodge bonus to AC and +2 CMB Grapple vs Vermin.
Healthy: +2 vs Poison and Disease (including Magical).
Natural Armor: Generations of living in the desert have caused the Velmoru’s skin to harden, bordering on a texture similar to that of an exoskeleton. This gives the Velmoru a +1 Natural Armor to AC.
Bonus Feat: Self-Sufficient.
Weapon Training: Two-Bladed Sword and Khopesh.
Silver Tongued: Some Velmoru have a natural gift to talk to others. These Velmoru gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two. This replaces Self-Sufficient.
Scavenger: While a good number of Velmoru are employed as caravan guides and guards. Others go out into the desert to see what they can find, be it for profit or greed. Velmoru gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This replaces Weapon Training.
Resistant: Even though the majority of Velmoru have very strong internal fortitude against physical afflictions, there are some that have particularly strong minds. A Velmoru with this trait gains a +2 racial bonus on saving throws against mind-affecting effects and poison. This replaces the Healthy trait.
Language – Merchant Sign: Developed in times long passed, this unspoken language uses a series of hand gestures to convey messages. While primarily employed by merchants, some highborn have taken to learning it so they can carry on conversations without danger of being overheard.
Dunaux Racial Traits:
+2 Intelligence, +2 Dexterity, -2 Charisma
Darkvision 60 ft
Speed: 30 ft
Languages: Common. Furthermore, Dunaux with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).
Bite: 1d3 Damage
Frenzy: Once per day, whenever a Dunaux takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.
Skill Bonus: +2 to Sense Motive
Skill Training: All Dunaux get Sense Motive is a class skill.
Spell-Like Ability, Lesser (1/day): Detect Thoughts. Caster Level = Character Level.
Bonus Feat: Dunaux get Alertness as a bonus feat.
Toxic Saliva: Dunaux get the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a Dunaux can envenom a weapon that it wields or it’s bite attack with its toxic saliva. Applying venom in this way is a swift action.
The Dunaux are similar to Gnomes in size and weight. The main differences are in skin, eyes, head and hands. Their skin ranges from black to dark blue, their eyes have no pupils and range from red to blue. While their hands only have four fingers, they have no issues manipulating objects.
Swarming: Every so often, some Dunaux can psychically connect to one another in such a way that they fight as one mind, like their ancient ancestors. Up to two Dunaux can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This replaces Frenzy.
Spell-Like Ability, Lesser (1/day): Daze Monster. Caster level = Character level. Replaces Detect Thoughts.
Magehunter: Because of the intense hatred the Dunaux have towards The Night Mage, generations of training have allowed them to perfect techniques to fight arcane casters. Dunaux gain a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. Members of this race only gain this bonus against creatures that use spells, not against those that only use spell-like abilities. This replaces Skill Training and Skill Bonus.
Spell-Like Ability - Light 1/Day
Swim Speed 30
Water Child - +4 to Swim Checks
Water Sense - Blindsense 30 Feet against creatures touching the same body of water.