
Felgoroth |

So I posted these a while back and I've done some revamping as well as get rid of the NPC races and add 2 more playable races. I would like to note that the only core race in Kaj (my world) are Humans and I don't use any of the races in the Bestiary except Lizardfolk (so no Aasimar, Tiefling, Goblins, Drow, etc). Some of these may seem a little more powerful than the normal races and some do break the +2 physical, +2 mental, -2 any. I would however, like to know if any of them seem unbalanced with each other. There are also only 13 languages in Kaj, they are Tradespeak (something similar to Common), Suurvallan, Orilonaki, Leonese, Ündersprek, Oceanic, Felgrothan, Phandian, Celestial, Infernal (there is no Abyssal, all evil outsiders, demons, devils, etc speak Infernal), Draconic, Sylvan, and Aldien. Anything else you might want to know about my world can be found here. I don't mind if you use the races but please do not profit from them without my permission because I would like a cut :P
Suurvallan Humans are from western Suurvahl. Suurvallan Humans gain a +2 on Bluff, Diplomacy, and Intimidate checks. Languages: Tradespeak and Suurvallan.
Orilonaki Humans are from Orilonak. Orilonaki Humans gain Stability giving them a +4 to their Combat Manuever Defense when resisting a bull rush or trip attempt while standing on the ground. Languages: Tradespeak and Orilonaki.
Dyringan Humans are from eastern Suurvahl (mostly in the desert areas and the Living Mountains). Dyringan Humans gain Heat Endurance giving them a +2 on saves against fire and allowing them to survive in temperatures up to 120 degrees F. Languages: Tradespeak and Aldien.
Phandærin Humans are from the Phandian Isles. Phandærin Humans gain the Low-Light Vision ability allowing them to see twice as far as a normal Human in conditions of dim light; in addition they gain a +2 on Perception checks. Languages: Tradespeak and Phandian.
Lasairian Humans are from Lasrien. Lasairian Humans gain Cold Endurance giving them a +2 on saves against cold and allowing them to survive in temperatures from 0-90 degrees F. Languages: Tradespeak and Ündersprek.
Froschendic Humans are from Frosch. Froschendic Humans gain the Hold Breath Ability allowing them to hold their breath for 4 times their Constitution modifier rounds before they risk drowning; in addition they gain a +2 on Swim checks. Languages: Tradespeak and Oceanic.
The “lion” men of Leotis, Leonites are known for taiming and riding Griffons and although the majority of Leonites live on Leotis many can be found in Hoite, Suurv, and Denn.
Looks: Leonites look like men with a thin coat of fur and claw like finger nails. The men grow hair in a style similar to a lion mane and all Leonites have a tail.
Society: Leonites generally stay on the Floating Isle, even in modern times, and generally only visit the island nations below for short periods of time.
Relations: Many Leonites tend to enjoy the company of other races but seem to be somewhat fearful of them because they have only recently been reintroduced to them. Humans, Zvaigzne, and Phandians seem to be the easiest races for Leonites to get along with. Rhinosaurs and Mudlarks will coexist with Leonites, generally not disliking or taking an interest in them. Tahngoa always seem to ask too many questions when in the company of Leonites, which tends to put most Leonites off of them; although some seem to like it and keep the Tahngoa around for amusement. Schist, Goutra, and Vahnthra seem to frighten most Leonites because of their appearance. Leonites have an extreme dislike for Felgorians because of their past with them. Chittenga and Merfolk do not generally see Leonites and are always a bit confused as to what they are, usually thinking they’re a Human or Zvaigzne.
Alignment: Leonites have a strong sense of community and tend to lean towards a Lawful alignment.
Example Male Names: Dale Haldan, Alfred Udan, Micheal Frenk. Example Female Names: Samantha Willow, Rebecca Pencha, Helen Verrin.
Size: Medium – Type: Humanoid (Leonite)
+2 to any One Ability Score: Leonites gain a +2 bonus to one ability score of their choice.
Normal Speed: Leonites have a base speed of 30 feet.
Low-Light Vision: Leonites can see twice as far as humans in conditions of dim light.
Sure-Footed: Leonites receive a +2 racial bonus on Acrobatics and Climb checks.
Keen Senses: Leonites receive a +2 racial bonus on Perception checks.
Saddle Born: Leonites receive a +2 racial bonus on Handle Animal and Ride checks; in addition both these skills are always considered class skills.
Enhanced Scent: Leonites may use a feat to gain the Scent special ability.
Natural Attack: Leonites are capable of making natural attacks with their sharp claws. A Leonite possesses 2 claw natural attacks that deal 1d4 damage plus strength modifier on a successful hit.
Weapon Familiarity: Leonites are proficient with lances and long swords and treat bastard swords as martial weapons.
Age: Adulthood 12 - Middle Age 44 - Old Age 72 - Venerable 85 - Max Age +3d10
Languages: Leonites begin play speaking Tradespeak, Aldien, and Leonese.
Shrouded in mystery and said to have fallen from the sky, Zvaigzne are said to be the sons and daughters of stars that fell to Kaj ages ago.
Looks: Zvaigzne are frail human-like beings. They have pointed ears and their skin is either a pale silvery color or a pale gold color (depending on what climate they are from), either way the skin of the Zvaigzne glitters. If a Zvaigzne has gold skin it’s hair is a golden color as well and if a Zvaigzne is silver it’s hair is a silver color. Zvaigzne’s eyes are clouded over and have no pupils.
Society: Zvaigzne tend to live in extreme climates in cities amongst other races. Golden Zvaigzne reside in the Living Mountains and the Dyringan desert while Silver Zvaigzne reside in the White and Red Mountains and Keringwood Forest.
Relations: Zvaigzne tend to be the apple of other races eyes, they renown for their beauty throughout Kaj and Zvaigzne tend to take advantage of this in certain situations. Zvaigzne get along well with Humans, Leonites, and Phandians because they are the easiest to relate to. They tend to think of Rhinosaurs as brutes but will befriend them because of their strength. Tahngoa and Goutra seem to get along with Zvaigzne although they sometimes become distracted with the sparkling skin of the Zvaigzne. Schist and Zvaigzne seem to like each other but have difficulty communicating sometimes because Schist tend to think more logically than Zvaigzne. Mudlarks and Vahnthra seem to coexist with Zvaigzne, not liking or disliking them. Felgorians seem to view Zvaigzne as weak. Chittenga have a hatred for Zvaigzne because of their ability to produce light from their bodies. Strangely enough Merfolk treat Zvaigzne as little more than Humans because of their looks.
Alignment: Zvaigzne tend to be free spirited and whimsical leaning them generally more towards Chaotic alignments.
Example Male Names: Landor Radianti, Xander, Fergus. Example Female Names: Alise Shiningsun, Miranda Lightfoot, Robin.
Size: Medium – Type: Fey
+2 Constitution, -2 Wisdom, +2 Charisma: Zvaigzne survive in harsh environments and are witty but, they generally do not think before they speak.
Normal Speed: Zvaigzne have a base speed of 30 feet.
Heritage: Zvaigzne born in Orilonak gain Cold Endurance and gain Orilonaki as a bonus language, Zvaigzne born in Suurvahl gain Heat Endurance and gain Aldien as a bonus language.
Low-Light Vision: Zvaigzne can see twice as far as humans in conditions of dim light.
Light Source: Zvaigzne may emit a radius of light from their bodies at will, this light functions as that of a candle.
Flash: 1/day a Zvaigzne may concentrate all its light into a powerful burst causing all creatures in a 30 foot radius to make a will save (DC10+½HD+cha modifier) or be dazzled for 1d4+1 rounds. Once this ability is used a Zvaigzne may not use its light source ability until it has meditated in starlight for 1 hour.
Enchanting Prowess: Zvaigzne may add +1 to the DC of any saving throw against Enchantment spells they cast.
Age: Adulthood 200 - Middle Age 400 - Old Age 600 - Venerable 800 - Max Age +2d%
Languages: Zvaigzne begin play speaking Tradespeak, Celestial, Ündersprek, and either Aldien or Orilonaki (see Heritage)
The hulking brutes of the Orilonaki plains, Rhinosaurs are generally distinguished as Orilonaki Rhinosaurs (those that wear solid colored kilts and are not part of a specific clan) or Clan Rhinosaurs (those that wear tartan kilts and are part of one of the Rhinosaur Clans)
Looks: Rhinosaurs are large anthropomorphic Rhinos. They can have 1 or 2 horns and are generally feared by most of the other races because of their size and demeanor.
Society: Orilonaki Rhinosaurs are Rhinosaurs that live in the large cities of Orilonak and are followers of the Orilonaki. Clan Rhinosaurs live in clan lands in small groups usually with the leader in the largest group in a larger village.
Relations: Rhinosaurs are usually looked at with some fear by most races because of their size and most Rhinosaurs have a fierce demeanor. Humans and Leonites usually just coexist with Rhinosaurs and keep confrontation to a minimum. Tahngoa are generally thought of as too smart by Rhinosaurs and therefore are generally avoided. Schist and Felgorians are some of the few races Rhinosaurs like because of their warrior like attitude toward things. Phandians are met with varied opinions by Rhinosaurs, some view them as a threat because of their speed while others seek them out for amusement. Mudlarks and are generally not seen as a threat (even the assassins) and are known to even live amongst some Rhinosaur clans. Rhinosaurs don’t seem to trust Vahnthra or Goutra and will sometimes capture them and sell them as slaves. Chittenga do not like Rhinosaurs, although they do not usually see them. Merfolk see Rhinosaurs as a race above humans but still below themselves because they are dull witted and too big.
Alignment: Clan Rhinosaurs tend to base their alignment on their clan while Orilonaki Rhinosaurs tend to sway towards a Lawful alignment.
Example Male Names: Rufus Spearhorn, Drummar, Garr. Example Female Names: Olga, Margarete Thunderfoot, Cynthia Gorebrute.
Size: Large – Type: Monstrous Humanoid
+4 Strength, -2 Dexterity, -2 Intelligence: Rhinosaurs are incredibly strong but, dull witted and weighed down with muscle.
Normal Speed: Rhinosaurs have a base speed of 30 feet.
Poor Vision: Rhinosaurs take a -1 on all ranged attack rolls.
Rhinosaur Ferocity: 1/day a Rhinosaur may remain conscious and can continue fighting even if their hit points are below 0, when doing so a Rhinosaur is staggered and loses 1HP each round. Rhinosaurs still die when their HP total reaches a negative amount equal to their Constitution score.
Masters of the Forge: Rhinosaurs receive a +2 racial bonus on Craft (weapons) and (armor) checks.
Intimidating: Rhinosaurs receive a +2 racial bonus on Intimidate checks.
Enhanced Scent: Rhinosaurs may use a feat to gain the Scent special ability.
Natural Armor: Rhinosaurs have a +1 natural armor bonus.
Natural Attack: Rhinosaurs are capable of making natural attacks with their horn(s). A Rhinosaur possesses a gore attack that deals 1d8 damage plus strength modifier and a half on a successful hit, in addition Rhinosaurs deal double damage with their gore attack while charging.
Age: Adulthood 14 - Middle Age 30 - Old Age 45 - Venerable 60 - Max Age +2d10
Languages: Rhinosaurs begin play speaking Tradespeak and Orilonaki.
The much smaller, much more intelligent cousin of the Yeti, Tahngoa are known for being crafty and are accredited with the creation of countless useful inventions.
Looks: Tahngoa are small creatures covored with white fur. They have long floppy ears and sharp claws on their hands. (they would look similar to a white Ewok from star wars if such a thing existed)
Society: Tahngoa tend to live in Jiien or in small villages in the White Mountains. They respect the laws of the Orilonaki but also tend to live how they want to if they do not frequent the mainlands of Orilonak.
Relations: Tahngoa are generally seen as tinkerers and “know it alls” because there are so many Tahngoan inventions throughout Kaj. Humans, Zvaigzne, Goutra, and Phandians tend to enjoy the company of Tahngoa, although they are sometimes dumbfounded by the smarter Tahngoa. Leonites and Schist see Tahngoa as very intriguing beings but seem to mistrust them around valuables for some reason or another. Rhinosaurs and Felgorians think of Tahngoa as scholars and thus do not tend to bother them as most of a Tahngoas words will go over their heads. Mudlarks and Vahnthra do not generally see Tahngoa but when they meet them Tahngoa tend to have multitudes of questions. Chittenga do not like Tahngoa because if they come to the deep caves they generally bring Yeti with them. When Merfolk encounter Tahngoa they seem have varying opinions some find them amusing and others think they’re too weak, which is why they invent so many things.
Alignment: Tahngoa tend to look at things very logically and obey the laws they have learned but they also tend to break “natures laws” with some of their inventions. This contrast usually results in Tahngoa being of Neutral alignments.
Example Male Names: Danno Losthead (head usually refers to a Tahngoas mind when used in a name), Grib Patchfur, Sambo Bigpipe. Example Female Names: Sandra Underearth, Hanna Longfang, Anne Chipclaw.
Size: Small – Type: Humanoid (Tahngoa)
-2 Strength, +2 Dexterity, +2 Intelligence: Tahngoa are nimble in body and mind but, they are small.
Slow Speed: Tahngoa have a base speed of 20 feet.
Natural Craftsmen: Tahngoa receive a +2 racial bonus on one Craft skill of their choice, in addition Craft is always a class skill.
Engineers: Tahngoa receive a +2 racial bonus on Knowledge (engineering) and Disable Device checks.
Darkvision: Tahngoa can see in the dark up to 60 feet.
Cold Endurance: Tahngoa receive a +2 racial bonus on saves against cold and can survive in temperatures from 0-90 degrees F.
Natural Attack: Tahngoa are capable of making natural attacks with their sharp claws. A Tahngoa possesses a claw natural attack that deals 1d3 damage plus strength modifier on a successful hit.
Weapon Familiarity: Tahngoa are proficient with light and heavy picks and treat any weapon with the word “Tahngoan” in it as a martial weapon.
Age: Adulthood 25 - Middle Age 50 - Old Age 75 - Venerable 100 - Max Age +4d%
Languages: Tahngoa begin play speaking Tradespeak, Orilonaki, and Ündersprek.
The rock people of the living mountains, Schist are said to pull themselves from the living stones deep within the mountains.
Looks: Schist look like a human statue with mossy hair. They have no reproductive organs so, they rarely wear much.
Society: Rather than being born of a father and mother, Schist pull themselves from the living rock deep within the Living Mountains but when a Schist becomes 100 years old he/she is sent out of the mountains to bring back something to contribute to the Order of the Stone, many usually return in 5 years but others may take up to 1000 years to return, if they return at all.
Relations: Schist tend to keep to themselves but when they leave the mountains they do tend to make a few friendships although many of the Schist realize they will live far longer than those they have befriended. Humans, Leonites, Goutra, and Felgorians tend to be skeptical of Schist because of their strange appearance. Zvaigzne get along very well with Schist as they have had a lasting relationship and both are members of the Order of the Stone. Rhinosaurs do not usually see Schist but those that do tend to like them because of their warrior like attitudes. Tahngoa are very interested in the Schists ability to make things with their body but many come off too strong when meeting a Schist thus scaring the Schist away. Mudlarks will coexist with Schist and some even form very good relationships with Schist because they both love nature. Vahnthra have a strange relationship with the Schist, some like the Schist because they protect the Living Mountains but others hate the Schist because they rule the Living Mountains. Phandians enjoy Schist but some think they are too slow for their size. Merfolk never tend to see Schist because Schist tend to stay away from the sea but, when they do encounter each other there always seems to be a strange encounter. Chittenga have a extreme distaste for Schist because they rule the living mountains.
Alignment: Because of a Schists commitment to his/her people Schist tend to be of Lawful alignment and most sway towards Good or Neutral rather than Evil.
Example Male Names: Ündramadus, Ögnatûs, Gommuñ. Example Female Names: Apûndá, Enrîgì, Sézdèn.
Size: Medium – Type: Fey
+2 Constitution, +2 Wisdom, -2 Charisma: Schist are tough and wise but, lack social skills and most people are frightened by their appearance.
Slow Speed: Schist have a base speed of 20 feet.
Stone Cunning: A Schist receives a +2 bonus on Perception checks to potentially notice unusual stonework. They receive a check to notice such features whenever they pass within 10ft. of them whether or not they are actively looking.
Tough: A Schist receives a +2 racial bonus on saves against poisons and disease.
Natural Armor: Schist have a +2 natural armor bonus.
Ammunition: Each day a Schist can create 3 plus its Constitution modifier arrows, sling bullets, bolts, or darts from its own body with a Craft (stone working) or (weaponsmithing) check (DC10) as a Swift Action for each missile, a failed check counts as a use. A Schist may create more missiles at the cost of 1HP/missile. All missiles dissolve shortly after being used. Creating a missile doesn’t provoke an attack of opportunity. Schist Monks may create shurikens in addition to the other items listed above. If you do not use a missile it dissolves in 1 day.
Stone Walk: 1/day as a full-round action a Schist and up to 100lbs. of equipment may move through a stone wall or similar stone substance. Schist may only move through a maximum of 10ft. of stone with this ability.
Like a Rock: Schist receive a -4 penalty on Fly and Swim checks and are unable to float.
Age: Adulthood 100 - Middle Age 1,000 - Old Age 1,750 - Schist can't die from aging and therefore do not become venerable.
Languages: Schist begin play speaking Tradespeak and Ündersprek.
Pointy ears and teeth, grey skin, and stubby tails, Felgorians are around half the height of men but, they are said to be stronger than most of them.
Looks: Well I think that describes them mostly but the best way I can really describe them without a picture (and without saying what’s written above) would be if a Dwarf and Orc mated and for some reason the babies had shark-like teeth, a stubby tail, and dusty grey skin.
Society: Felgorians are said to have a king in the walled city of Felgoria and take offense to slander of their king but, they tend to travel throughout Kaj in groups that cause trouble.
Relations: Felgorians are looked at as ruffians and cannibals because some are known to eat humanoids, although it is said to be an outdated practice by the majority of Felgorians. Humans, Leonites, Zvaigzne, and Schist tend to look down upon Felgorians and some will attack them without warning. Rhinosaurs, Goutra, Mudlarks, and Tahngoa tend to look at Felgorians with some pity because they feel they don’t know any other way to survive. Phandians seem to accept Felgorians but will keep an eye on them to make sure they do not cause any trouble. Vahnthra do not see Felgorians often but view them as strong beings. Chittenga seem to be the only races that will try to pursue friendship with a Felgorian because their brute strength and stubborn personalities seem to get them what they want. Merfolk generally do not like Felgorians and many view them as admirable opponents but find them lacking in strategy.
Alignment: Forced to live harsh environments and only excepted in Felgoria, Felgorians are not Evil by nature but it comes easily to them. Felgorians are usually Chaotic Neutral feeling that they should not do anything unless it benefits them.
Example Male Names: Ogfell, Crog, Gorgoroth. Example Female Names: Zelefra, Alma, Marltooth.
Size: Medium – Type: Monstrous Humanoid
+2 Strength, +2 Constitution, -2 Intelligence: Felgorians are strong but lack schooling and common sense.
Slow and Steady: Felgorians have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Stability: Felgorians receive a +4 racial bonus to their CMD when resisting a bull rush or trip attempt while standing on the ground.
Darkvision: Felgorians can see in the dark up to 60 feet.
Illiterate: A Felgorian does not automatically know how to read or write and must put a rank in Linguistics to become literate in a spoken language.
Cruel: Felgorians receive a +2 racial bonus on Intimidate checks but, take a -2 penalty on Diplomacy checks.
Cold Endurance: Felgorians receive a +2 racial bonus on saves against cold and can survive in temperatures from 0-90 degrees F.
Enhanced Scent: Felgorians may use a feat to gain the Scent special ability.
Natural Attack: Felgorians are capable of making natural attacks with their sharp teeth. A Felgorian possesses a bite natural attack that inflicts 1d4 damage plus strength modifier and a half; in addition a Felgorian may initiate or maintain a grapple with its bite.
Age: Adulthood 13 - Middle Age 26 - Old Age 52 - Venerable 105 - Max Age +2d10
Languages: Felgorians begin play speaking Tradespeak, Felgrothan, and Ündersprek.
The six fingered men of the forsests and swamps of Kaj, Mudlarks are swift and agile little creatures that are known to have ties with dark organizations.
Looks: Mudlarks have a dark green skin with occasional blotches that vary in color. They are short and have six fingers on each hand (as well as six toes on each foot). The extra finger is located between their thumb and index finger and is a mix of the two (the sixth toe is an extra pinky toe if you were wondering). Occasionally a Mudlark will be born without spots and when this happens, the child is taken and raised to be an assassin.
Society: Born of a small seed that comes from their mother and is planted in a special garden to be pulled out when large enough, Mudlarks have an affinity with nature and tend to live in small villages in the trees of forests, the largest of these is the city of Ebenwood. Although the common Mudlark is generally peaceable many people believe that all Mudlarks are assassins because of the birth ritual with spotless Mudlarks.
Relations: Among other races, Mudlarks are generally looked at with suspicion because of their large contribution the worlds assassin numbers. In addition most races see non-assassin Mudlarks as Rogues that will take anything that looks like it might be of value. Humans, Leonites, and Zvaigzne tend to accept Mudlarks but do not leave stray valuables out while in the company of their small friends. Rhinosaurs do not see Mudlarks as a threat at all and some Mudlarks have been known to live with Rhinosaur Clans. Tahngoa seem to have a love, hate relationship with Mudlarks, they are very intrigued by the Mudlarks sixth finger and their living style but cannot help but tend to get lost in the words of the Mudlark. Felgorians, and Vahnthra do not generally see Mudlarks but are wary of them when they do. Goutra and Phandians seem to love talking with Mudlarks about trees and nature but tend to not like the talk of the assassins among the Mudlarks. Merfolk and Chittenga do not tend to see Mudlarks and thus have varying attitudes towards them when they see one.
Alignment: Mudlarks live in small societies throughout the forests of Kaj and tend to love nature. They are generally a Neutral alignment unless they are born without spots. Spotless Mudlarks are nearly all some Evil alignment.
Example Male Names: Fletterfoot, Vinerk, Sen. Example Female Names: Tarra, Gaia, Lily.
Size: Small – Type: Fey
-2 Strength, +2 Dexterity, +2 Charisma: Mudlarks are nimble and deceptive but, they are small.
Slow Speed: Mudlarks have a base speed of 20 feet.
Climb Speed: Mudlarks have a climb speed of 20 feet granting them a +8 racial bonus on climb checks and making climb a class skill.
Low-Light Vision: Mudlarks can see twice as far as Humans in conditions of dim light.
Survivalists: Mudlarks receive a +2 racial bonus on saves against disease as well as a +2 bonus on all Survival checks.
Fast Stealth: Mudlarks can move their full speed while using the Stealth skill without penalty; in addition Stealth is always considered a class skill.
If the Stars are Right: Mudlarks born without any spots on them are taken at birth and raised to be assassins, allowing them to take levels in the Assassin class without meeting the prerequisites. There is a 5 percent chance of a Mudlark child being born without the spots other Mudlarks possess.
Weapon Familiarity: Mudlarks are proficient with short swords and hand crossbows and treat any weapon with the word “Mudlarken” in it as a martial weapon.
Age: Adulthood 12 - Middle Age 40 - Old Age 57 - Venerable 75 - Max Age +2d20
Languages: Mudlarks begin play speaking Tradespeak, Infernal, and Sylvan.
The feathered men of the Phandian Isles, Phandians are sometimes seen off of Phandia speaking with strange creatures in the woodlands.
Looks: Phandians look similar to a human with feathers. They can be colored like any bird and their feathers can look different, the feathers on the head grow longer than the rest of the feathers giving the appearance of hair. They have talon-like hands and feet.
Society: Phandians generally live on the Phandian Isles and are usually not seen off them. It is said that Phandia has no stable government but is run by its people.
Relations: Phandians are the most accepting race in Kaj and seem to be offended when other races think they are better than another. Humans, Leonites, Zvaigzne, Schist, and Goutra all seem to get along very well with Phandians, although some Goutra see young Phandians as prey when they are starving. Rhinosaurs see Phandians as strange foreigners and are usually confused by them. Tahngoa are always ready to ask Phandians how they move so fast. Mudlarks seem to enjoy Phandians more than other races because they have a connection with nature. Vahnthra find Phandians intriguing but dislike how fast they are able to move. Chittenga that encounter Phandians are usually dumbfounded by their speed but always seem to pursue them despite that. Merfolk tend to try and befriend Phandians because of their ability to move so fast but Phandians seem to dislike Merfolk that think of themselves as a race higher than any other race.
Alignment: Phandians usually believe in personal freedom and are there are quite a few Chaotic Good Phandians although there are just as many with Neutral alignments because some feel they should not interfere with the other island nations.
Names: Phandians have 3 names, one that is a secret, one that only other Phandians know but do not speak unless they are behind a closed door, and one that they are called by others (this is the name in the example). Example Male Names: Hawkshal, Cralindel, Nytofan. Example Female Names: Sefuni, Opahunai, Dusquindil.
Size: Medium – Type: Fey
-2 Strength, +4 Dexterity, -2 Constitution: Phandians are very lithe and agile but they have frail, weak bodies.
Fast: Phandians are fast for their size, and have a base speed of 40 feet.
Keen Senses: Phandians receive a +2 racial bonus on Perception checks.
Acrobatic: Phandians receive a +2 racial bonus on Acrobatics checks.
Foreign: Phandians receive a -2 penalty on Diplomacy checks.
Avian Heritage: Phandians treat fall damage as if the distance fallen were 10ft. shorter.
Burst: 1/day a Phandian may increase its base speed by 10 times (normally making it 400) when it runs. Bursting while running gets rid of the normal x4 to a Phandians base speed; a Phandian is fatigued for 1 hour after bursting.
Natural Weapon: Phandians are capable of making natural attacks with their talon like hands. A Phandian possesses a claw natural attack that deals 1d4 damage plus strength modifier on a successful hit.
Age: Adulthood 20 - Middle Age 50 - Old Age 70 - Venerable 100 - Max Age +5d20
Languages: Phandians begin play speaking Tradespeak, Phandian, and Sylvan.
The people of the sea, Merfolk are known for their beauty as well as their spontaneity and although they are rarely seen on land, some are said to reside on Frosch.
Looks: Well I think you all know what Merfolk look like. However Merfolk in Kaj are able to split their tail fin into 2 leg-like appendages when they go on land so it kind of looks like 2 scaly legs with webbed feet. This being the case, Merfolk in Kaj probably have smaller tail fins than Merfolk in other worlds.
Society: Merfolk generally live in underwater cities throughout Kaj’s oceans.
Relations: Merfolk have varying opinions of other races depending on their upbringing some Merfolk are very accepting of other races while others feel they are above the land dwelling races of Kaj and will sink their ships.
Alignment: Merfolk with the inclination that they are better than other races are generally Lawful Evil, having a strong connection to their brethren but sinking innocent peoples ships. Merfolk without this inclination are of varying alignments from Chaotic Evil to Lawful Good.
Example Male Names: Argo, Smada, Vermille. Example Female Names: Rochelle, Fiona, Michaela.
Size: Medium – Type: Humanoid (Aquatic)
+2 to any One Ability Score: Merfolk gain a +2 bonus to one ability score of their choice.
Slow Speed: Merfolk have a base speed of 20 feet.
Swim Speed: Merfolk have a swim speed of 40 feet granting them a +8 racial bonus on swim checks and making swim a class skill.
Aquatic: Merfolk have the aquatic subtype and the amphibious special quality.
Low-Light Vision: Merfolk can see twice as far as humans in conditions of dim light.
Aquatic Lifestyle: Do to spending the majority of their time under water, Merfolk take a -2 penalty on Handle Animal and Ride checks involving terrestrial animals, but receive a +2 racial bonus on Handle Animal and Ride checks involving aquatic animals.
Merfolk Magic: Merfolk add +1 to the damage of any spell with the cold descriptor they cast that deals damage. In addition Merfolk may use speak with animals (but only with aquatic animals) 1/day. The caster level for this is equal to the Merfolk's level.
Split Fin: A Merfolk may split their aquatic tail fin into 2 legs as a swift action. If they are underwater with legs their swim speed is reduced by 10 feet.
Cold Endurance: Merfolk receive a +2 racial bonus on saves against cold and can survive in temperatures from 0-90 degrees F.
Weapon Familiarity: Merfolk are proficient with Tridents and treat Nets, Wire Nets, and Bolas as martial weapons.
Age: Adulthood 110 - Middle Age 175 - Old Age 263 - Venerable 350 - Max Age +4d%
Languages: Merfolk begin play speaking Tradespeak, Aldien, and Oceanic.
Looked down upon because of their resemblance to evil dragons, Vahnthra are known for their ability to spit acid as well as their knack for magic.
Looks: Vahnthra are lizard like humanoids with webbed hands and feet and frilled flaps of scales on various parts of their body. They have gills on their necks but, can breathe water and air both with no problems. They generally have green, black, or yellow scales but, there have been accounts of Vahnthra with copper scales.
Society: Vahnthra generally live in a port city or near an oasis in the Dyringan desert. Although they have no ties to any government, Vahnthra tend to work most with the Suurvallan Empire and the Order of the Stone.
Relations: Vahnthra are looked at in different lights by nearly everyone, some see them as descendants of evil dragons and others see them as a smart and reliable race. Humans and Leonites tend to keep a close eye when working with Vahnthra because of their knowledge of magic and their ability to spit acid. Zvaigzne seem to be the most accepting of these little reptilians because they seem to be one of the only race that have as quick a wit as Zvaigzne. Schist, Goutra, Mudlarks, Tahngoa, and Phandians seem to get along well with Vahnthra for the most part. Rhinosaurs and Felgorians tend to look down upon Vahnthra because of their strange ability to spit acid (although some Felgorians seem to be jealous of the ability). Mudlarks, and Chittenga tend to relate with those Vahnthra that have been shunned for ancestry but may keep a watchful eye on them. Strangely enough Merfolk don’t seem to be bothered by Vahnthra and will even travel with them on occasion.
Alignment: Vahnthra are very diverse in their alignment, you are just as likely to see a Lawful Good Vahntrha as you are to see a Chaotic Evil, or Neutral one.
Example Male Names: Darius Greenscale, Hamid Copperclaw, Qualtan Blacknail. Example Female Names: Sheela Yellowbelly, Vindella Bluebrow, Lingall Greyscale.
Size: Small – Type: Humanoid (Reptilian)
-2 Strength, +2 Intelligence, +2 Charisma: Vahnthra have quick minds but, are small.
Slow Speed: Vahnthra have a base speed of 20 feet.
Swim Speed: Vahnthra have a swim speed of 30 feet granting them a +8 racial bonus on swim checks and making swim a class skill.
Water Breathing: A Vahnthra can breathe underwater indefinitely and can use its breath weapon and other abilities while submerged.
Natural Armor: Vahnthra have a +1 natural armor bonus.
Breath Weapon: When created a Vahnthra character chooses whether it has a 30ft. line or 15ft. cone breath weapon. This deals 1d6 acid damage +1/2 levels, and once used it cannot be used again for 1d4 rounds. A successful reflex save (DC10+½HD+con modifier) halves the damage.
Heat Endurance: Vahnthra have a +2 bonus on saves against fire and can survive in temperatures up to 120 degrees F.
Age: Adulthood 50 - Middle Age 92 - Old Age 147 - Venerable 220 - Max Age +2d%
Languages: Vahnthra begin play speaking Tradespeak, Draconic, and Oceanic.
Cave dwelling beings from all over Kajs mountains, Chittenga are feared by many for their dark practices and are known to abduct people of the “upper realms.”
Looks: Chittenga have short pointed ears that extend from the top of their heads and their skin is a deep red color. They have 2 elbow like joints in their arms, making their arms extend past their knees when they are upright.
Society: Chittenga are said to have been created in the Black Mountains of Lasrien but have since come to inhabit nearly every mountain range in Kaj. They have claims in no kingdom but they tend to live in the deep caves of mountain ranges and will abduct others that live higher in the caves or on the outskirts of the mountains.
Relations: Chittenga are looked at with disgust and fear by most races because of their sickening practices. Most Chittenga, knowing full well that other races think this way tend to either play against the races disgust using trickery for gain or keep to themselves. The only races Chittenga seem to get along well with are Felgorians and Mudlarks of the assassin persuasion because of other races common mistrust of these 3 races. Chittenga tend to be enemies of nearly every other race in Kaj and will attack most on sight if they find them in their tunnels.
Alignment: Chittenga are usually brought up to be Evil by their elders although they think they are appeasing the spirits with their practices. Those that escape their Evil upbringing tend to be Chaotic Neutral as a result of slander from other races.
Names: Chittenga tend to have long, choppy, names made up of varying noises and thus usually have a nickname which they tell other races. Example Male Names: Ti’cho’ta’tic, Kip’to’da, Vet’la’etch’da’ga. Example Female Names: Hwa’mi’sa, Yi’cho’dal’si, Tii’den’go.
Size: Small – Type: Monstrous Humanoid
-2 Strength, +2 Wisdom, +2 Charisma: Chittenga are fairly weak but they possess a strong bond with spirits and are very manipulative.
Slow Speed: Chittenga have a base speed of 20 feet.
Climb Speed: Chittenga have a climb speed of 20 feet granting them a +8 racial bonus on climb checks and making climb a class skill.
Darkvision: Chittenga can see in the dark up to 60 feet.
Acrobatic: Chittenga receive a +2 racial bonus on Acrobatics checks.
Chittengan Magic: Chittenga may add +1 to the DC of any saving throw against Necromancy spells they cast. In addition, Chittenga may use spider climb 1/day. The caster level for this is equal to the Chittenga's level.
Age: Adulthood 5 - Middle Age 15 - Old Age 23 - Venerable 30 - Max Age +1d10
Languages: Chittenga begin play speaking Tradespeak, Infernal, and Ündersprek.
Otter-like creatures from both Frosch and Phandia, Goutra are usually mistaken for their non-intelligent cousins but will prove very quickly they are far more intelligent to those that think they are little more than an otter.
Looks: Goutra resemble a 3-4 foot long otter. They are known to pierce their ears, die their fur with berries and oils, and wear the bones of fish as decorations. Goutra’s fur can range from brown, to black, to grey, and sometimes even white.
Society: Goutra are known to live in small tribes, some nomadic and others choosing to stay in one location.
Relations: Goutra are generally looked at strangely by most other races because they do not come in contact with talking quadrupeds often. Humans, Leonites, Zvaigzne, Rhinosaurs, Schist, Vahnthra, and Felgorians generally think Goutra are normal river otters and tend to be surprised when a Goutra talks with them. Tahngoa love seeing and talking with Goutra despite the fact that Goutra tend to be less intelligent than them because of their lack of schooling. Mudlarks and Phandians are fond of Goutra and many are known to travel with each other. Chittenga that come in contact with a Goutra are generally skeptical at first but some have formed good relationships with Goutra tribes. Merfolk have varying opinions of Goutra, some find them to be great traveling companions and others see them as little more than their non-intelligent kin.
Alignment: Goutra tend to travel in packs and are thus loyal to their friends and families, but since they dwell in a world that is dominated by bipeds, they’ve come to grips with the fact that they are not generally excepted. Most Goutra are neutral as a result.
Example Male Names: Denfremen, Mogrigi, Plutominog. Example Female Names: Aikiki, Lulufa, Shishina.
Size: Small – Type: Magical Beast
+2 Dexterity, -2 Intelligence, +2 Wisdom: Although much more intelligent than a normal animal, Goutra still lack the schooling of bipedal societies but are very dexterous and possess an insight to the natural world that others may lack.
Quadruped: Being that Goutra walk on all four of their limbs, they are considered non-proficient with all simple and martial weapons as well as shields, despite any class levels they possess. In addition, a Goutra may carry heavier loads than a biped can, a Goutra can carry 1-1/2 times the amount of a bipedal creature of the same size. Goutra also receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush attempt while standing on the ground. Finally it takes a Goutra one additional movement (a move action becomes a standard action, a standard action becomes a full-round action, etc) to do tasks that require a thumb and it requires the Goutra to use either both paws or a paw and their mouth (these tasks include but are not limited to: opening doors, opening jars and bottles, disabling traps, etc).
Bestial Nature: Goutra have close ties with nature and their bestial ancestors and can therefore take monster feats they qualify for.
Fast: Goutra are fast for their size, and have a base speed of 30 feet.
Swim Speed: Goutra have a swim speed of 20 feet granting them a +8 racial bonus on swim checks and making swim a class skill.
Hold Breath: A Goutra can hold its breath for a number of rounds equal to 4 times its Constitution score before it risks drowning.
Low-Light Vision: Goutra can see twice as far as Humans in conditions of dim light.
Animal Senses: Goutra receive a +2 racial bonus on Perception and Survival checks.
Enhanced Scent: Goutra may use a feat to gain the Scent special ability.
Natural Attacks: Goutra are capable of making natural attacks with their sharp teeth and claws. A Goutra possesses 2 claw natural attacks that inflict 1d3 damage plus strength modifier on a successful hit and a bite natural attack and inflicts 1d4 damage plus strength modifier on a successful hit. When making a full attack with their natural attacks, Goutra treat their bite as a primary weapon.
Weapon Familiarity: Goutra are proficient with Steel Claws and Steel Jaws and treat Tail Spikes as martial weapons.
Age: Adulthood 50 - Middle Age 100 - Old Age 200 - Venerable 300 - Max Age +2d%
Languages: Goutra begin play speaking Tradespeak, Oceanic, and Sylvan.
Tahngoan Boomerang – light – 15gp – small 1d3 – medium 1d4 – 19-20x2 – 2lbs. – S
Wire Net – ranged – 30gp – 10ft. – 10lbs. – entangles
Mudlarken Dagger – light – 35gp – small 1d3 – medium 1d4 – x3 – 1lb. – P
Steel Claw/Jaw - light - 15gp - *special damage* - 19-20x2 - 1/2lbs - S (claw), all types (jaw)
Tail Spikes - light - 5gp - small 1d3 - medium 1d4 - x2 - 1lbs - P
Tahngoan Boomerang: Unlike a normal boomerang, a Tahngoan boomerang has a bladed edge allowing it to deal lethal damage and be used as a light melee weapon. When throwing this weapon if the thrower misses its intended target the boomerang returns. To catch a returning boomerang, the thrower must make an attack roll and hit an AC of 10. Failure indicates the boomerang lands in a square adjacent to the thrower (if the thrower is proficient) or 1d4 squares in a random direction (if not proficient).
Wire Net: A Wire Net looks like a normal net made of thin metal wires. This weapon functions like a normal net with the following changes. If the entangled creature attempts to cast a spell it must make a concentration check with a DC of 17+ the spells level or be unable to cast the spell. An entangled creature can attempt to escape with a DC25 Escape Artist check (a full-round action); the net has 10HP and can be burst with a DC30 Strength check (also a full-round action).
Mudlarken Dagger: This serrated dagger functions similarly to a normal dagger but it has a detachable blade. A character using a Mudlarken dagger may have the blade brake off inside the opponent as a swift action causing 1 point of bleed damage until the target is healed with a DC15 heal check or by any spell that heals hit points. The blade may be recovered after battle if desired.
Steel Claws/Jaw: Steel Claws/Jaws are metal pieces that races with natural weapons have developed to cause more damage with them. A Steel Claw/Jaw allows the wielder to deal damage with their natural weapon as if it were 1 size category larger. If a Steel Claw/Jaw is sundered the wearer takes damage equal to the amount dealt to the object being sundered. Steel Claws/Jaws also provide a +2 to CMD when resisting being disarmed.
Tail Spikes: Developed by races with prehensile tails, tail spikes are small metal spikes attached to a ring that goes around the tail, allowing a wielder to swing its tail as a devastating weapon. Characters may making a full attack may make an additional attack at their highest BAB -2, in addition, all other attacks that round are made at a -2.
Feats
Schist Spikes - Prerequisites: Schist, con: 15+, Improved Unarmed Strike, BAB +6, *A Schist Monk can take this as a 6th level bonus feat - By spending a use of the Schists Ammunition ability a Schist with this feat can create spikes on its body that add an extra 1d4 piercing damage to unarmed strikes. These spikes last a number of rounds equal to the Schists Constitution modifier and all missiles created by the Schists Ammunition ability cost 1HP until the effects of this feat have ended.
Schist Blades - Prerequisites: Schist, Schist Spikes, BAB +8, *A Schist Monk can take this as a 10th level bonus feat - By spending a use of the Schists Ammunition ability a Schist with this feat can create blades on its body that add an extra 1d6 slashing damage to unarmed strikes. These blades last a number of rounds equal to the Schists Constitution modifier and all missiles created by the Schists Ammunition ability cost 1HP until the effects have ended. *This feat cannot be used while Schist Spikes is being used.
Body Spikes - Prerequisites: Schist, con: 15+, 4th level Fighter, *Combat Feat - By spending a use of the Schists Ammunition ability a Schist with this feat can create spikes on its body that act as armor spikes. These spikes last a number of rounds equal to the Schists Constitution modifier and all missiles created by the Schists Ammunition ability cost 1HP until the effects have ended.
Blessing of the Stars – Prerequisites: Zvaigzne, Caster Level 5th, int: 15+, wis: 15+, or cha: 15+ (whichever is your spell casting modifier) - A Zvaigzne with this feat can float 2 to 3 inches above the ground as if walking normally. They are "immune" to difficult terrain and leave no foot prints. In addition while floating they gain a +4 bonus on Stealth checks to move silently but, take a -2 penalty to their CMD against bullrush and overrun attempts.
Stars Grace - Prerequisites: Zvaigzne, Blessing of the Stars - A Zvaigzne with this feat gains a fly speed equal to its land speed (when the feat is taken).
Stomp - Prerequisites: Rhinosaur, str: 19, *Combat Feat - A Rhinosaur with this feat may take a move action to stomp the ground causing everyone in a 5ft. radius to make a reflex save (DC10+str) or fall prone.
Greater Stomp - Prerequisites: Rhinosaur, str: 21, Stomp, *Combat Feat - A Rhinosaur with this feat may take a move action to stomp the ground causing everyone in a 10ft. radius to make a reflex save (DC10+str) or fall prone and take 1d4 points of non-lethal damage.

Felgoroth |

And favored class options:
Cleric - Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
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 1/2 to the number of uses per day of that domain power. For Leonite druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the Leonite ever repalces her animal companion the new companion gains these bonus skill ranks.
Fighter - Add +1 to the fighter's CMD when resisting a disarm or sunder.
Oracle - Reduce the non-proficiency penalty for one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Marial or Exotic Weapon Proficiency feat with that weapon.
Paladin - Add +2 on rolls to stabilize when dying.
Ranger - Choose a weapon from the following list: claw, lance, longsword, or bastard sword. Add +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Fighter - Add +1 to the fighter's CMD when resisting a grapple or trip.
Paladin - Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Rogue - Add +1/2 bonus on Bluff checks to pass secret messages and Diplomacy checks to gather information.
Sorcerer - Silver Zvaigzne may add +1/2 to cold spell damage while Gold Zvaigzne may add +1/2 to fire spell damage.
Summoner - Add +1 skill rank to the summoner's eidolon.
Wizard - Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Cleric - Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
Fighter - Add +1 to the fighter's CMD when resisting a bull rush or trip.
Paladin - Add +1 bonus on concentration checks when casting paladin spells.
Ranger - Add +1 to the ranger's animal companion. If the Rhinosaur ever replaces his animal companion, the new animal companion gains these bonus hit points.
Sorcerer - Add +1/2 to fire spell damage.
Summoner - Add +1 hit point to the summoner's eidolon.
Bard - Add +1/2 bonus on Bluff checks and +1/2 on Diplomacy checks to gather information.
Fighter - Add +1 to the fighter's CMD when resisting a grapple or trip.
Ranger - Add +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underground.
Rogue - Tahngoa rogues gain a +1 bonus on Disable Device and Knowledge (engineering) checks involving clockwork traps, locks, and machines.
Witch - Add 1 skill rank to the witch's familiar. If the Tahngoa ever replaces her familiar, the new familiar gains these bonus skill ranks.
Wizard - Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Cleric - Add +1/2 to the number of uses per day the cleric can use Channel Energy.
Druid - Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum of 10 for any one type).
Fighter - Add +1 to the fighter's CMD when resisting a bull rush or trip.
Inquisitor - Add +1/2 on Sense Motive checks and +1/2 on Knowledge checks to identify creatures.
Monk - Add +1 to the monk's CMD when resisting a grapple and a +1/2 to the number of stunning attacks he can attempt per day.
Wizard - Add +1/2 to earth spell damage.
Barbarian - Add 1 to the Felgorian's total number of rage rounds per day.
Fighter - Add +2 on rolls to stabilize when dying.
Inquisitor - Add +1 bonus on concentration checks when casting inquisitor spells.
Oracle - Add +1/2 to cold spells and waves mystery revelation damage.
Ranger - Add +1 hit point to the ranger's animal companion. If the Felgorian ever replaces his animal companion, the new animal companion gains these bonus hit points.
Summoner - Add +1 hit point to the summoner's eidolon.
Cavalier - Add +1 skill rank to the cavalier's mount. If the Mudlark ever replaces his mount, the new mount gains these bonus skill ranks.
Cleric - Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
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 1/2 to the number of uses per day of that domain power. For Mudlark druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the Mudlark ever replaces her animal companion, the new companion gains these bonus skill ranks.
Rogue - Choose a weapon from the following list: short sword, hand crossbow, or any weapon with "Mudlarken" in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Sorcerer - Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Witch - Add 1 hit point to the witch's familiar. If the Mudlark ever replaces her familiar, the new familiar gains these bonus hit points.
Barbarian - Add Add 1 to the Phandian's base speed. In combat this has no effect unless the Phandian has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class's fast movement feature and applies only under the same conditions as that ability.
Cleric - Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
Inquisitor - Add +1/2 on Survival checks and +1/2 on Knowledge checks to identify creatures.
Ranger - Add +1/3 dodge bonus to Armor Class against the Phandian's favored enemies.
Rogue - Add +1/2 to the rogue’s trap sense.
Wizard - Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Bard - Add 1 to the Phandian's total number of bardic performance rounds per day.
Fighter - Add +1 to the fighter's CMD when resisting a grapple or trip.
Rogue - Vahnthra rogues gain a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings each time they gain a level.
Sorcerer - Add +1/2 to acid spell damage.
Wizard - Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.
Witch - The Vahnthra witch gains +1/6 of a new Hex.
Fighter - Add +1 to the Merfolk's CMD when resisting a disarm or overrun.
Oracle - Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
Paladin - Add +1 to the Merfolk's CMD when resisting a disarm or overrun.
Ranger - Add +1/2 bonus on wild empathy checks to influence animals and magical beasts that live underwater.
Wizard - Add one spell known from the wizard spell list to the wizard's spell book. This spell must be at least one level below the highest spell level the wizard can cast.
Summoner - Add +1 hit point to the summoner's eidolon.
Druid - Add +1/2 to the number of rounds summon natures ally spells last.
Fighter - Add +2 on rolls to stabilize when dying.
Inquisitor - Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
Ranger - Add +1 hit point to the ranger's animal companion. If the Goutra ever replaces his animal companion, the new animal companion gains these bonus hit points.
Sorcerer - Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Summoner - Add +1/4 to the eidolon's evolution pool.