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Darkling
Descended from goblins on the Shadow Plane, darklings are creatures of shadow and spite. Infused with the essence of the Shadow Plane and possessing goblin blood commingled with that of the Shadow Plane's natives, darklings have developed traits and abilities that complement their native plane's bleak and colorless terrain. Though most darklings treat the Shadow Plane as home, they are creatures of insatiable curiosity and often travel the planes to see new sights or spread terror.
Physical Description: Darklings are short, ugly humanoids that stand just over 3 feet tall. Their scrawny bodies are topped with oversized and usually hairless heads with massive ears and milky white or yellow eyes. Darkling's skin tones are grey or black. Their voracious appetites are served well by their huge mouths filled with jagged teeth. A look of manic depravity is often glimpsed in their eyes.
Society: Darklings on the Material Plane rarely create their own settlements and holdings, Instead, they live on the fringes of the land where they were born or choose to settle. Darklings have no organized society of their own, and few have ever seen one. Whether this is because they are few in numbers or simply hard to spot, has yet to be determined.
Relations: Darklings tend to view other beings as sources of food or entertainment, which makes for poor relations with most civilized races. Darklings often survive on the fringes of civilization, preying on weak or lost travelers and raiding small settlements to fuel their voracious appetites. Darklings are cruel and mischievous, and they're not unknown to torture captives for their own amusement.
Alignment and Religion: Darklings are destructive and mischievous by nature, and thus most are neutral or evil. When they bother to worship, Darklings primarily follow Calistria, Zon-Kuthon, Norgorber, or Lamashtu.
Adventurers: Darklings rarely integrate into mortal societies. Their cruel and destructive nature makes interacting with civilized races almost impossible, so Darklings tend to adventure on the fringes of civilization or in the wilds. Darklings are often ninjas, rogues, or sorcerers.
Male Names: Athag, Burguth, Darkfang, Hathas, Llart, Momunth, Soma, Swyft
Female names: A'thet, Geedhra, Glom, Luchria, Masal, Sekla, Tansu, Vesile
Darkling Racial Traits
+2 Dexterity, +2 Intelligence, -2 Strength: Darklings are fast and disarmingly cunning, but physically weak.
Native Outsider: Darklings are outsiders with the native subtype.
Goblin Blood: Darklings also count as goblins for any effect relating to race, or for qualifying for feats or other abilities.
Small: Darklings are Small creatures and 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..
Fast: Darklings are fast for their size, and have a base speed of 30 feet.
Darkvision: Darklings can see in the dark up to 60 feet.
Shadow Resistance: Darklings gain cold resistance 5 and electricity resistance 5.
Shadow Blending (Su): Attacks made against darklings while they are within areas of di mlight have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance.
Shadow Stalker: Darklings are incredibly sneaky and gain a +2 racial bonus on Stealth checks. This stacks with the +4 bonus for their size. Additionally, Perception and Stealth are always class skills for darklings.
Dissolution's Child (Su): Once per day, darklings can change their appearance to look as if it were little more than a 4-foot-tall area of shadow. Its physical form still exists and it is not incorporeal – only its appearance changes. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds).
Light Sensitivity: Darklings are dazzled as long as they remain in an area of bright light.
Languages: Darklings begin play speaking Goblin. Darklings with high Intelligence scores can choose from the following: Abyssal, Common, Draconic, and Infernal.
Favored Class Options
The following options are available to all darklings who have the favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Ninja: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
Rogue: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
Sorcerer: Add +½ to either cold or electricity resistance (maximum resistance 10 for either type).
Witch: The witch’s familiar gains resistance 1 against cold or electricity. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.
Wizard: Add one spell from the wizard spell list to wizard’s spellbook. The spell must be at or below the highest level he can cast and be of the illusion (shadow) subschool or have the darkness descriptor.

Orr'uk
Orr'uks are the fearsome result of engineered breeding between orcs and fiends. Passingly similar to their fiendish-orc cousins called Tanarukks, Orr'uks are not the incidental offspring of a fiend/orc coupling, but specifically bred to serve as shock troops for the Blood War.
Orr'uks are aggressive, callous, and domineering. Bullies by nature, they respect strength and power as the highest virtues. On an almost instinctive level, orcs believe they are entitled to anything they want unless someone stronger can stop them from seizing it. Surrounded at all times by bitter enemies, orr'uks cultivate an attitude of indifference to pain, vicious tempers, and a fierce willingness to commit unspeakable acts of vengeance against anyone who dares to defy them.
Physical Description: Powerfully built, orr'uks typically stand just a few inches taller than most humans but have much greater muscle mass, their broad shoulders and thick, brawny hips often giving them a slightly lurching gait. They typically have dull grey, red, or black skin, coarse dark hair, beady red eyes, and protruding, tusklike teeth. Orr'uks consider scars a mark of distinction and frequently use them as a form of body art. It's not uncommon to see an orr'uk covered from head to toe with scarification.
Society: There are no known orr'uk societies, but they are commonly found living amongst orcs, fiends, or tieflings. When attempting to integrate into another society, it's not uncommon for them to vie for leadership, challenging the current leader to mortal combat. While more powerful and intimidating than most, orr'uks sometimes make this mistake among fiends, and end up dead.
Relations: Orr'uks admire strength above all things. Even members of enemy races can sometimes win an orr'uk’s grudging respect, or at least tolerance, if they break his nose enough times.
Orr'uks tend to look at most races as something to be conquered or eaten, so very few beings get on well with them, save fiends, orcs, and tieflings. However, orr'uks tend to consider themselves superior to most other races, so even if they get along well with others, it may not be long until they try to subjugate them.
Alignment and Religion: Orr'uks have few redeeming qualities. Most are violent, cruel, and selfish. Concepts such as honor, loyalty, or compassion usually strike them as odd character flaws that tend to afflict members of the weaker races. Orr'uks are typically not just evil, but chaotic to boot, though those with greater self-control may gravitate toward lawful evil. However, there have been known to be the occasional neutral or even good orr'uk, though they're often killed off at an early age so they don't weaken the gene pool. Orr'uks tend to consider themselves superior to most other beings, and rarely pray to another, so gods are rare amongst most orr'uks. However, some have known to put their faith in the Orc pantheon, demon lords, or gods of chaos, destruction, or fire.
Adventurers: Orr'uks are often on the move, looking for their next conquest. Some settle in societies or tribes, usually leaving their tribes only after losing out in a power struggle. Facing humiliation, slavery, or even death at the hands of their own kind, they opt instead to live and work with members of other races. Orr'uks who fail to rein in their tempers and the instinctive drive to dominate rarely last long once they strike out on their own. Though orr'uks who do manage to get by in other societies often enjoy the luxuries and comforts these societies can deliver, they still tend to dream of returning home, seizing power, and taking revenge.
Male Names: Akroth, Carruth, Felzak, Kru'umsh, Mordok, Rektar, Torruk
Female names: Durrak, Grik, Ilyat, Krugga, Oltyn, Trisgrak
+2 Strength, +2 Constitution, -2 Wisdom: Orr'uks are physically strong and sturdily built, but often act rash and impulsive due to their arrogance.
Native Outsider: Orr'uks are outsiders with the native subtype.
Orc Blood: Orr'uks count as both Native Outsiders and orcs for any effect, feat, or other trait related to race.
Medium: Orr'uks are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Orr'uks have a base speed of 30 feet.
Darkvision: Orr'uks can see in the dark up to 60 feet.
Bull's Strength: Orr'uks can use bull's strength as a spell-like ability 1/day. The caster level of the spell is equal to the user's character level.
Fiendish Resistance: Orr'uks gain cold resistance 5, electricity resistance 5, fire resistance 5.
Fiendish Hide: Orr'uks have a natural Armor Class bonus of +1.
Fiendish Sorcery: If a member of this race is a sorcerer with the Abyssal or Infernal bloodline, it treats its caster level as 1 higher when casting bonus spells and bloodline powers. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
Elemental Assault (Su): 1/day as a swift action, an orr'uk can shroud it's arms in infernal flames. Unarmed strikes with its elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The orr'uk may end the effect early as a free action.
Bite: Orr'uks have a natural bite attack, dealing 1d6 damage. The bite is a primary attack, or a secondary attack if the orr'uk is wielding manufactured weapons.
Weapon Familiarity: Orr'uks are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapn.
Languages: Orr'uks begin play speaking Orcish and either Abyssal or Infernal. Orr'uks with high Intelligence scores can choose from the following: Abyssal, Common, Draconic, Goblin, and Infernal.
Favored Class Options
The following options are available to all orr'uks who have the favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Alchemist: Add +½ to the alchemist's bomb damage.
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Druid: Add +1/2 to the damage dealt by the druid’s animal companion’s natural attacks.
Fighter: Add +2 to the fighter’s Constitution score for the purpose of determining when he dies from negative hit points.
Rogue: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
Sorcerer: Add +1/2 to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses.
Witch: The witch’s familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.

Here are some of the races that I mentioned. All were put together with the Advanced Race Guide method, though I had to kind of fudge things with the bariaur, since the ARG says that all quadrupeds are supposed to be Large (and bariaurs are medium).
Also, this bariaur is based on the one presented in Planar Handbook. When I get a chance, I plan to also make a "classic" bariaur, as another option.
I still have several races that I've been working on that just need to be typed up, so I'll come back to this soon. Here are: Bariaur, Githzerai, and Goblynar'ri.
Bariaur
Native to the rolling hills and woods of Ysgard, the centaur-like bariaurs wander the lands in search of evil. When a vile foe is located, the bariaurs charge into glorious battle.
Physical Description: Standing roughly half a foot taller than a human, a bariaur resembles a centaur. Its lower body is that of a ram, with sleek brown or golden fur and cloven hooves. Its upper body is humanlike, powerfully muscled and sporting a pair of ramlike horns atop its head. The skin of a bariaur ranges in color from pale tan to deep nut-brown. The typical male weighs nearly 300 pounds, with females about 40 pounds lighter. The average bariaur reaches adulthood at about the same age as a half-elf, and the eldest members of the race live to well over 200 years of age.
Society: To those unfamiliar with them, bariaurs appear carefree or even irresponsible, but this behavior is merely the outward sign of their wanderlust. They rarely remain in one place for long, preferring a life of travel to sedentary existence. When evil rears its ugly head, this carefree demeanor disappears, replaced by single-minded pursuit of that which endangers good folk of the area.
Relations: Bariaur are social and outgoing, though not foolishly trusting. They get along well with elves, gnomes, halflings, and wildren, as well as aasimars who aren't too strict in their outlook. They grudgingly accept dwarves as allies against evil. Halfbreeds, such as half-elves and half-orcs, are objects of curiosity to bariaurs. They are moderately suspicious of races with heritages tied to planes of evil or shadow, including tieflings and shadowswyfts, but they prefer to take a positive outlook about individuals until proven wrong.
Alignment and Religion: As creatures who value freedom, most bariaurs are chaotic good in alignment. Some more settled bariaurs tend toward neutrality in their approach to good, while a few stray from pure good toward neutrality. Evil bariaurs are extremely rare and always shunned from the flock.
Bariaurs revere Cayden Cailean, god of freedom and bravery, more than most other deities. Some venerate Gozreh, deity of nature, or Sarenrae, goddess of the sun.
Adventurers: The Bariaur's wanderlust makes him an ideal adventurer. Though leaving the flock can be a difficult decision, a young bariaur who seeks to take the fight to the evil creatures of the multiverse fits in well with most adventuring groups. Bariaurs frequently follow the path of the ranger, though bariaur fighters and barbarians are also common.
Male Names: Bex, Hul, Jek, Menok, Ril, Wyk.
Female names: Daeth, Hysh, Saph, Tyth, Vash.
Flock Names: Cloverfield, Dalewatcher, Hillwalker, Woodstrider.
Bariaur Racial Traits
+2 Strength, +2 Wisdom, -2 Dexterity: Bariaurs are strong and focused, but they often move awkwardly.
Native Outsider: Bariaurs are outsiders with the native subtype.
Medium: Bariaurs are Medium creatures and have no bonuses or penalties due to their size.
Fast Speed: Bariaurs have a base speed of 40 feet.
Darkvision: Bariaurs see in the dark for up to 60 feet.
Keen Senses: Bariaurs gain a +2 racial bonus on Perception checks.
Quadruped: As quadrupeds, bariaurs gain a +4 racial bonus to CMD against trip attempts. They must wear barding (usually made of studded leather) instead of normal armor and cannot wear boots designed for humanoids.
Powerful Charge: A charging bariaur can make a single ram attack that deals bludgeoning damage equal to 2d6 + 1 - ½ times the bariaurs Strength bonus.
Fearless: Bariaur gain a +2 racial bonus on all saving throws against fear effects.
Stubborn: Bariaur gain a +2 racial bonus on Will saving throws to resist spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, if a bariaur fails such a save, it receives another save 1 round later to prematurely end the effect (assuming the spell or spell-like ability has a duration greater than 1 round). This second save is made at the same DC as the first. If the bariaur has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the other on the second round if the first reroll ability fails.
Spell Resistance, Greater: Bariaur gain spell resistance equal to 11 + their character level.
Languages: Bariaur begin play speaking Celestial and Common. Those with high Intelligence scores can choose from the following: Abyssal, Elven, Gnome, Halfling, Infernal, and Sylvan.
Favored Class Options
The following options are available to all bariaurs who have the favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Fighter: Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
Druid: Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds + ½ to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
Ranger: Add +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Githzerai
Thousands of years ago, the githyanki and the githzerai comprised a single humanoid race held in thrall by the dreaded mind flayers. After the mythic hero Gith led the race to freedom from their illithid masters, the ancient gith divided into the two rival races they have been ever since. While the githyanki pursued a path of cruel aggression, martial power, and arcane might, the githzerai turned their attention to the mysteries of the inner self and became a race of ascetics who harness the power of the inner self and became a race of ascetics who harness the power of the mind and the spirit. They travel far and wide across the planes, opposing the sinister plots of both mind flayers and their own githyanki kin.
Physical Description: Githzerai closely resemble githyanki. Like their kin, they are tall, gaunt humanoids averaging a little over 6 feet tall and typically weighing around 160 pounds. They have rough, yellow skin and russet hair, although they habitually shave their heads. Their noses are almost flat, their eyes are dull yellow or grey, and their ears are pointed. Githzerai favor drab robes and avoid ostentatious dress.
Society: Githzerai rarely use two words when one will do. They tend to be cynical and suspicious, and they generally expect the worst in people. Githzerai don't waste time on fools, and are rarely moved to help those unprepared to help themselves. They are pragmatic to a fault, slow to give trust, and cautious in their dealings with others.
Most githzerai live within self-contained, fortresslike monasteries hidden deep in the swirling chaos of Limbo. While disorder rules outside, stability holds sway inside. Each monastery is ultimately under the control of a sensei, and follows a strict schedule of chants, meals, martial arts training, and devotions, according to a particular sensei's philosophy. Githzerai males and females may be found in almost any role or class.
Relations: Unlike githyanki, githzerai are not particularly contemptuous of Material Plane races and rarely trouble Material Plane inhabitants. They simply view material Plane folk as irrelevant and don't waste much time on them. Those Material Plane natives who demonstrate discipline, resolve, and an understanding of the planes are given the respect their abilities merit.
While githzerai are usually calm and disciplined in their conduct, they feel nothing but cold, purposeful hatred for githyanki and mind flayers. They also have a bitter rivalry with the slaadi; despite that, the two races cooperate sometimes when faced with a common danger.
Alignment and Religion: Githzerai tend to be pragmatic and self-serving, but they are not malicious and do not look to get ahead at the expense of others. Most are neutral with respect to good or evil.
Githzerai are not particularly religious and rarely venerate any deity. Instead they seek enlightenment within their own minds. They revere the immortal wizard-king of their own race, but they do not worship him and do not gain divine spells from their reverence.
Adventurers: Githzerai are self-sufficient and form few attachments to home or family. As a result, many are noted wanderers who need little reason to set off on journeys across the planes. To a githzerai, the physical journey is a metaphor for the inner one, and many adventurers are content to pass year after year in remote Material Plane lands.
Names: Githzerai do not place much important on family or clan, preferring to organize their society by merit. They have developed a wealth of traditional titles and ranks that are awarded to individuals as they become warranted, and they refer to one another by simple names in daily life.
Titles: Zerth, Ur-zerth, Fell Hand, Master of Elements, Planewalker, Swordthane, Spellthane, Rrathmanl, Storvakal.
Male Names: Dak, Duurth, Ferzth, Greth, Hurm, Kalla, Muurg, Nurm, Shrakk.
Female names: Adaka, Adeya, Ella, Ezhelya, Immilzin, Izera, Uweya.
Githzerai Racial Traits
+2 Dexterity, +2 Wisdom, -2 Intelligence: Githzerai are quick and agile, and they trust intuition more than logic.
Native Outsider: Githzerai are outsiders with the native subtype.
Medium: Githzerai are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Githzerai have a base speed of 30 feet.
Darkvision: Githzerai see in the dark for up to 60 feet.
Psionics (Sp): 1/day – daze, feather fall, shatter. Upon advancing to 11th character level, a githzerai can use plane shift 1/day (self only) as a spell-like ability. The caster level for these effects is equal to the user's character level.
Inertial Armor (Sp): Githzerai can use psychic force to block an enemy's blows. This gives them a +4 armor bonus as long as they remain conscious.
Spell Resistance (Ex): Githzerai gain spell resistance equal to 6+ their character level.
Languages: Githzerai begin play speaking Gith and Common. Githzerai with high Intelligence scores can choose from the following: Abyssal, Celestial, Draconic, Infernal, Slaad.
Favored Class Options
The following options are available to all githzerai who have the favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Barbarian: Add +1 to the barbarian's total number of rage rounds per day.
Fighter: Add +1 to the fighter's CMD when resisting a bull rush or trip.
Monk: Add +1 to the monk's CMD when resisting a grapple and +½ to the number of stunning attacks he can attempt per day.
Oracle: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Samurai: Add +½ to the Samurai's bonus to damage against targets of his challenge.******
Goblynar'ri
Goblynar'ri are the result of goblins mixing with fiends. Some say they came about as goblins turned to demons for an edge in the Orc-Goblin war in Acheron. Others suspect that they were bred by demons just to cause even more chaos amongst the planes. Either way, goblynar'ri are a terror to behold, mixing the worst traits of both goblins and fiends. Worse yet, not only do they have the innate ability to
magically control fire, but they can even be healed by flames.
Look out worlds, the goblynar'ri are here.
Physical Description: Goblynar'ri are short, ugly humanoids that stand just over 3 feet tall. Their scrawny bodies are topped with oversized and usually hairless heads with massive ears and beady red or occasionally yellow eyes. Goblynar'ri skin tones are typically reddish, though black and even pale white goblynar'ri have been sighted. Their voracious appetites are served well by their huge mouths filled with jagged teeth. A look of manic depravity is often glimpsed in their eyes.
Society: Goblynar'ri on the Material Plane rarely create their own settlements and holdings, Instead, they live on the fringes of the land where they were born or choose to settle. Goblin tribes are typically more than welcoming to a goblynar'ri, and usually make them chieftain, but they also fear them. Goblynar'ri are cruel and sadistic, even by goblin standards.
On the planes, goblynar'ri are commonly found serving as fodder for the Blood War, or stirring up mayhem elsewhere. It's not uncommon to find them in the company of fiends, tieflings, goblins, or other goblynar'ri.
Relations: Goblynar'ri tend to view other beings as sources of food or kindling, which makes for poor relations with most civilized races. Goblynar'ri often survive on the fringes of civilization, preying on weak or lost travelers and raiding small settlements to fuel their voracious appetites. They have a special animosity toward gnomes, and celebrate the capturing or killing of such victims with a feast. Of the most common races, tieflings are the most tolerant of goblynar'ri, sharing a similar ancestry and experiencing the same hatred within many societies. Goblynar'ri are mostly unaware of tiefling's sympathy, however, and avoid them because they are larger, meaner, and less flavorful than other humanoids.
Alignment and Religion: Goblynar'ri are greedy, capricious, and destructive by nature, and thus most are neutral or chaotic evil. When they bother to worship, goblynar'ri primarily follow Zarongel, and to a lesser extent, the other three barghest hero-gods, Hadregash, Venkelvore, Zogmugot.
Adventurers: Goblynar'ri rarely integrate into mortal societies. Their cruel and destructive nature makes interacting with civilized races almost impossible, so goblynar'ri tend to adventure on the fringes of civilization or in the wilds. Adventurous individuals who survive long enough often ride fiendish goblin dogs or other exotic mounts, and focus on archery to avoid close confrontation with larger enemies. Goblynar'ri spellcasters prefer fire magic and bombs over almost all other methods of spreading mayhem.
Male Names: Arak, Bloodgaggle, Boorgub, B'vardin, Firetooth, Grung, Haluk, Malgrim, Mevlut, Rotface, Turgut
Female names: A'fet, Geedra, Gom, Hoglob, Huri, Luckums, Masal, Sekla, Tansu, Vesile
Goblynar'ri Racial Traits
+2 Dexterity, +2 Intelligence, -2 Strength: Goblynar'ri are fast and surprisingly cunning, but physically weak.
Native Outsider: Goblynar'ri are outsiders with the native subtype.
Goblin Blood: Goblynar'ri also count as goblins for any effect relating to race, or for qualifying for feats or other abilities.
Small: Goblynar'ri are Small creatures and 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..
Fast: Goblynar'ri are fast for their size, and have a base speed of 30 feet.
Darkvision: Goblynar'ri can see in the dark up to 60 feet.
Fiendish Resistance: Goblynar'ri gain cold resistance 5, electricity resistance 5, and fire resistance 5.
Fire in the Blood: Goblynar'ri gain fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage overcomes their fire resistance). Goblynar'ri can heal up to 2 hit points per level per day with this ability, after which it ceases to function for the rest of the day.
Pyromaniac: Goblynar'ri are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give Goblynar'ri early access to level-based powers; it only affects powers that they could already use without this trait.
If a Goblynar'ri has a Charisma score of 11 or higher, it also gains the following spell-like abilities: 1/day – dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to the user's character level.
Languages: Goblynar'ri begin play speaking Goblin and either Abyssal or Infernal. Goblynar'ri with high Intelligence scores can choose from the following: Abyssal, Common, Draconic, Infernal, and Orc.
Favored Class Options
The following options are available to all goblynar'ri who have the favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
Alchemist: Add +½ to the alchemist's bomb damage.
Barbarian: Add +½ on critical hit confirmation rolls for attacks made with unarmed strikes or natural weapons (maximum bonus of +4). This bonus does not stack with Critical Focus.
Druid: Add a +1 bonus on wild empathy checks made to improve the attitude of fiendish animals.
Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Oracle: Add +1 on concentration checks made when casting spells with the fire descriptor.
Rogue: Add +1/2 to sneak attack damage dealt to creatures with the outsider type.
Sorcerer: Add +1/2 to the number of times per day a sorcerer can use the corrupting touch infernal bloodline power, or +1 to the total number of rounds per day the sorcerer can use the claws abyssal bloodline power. The sorcerer must possess the applicable power to select these bonuses.
Witch: The witch’s familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces her familiar, the new familiar has these resistances.
Also, I've been working on some new races (planetouched elves, goblins, and orcs), as well as converting some of the classic Planescape races. I'll post those up as well once they're all finished.

Drejk wrote: For factions the, er, factions, schools and guild rules could be used. Drejk, that was a simplistically beautiful idea. I've spent the last few days converting all of the Planescape factions to the Faction rules presented in Faction Guide. I'm making some decent headway, and I expect to be finished with most, if not all, within the week.
I'm using this as the foundation for the Factions, but I'm also incorporating some new mechanics which I'm working on. The mechanics in Faction Guide track your status within the faction by using Prestige Award - TPA (Total Prestige Award) and CPA (Current Prestige Award. I'm using the same, but I'm also incorporating a mechanic that I think I'm going to call Belief Points or Philosophy Points, which tracks how well you embody the spirit of your faction philosophy. As you gain these points, you'll gain access to powers representative of your actual faction philosophy (Doomguard will wield entropic effects, Dustmen will gain the abilities of the undead, Athar will be able to weaken and destroy divine beings, etc.).
In short, you'll be able to get the abilities of, or similar to, the Planescape faction prestige classes from 3e, but without taking levels in a prestige class. There will be an ability tree that you can choose your abilities from based on how many Belief Points (or whatever it ends up called) you have, so that two characters of the same faction may not necessarily have the same abilities granted by embodying their philosophy.
I HATED that in 3e you had to take levels in a prestige class in order to be a faction member, when in 2e it was just a kit.
Now, I've adapted and converted abilities from several existing sources, and some of the original sources relied upon Charisma for powering the ability (daily usage, save DCs, etc.). I kind of feel like Wisdom may be more appropriate for these abilities, as they're gained from understanding and embodying your philosophy, but I'm open to suggestion. This will make more sense once I finish what I"m working on and post the factions...
I still have quite a bit of work on these ahead of me, but will be trying to finish them ASAP. Any opinions, suggestions, or general feedback at this stage that may help the process would be appreciated.
Thanks to everyone else that's been working on converting Planescape! I've missed this setting, and I can't wait to run a Planescape campaign for Pathfinder.

Alfray Stryke wrote:
I'd suggest your version of weapon expertise apply to a chosen type of firearm instead of a chosen firearm, thus allowing a gun soul who dual wields to quick draw both of his pistols/revolvers/whatever.
That's actually what I was going for, but I could have chosen my wording better. I'll update that soon. Thank you.
Alfray Stryke wrote: Guns of My Father I don't particularly like as in some campaigns it may be bit immersion breaking for a character to suddenly swap guns, also he has the gunsmithing feat, he can upgrade his firearm to masterwork for 300 gp. The brutal property may have functioned well in D&D 4e, but I don't think it'll work that well in PF, I'd suggest simply just giving the gun soul Dex to damage with his chosen type of firearm at 8th level. Agreed. After I had posted this, I realized that the chances of an 8th level character having still not upgraded it to a masterwork for only 300gp would be pretty slim. I had considered making it a +1 weapon, and possibly giving it some other quality, but I'm still not sure. I also agree on the Dex damage in place of Brutal.
Thanks for the input!

Partly inspired by the gunslingers of the Dark Tower series, I decided to make a gun wielding samurai archetype, which I call the Gun Soul. I'm still not 100% sold on the name, but it seemed appropriate for the archetype.
Gun Soul (Samurai Archetype)
The gun soul samurai forgoes traditional samurai weapons in lieu if using firearms. Like traditional samurai, they believe their weapon of choice to be an extension of their very soul. It becomes a very part of them, and not simply a weapon in their hands. They aim with their eye. They shoot with their mind. They kill with their heart.
Gun soul samurai must choose The Way of the Gun in place of their Order.
Weapon and Armor Proficiency: Gun souls are proficient with all simple and martial weapons, all firearms, and light armor. They do not gain proficiency with medium or heavy armor, nor with shields, katana, naginata, or wakizashi.
Gifted Firearm (Ex): At 1st level, a gun soul is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the gun soul's duty and a focus for much of his talent. He cannot sell this weapon. If the gun soul's gifted firearm is destroyed, the gun soul loses this weapon for 30 days while a replacement firearm is crafted for him. During this 30-day period, the gun soul takes a -1 penalty on weapon and damage rolls.
He also gains the Amateur Gunslinger and Gunsmithing feats. The gun soul uses Charisma in place of Wisdom for determining grit points from the Amateur Gunslinger feat, or levels of the Gunslinger class. This ability replaces Mount. Note: With GM approval in campaigns using advanced firearms, the gun soul may start with a revolver or rifle.
Order (Ex): The gun soul must choose The Way of the Gun.
Weapon Expertise (Ex): At 3rd level, a gun soul gains an unparalleled expertise with his chosen firearm. At 3rd level, the gun soul selects a specific firearm (such as an axe musket, blunderbuss, musket, or pistol), which is typically (but not always) the firearm gifted to them from their order. The gun soul can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected firearm, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisits for feats that specifically select his chosen firearm, such as Weapon Specialization. This replaces the standard Weapon Expertise option.
Swift Powder (Ex): At 4th level, the gun soul gains Rapid Reload for his chosen weapon (such as pistol or musket) as a bonus feat. At 14th level, each time the gun soul issues a challenge, he may reload a wielded firearm as a free action. This ability replaces Mounted Archer.
Blaze of Glory (Ex): At 5th level, the gun soul gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his gun soul level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
At 10th level, and every five levels thereafter, these bonuses increase by +1. This ability replaces Banner.
Bonus Feat: At 6th level, and every six levels thereafter, a gun soul gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or grit feats. The gun soul must meet the requirements of these bonus feats.
True Grit (Ex): At 14th level, the gun soul gains a number of grit points equal to his 1 + his Charisma modifier (minimum 1 for Cha) and gains the use of two gunslinger deeds. He can select any deed that a gunslinger of his gun soul level -4 could use. At 17th level, and every three levels beyond 17th, the gun soul gains another point of grit and another gunslinger of his level -4 could use. If he already has levels in gunslinger, he gains a bonus to the maximum amount of grit he can have each day, equal to his Charisma bonus (if any) but gains no extra grit at the start of each day.
The Way of the Gun
Gun soul samurai swear themselves to The Way of the Gun. This order is an elite group of gunslinging warriors which emphasizes duty, honor, and loyalty. This code extends not only to the gun soul's lord or patron, but also to his comrades and family. Gun souls who follow The Way of the Gun are among the most respected and feared warriors in he land.
Edicts: The gun soul must remain loyal to his allies and must always work to further the aims of the group. He must show courage in the face of danger. He must take no action that would cause harm or hardship to those who cannot defend themselves.
Challenge: Whenever a gun soul declares a challenge, he receives damage reduction 1/- against attacks made by the target of his challenge. This DR increases by +1 for every four levels the gun soul possesses.
Skills: A gun soul adds Heal (Wis) and Perception (Wis) to his list of class skills.
Order Abilities: A gun soul who belongs to The Way of the Gun gains the following abilities as he increases in level.
Luck of the Draw (Ex): At 2nd level, the gun soul can ignore a firearm misfire a number of times per day equal to his Charisma bonus (minimum 1). He can use this ability as a free action.
Guns of My Father (Ex): At 8th level, the gun soul exchanges his gifted firearm to his order and receives a masterwork firearm of the same type.
Additionally, when wielding this firearm or the firearm chosen for the Weapon Expertise ability, the firearm gains the Brutal 1 weapon quality (see below). At 14th level, this increases to Brutal 2, and at 20th level, increases to Brutal 3.
Aim True (Ex): At 15th level, the gun soul can use his years of training and focus to make the perfect strike. When he uses this ability, the gun soul makes an attack as normal. If the attack hits, it is a critical threat. The gun soul must roll to confirm the critical as normal. The attack deals the maximum amount of damage, although additional dice from weapon qualities, sneak attack, and additional dice from a critical hit are rolled normally. The damage from this attack ignores any damage reduction the target might have and also causes the target to become blinded, deafened, sickened, or staggered for 1d4 rounds (the gun soul's choice). Making this attack is a standard action. The gun soul can use this ability once per day.
Weapon Quality:
Brutal: A brutal weapon's minimum damage is higher than that of a normal weapon. When rolling the weapon's damage, reroll any die that displays a value equal to or lower than the brutal value given for the weapon. Reroll the die until the value shown exceeds the weapon's brutal value, and then use the new value.
For example, if a Madsen Light Machine Gun (from Pathfinder #71: Rasputin Must Die!) has the Brutal 1 property, you roll 2d6 for damage as normal, rerolling any die result of 1 until the die shows 2 or higher.

I've been tossing around ideas for a while on how to make the Gunslinger class (from Ultimate Combat) fir the Dark Tower ideal of a gunslinger, and I've considered building a class from scratch (as I see you did, and which is awesome, by the way), as well as archetypes for the Gunslinger or Ranger class. I'd thought of a few methods of trying to capture the essence of the DT Gunslinger (including having a hawk animal companion, as they were initially trained with), and I realized after looking at the Samurai class in Ultimate Combat that it held promise if made into a gunslinging archetype. The DT gunslingers always reminded me somewhat of samurai anyway. I'm not entirely sure if I want to keep this name, but I just finished making this gunslinging Samurai archetype, which I call the Gun Soul.
Gun Soul (Samurai Archetype)
The gun soul samurai forgoes traditional samurai weapons in lieu if using firearms. Like traditional samurai, they believe their weapon of choice to be an extension of their very soul. It becomes a very part of them, and not simply a weapon in their hands. They aim with their eye. They shoot with their mind. They kill with their heart.
Gun soul samurai must choose The Way of the Gun in place of their Order.
Weapon and Armor Proficiency: Gun souls are proficient with all simple and martial weapons, all firearms, and light armor. They do not gain proficiency with medium or heavy armor, nor with shields, katana, naginata, or wakizashi.
Gifted Firearm (Ex): At 1st level, a gun soul is gifted by his order with a firearm (either a pistol or a musket). This weapon is both a symbol of the gun soul's duty and a focus for much of his talent. He cannot sell this weapon. If the gun soul's gifted firearm is destroyed, the gun soul loses this weapon for 30 days while a replacement firearm is crafted for him. During this 30-day period, the gun soul takes a -1 penalty on weapon and damage rolls.
He also gains the Amateur Gunslinger and Gunsmithing feats. The gun soul uses Charisma in place of Wisdom for determining grit points from the Amateur Gunslinger feat, or levels of the Gunslinger class. This ability replaces Mount. Note: With GM approval in campaigns using advanced firearms, the gun soul may start with a revolver or rifle.
Order (Ex): The gun soul must choose The Way of the Gun.
Weapon Expertise (Ex): At 3rd level, a gun soul gains an unparalleled expertise with his chosen firearm. At 3rd level, the gun soul selects a specific firearm (such as an axe musket, blunderbuss, musket, or pistol), which is typically (but not always) the firearm gifted to them from their order. The gun soul can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected firearm, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisits for feats that specifically select his chosen firearm, such as Weapon Specialization. This replaces the standard Weapon Expertise option.
Swift Powder (Ex): At 4th level, the gun soul gains Rapid Reload for his chosen weapon (such as pistol or musket) as a bonus feat. At 14th level, each time the gun soul issues a challenge, he may reload a wielded firearm as a free action. This ability replaces Mounted Archer.
Blaze of Glory (Ex): At 5th level, the gun soul gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his gun soul level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
At 10th level, and every five levels thereafter, these bonuses increase by +1. This ability replaces Banner.
Bonus Feat: At 6th level, and every six levels thereafter, a gun soul gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat or grit feats. The gun soul must meet the requirements of these bonus feats.
True Grit (Ex): At 14th level, the gun soul gains a number of grit points equal to his 1 + his Charisma modifier (minimum 1 for Cha) and gains the use of two gunslinger deeds. He can select any deed that a gunslinger of his gun soul level -4 could use. At 17th level, and every three levels beyond 17th, the gun soul gains another point of grit and another gunslinger of his level -4 could use. If he already has levels in gunslinger, he gains a bonus to the maximum amount of grit he can have each day, equal to his Charisma bonus (if any) but gains no extra grit at the start of each day.
The Way of the Gun
Gun soul samurai swear themselves to The Way of the Gun. This order is an elite group of gunslinging warriors which emphasizes duty, honor, and loyalty. This code extends not only to the gun soul's lord or patron, but also to his comrades and family. Gun souls who follow The Way of the Gun are among the most respected and feared warriors in he land.
Edicts: The gun soul must remain loyal to his allies and must always work to further the aims of the group. He must show courage in the face of danger. He must take no action that would cause harm or hardship to those who cannot defend themselves.
Challenge: Whenever a gun soul declares a challenge, he receives damage reduction 1/- against attacks made by the target of his challenge. This DR increases by +1 for every four levels the gun soul possesses.
Skills: A gun soul adds Heal (Wis) and Perception (Wis) to his list of class skills.
Order Abilities: A gun soul who belongs to The Way of the Gun gains the following abilities as he increases in level.
Luck of the Draw (Ex): At 2nd level, the gun soul can ignore a firearm misfire a number of times per day equal to his Charisma bonus (minimum 1). He can use this ability as a free action.
Guns of My Father (Ex): At 8th level, the gun soul exchanges his gifted firearm to his order and receives a masterwork firearm of the same type.
Additionally, when wielding this firearm or the firearm chosen for the Weapon Expertise ability, the firearm gains the Brutal 1 weapon quality (see below). At 14th level, this increases to Brutal 2, and at 20th level, increases to Brutal 3.
Aim True (Ex): At 15th level, the gun soul can use his years of training and focus to make the perfect strike. When he uses this ability, the gun soul makes an attack as normal. If the attack hits, it is a critical threat. The gun soul must roll to confirm the critical as normal. The attack deals the maximum amount of damage, although additional dice from weapon qualities, sneak attack, and additional dice from a critical hit are rolled normally. The damage from this attack ignores any damage reduction the target might have and also causes the target to become blinded, deafened, sickened, or staggered for 1d4 rounds (the gun soul's choice). Making this attack is a standard action. The gun soul can use this ability once per day.
Weapon Quality:
Brutal: A brutal weapon's minimum damage is higher than that of a normal weapon. When rolling the weapon's damage, reroll any die that displays a value equal to or lower than the brutal value given for the weapon. Reroll the die until the value shown exceeds the weapon's brutal value, and then use the new value.
For example, if a Madsen Light Machine Gun (from Pathfinder #71: Rasputin Must Die!) has the Brutal 1 property, you roll 2d6 for damage as normal, rerolling any die result of 1 until the die shows 2 or higher.
It may not have every aspect of the DT gunslingers, but I feel like I sums up the essence of them. With Samurai features like Challenge, Resolve, Weapon Expertise, Greater Resolve, Honorable Stand, True Resolve, and Last Stand, these guys seemed like they could be awesome gunslingers.
I'd love to see Carrion Crown minis.

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For the longest time, I hated high tech sci-fi mixed with fantasy, until I read The Dark Tower series (by Stephen King). It was years ago when I initially read the series, but after picking up the most recent book, The Wind Through the Keyhole, I'm rereading the series (as well as the Marvel adaptations) and finding that sci-fi and fantasy can mix quite well in the proper context. Not to say that there aren't eye-rolling moments in the series, but for the most part, it works well.
In The Dark Tower, we have a world that's "moved on," and become what's mostly a post-apocalyptic wasteland inhabited by gunslingers, sorcerers, demon cults, barbaric nomads, vampires, mutants, shape-shifters, dragons (in The Wind Through the Keyhole) and the technological relics of the past, which are typically dangerous enough to kill anyone foolish enough to mess with them if they don't know what they're doing. Surprisingly, it all works well together.
It's a world of brutality, sorcery, mutating nuclear fallout, demons, robots (including one that gives a character psionic abilities), cybernetic animals, insane AI driven monorails, and more. Many of the technological relics are leftover from a manufacturer called North Central Positronics, which are cutting edge, and their taint is found nearly everywhere.
I hadn't paid much attention to Numeria until now (I had completely forgotten about it until last night), and now I'm considering running a campaign there loosely based on The Dark Tower series. Especially seeing how closely it sits to the Worldwound, where I can throw demons in and have it still fit within the mythos and feel of The Dark Tower. Particularly now that I have a copy of Rasputin Must Die, and I can throw tanks, gas masks, and automatic weapons into the mix. Thanks, Paizo!
If you haven't read The Dark Tower series and you're wondering how to mix sci-fi with your fantasy, it's worth checking out. Particularly the graphic novels from Marvel. It helps to SEE it meld together. I also have to mention, I'm not a Stephen King fan, but The Dark Tower series is pretty bloody memorable, and I think it's definitely worth mentioning in a discussion of mixing sci-fi and fantasy.
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