User:The-Marksman/Table

{| class="zebra d20" ! rowspan="2" | Race ! rowspan="2" | Creature Type ! rowspan="2" | Racial Ability Score Modifiers ! rowspan="2" | Size ! rowspan="2" | Land Base Speed ! rowspan="2" | Racial Traits ! rowspan="2" | Favored Class ! rowspan="2" | ECL ! rowspan="2" | Printed in ! +1 DC on Illusions cast, +1 Attack on kobolds and goblinoids, +4 AC VS creatures with Giant type, +2 Listen, +2 Craft Alchemy, Spell Like Abilities: Speak with animals, and with 10 Cha: 1/day-Dancing lights, Ghost sound, Prestidigitation +1 Listen, Search, Spot, +2 Diplomacy, Gather Information, Elven Blood +1 Listen, Search, Spot, Proficient in longsword, longbow, rapier, shortbow, Elven Blood Shadow Affinity: In areas of shadow or darkness +2 Hide, Move Silently, Search and Spot, Light Sensitivity: -1 on attack rolls in bright areas or in a daylight spell
 * Human|| Humanoid (Human) || None || M || 30 ft || Bonus Feat, +1 Skill point per level
 * | Any
 * 0||PHB
 * Neanderthal|| Humanoid (Human) || +2 Str, -2 Dex +2 Con, -2 Int || M || 30 ft ||Primitive Weapon Mastery, +2 Listen, Spot, and Survival, Illiteracy, Climate Tolerant, Human Blood
 * | Barbarian
 * 0||FB
 * Illumian|| Humanoid (Human) || None || M || 30 ft || Luminous Sigils, Glyphic Resonance, Power Sigils, Final Utterance, +2 on saves vs Shadow spells, Superior Literacy
 * | Any
 * 0||RoD
 * Mongrel Folk|| Humanoid (Human) || +4 Con, -2 Int, -4 Cha || M || 30 ft || Low Light Vision, Emulate Race, Sound Imitation, Immunity to Sleep effects, Diffuse Blood, +1 on saves VS Enchantment or Illusion spells or effects, +1 on saves VS poisons, +1 Appraise, Climb, Jump, Listen, Move Silently, Search, Spot, +4 Hide and Slight of Hand
 * | Rogue
 * 0||RoD
 * Skulk|| Humanoid (Human) || +4 Dex, -2 Wis, -4 Cha || M || 30 ft || Racial Hit Dice (2 Humanoid), Racial Skill Points, One Racial Feat, +8 Move Silently, +15 Hide, Innate Nondetection (Spell resistance 20 against divination spells), Peerless Camouflage (move or run at full speed with no penalty on hide checks), Trackless Path (+10 DC to follow a Skulks trail)
 * | Rogue
 * 0||RoD
 * Underfolk|| Humanoid (Human) || &mdash; || M || 30 ft || Darkvision 60 ft, 4 Skill points + 1/level, +2 Listen, Weapon Familiarity (light and heavy picks), Camouflage (change skin color for +4 on hide checks, +10 in rocky terrain), Light Sensitivity
 * | Any
 * 0||RoD
 * Hill Dwarf|| Humanoid (Dwarf) || +2 Con, -2 Cha || M || 20 ft || Darkvision 60 ft, +2 Stone cunning, Martial Waraxe and Urgosh, Stability, +2 on saves VS Poison, +2 on saves VS Spells and Spell-like abilities, +1 attack VS Orcs & Goblins, +4 dodge bonus to AC against creatures of Giant type, +2 Appraise/Craft on stone
 * | Fighter
 * 0||PHB
 * Gold Dwarf|| Humanoid (Dwarf) || +2 Con, -2 Dex || M || 20 ft || Darkvision 60 ft, +2 Stone cunning, Martial Waraxe and Urgosh, Stability, +2 on saves VS Poison, +2 on saves VS Spells and Spell-like abilities, +1 attack VS Aberrations, +4 dodge bonus to AC against creatures of Giant type, +2 Appraise/Craft on stone
 * | Fighter
 * 0||FRCS
 * Deep Dwarf|| Humanoid (Dwarf) || +2 Con, -2 Cha || M || 20 ft || Darkvision 90 ft, +2 Stone cunning, Martial Waraxe and Urgosh, Stability, +3 on saves VS Poison, +3 on saves VS Spells and Spell-like abilities, +1 attack VS Aberrations, +4 dodge bonus to AC against creatures of Giant type, +2 Appraise/Craft on stone, Light sensitivity: Dazzled when exposed to bright light
 * | Fighter
 * 0||MM
 * Dream Dwarf|| Humanoid (Dwarf) || +2 Con, -2 Dex || M || 20 ft || Darkvision 90 ft, +2 Stone cunning, Martial Waraxe and Urgosh, Stability, Dream Sight (See ethereal things), +2 Diplomacy with earth subtype creatures, Spell Power (+1 caster level with divination or earth descriptor spells)
 * | Druid
 * 0||RoS
 * Deurgar Dwarf|| Humanoid (Dwarf) || +2 Con, -4 Cha || M || 20 ft || Darkvision 120, Immune to paralysis, phantasms, poisons, Stability, +2 on saves VS Spells and Spell-like abilities, +2 Stone cunning, Spell-like abilities 1/day: Enlarge, Invisibility, Light Sensitivity: Dazzled when exposed to bright light, +4 Move Silently, +1 Listen and Spot
 * | Fighter
 * +1||MM
 * Moon Elf|| Humanoid (Elf) || +2 Dex, -2 Con || M || 30 ft || Immune to magic sleep, +2 on saves VS Enchantment spells, Low Light Vision, Proficient in longsword, longbow, rapier, shortbow, +2 on listen, search & spot, Gain automatic Search check for hidden doors/portals
 * | Wizard
 * 0||PHB
 * Grey Elf|| Humanoid (Elf) || -2 Str, +2 Dex -2 Con, +2 Int || M || 30 ft || Immune to magic sleep, +2 on saves VS Enchantment spells, Low Light Vision, Proficient in longsword, longbow, rapier, shortbow, +2 on listen, search & spot, Gain automatic Search check for hidden doors/portals
 * | Wizard
 * 0||MM
 * Sun Elf|| Humanoid (Elf) || +2 Int, -2 Con || M || 30 ft || Immune to magic sleep, +2 on saves VS Enchantment spells, Low Light Vision, Proficient in longsword, longbow, rapier, shortbow, +2 on listen, search & spot, Gain automatic Search check for hidden doors/portals
 * | Wizard
 * 0||FRCS
 * Wood Elf|| Humanoid (Elf) || +2 Str, +2 Dex -2 Con, -2 Int || M || 30 ft || Immune to magic sleep, +2 on saves VS Enchantment spells, Low Light Vision, Proficient in longsword, longbow, rapier, shortbow, +2 on listen, search & spot, Gain automatic Search check for hidden doors/portals
 * | Ranger
 * 0||MM
 * Wild Elf|| Humanoid (Elf) || +2 Dex, -2 Int || M || 30 ft || Immune to magic sleep, +2 on saves VS Enchantment spells, Low Light Vision, Proficient in longsword, longbow, rapier, shortbow, +2 on listen, search & spot, Gain automatic Search check for hidden doors/portals
 * | Sorcerer
 * 0||MM
 * Drow Elf|| Humanoid (Elf) || +2 Dex, -2 Con, +2 Int, +2 Cha || M || 30 ft || Darkvision 120 ft, Spell resistance 11 + level, +2 on will saves VS Spells and Spell-like abilities, Spell like abilities 1/day: dancing lights, darkness, faerie fire, Proficient with Hand Crossbow, Rapier and Shortsword, light blindness: Abrupt exposure to sunlight or daylight spell causes blindness for 1 round, and dazzled effect in subsequent rounds
 * | Wizard (Males), Cleric (Female)
 * +2||MM
 * Rock Gnome|| Humanoid (Gnome) || +2 Con, -2 Str || S || 20 ft || Low Light Vision, Proficiency Gnome hooked hammer, +2 on saves VS Illusions,
 * Moon Elf|| Humanoid (Elf) || +2 Dex, -2 Con || M || 30 ft || Immune to magic sleep, +2 on saves VS Enchantment spells, Low Light Vision, Proficient in longsword, longbow, rapier, shortbow, +2 on listen, search & spot, Gain automatic Search check for hidden doors/portals
 * | Wizard
 * 0||PHB
 * Grey Elf|| Humanoid (Elf) || -2 Str, +2 Dex -2 Con, +2 Int || M || 30 ft || Immune to magic sleep, +2 on saves VS Enchantment spells, Low Light Vision, Proficient in longsword, longbow, rapier, shortbow, +2 on listen, search & spot, Gain automatic Search check for hidden doors/portals
 * | Wizard
 * 0||MM
 * Sun Elf|| Humanoid (Elf) || +2 Int, -2 Con || M || 30 ft || Immune to magic sleep, +2 on saves VS Enchantment spells, Low Light Vision, Proficient in longsword, longbow, rapier, shortbow, +2 on listen, search & spot, Gain automatic Search check for hidden doors/portals
 * | Wizard
 * 0||FRCS
 * Wood Elf|| Humanoid (Elf) || +2 Str, +2 Dex -2 Con, -2 Int || M || 30 ft || Immune to magic sleep, +2 on saves VS Enchantment spells, Low Light Vision, Proficient in longsword, longbow, rapier, shortbow, +2 on listen, search & spot, Gain automatic Search check for hidden doors/portals
 * | Ranger
 * 0||MM
 * Wild Elf|| Humanoid (Elf) || +2 Dex, -2 Int || M || 30 ft || Immune to magic sleep, +2 on saves VS Enchantment spells, Low Light Vision, Proficient in longsword, longbow, rapier, shortbow, +2 on listen, search & spot, Gain automatic Search check for hidden doors/portals
 * | Sorcerer
 * 0||MM
 * Drow Elf|| Humanoid (Elf) || +2 Dex, -2 Con, +2 Int, +2 Cha || M || 30 ft || Darkvision 120 ft, Spell resistance 11 + level, +2 on will saves VS Spells and Spell-like abilities, Spell like abilities 1/day: dancing lights, darkness, faerie fire, Proficient with Hand Crossbow, Rapier and Shortsword, light blindness: Abrupt exposure to sunlight or daylight spell causes blindness for 1 round, and dazzled effect in subsequent rounds
 * | Wizard (Males), Cleric (Female)
 * +2||MM
 * Rock Gnome|| Humanoid (Gnome) || +2 Con, -2 Str || S || 20 ft || Low Light Vision, Proficiency Gnome hooked hammer, +2 on saves VS Illusions,
 * 0||MM
 * Drow Elf|| Humanoid (Elf) || +2 Dex, -2 Con, +2 Int, +2 Cha || M || 30 ft || Darkvision 120 ft, Spell resistance 11 + level, +2 on will saves VS Spells and Spell-like abilities, Spell like abilities 1/day: dancing lights, darkness, faerie fire, Proficient with Hand Crossbow, Rapier and Shortsword, light blindness: Abrupt exposure to sunlight or daylight spell causes blindness for 1 round, and dazzled effect in subsequent rounds
 * | Wizard (Males), Cleric (Female)
 * +2||MM
 * Rock Gnome|| Humanoid (Gnome) || +2 Con, -2 Str || S || 20 ft || Low Light Vision, Proficiency Gnome hooked hammer, +2 on saves VS Illusions,
 * Rock Gnome|| Humanoid (Gnome) || +2 Con, -2 Str || S || 20 ft || Low Light Vision, Proficiency Gnome hooked hammer, +2 on saves VS Illusions,
 * Rock Gnome|| Humanoid (Gnome) || +2 Con, -2 Str || S || 20 ft || Low Light Vision, Proficiency Gnome hooked hammer, +2 on saves VS Illusions,
 * Rock Gnome|| Humanoid (Gnome) || +2 Con, -2 Str || S || 20 ft || Low Light Vision, Proficiency Gnome hooked hammer, +2 on saves VS Illusions,
 * Rock Gnome|| Humanoid (Gnome) || +2 Con, -2 Str || S || 20 ft || Low Light Vision, Proficiency Gnome hooked hammer, +2 on saves VS Illusions,
 * Rock Gnome|| Humanoid (Gnome) || +2 Con, -2 Str || S || 20 ft || Low Light Vision, Proficiency Gnome hooked hammer, +2 on saves VS Illusions,
 * Rock Gnome|| Humanoid (Gnome) || +2 Con, -2 Str || S || 20 ft || Low Light Vision, Proficiency Gnome hooked hammer, +2 on saves VS Illusions,
 * | Bard
 * 0||PHB
 * Chaos Gnome|| Humanoid (Gnome) || -2 Str, +2 Dex, +2 Con, +2 Cha || S || 20 ft || Low light vision, Proficiency Gnome hooked hammer, +4 AC VS creatures with Giant type, +2 Listen, Reroll 1/day, +1 caster level on chaos spells, Immunity to Confusion effects, Spell-like abilities: Entropic shield, Daze, Flare,
 * | Sorcerer
 * +1||RoS
 * Whisper Gnome|| Humanoid (Gnome) || -2 Str, +2 Dex, +2 Con, -2 Cha || S || 30 ft || Low light vision, Darkvision 60 ft, Weapon Familiarity: Gnome Hooked Hammer, +1 attack vs Kobolds and Goblinoids, +4 dodge bonus to AC against creatures of Giant type, +4 Hide and Move Silently, +2 Listen and Spot, Spell-like Ability 1/day: Silence (centered on Whisper Gnome), with a 10 Cha also gain 1/day ghost sound, mage hand, message
 * | Rogue
 * 0||RoS
 * Half-Elf|| Humanoid (Elf) || None || M || 30 ft || Immunity to sleep spells or effects, +2 on saves VS Enchantment spells or effects, Low Light Vision,
 * 0||RoS
 * Half-Elf|| Humanoid (Elf) || None || M || 30 ft || Immunity to sleep spells or effects, +2 on saves VS Enchantment spells or effects, Low Light Vision,
 * Half-Elf|| Humanoid (Elf) || None || M || 30 ft || Immunity to sleep spells or effects, +2 on saves VS Enchantment spells or effects, Low Light Vision,
 * Half-Elf|| Humanoid (Elf) || None || M || 30 ft || Immunity to sleep spells or effects, +2 on saves VS Enchantment spells or effects, Low Light Vision,
 * Half-Elf|| Humanoid (Elf) || None || M || 30 ft || Immunity to sleep spells or effects, +2 on saves VS Enchantment spells or effects, Low Light Vision,
 * Half-Elf|| Humanoid (Elf) || None || M || 30 ft || Immunity to sleep spells or effects, +2 on saves VS Enchantment spells or effects, Low Light Vision,
 * Half-Elf|| Humanoid (Elf) || None || M || 30 ft || Immunity to sleep spells or effects, +2 on saves VS Enchantment spells or effects, Low Light Vision,
 * | Any
 * 0||PHB
 * Half-Human Elf|| Humanoid (Elf) || None || M || 30 ft || Immunity to sleep spells or effects, +2 on saves VS Enchantment spells or effects, Low Light Vision,
 * Half-Human Elf|| Humanoid (Elf) || None || M || 30 ft || Immunity to sleep spells or effects, +2 on saves VS Enchantment spells or effects, Low Light Vision,
 * | Wizard
 * 0||DMG
 * Half-Orc|| Humanoid (Orc) || +2 Str, -2 Int, -2 Cha || M || 30 ft || Darkvision 60 ft, Orc Blood
 * | Barbarian
 * 0||PHB
 * Sharakim|| Humanoid (Human) || +2 Str, -2 Dex, +2 Int, -2 Cha || M || 30 ft || Darkvision 60 ft, Natural Armor +1, +1 attack vs Orcs / Half-Orcs
 * Half-Orc|| Humanoid (Orc) || +2 Str, -2 Int, -2 Cha || M || 30 ft || Darkvision 60 ft, Orc Blood
 * | Barbarian
 * 0||PHB
 * Sharakim|| Humanoid (Human) || +2 Str, -2 Dex, +2 Int, -2 Cha || M || 30 ft || Darkvision 60 ft, Natural Armor +1, +1 attack vs Orcs / Half-Orcs
 * Sharakim|| Humanoid (Human) || +2 Str, -2 Dex, +2 Int, -2 Cha || M || 30 ft || Darkvision 60 ft, Natural Armor +1, +1 attack vs Orcs / Half-Orcs
 * Sharakim|| Humanoid (Human) || +2 Str, -2 Dex, +2 Int, -2 Cha || M || 30 ft || Darkvision 60 ft, Natural Armor +1, +1 attack vs Orcs / Half-Orcs
 * | Wizard
 * +1||RoD
 * Lightfoot Halfling|| Humanoid (Halfling) || +2 Dex, -2 Str || S || 20 ft || +2 Climb, Jump, Move Silently, +1 to all saving throws, +2 VS fear effects, +1 attack with thrown weapons, +2 Listen
 * | Rogue
 * 0||PHB
 * Tallfellow Halfling|| Humanoid (Halfling) || +2 Dex, -2 Str || S || 20 ft || +1 to all saving throws, +2 VS fear effects, +1 attack with thrown weapons, +2 Listen, Search and Spot. Like an Elf gain auto search check for passing with 5 ft of a secret door
 * | Rogue
 * 0||MM
 * Deep Halfling|| Humanoid (Halfling) || +2 Dex, -2 Str || S || 20 ft || Darkvision 60 ft, +1 to all saving throws, +2 VS fear effects, +1 attack with thrown weapons, +2 Listen, Stone Cunning, +2 Appraise and craft on items made of stone or metal
 * | Rogue
 * 0||MM
 * Ghostwise Halfling|| Humanoid (Halfling) || +2 Dex, -2 Str || S || 20 ft || +2 Climb, Jump, Move Silently, +2 VS fear effects, +1 attack with thrown weapons, +2 Listen, Speak Without Sound: Can communicate with 1 creature at a time within 20 ft that has a common language
 * | Barbarian
 * 0||FRCS
 * Strongheart Halfling || Humanoid (Halfling) || +2 Dex, -2 Str || S || 20 ft || +2 Climb, Jump, Move Silently, +2 VS fear effects, +1 attack with thrown weapons, +2 Listen, Bonus Feat
 * | Rogue
 * 0||FRCS
 * Drowmite|| Monstrous humanoid || +2 Cha, -2 Str, -2 Wis || S || 20 ft || Chitin (+3 Natural AC and Energy resistance 5 of your choice), Naturally Psionic, Psi-Like ability 1/day 'energy ray', Scent, Blind-Fight, Compound Eyes (+2 Spot)
 * | Wilder
 * +1||EPH
 * Elan|| Aberration || -2 Cha || M || 30 ft || Naturally Psionic, Resistance (spend 1 power point for +4 on all saves until next action), Resilence (reduce taken damage by 2 for every 1 power point spent), Repletion (spend 1 power point to not need food or drink for 24 hours)
 * | Psion
 * 0||EPH
 * Githyanki|| Humanoid (Extraplannar) || +2 Dex, +2 Con, -2 Wisdom || M || 30 ft || Darkvision 60 ft, Naturally Psionic, Psi-Like Abilities by hit dice, Power Resistance 5 + hit dice
 * | Fighter
 * +2||EPH
 * Githzerai|| Humanoid (Extraplannar) || +6 Dex, -2 Intelligence, +2 Wisdom || M || 30 ft || Darkvision 60 ft, Naturally Psionic, Psi-Like Abilities 3/day 'inertial armor, psionic daze, catfall, concussion,' (and 11th level+ gain 'plane shift' 1/day, Power Resistance 5 + hit dice
 * | Monk
 * +2||EPH
 * Maenad|| Humanoid (Maenad) || &mdash; || M || 30 ft || Naturally Psionic, Psi-Like ability 'energy ray' 1/day, Outburst 1/day (take -2 Int & Wis for +2 Str for up to 4 rounds)
 * | Wilder
 * 0||EPH
 * Thri-kreen|| Monstrous humanoid || +2 Str, +4 Dex, -2 int, +2 Wis, -4 Cha || M || 40 || Darkvision 60 ft, Immunity to magic 'sleep' effects, +3 Natural armor, Multiple Limbs, Natural attacks, Poisonous Bite, Leap (+30 on jump checks), Weapon Familiarity: gythkas and chatkchas (see EPH), Naturally Psionic, Psi-Like abilities 3/day 'chameleon, know direction; 1/day psionic displacement, metaphysical claw, Racial Hit Dice (2 Monstrous Humanoid), Racial Skill points, +4 Hide in sandy or arrid settings, Deflect Arrows
 * | Ranger
 * +2||EPH
 * Xeph|| Humanoid (Xeph) || -2 Str, +2 Dex || M || 30 ft || Darkvision 60 ft, Naturally Psionic, Burst 3/day (+10 land base speed per 3 levels to max of +30 ft at level 9; lasts 3 rounds)
 * | Soulknife
 * 0||EPH
 * Synad|| Aberration || &mdash; || M || 30 ft || Darkvision 60 ft, Naturally Psionic, Threefold Mind (+2 Will saves), Oracle ("Precognative Edge" allows 1/day for a +2 on any inniative check, attack roll or saving throw, with the latter two, it can be applied after you've determined whether your natural roll was enough), Collective (Spend 1 power point for a +2 on any Knowledge or Psicraft check), Multitask (spend 1 power point to gain 1 swift action that can be used for mental actions only (knowledge, psicraft, spellcraft checks, manifesting a power, etc))
 * | Any
 * 0||CPs
 * Half-Giant|| Giant || +2 Str, -2 Dex, +2 Con || M || 30 ft || Low-Light Vision, Fire Acclimated (+2 on saves vs fire spells and effects), Powerful Build, Naturally Psionic, Psi-Like ability 1/day 'stomp',
 * | Psychic Warrior
 * +1||EPH
 * Half-Ogre|| Giant || +6 Str, -2 Dex, +2 Con, -2 Int, -2 Cha || L || 30 || Darkvision 60 ft, +4 Natural armor
 * | Barbarian
 * +2||RoD
 * Goliath|| Monstrous humanoid || +4 Str, -2 Dex, +2 Con || M || 30 ft || Powerful Build, Mountain movement (make standing long jumps and high jumps as if running, and climb full speed as a move action without -5 penalty), Acclimated (dont take penalties for altitude described in DMG), +2 Sense motive
 * | Barbarian
 * +1||RoS
 * Aasimar|| Outsider (Native) || +2 Wis, +2 Cha || M || 30 ft || Darkvision 60 ft, SLA: Daylight 1/day, Resistance to Acid 5, Cold 5, and Electric 5, +2 Listen and Spot
 * | Paladin
 * +1||RoD
 * Teifling|| Outsider (Native) || +2 Dex, +2 Int, -2 Cha || M || 30 ft || Darkvision 60 ft, SLA: Darkness 1/day, +2 Bluff and Hide
 * | Rogue
 * +1||RoD
 * Air Genasi|| Outsider (Native) || +2 Dex, +2 Int, -2 Wis, -2 Cha || M || 30 ft || Darkvision 60 ft, Spell-Like Ability 1/day 'Levitate' (cast by a 5th level sorcerer), Clerical Focus (Must choose a diety with air domain and choose it), +1 on saves against air spells and effects, and +1/5 levels, Breathless (do not breath)
 * | Fighter
 * +1||FRCS
 * Earth Genasi|| Outsider (Native) || +2 Str, +2 Con, -2 Wis, -2 Cha || M || 30 ft || Darkvision 60 ft, Spell-Like Ability 1/day 'Pass without trace' (cast by a 5th level druid), Clerical Focus (Must choose a diety with earth domain and choose it), +1 on saves against earth spells and effects, and +1/5 levels
 * | Fighter
 * +1||FRCS
 * Fire Genasi|| Outsider (Native) || +2 Int, -2 Cha || M || 30 ft || Darkvision 60 ft, Spell-Like Ability 1/day 'Control Flame' (cast by a 5th level sorcerer), Clerical Focus (Must choose a diety with fire domain and choose it), +1 on saves against fire spells and effects, and +1/5 levels
 * | Fighter
 * +1||FRCS
 * Water Genasi|| Outsider (Native) || +2 Con, -2 Cha || M || 30 ft (30 ft Swim) || Darkvision 60 ft, Spell-Like Ability 1/day 'Create Water' (cast by a 5th level druid), Clerical Focus (Must choose a diety with water domain and choose it), +1 on saves against water spells and effects, and +1/5 levels, Breath Water as an extraordinary ability
 * | Fighter
 * +1||FRCS
 * Raptoran|| Humanoid || &mdash; || M || 30 ft || Wing-Aided Movement (+10 Jump), Gliding (negate falling damage and move 20 feet foward for every 5 feet down), Flight (at 5 hit dice fly at a speed of 40 feet with average menuverability, Pact with the Wind Lord (+1 Caster level on air spells), Unerring Direction (Know which way is north), Low-Light Vision, Weapon Familiarity (Footbow), +2 Climb and Spot
 * | Cleric
 * 0||RoW
 * Catfolk|| Monstrous humanoid || +4 Dex, +2 Cha || M || 40 ft || Low-Light Vision, +2 Listen, +2 Move Silently, +1 Natural armor
 * | Ranger
 * +1||RoW
 * Centaur|| Monstrous Humanoid || +8 Str, +4 Dex, +4 Con, -2 Int, +2 Wis || L || 50 ft || Darkvision 60 ft, Racial Hit Dice (4 Monstrous Humanoid), Racial Skill Points, Racial Feats (2), +3 Natural Armor
 * | Ranger
 * +2||RoW
 * Killoren|| Fey || &mdash; || M || 30 ft || Low-Light Vision, Immunity to magic 'sleep' effects, +2 bonus on enchantment spells or effects, +2 Handle Animal, +2 Survival, Cold Iron Anathema (-2 on attack rolls with cold iron weapons), Manifest Nautres Might (See book)
 * | Druid
 * 0||RoW
 * Asherati|| Humanoid || &mdash; || M || 30 ft || +1 Natural armor, Natural Dryness (only require 1/4 the water of other humanoids), Sandswim (Swim through sand at land speed breath normally), Body Lamp (make body glow bright out to 60 ft, shadowy out to 120 ft), Heat Endurance (feat), Weapon Familiarity (Eagle's Claw), +Hide and Move Silently, Water Vulnerability (cannot hold breath underwater, -1 on rolls while submerged)
 * | Rogue
 * 0||SS
 * Bhuka|| Humanoid (Goblinoid)|| -2 Str, +2 Dex || M || 30 ft || Sure Feet (helps travel in sand), Glare Resistance (Protected from sun glare environmental danager and never dazzeled by sun), Water Sense (detect water underground with survival), +2 Con checks and Fort saves VS heat and dehydration, +2 Knowledge (Nature), Knowledge (Nature) always a class skill, Heat Endurance (Feat)
 * | Druid
 * 0||SS
 * Uldra|| Fey || -2 Str, +2 Con, +2 Wis || S || 20 ft || Low-Light Vision, Darkvision 120 ft, Nature Scholar (+2 Knowledge (Nature), Knowledge (Nature) always a class skill), Cold Resistance (No harm from cold environments, Energy Resistance 5 Cold), Frosty Touch (+1 cold damage on melee attacks), Spell-Like Abilities 3/day 'ray of frost'; 1/day 'speak with animals, touch of fatigue', Fey Blood
 * | Druid
 * +1||FB
 * +1||RoD
 * Air Genasi|| Outsider (Native) || +2 Dex, +2 Int, -2 Wis, -2 Cha || M || 30 ft || Darkvision 60 ft, Spell-Like Ability 1/day 'Levitate' (cast by a 5th level sorcerer), Clerical Focus (Must choose a diety with air domain and choose it), +1 on saves against air spells and effects, and +1/5 levels, Breathless (do not breath)
 * | Fighter
 * +1||FRCS
 * Earth Genasi|| Outsider (Native) || +2 Str, +2 Con, -2 Wis, -2 Cha || M || 30 ft || Darkvision 60 ft, Spell-Like Ability 1/day 'Pass without trace' (cast by a 5th level druid), Clerical Focus (Must choose a diety with earth domain and choose it), +1 on saves against earth spells and effects, and +1/5 levels
 * | Fighter
 * +1||FRCS
 * Fire Genasi|| Outsider (Native) || +2 Int, -2 Cha || M || 30 ft || Darkvision 60 ft, Spell-Like Ability 1/day 'Control Flame' (cast by a 5th level sorcerer), Clerical Focus (Must choose a diety with fire domain and choose it), +1 on saves against fire spells and effects, and +1/5 levels
 * | Fighter
 * +1||FRCS
 * Water Genasi|| Outsider (Native) || +2 Con, -2 Cha || M || 30 ft (30 ft Swim) || Darkvision 60 ft, Spell-Like Ability 1/day 'Create Water' (cast by a 5th level druid), Clerical Focus (Must choose a diety with water domain and choose it), +1 on saves against water spells and effects, and +1/5 levels, Breath Water as an extraordinary ability
 * | Fighter
 * +1||FRCS
 * Raptoran|| Humanoid || &mdash; || M || 30 ft || Wing-Aided Movement (+10 Jump), Gliding (negate falling damage and move 20 feet foward for every 5 feet down), Flight (at 5 hit dice fly at a speed of 40 feet with average menuverability, Pact with the Wind Lord (+1 Caster level on air spells), Unerring Direction (Know which way is north), Low-Light Vision, Weapon Familiarity (Footbow), +2 Climb and Spot
 * | Cleric
 * 0||RoW
 * Catfolk|| Monstrous humanoid || +4 Dex, +2 Cha || M || 40 ft || Low-Light Vision, +2 Listen, +2 Move Silently, +1 Natural armor
 * | Ranger
 * +1||RoW
 * Centaur|| Monstrous Humanoid || +8 Str, +4 Dex, +4 Con, -2 Int, +2 Wis || L || 50 ft || Darkvision 60 ft, Racial Hit Dice (4 Monstrous Humanoid), Racial Skill Points, Racial Feats (2), +3 Natural Armor
 * | Ranger
 * +2||RoW
 * Killoren|| Fey || &mdash; || M || 30 ft || Low-Light Vision, Immunity to magic 'sleep' effects, +2 bonus on enchantment spells or effects, +2 Handle Animal, +2 Survival, Cold Iron Anathema (-2 on attack rolls with cold iron weapons), Manifest Nautres Might (See book)
 * | Druid
 * 0||RoW
 * Asherati|| Humanoid || &mdash; || M || 30 ft || +1 Natural armor, Natural Dryness (only require 1/4 the water of other humanoids), Sandswim (Swim through sand at land speed breath normally), Body Lamp (make body glow bright out to 60 ft, shadowy out to 120 ft), Heat Endurance (feat), Weapon Familiarity (Eagle's Claw), +Hide and Move Silently, Water Vulnerability (cannot hold breath underwater, -1 on rolls while submerged)
 * | Rogue
 * 0||SS
 * Bhuka|| Humanoid (Goblinoid)|| -2 Str, +2 Dex || M || 30 ft || Sure Feet (helps travel in sand), Glare Resistance (Protected from sun glare environmental danager and never dazzeled by sun), Water Sense (detect water underground with survival), +2 Con checks and Fort saves VS heat and dehydration, +2 Knowledge (Nature), Knowledge (Nature) always a class skill, Heat Endurance (Feat)
 * | Druid
 * 0||SS
 * Uldra|| Fey || -2 Str, +2 Con, +2 Wis || S || 20 ft || Low-Light Vision, Darkvision 120 ft, Nature Scholar (+2 Knowledge (Nature), Knowledge (Nature) always a class skill), Cold Resistance (No harm from cold environments, Energy Resistance 5 Cold), Frosty Touch (+1 cold damage on melee attacks), Spell-Like Abilities 3/day 'ray of frost'; 1/day 'speak with animals, touch of fatigue', Fey Blood
 * | Druid
 * +1||FB
 * Killoren|| Fey || &mdash; || M || 30 ft || Low-Light Vision, Immunity to magic 'sleep' effects, +2 bonus on enchantment spells or effects, +2 Handle Animal, +2 Survival, Cold Iron Anathema (-2 on attack rolls with cold iron weapons), Manifest Nautres Might (See book)
 * | Druid
 * 0||RoW
 * Asherati|| Humanoid || &mdash; || M || 30 ft || +1 Natural armor, Natural Dryness (only require 1/4 the water of other humanoids), Sandswim (Swim through sand at land speed breath normally), Body Lamp (make body glow bright out to 60 ft, shadowy out to 120 ft), Heat Endurance (feat), Weapon Familiarity (Eagle's Claw), +Hide and Move Silently, Water Vulnerability (cannot hold breath underwater, -1 on rolls while submerged)
 * | Rogue
 * 0||SS
 * Bhuka|| Humanoid (Goblinoid)|| -2 Str, +2 Dex || M || 30 ft || Sure Feet (helps travel in sand), Glare Resistance (Protected from sun glare environmental danager and never dazzeled by sun), Water Sense (detect water underground with survival), +2 Con checks and Fort saves VS heat and dehydration, +2 Knowledge (Nature), Knowledge (Nature) always a class skill, Heat Endurance (Feat)
 * | Druid
 * 0||SS
 * Uldra|| Fey || -2 Str, +2 Con, +2 Wis || S || 20 ft || Low-Light Vision, Darkvision 120 ft, Nature Scholar (+2 Knowledge (Nature), Knowledge (Nature) always a class skill), Cold Resistance (No harm from cold environments, Energy Resistance 5 Cold), Frosty Touch (+1 cold damage on melee attacks), Spell-Like Abilities 3/day 'ray of frost'; 1/day 'speak with animals, touch of fatigue', Fey Blood
 * | Druid
 * +1||FB
 * Bhuka|| Humanoid (Goblinoid)|| -2 Str, +2 Dex || M || 30 ft || Sure Feet (helps travel in sand), Glare Resistance (Protected from sun glare environmental danager and never dazzeled by sun), Water Sense (detect water underground with survival), +2 Con checks and Fort saves VS heat and dehydration, +2 Knowledge (Nature), Knowledge (Nature) always a class skill, Heat Endurance (Feat)
 * | Druid
 * 0||SS
 * Uldra|| Fey || -2 Str, +2 Con, +2 Wis || S || 20 ft || Low-Light Vision, Darkvision 120 ft, Nature Scholar (+2 Knowledge (Nature), Knowledge (Nature) always a class skill), Cold Resistance (No harm from cold environments, Energy Resistance 5 Cold), Frosty Touch (+1 cold damage on melee attacks), Spell-Like Abilities 3/day 'ray of frost'; 1/day 'speak with animals, touch of fatigue', Fey Blood
 * | Druid
 * +1||FB
 * +1||FB