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Races of Vana'diel

These races are native to Vana'diel (the world of Final Fantasy XI), but have been designed to be integrated into a standard fantasy world. In particular, the language section for each race is populated with the standard Pathfinder RPG languages. You may instead wish to add a racial language for each race.

If you are playing on Vana'diel, a selection of other racial languages and beastman languages are available as bonus languages. This is listed as a separate "Vana'diel Languages" section under each race.

Elvaan

A race of proud warriors. Physically, they are characterized by their tall, slender bodies and pointed ears. Their unshakable pride and faith in their beliefs is visible in each of their determined faces. Both males and females of the race excel in swordsmanship. Most Elvaan seem to eschew the business world, preferring an austere lifestyle as skilled sword fighters.

Elvaan Racial Traits

Medium Size: Elvaan are Medium creatures and have no bonuses or penalties due to their size.

+2 Strength, +2 Wisdom, –2 Dexterity: Elvaan are strong warriors with firm faith, but not as nimble as other races.

30 ft. Base Speed

Low-Light Vision: Elvaan can see twice as far as humans in conditions of poor illumination.

Keen Senses: Elvaan receive a +2 bonus on sight- and sound-based Perception checks.

Weapon Familiarity: Elvaan are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Hatred: Elvaan receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblin subtypes due to special training against these hated foes.

Noble Upbringing: Elvaan take great pride in their history, culture, and government. They receive a +2 bonus on Knowledge (nobility) and Knowledge (history) checks.

Languages: Elvaan begin play speaking Common and Elven. Elvaan with high Intelligence scores can choose from the following: Gnome, Goblin, Orc and Sylvan.

Vana'diel Languages: Elvaan begin play speaking Common and Elvaan. Elvaan with high Intelligence scores can choose from the following: Mithra, Tarutaru, Galka, Orc, Gnole and Goblin.

Hume

Humes are the most common race and have spread to the farthest reaches of Vana'diel. They are characterized by their equally balanced abilities, moderate intelligence, and high level of skill in numerous areas.

Hume Racial Traits

As per Human in the Pathfinder RPG.

Galka

The Galka are a hulking race of powerful warriors. The sheer strength of their powerful physiques is second to none. They have used their skills to contribute to the construction and development of the numerous mines.

Galka are asexual and do not reproduce in the same manner as other species. However, other races typically use the male pronoun to refer to Galka, as their physical appearance is more masculine than feminine. Some time after a Galka dies (between a month and a year), the Galka's soul is reincarnated into a new body in a Galkan settlement. The newly reincarnated Galka has no abilities or traits of the previous soul, and only hazy memories of its previous lives. Once a Galka's soul has been reincarnated, the original Galka cannot be raised from the dead, not even with Wish or Miracle.

Galka Racial Traits

+2 Strength, +2 Constitution, –2 Intelligence: Galka physically mighty, but not as mentally adept as other races.

Medium Size: Galka are Medium creatures and have no bonuses or penalties due to their size.

30 ft. Base Speed.

Darkvision: Galka can see in the dark up to 60 feet.

Galka Ferocity: Once per day, when a Galka is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Stability: Galka receive a +4 bonus to their combat maneuver bonus when resisting a bull rush or trip attempt while standing on the ground.

Hearty: Galka receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Languages: Galka begin play speaking Common, and Undercommon. Galka with high Intelligence scores can choose from the following: Dwarven, Giant, Goblin, Orc and Terran.

Vana'diel Languages: Galka begin play speaking Common and Galka. Galka with high Intelligence scores can choose from the following: Mithra, Tarutaru, Elvaan, Orc, Quadav or Gigas.

Mithra

The Mithra are a predominantly female race of hunters. They are easily identified by their characteristic ears, which give them spectacular hearing ability, and their long tails, which result in an unparalleled sense of balance. They are known for their energy, curiosity, and their penchant for causing playful mischief.

Mithra Racial Traits

+2 Dexterity, +2 Charisma, –2 Wisdom: Mithra are highly dextrous and extremely amiable, but are infamous for acting before they think.

Medium Size: Mithra are Medium creatures and have no bonuses or penalties due to their size.

30 ft. Base Speed

Low-Light Vision: Mithra can see twice as far as humans in conditions of poor illumination.

Keen Senses: Mithra receive a +2 bonus on sight- and sound-based Perception checks. They can make a Perception check to spot a secret or concealed door if they pass within 10 feet, regardless of whether or not they are actively looking.

Feline Grace: Mithra receive a +2 bonus on Acrobatics checks.

Mithra Luck: Mithra receive a +1 racial bonus on all saving throws.

Languages: Mithra begin play speaking Common. Mithra with high Intelligence scores can choose from the following: Elven, Gnoll, Gnome, Halfling, and Sylvan.

Vana'diel Languages: Mithra begin play speaking Common and Mithra. Mithra with high Intelligence scores can choose from the following: Elvaan, Tarutaru, Galka, Yagudo, Orc and Gnole.

Tarutaru

The Tarutaru are a race of skilled magic users. Although the Tarutaru physically resemble children, their size does not reflect their age. Masters of the magical arts, the Tarutaru have honed their abilities through dutiful study of the world around them.

Tarutaru Racial Traits

+2 Dexterity, +2 Intelligence, +2 Charisma, –2 Strength, –2 Constitution: Tarutaru are quick in both mind and body, but physically frail.

Small Size: Tarutaru are Small creatures, and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, and a +4 size bonus on Stealth checks.

20 ft. Base Speed

Keen Senses: Tarutaru receive a +2 bonus on smell- and touch-based Perception checks.

Talented: Tarutaru receive a +2 racial bonus on a Craft or Profession skill of their choice.

Magic Resistant: Tarutaru get a +1 racial saving throw bonus against spells or spell-like effects.

Tarutaru Magic: Tarutaru receive a +2 racial bonus on caster level checks made to overcome spell resistance.

Hatred: Tarutaru receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblin subtypes due to special training against these hated foes.

Defensive Training: Tarutaru get a +4 dodge bonus to AC against monsters of the giant type.

Languages: Tarutaru begin play speaking Common and Halfling. Tarutaru with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, and Gnome.

Vana'diel Languages: Tarutaru begin play speaking Common and Tarutaru. Tarutaru with high Intelligence scores can choose from the following: Mithra, Elvaan, Galka, Goblin, and Yagudo.

Additional Ratings
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